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- Added new running with pistol animation (by Sandro and PasHancock)
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@4667 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -994,6 +994,9 @@ ANIMCONTROLTYPE gAnimControl[ NUMANIMATIONSTATES ] =
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//SPECIAL THROW KNIFE FOR BIG MALES
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//SPECIAL THROW KNIFE FOR BIG MALES
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"THROW KNIFE 2" , 0, 50, (FLOAT)0, ANIM_STATIONARY | ANIM_NOMOVE_MARKER | ANIM_NONINTERRUPT | ANIM_MIN_EFFORT | ANIM_ATTACK , ANIM_STAND, ANIM_STAND, -1,
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"THROW KNIFE 2" , 0, 50, (FLOAT)0, ANIM_STATIONARY | ANIM_NOMOVE_MARKER | ANIM_NONINTERRUPT | ANIM_MIN_EFFORT | ANIM_ATTACK , ANIM_STAND, ANIM_STAND, -1,
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//RUN (with pistol)
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{"RUN WITH PISTOL" , 0, 0, (FLOAT)2.6, ANIM_MOVING | ANIM_TURNING | ANIM_NORESTART | ANIM_RAISE_WEAPON | ANIM_MODERATE_EFFORT, ANIM_STAND, ANIM_STAND, -1},
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};
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};
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ANI_SPEED_DEF gubAnimWalkSpeeds[ TOTALBODYTYPES ] =
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ANI_SPEED_DEF gubAnimWalkSpeeds[ TOTALBODYTYPES ] =
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@@ -1508,6 +1511,7 @@ void InitAnimationSurfacesPerBodytype( )
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gubAnimSurfaceItemSubIndex[ REGMALE ][ END_HURT_WALKING ] = RGMHURTSTANDINGN;
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gubAnimSurfaceItemSubIndex[ REGMALE ][ END_HURT_WALKING ] = RGMHURTSTANDINGN;
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gubAnimSurfaceItemSubIndex[ REGMALE ][ WALK_BACKWARDS ] = RGMNOTHING_WALK;
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gubAnimSurfaceItemSubIndex[ REGMALE ][ WALK_BACKWARDS ] = RGMNOTHING_WALK;
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gubAnimSurfaceItemSubIndex[ REGMALE ][ DRUNK_IDLE ] = RGMPISTOLDRUNK;
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gubAnimSurfaceItemSubIndex[ REGMALE ][ DRUNK_IDLE ] = RGMPISTOLDRUNK;
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gubAnimSurfaceItemSubIndex[ REGMALE ][ RUNNING_W_PISTOL ] = RGMPISTOL_RUN;
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gubAnimSurfaceCorpseID[ REGMALE ][ GENERIC_HIT_DEATH ] = SMERC_FWD;
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gubAnimSurfaceCorpseID[ REGMALE ][ GENERIC_HIT_DEATH ] = SMERC_FWD;
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@@ -1811,6 +1815,7 @@ void InitAnimationSurfacesPerBodytype( )
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gubAnimSurfaceItemSubIndex[ BIGMALE ][ END_HURT_WALKING ] = BGMHURTSTANDINGN;
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gubAnimSurfaceItemSubIndex[ BIGMALE ][ END_HURT_WALKING ] = BGMHURTSTANDINGN;
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gubAnimSurfaceItemSubIndex[ BIGMALE ][ WALK_BACKWARDS ] = BGMNOTHING_WALK;
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gubAnimSurfaceItemSubIndex[ BIGMALE ][ WALK_BACKWARDS ] = BGMNOTHING_WALK;
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gubAnimSurfaceItemSubIndex[ BIGMALE ][ DRUNK_IDLE ] = BGMPISTOLDRUNK;
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gubAnimSurfaceItemSubIndex[ BIGMALE ][ DRUNK_IDLE ] = BGMPISTOLDRUNK;
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gubAnimSurfaceItemSubIndex[ BIGMALE ][ RUNNING_W_PISTOL ] = BGMPISTOL_RUN;
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gubAnimSurfaceMidWaterSubIndex[ BIGMALE ][ STANDING][0] = BGMWATER_R_STD;
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gubAnimSurfaceMidWaterSubIndex[ BIGMALE ][ STANDING][0] = BGMWATER_R_STD;
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@@ -2203,6 +2208,7 @@ void InitAnimationSurfacesPerBodytype( )
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gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ END_HURT_WALKING ] = RGMHURTSTANDINGN;
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gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ END_HURT_WALKING ] = RGMHURTSTANDINGN;
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gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ WALK_BACKWARDS ] = RGMNOTHING_WALK;
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gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ WALK_BACKWARDS ] = RGMNOTHING_WALK;
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gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ DRUNK_IDLE ] = RGMPISTOLDRUNK;
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gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ DRUNK_IDLE ] = RGMPISTOLDRUNK;
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gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ RUNNING_W_PISTOL ] = RGMPISTOL_RUN;
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gubAnimSurfaceMidWaterSubIndex[ STOCKYMALE ][ STANDING][0] = RGMWATER_R_STD;
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gubAnimSurfaceMidWaterSubIndex[ STOCKYMALE ][ STANDING][0] = RGMWATER_R_STD;
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@@ -2574,6 +2580,7 @@ void InitAnimationSurfacesPerBodytype( )
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gubAnimSurfaceItemSubIndex[ REGFEMALE ][ END_HURT_WALKING ] = RGFHURTSTANDINGN;
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gubAnimSurfaceItemSubIndex[ REGFEMALE ][ END_HURT_WALKING ] = RGFHURTSTANDINGN;
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gubAnimSurfaceItemSubIndex[ REGFEMALE ][ WALK_BACKWARDS ] = RGFNOTHING_WALK;
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gubAnimSurfaceItemSubIndex[ REGFEMALE ][ WALK_BACKWARDS ] = RGFNOTHING_WALK;
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gubAnimSurfaceItemSubIndex[ REGFEMALE ][ DRUNK_IDLE ] = RGMPISTOLDRUNK;
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gubAnimSurfaceItemSubIndex[ REGFEMALE ][ DRUNK_IDLE ] = RGMPISTOLDRUNK;
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gubAnimSurfaceItemSubIndex[ REGFEMALE ][ RUNNING_W_PISTOL ] = RGFPISTOL_RUN;
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gubAnimSurfaceMidWaterSubIndex[ REGFEMALE ][ STANDING][0] = RGFWATER_R_STD;
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gubAnimSurfaceMidWaterSubIndex[ REGFEMALE ][ STANDING][0] = RGFWATER_R_STD;
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@@ -3266,6 +3273,8 @@ BOOLEAN LoadAnimationStateInstructions( )
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memcpy(gusAnimInst[THROW_KNIFE_SP_BM],THROW_KNIFE_SP_BM_AnimationScript,sizeof(THROW_KNIFE_SP_BM_AnimationScript)); // SANDRO - new animation of remote detonator by PasHancock
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memcpy(gusAnimInst[THROW_KNIFE_SP_BM],THROW_KNIFE_SP_BM_AnimationScript,sizeof(THROW_KNIFE_SP_BM_AnimationScript)); // SANDRO - new animation of remote detonator by PasHancock
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memcpy(gusAnimInst[RUNNING_W_PISTOL],fuckTheBoundz[RUNNING],sizeof(fuckTheBoundz[RUNNING]));
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return( TRUE );
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return( TRUE );
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}
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}
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@@ -3752,7 +3761,16 @@ UINT16 DetermineSoldierAnimationSurface( SOLDIERTYPE *pSoldier, UINT16 usAnimSta
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// if ( !(Item[ usItem ].fFlags & ITEM_TWO_HANDED) )
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// if ( !(Item[ usItem ].fFlags & ITEM_TWO_HANDED) )
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if ( !(Item[ usItem ].twohanded ) )
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if ( !(Item[ usItem ].twohanded ) )
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{
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{
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usAltAnimSurface = gubAnimSurfaceItemSubIndex[pSoldier->ubBodyType][usAnimState];
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// SANDRO - new anim for running with pistol by PasHancock
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if ( usAnimState == RUNNING )
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{
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usAltAnimSurface = gubAnimSurfaceItemSubIndex[ pSoldier->ubBodyType ][RUNNING_W_PISTOL];
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}
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else
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{
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usAltAnimSurface = gubAnimSurfaceItemSubIndex[pSoldier->ubBodyType][usAnimState];
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}
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if ( usAltAnimSurface != INVALID_ANIMATION )
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if ( usAltAnimSurface != INVALID_ANIMATION )
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{
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{
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//ddd{ ñþäà ñòàâèòü àëüòåðíàòèâíóþ àíèìàøêó äëÿ âûñòðåëà èç ïèñòîëåòà
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//ddd{ ñþäà ñòàâèòü àëüòåðíàòèâíóþ àíèìàøêó äëÿ âûñòðåëà èç ïèñòîëåòà
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@@ -561,6 +561,7 @@ enum AnimationStates
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JUMPWINDOWS,
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JUMPWINDOWS,
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THROW_KNIFE_SP_BM,
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THROW_KNIFE_SP_BM,
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RUNNING_W_PISTOL,
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NUMANIMATIONSTATES
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NUMANIMATIONSTATES
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@@ -518,6 +518,10 @@ AnimationSurfaceType gAnimSurfaceDatabase[ NUMANIMATIONSURFACETYPES ] =
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BGMTHROWKNIFE, "ANIMS\\M_MERC\\M_K_THRO2.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
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BGMTHROWKNIFE, "ANIMS\\M_MERC\\M_K_THRO2.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
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RGMPISTOL_RUN, "ANIMS\\S_MERC\\S_P_RUN.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
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BGMPISTOL_RUN, "ANIMS\\M_MERC\\M_P_RUN.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
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RGFPISTOL_RUN, "ANIMS\\F_MERC\\F_P_RUN.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
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};
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};
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@@ -547,6 +547,10 @@ BGMWITHSTONE,
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BGMTHROWKNIFE2,
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BGMTHROWKNIFE2,
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RGMPISTOL_RUN,
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BGMPISTOL_RUN,
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RGFPISTOL_RUN,
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NUMANIMATIONSURFACETYPES
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NUMANIMATIONSURFACETYPES
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} AnimationSurfaceTypes;
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} AnimationSurfaceTypes;
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