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https://github.com/1dot13/source.git
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o Merc can stay crouched while picking up items and when stealing items from prone(/collapsed) enemy, he must crouch (will do automatically). It really feels much more intuitive. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5265 3b4a5df2-a311-0410-b5c6-a8a6f20db521
3986 lines
237 KiB
C++
3986 lines
237 KiB
C++
#ifdef PRECOMPILEDHEADERS
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#include "Tactical All.h"
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#else
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#include "builddefines.h"
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#include <stdio.h>
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#include <string.h>
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#include "wcheck.h"
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#include "stdlib.h"
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#include "debug.h"
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#include "Animation Control.h"
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#include "Animation Data.h"
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#include "FileMan.h"
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#include "weapons.h"
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#include "message.h"
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#include "structure.h"
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#include "worlddef.h"
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#include "worldman.h"
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#include "rotting corpses.h"
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#include "points.h"
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#include "Debug Control.h"
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#include "Random.h"
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#endif
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#include "connect.h"
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// Defines for Anim inst reading, taken from orig Jagged
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#define ANIMFILENAME "BINARYDATA\\ja2bin.dat"
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#define EMPTY_INDEX 999
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#define NUM_INJURED_SUBS 1
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typedef struct
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{
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UINT16 usAnimState;
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UINT16 usAnimationSurfaces[ 4 ];
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} ANIMSUBTYPE;
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//<SB> crouch throwing
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static UINT16 CrouchedThrowAnimationScript[MAX_FRAMES_PER_ANIM] = { 1,2,3,4,5,6,7,8,9,460,10,11,12,13,14,442,603,999,0,0,0,0 };
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//</SB>
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///ddd
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static UINT16 StoneAnimationScript[MAX_FRAMES_PER_ANIM] = { 1,2,3,4,5,6,7,8,402,1,2,3,4,5,6,7,8,402,1,2,3,4,5,6,7,8,601,999,0,0,0,0,0 };
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static UINT16 CrouchedShootRocketScript[MAX_FRAMES_PER_ANIM] =
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{757,1,2,3,4,5,6,7,8,9,10,11,12,470,430,13,14,15,16,477,17,18,19,20,753,499,999,0,0,0,0};
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static UINT16 SwatWithKnifeScript[MAX_FRAMES_PER_ANIM] =
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//{1,2,3,4,5,6,7,703,8,9,10,11,704,12,13,14,15,16,17,18,19,501,999,0,0,0,0};
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{5,703,6,7,8,9,10,11,704,12,13,14,15,16,501,999,0,0,0,0};//such a sequence is available in dzha2bin
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static UINT16 SwatBackWithKnifeScript[MAX_FRAMES_PER_ANIM] =
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{16,15,14,13,12,704,11,10,9,8,7,6,703,5,501,999,0,0,0,0};
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static UINT16 SwatBackWithNothingScript[MAX_FRAMES_PER_ANIM] =
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{16,15,14,13,12,704,11,10,9,8,7,6,703,5,501,999,0,0,0,0};
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//xs, may need to edit the numbers. throwing grenades script
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static UINT16 ThrowGrenadeStanceAnimationScript[MAX_FRAMES_PER_ANIM] = { 1,2,3,4,5,6,7,8,9,10,460,11,12,13,14,15,16,17,18,19,442,601,999,0,0,0,0 };
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static UINT16 LobGrenadeStanceAnimationScript[MAX_FRAMES_PER_ANIM] = { 1,2,3,4,5,6,7,8,9,10,460,11,12,13,14,15,16,17,18,19,442,601,999,0,0,0,0 };
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//Rolls
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static UINT16 ROLL_L_AnimationScript[MAX_FRAMES_PER_ANIM] = { 1,2,3,4,5,6,7,8,9,10,11,12,13,14,501,999,0,0,0,0 };
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static UINT16 ROLL_R_AnimationScript[MAX_FRAMES_PER_ANIM] = { 14,13,12,11,10,9,8,7,6,5,4,3,2,1,501,999,0,0,0,0 };
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static UINT16 JUMP_WALL_UP_AnimationScript[MAX_FRAMES_PER_ANIM] = { 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,40,41,42,43,44,601,999,0,0,0,0 };
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static UINT16 JUMP_WALL_DOWN_AnimationScript[MAX_FRAMES_PER_ANIM] = { 44,43,42,41,40,39,38,37,36,35,34,33,32,31,30,29,28,27,26,25,24,23,22,21,20,19,18,17,16,15,14,13,12,11,10,9,8,7,6,5,4,3,2,1,601,999,0,0,0,0 };
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static UINT16 REMOTE_DET_AnimationScript[MAX_FRAMES_PER_ANIM] = { 1,2,3,4,484,4,5,6,1,442,499,999,0,0,0,0 }; // SANDRO - new animation of remote detonator by PasHancock
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static UINT16 THROW_KNIFE_SP_BM_AnimationScript[MAX_FRAMES_PER_ANIM] = { 757,1,1,2,2,3,3,4,4,5,5,6,6,7,7,8,8,9,9,10,12,13,709,14,15,16,430,16,17,17,18,19,20,21,753,442,499,999,0,0,0,0 };
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static UINT16 PRONE_START_FIRST_AID_AnimationScript[MAX_FRAMES_PER_ANIM] = { 1,2,3,4,442,1033,0,0,0,0 };
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static UINT16 PRONE_GIVE_FIRST_AID_AnimationScript[MAX_FRAMES_PER_ANIM] = { 4,5,6,7,6,5,4,3,4,5,6,6,5,7,6,5,4,3,4,5,5,6,7,6,7,6,5,7,6,5,4,3,2,3,2,4,501,0,0,0,0 };
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ANI_SPEED_DEF gubAnimCrawlSpeeds[ TOTALBODYTYPES ];
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//Block for anim file
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UINT16 gusAnimInst[ MAX_ANIMATIONS ][ MAX_FRAMES_PER_ANIM ];
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// OK, this array contains definitions for random animations based on bodytype, total # allowed, and what is in their hand....
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RANDOM_ANI_DEF gRandomAnimDefs[ TOTALBODYTYPES ][ MAX_RANDOM_ANIMS_PER_BODYTYPE ];
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ANIMCONTROLTYPE gAnimControl[ NUMANIMATIONSTATES ] =
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{
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//NAME //AP //SPEED // MOVE // FLAGS // HEIGHT
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//WALKING
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{"WALKING" , 20, 0, (FLOAT)1.6, ANIM_MOVING | ANIM_TURNING | ANIM_NORESTART | ANIM_RAISE_WEAPON | ANIM_VARIABLE_EFFORT, ANIM_STAND, ANIM_STAND, -1},
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//Breathing
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{"STANDING" , 0, 0, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_RAISE_WEAPON | ANIM_VARIABLE_EFFORT | ANIM_BREATH, ANIM_STAND, ANIM_STAND, -1},
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//KNEEL DOWN
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{"KNEEL DOWN" , 0, 90, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NOMOVE_MARKER | ANIM_STANCECHANGEANIM | ANIM_NOCHANGE_WEAPON | ANIM_MIN_EFFORT, ANIM_STAND, ANIM_CROUCH, -1},
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//CROUCHING
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{"CROUCHED" , 0, 0, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_RAISE_WEAPON | ANIM_NO_EFFORT | ANIM_BREATH, ANIM_CROUCH, ANIM_CROUCH, -1},
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//KNEEL UP
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{"KNEEL UP" , 0, 90, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NOMOVE_MARKER | ANIM_STANCECHANGEANIM | ANIM_NOCHANGE_WEAPON | ANIM_MIN_EFFORT, ANIM_CROUCH, ANIM_STAND, -1},
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//SWAT
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{"SWAT" , 0, 0, (FLOAT)2.2, ANIM_MOVING | ANIM_TURNING | ANIM_NORESTART | ANIM_RAISE_WEAPON | ANIM_LIGHT_EFFORT, ANIM_CROUCH, ANIM_CROUCH, -1},
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//RUN
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{"RUN" , 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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//PRONE DOWN
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{"PRONE DOWN" , 0, 100, (FLOAT)0, ANIM_STATIONARY | ANIM_NOMOVE_MARKER | ANIM_STANCECHANGEANIM | ANIM_NOCHANGE_WEAPON | ANIM_MIN_EFFORT, ANIM_CROUCH, ANIM_PRONE, -1},
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//CRAWL
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{"CRAWL" , 0, 0, (FLOAT).8, ANIM_MOVING | ANIM_TURNING | ANIM_NORESTART | ANIM_RAISE_WEAPON | ANIM_MODERATE_EFFORT, ANIM_PRONE, ANIM_PRONE, -1},
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//PRONE UP
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{"PRONE UP" , 0, 100, (FLOAT)0, ANIM_STATIONARY | ANIM_NOMOVE_MARKER | ANIM_STANCECHANGEANIM | ANIM_NOCHANGE_WEAPON | ANIM_MIN_EFFORT, ANIM_PRONE, ANIM_CROUCH, -1},
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//PRONE BREATHING
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{"PRONE" , 0, 0, (FLOAT)0, ANIM_STATIONARY | ANIM_FASTTURN | ANIM_RAISE_WEAPON | ANIM_NO_EFFORT | ANIM_BREATH, ANIM_PRONE, ANIM_PRONE, -1},
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// READY_RIFLE_STAND
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{"READY AIM (R) STAND" , 0, 0, (FLOAT)0, ANIM_OK_CHARGE_AP_FOR_TURN | ANIM_NORESTART | ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_RAISE_WEAPON | ANIM_MIN_EFFORT , ANIM_STAND, ANIM_STAND, -1},
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// AIM_RIFLE_STAND
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{"AIM (R) STAND" , 0, 250, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FIREREADY | ANIM_FASTTURN | ANIM_RAISE_WEAPON | ANIM_LIGHT_EFFORT, ANIM_STAND, ANIM_STAND, -1},
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// SHOOT_RIFLE_STAND
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{"SHOOT (R) STAND" , 0, 100, (FLOAT)0, ANIM_NORESTART | ANIM_STATIONARY | ANIM_TURNING | ANIM_RAISE_WEAPON | ANIM_LIGHT_EFFORT | ANIM_FIRE | ANIM_RT_NONINTERRUPT | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1},
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// END_RIFLE_STAND
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{"END RIFLE STAND" , 0, 80, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_RAISE_WEAPON | ANIM_NOCHANGE_PENDINGCOUNT | ANIM_MIN_EFFORT, ANIM_STAND, ANIM_STAND, -1},
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// FROM CROUCH TO SWAT
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{"CROUCH TO SWAT" , 0, 40, (FLOAT)1.3, ANIM_MOVING | ANIM_TURNING | ANIM_LIGHT_EFFORT, ANIM_CROUCH, ANIM_CROUCH, -1},
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// FROM SWAT TO CROUCH
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{"SWAT TO CROUCH" , 0, 40, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_LIGHT_EFFORT, ANIM_CROUCH, ANIM_CROUCH, -1},
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// FLYBACK HIT ANIMATION
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{"FLYBACK HIT" , 0, 80, (FLOAT)1.6, ANIM_SPECIALMOVE | ANIM_HITSTART | ANIM_HITFINISH | ANIM_NONINTERRUPT | ANIM_NOSHOW_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_IGNORE_AUTOSTANCE | ANIM_ATTACK, ANIM_STAND, ANIM_PRONE, -1},
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// READY_RIFLE_PRONE
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{"READY (R) PRONE" , 0, 150, (FLOAT)0, ANIM_OK_CHARGE_AP_FOR_TURN | ANIM_NORESTART | ANIM_STATIONARY | ANIM_TURNING| ANIM_RAISE_WEAPON | ANIM_MIN_EFFORT, ANIM_PRONE, ANIM_PRONE, -1},
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// AIM_RIFLE_PRONE
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{"AIM (R) PRONE" , 0, 250, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FIREREADY | ANIM_FASTTURN| ANIM_RAISE_WEAPON | ANIM_LIGHT_EFFORT, ANIM_PRONE, ANIM_PRONE, -1},
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// SHOOT_RIFLE_PRONE
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{"SHOOT (R) PRONE" , 0, 100, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_RAISE_WEAPON | ANIM_LIGHT_EFFORT | ANIM_FIRE | ANIM_RT_NONINTERRUPT | ANIM_ATTACK, ANIM_PRONE, ANIM_PRONE, -1},
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// END_RIFLE_PRONE
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{"END (R) AIM PRONE" , 0, 150, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_RAISE_WEAPON | ANIM_NOCHANGE_PENDINGCOUNT | ANIM_MIN_EFFORT, ANIM_PRONE, ANIM_PRONE, -1},
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// DEATH TWITCH ONE
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{"DEATH TWITCH ONE" , 0, 100, (FLOAT)0, ANIM_STATIONARY | ANIM_NOSHOW_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_ATTACK, ANIM_PRONE, ANIM_PRONE, -1},
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// GENERIC_HIT STANDING
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{"GENERIC HIT STAND" , 0, 130, (FLOAT)0, ANIM_STATIONARY | ANIM_HITSTART | ANIM_TURNING | ANIM_NONINTERRUPT | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_IGNORE_AUTOSTANCE | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1},
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// FLYBACK HIT ANIMATION W/ BLOOD
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{"FLYBACK HIT w/B" , 0, 80, (FLOAT)1.6, ANIM_SPECIALMOVE | ANIM_HITSTART | ANIM_HITFINISH | ANIM_NONINTERRUPT | ANIM_NOSHOW_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_IGNORE_AUTOSTANCE | ANIM_ATTACK, ANIM_PRONE, ANIM_PRONE, -1},
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// FLYBACK HIT DEATH
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{"FLYBACK HIT DEATH" , 0, 120, (FLOAT)0, ANIM_STATIONARY | ANIM_NONINTERRUPT | ANIM_NOSHOW_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_ATTACK, ANIM_PRONE, ANIM_PRONE, -1},
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// READY_RIFLE_CROUCH
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{"READY (R) CROUCH" , 0, 150, (FLOAT)0, ANIM_OK_CHARGE_AP_FOR_TURN | ANIM_NORESTART | ANIM_STATIONARY | ANIM_TURNING | ANIM_RAISE_WEAPON | ANIM_MIN_EFFORT, ANIM_CROUCH, ANIM_CROUCH, -1},
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// AIM_RIFLE_CROUCH
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{"AIM (R) CROUCH" , 0, 250, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FIREREADY | ANIM_FASTTURN | ANIM_RAISE_WEAPON | ANIM_LIGHT_EFFORT, ANIM_CROUCH, ANIM_CROUCH, -1},
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// SHOOT_RIFLE_CROUCH
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{"SHOOT (R) CROUCH" , 0, 100, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_RAISE_WEAPON | ANIM_LIGHT_EFFORT | ANIM_FIRE | ANIM_RT_NONINTERRUPT | ANIM_ATTACK, ANIM_CROUCH, ANIM_CROUCH, -1},
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// END_RIFLE_CROUCH
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{"END (R) CROUCH" , 0, 150, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_RAISE_WEAPON | ANIM_NOCHANGE_PENDINGCOUNT | ANIM_MIN_EFFORT, ANIM_CROUCH, ANIM_CROUCH, -1},
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// FALLBACK HIT STANDING
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{"FALLBACK HIT STAND" , 0, 130, (FLOAT)1.6, ANIM_SPECIALMOVE | ANIM_NONINTERRUPT | ANIM_HITFINISH | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_IGNORE_AUTOSTANCE | ANIM_ATTACK, ANIM_STAND, ANIM_PRONE, -1},
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// ROLLOVER
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{"ROOLOVER" , 0, 100, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON, ANIM_PRONE, ANIM_PRONE, -1},
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// CLIMBROOF
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{"CLIMBROOF" , 0, 30, (FLOAT)0, ANIM_NONINTERRUPT | ANIM_NORESTART | ANIM_STATIONARY | ANIM_NOSHOW_MARKER | ANIM_MODERATE_EFFORT | ANIM_LOWER_WEAPON, ANIM_STAND, ANIM_CROUCH, -1},
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// FALL
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{"FALL" , 0, 60, (FLOAT)0, ANIM_NONINTERRUPT | ANIM_STATIONARY | ANIM_HITFINISH | ANIM_NOSHOW_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_IGNORE_AUTOSTANCE | ANIM_ATTACK, ANIM_STAND, ANIM_PRONE, -1},
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//GETUP FROM ROLLOVER
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{"GETUP FROM ROLLOVER" , 0, 100, (FLOAT)0, ANIM_STATIONARY | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON, ANIM_PRONE, ANIM_STAND, -1},
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//CLIMBDOWNROOF
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{"CLIMBDOWNROOF" , 0, 30, (FLOAT)0, ANIM_NONINTERRUPT | ANIM_NORESTART | ANIM_STATIONARY | ANIM_NOSHOW_MARKER | ANIM_MODERATE_EFFORT | ANIM_LOWER_WEAPON, ANIM_CROUCH, ANIM_STAND, -1},
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// FALL FORWARD
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{"FALL FORWARD ROOF" , 0, 60, (FLOAT)0, ANIM_NONINTERRUPT | ANIM_STATIONARY | ANIM_HITFINISH | ANIM_NOSHOW_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_IGNORE_AUTOSTANCE | ANIM_ATTACK, ANIM_STAND, ANIM_PRONE, -1},
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// GENERIC HIT DEATHTWICH NO BLOOD
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{"BELLY DEATHHIT NB" , 0, 100, (FLOAT)0, ANIM_STATIONARY | ANIM_HITWHENDOWN | ANIM_NONINTERRUPT | ANIM_NOSHOW_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_ATTACK, ANIM_PRONE, ANIM_PRONE, -1},
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// GENERIC HIT DEATHTWICH BLOOD
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{"BELLY DEATHHIT B" , 0, 100, (FLOAT)0, ANIM_STATIONARY | ANIM_HITWHENDOWN | ANIM_NONINTERRUPT | ANIM_NOSHOW_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_ATTACK, ANIM_PRONE, ANIM_PRONE, -1},
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// FALLBACK HIT DEATHTWICH NO BLOOD
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{"FALLBACK DEATHHIT NB", 0, 100, (FLOAT)0, ANIM_STATIONARY | ANIM_HITWHENDOWN | ANIM_NONINTERRUPT | ANIM_NOSHOW_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_ATTACK, ANIM_PRONE, ANIM_PRONE, -1},
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// FALLBACK HIT DEATHTWICH BLOOD
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{"FALLBACK DEATHHIT B" , 0, 100, (FLOAT)0, ANIM_STATIONARY | ANIM_HITWHENDOWN | ANIM_NONINTERRUPT | ANIM_NOSHOW_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_ATTACK, ANIM_PRONE, ANIM_PRONE, -1},
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// GENERIC HIT DEATH
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{"BELLY HIT DEATH" , 0, 120, (FLOAT)0, ANIM_STATIONARY | ANIM_NONINTERRUPT | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_ATTACK, ANIM_PRONE, ANIM_PRONE, -1},
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// FALLBACK HIT DEATH
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{"FALLBACK HIT DEATH" , 0, 120, (FLOAT)0, ANIM_STATIONARY | ANIM_NONINTERRUPT | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_ATTACK, ANIM_PRONE, ANIM_PRONE, -1},
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// GENERIC HIT CROUCHED
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{"GENERIC HIT CROUCH" , 0, 80, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_HITSTART | ANIM_NONINTERRUPT | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_ATTACK, ANIM_CROUCH, ANIM_CROUCH, -1},
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// STAND BURST // Lesh: AniDelay, speed=0 for control it
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{"STAND BURST SHOOT" , 0, 0, (FLOAT)0, ANIM_NORESTART | ANIM_STATIONARY | ANIM_TURNING | ANIM_RAISE_WEAPON | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_FIRE | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1},
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// STANDING BURST HIT
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{"STAND BUTST HIT" , 0, 80, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_HITSTART | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_IGNORE_AUTOSTANCE | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1},
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// FALL FORWARD FROM HIT STAND
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{"FALL FROM STAND" , 0, 120, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NONINTERRUPT | ANIM_HITFINISH | ANIM_NOMOVE_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_ATTACK, ANIM_STAND, ANIM_PRONE, -1},
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// FALL FORWARD FROM HIT CROUCH
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{"FALL FROM CROUCH" , 0, 120, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NONINTERRUPT | ANIM_HITFINISH | ANIM_NOMOVE_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_ATTACK, ANIM_CROUCH, ANIM_PRONE, -1},
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// END FALL FORWARD FROM HIT CROUCH
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{"END FALL F CROUCH" , 0, 120, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NONINTERRUPT | ANIM_HITFINISH | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_ATTACK, ANIM_PRONE, ANIM_PRONE, -1},
|
|
|
|
// GENERIC HIT PRONE
|
|
{"GENERIC HIT PRONE" , 0, 80, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_HITSTART | ANIM_NONINTERRUPT | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_ATTACK, ANIM_PRONE, ANIM_PRONE, -1},
|
|
|
|
// PRONE HIT DEATH
|
|
{"PRONE HIT DEATH" , 0, 120, (FLOAT)0, ANIM_STATIONARY | ANIM_NONINTERRUPT | ANIM_NOSHOW_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_ATTACK, ANIM_PRONE, ANIM_PRONE, -1},
|
|
|
|
// PRONE LAY FROM HIT
|
|
{"PRONE LAY FROM HIT" , 0, 160, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NONINTERRUPT | ANIM_HITFINISH | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_ATTACK, ANIM_PRONE, ANIM_PRONE, -1},
|
|
|
|
// PRONE HIT DEATHTWICH NO BLOOD
|
|
{"PRONE DEATHHIT NB", 0, 100, (FLOAT)0, ANIM_STATIONARY | ANIM_HITWHENDOWN | ANIM_NONINTERRUPT | ANIM_NOSHOW_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_ATTACK, ANIM_PRONE, ANIM_PRONE, -1},
|
|
|
|
// PRONE HIT DEATHTWICH BLOOD
|
|
{"PRONE DEATHHIT B" , 0, 100, (FLOAT)0, ANIM_STATIONARY | ANIM_HITWHENDOWN | ANIM_NONINTERRUPT | ANIM_NOSHOW_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_ATTACK, ANIM_PRONE, ANIM_PRONE, -1},
|
|
|
|
// FEMALE MONSTER BREATHING
|
|
{"FEMADMON BREATHING", 0, 100, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON, ANIM_STAND, ANIM_STAND, -1},
|
|
|
|
// FEMALE MONSTER BREATHING
|
|
{"FEMADMON WALKING", 0 , 30, (FLOAT)2.5, ANIM_MOVING | ANIM_TURNING | ANIM_NORESTART | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON, ANIM_STAND, ANIM_STAND, -1},
|
|
|
|
// FEMALE MONSTER ATTACK
|
|
{"FEMADMON ATTACK", 0 , 70, (FLOAT)2.5, ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1},
|
|
|
|
{"FLYBACK HIT DEATH STOP" , 0, 120, (FLOAT)0, ANIM_STATIONARY | ANIM_HITSTOP | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON, ANIM_PRONE, ANIM_PRONE, -1},
|
|
|
|
{"BELLY HIT DEATH STOP" , 0, 120, (FLOAT)0, ANIM_STATIONARY | ANIM_HITSTOP | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON, ANIM_PRONE, ANIM_PRONE, -1},
|
|
|
|
{"FALLBACK HIT DEATH STOP" , 0, 120, (FLOAT)0, ANIM_STATIONARY | ANIM_HITSTOP | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON, ANIM_PRONE, ANIM_PRONE, -1},
|
|
|
|
{"PRONE HIT DEATH STOP" , 0, 120, (FLOAT)0, ANIM_STATIONARY | ANIM_HITSTOP | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON, ANIM_PRONE, ANIM_PRONE, -1},
|
|
|
|
{"FLYBACK HIT STOP" , 0, 70, (FLOAT)0, ANIM_STATIONARY | ANIM_HITSTOP | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON, ANIM_PRONE, ANIM_PRONE, -1},
|
|
|
|
{"FALLBACK HIT STOP" , 0, 350, (FLOAT)0, ANIM_STATIONARY | ANIM_HITSTOP | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON, ANIM_PRONE, ANIM_PRONE, -1},
|
|
|
|
{"FALLOFF STOP" , 0, 350, (FLOAT)0, ANIM_STATIONARY | ANIM_HITSTOP | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON, ANIM_PRONE, ANIM_PRONE, -1},
|
|
|
|
{"FALLOFF FORWARD HIT STOP", 0, 350, (FLOAT)0, ANIM_STATIONARY | ANIM_HITSTOP | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON, ANIM_PRONE, ANIM_PRONE, -1},
|
|
|
|
{"FALLFORWARD HIT STOP", 0, 650, (FLOAT)0, ANIM_STATIONARY | ANIM_HITSTOP | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON, ANIM_PRONE, ANIM_PRONE, -1},
|
|
|
|
{"PRONE_LAYFROMHIT STOP" , 0, 70, (FLOAT)0, ANIM_STATIONARY | ANIM_HITSTOP | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON, ANIM_PRONE, ANIM_PRONE, -1},
|
|
|
|
{"HOP FENCE" , 0, 50, (FLOAT)0, ANIM_NOCHANGE_PENDINGCOUNT | ANIM_NORESTART | ANIM_STATIONARY | ANIM_NOSHOW_MARKER | ANIM_MODERATE_EFFORT | ANIM_LOWER_WEAPON | ANIM_NONINTERRUPT, ANIM_STAND, ANIM_CROUCH, -1},
|
|
|
|
// GENERIC HIT CROUCHED
|
|
{"FEMMONS HIT" , 0, 80, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_HITSTART | ANIM_NONINTERRUPT | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1},
|
|
|
|
// FALL FORWARD FROM HIT STAND
|
|
{"FEMMONS DIE" , 0, 80, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NONINTERRUPT | ANIM_HITFINISH | ANIM_NOMOVE_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_ATTACK, ANIM_STAND, ANIM_PRONE, -1},
|
|
|
|
// FALL FORWARD FROM HIT STAND
|
|
{"FEMMONS DIE STOP" , 0, 350, (FLOAT)0, ANIM_STATIONARY | ANIM_HITSTOP | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON, ANIM_PRONE, ANIM_PRONE, -1},
|
|
|
|
//Breathing
|
|
{"PUNCH BREATH" , 0, 150, (FLOAT)0, ANIM_NORESTART | ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_FIREREADY | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON, ANIM_STAND, ANIM_STAND, -1},
|
|
|
|
// Punch
|
|
{"PUNCH" , 0, 70, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_NORESTART | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1},
|
|
|
|
//Breathing
|
|
{"NOTHING_STAND" , 0, 150, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON, ANIM_STAND, ANIM_STAND, -1},
|
|
|
|
// JFK HIT DEATH
|
|
{"JFK HIT DEATH" , 0, 160, (FLOAT)0, ANIM_STATIONARY | ANIM_NONINTERRUPT | ANIM_HITSTART | ANIM_HITFINISH | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_ATTACK, ANIM_STAND, ANIM_PRONE, -1},
|
|
|
|
{"JFK HIT DEATH STOP" , 0, 120, (FLOAT)0, ANIM_STATIONARY | ANIM_HITSTOP | ANIM_NOSHOW_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON, ANIM_PRONE, ANIM_PRONE, -1},
|
|
|
|
{"JFK DEATHHIT B" , 0, 100, (FLOAT)0, ANIM_STATIONARY | ANIM_HITWHENDOWN | ANIM_NONINTERRUPT | ANIM_NOSHOW_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_ATTACK, ANIM_PRONE, ANIM_PRONE, -1},
|
|
|
|
// STAND BURST // Lesh: AniDelay, speed=0 for control it
|
|
{"STAND BURST SPREAD" , 0, 0, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_LIGHT_EFFORT | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1},
|
|
|
|
// FALLOFF DEATH
|
|
{"FALLOFF DEATH" , 0, 120, (FLOAT)0, ANIM_STATIONARY | ANIM_NONINTERRUPT | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_ATTACK, ANIM_PRONE, ANIM_PRONE, -1},
|
|
|
|
// FALLOFF DEATH STOP
|
|
{"FALLOFF DEATH STOP" , 0, 120, (FLOAT)0, ANIM_STATIONARY | ANIM_HITSTOP | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON, ANIM_PRONE, ANIM_PRONE, -1},
|
|
|
|
// FALLOFF TWITCHB
|
|
{"FALLOFF TWITCH BLOOD" , 0, 120, (FLOAT)0, ANIM_STATIONARY | ANIM_HITWHENDOWN | ANIM_NONINTERRUPT | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_ATTACK, ANIM_PRONE, ANIM_PRONE, -1},
|
|
|
|
// FALLOFF TWITCH NB
|
|
{"FALLOFF TWITCH NOBLOOD" , 0, 120, (FLOAT)0, ANIM_STATIONARY | ANIM_HITWHENDOWN | ANIM_NONINTERRUPT | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_ATTACK, ANIM_PRONE, ANIM_PRONE, -1},
|
|
|
|
|
|
// FALLOFF FORWARD DEATH
|
|
{"FALLOFF FORWARD DEATH" , 0, 120, (FLOAT)0, ANIM_STATIONARY | ANIM_NONINTERRUPT | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_ATTACK, ANIM_PRONE, ANIM_PRONE, -1},
|
|
|
|
// FALLOFF FORWARD DEATH STOP
|
|
{"FALLOFF FORWARD DEATH STOP" , 0, 120, (FLOAT)0, ANIM_STATIONARY | ANIM_HITSTOP | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON, ANIM_PRONE, ANIM_PRONE, -1},
|
|
|
|
// FALLOFF FORWARD TWITCHB
|
|
{"FALLOFF FORWARD TWITCH BLOOD" , 0, 120, (FLOAT)0, ANIM_STATIONARY | ANIM_HITWHENDOWN | ANIM_NONINTERRUPT | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_ATTACK, ANIM_PRONE, ANIM_PRONE, -1},
|
|
|
|
// FALLOFF TWITCH NB
|
|
{"FALLOFF FORWARD TWITCH NOBLOOD" , 0, 120, (FLOAT)0, ANIM_STATIONARY | ANIM_HITWHENDOWN | ANIM_NONINTERRUPT | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_ATTACK, ANIM_PRONE, ANIM_PRONE, -1},
|
|
|
|
//OPEN DOOR
|
|
{"OPEN DOOR" , 0, 70, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT, ANIM_STAND, ANIM_STAND, -1},
|
|
|
|
//OPEN STRUCT
|
|
{"OPEN STRUCT" , 0, 70, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT, ANIM_STAND, ANIM_STAND, -1},
|
|
|
|
//OPEN STRUCT
|
|
{"PICKUP ITEM" , 0, 100, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT, ANIM_STAND, ANIM_STAND, -1},
|
|
|
|
//DROP ITEM
|
|
{"DROP ITEM" , 0, 100, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT, ANIM_STAND, ANIM_STAND, -1},
|
|
|
|
//SLICE
|
|
{"SLICE" , 0, 70, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LIGHT_EFFORT | ANIM_ATTACK , ANIM_STAND, ANIM_STAND, -1},
|
|
|
|
//STAB
|
|
{"STAB" , 0, 70, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LIGHT_EFFORT | ANIM_ATTACK , ANIM_STAND, ANIM_STAND, -1},
|
|
|
|
//CROUCH STAB
|
|
{"CROUCH STAB" , 0, 70, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LIGHT_EFFORT | ANIM_ATTACK , ANIM_CROUCH, ANIM_CROUCH, -1},
|
|
|
|
//START GIVING AID
|
|
{"START AID" , 0, 90, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT , ANIM_CROUCH, ANIM_CROUCH, -1},
|
|
|
|
//GIVING AID
|
|
{"GIVING AID" , 0, 120, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LIGHT_EFFORT , ANIM_CROUCH, ANIM_CROUCH, -1},
|
|
|
|
//END GIVING AID
|
|
{"END AID" , 0, 90, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_RAISE_WEAPON | ANIM_NO_EFFORT | ANIM_NOCHANGE_PENDINGCOUNT, ANIM_CROUCH, ANIM_CROUCH, -1},
|
|
|
|
//DODGE ONE
|
|
{"DODGE ONE" , 0, 40, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1},
|
|
|
|
//FATCIV_ASSSCRATCH
|
|
{"FATCIV ASS SCRATCH" , 0, 110, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_NO_EFFORT, ANIM_STAND, ANIM_STAND, -1},
|
|
|
|
// READY_RIFLE_STAND
|
|
{"READY AIM (DW) STAND" , 0, 150, (FLOAT)0, ANIM_OK_CHARGE_AP_FOR_TURN | ANIM_NORESTART | ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_LIGHT_EFFORT, ANIM_STAND, ANIM_STAND, -1},
|
|
|
|
// AIM_RIFLE_STAND
|
|
{"AIM (DW) STAND" , 0, 250, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FIREREADY | ANIM_FASTTURN | ANIM_LIGHT_EFFORT, ANIM_STAND, ANIM_STAND, -1},
|
|
|
|
// SHOOT_RIFLE_STAND
|
|
{"SHOOT (DW) STAND" , 0, 150, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_LIGHT_EFFORT | ANIM_FIRE | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1},
|
|
|
|
// END_RIFLE_STAND
|
|
{"END DUAL STAND" , 0, 150, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NOCHANGE_PENDINGCOUNT | ANIM_LIGHT_EFFORT, ANIM_STAND, ANIM_STAND, -1},
|
|
|
|
//RAISE RIFLE
|
|
{"RAISE RIFLE" , 0, 70, (FLOAT)0, ANIM_STATIONARY | ANIM_NOMOVE_MARKER | ANIM_NOCHANGE_WEAPON | ANIM_NO_EFFORT, ANIM_STAND, ANIM_STAND, -1},
|
|
|
|
//LOWER RIFLE
|
|
{"LOWER RIFLE" , 0, 70, (FLOAT)0, ANIM_STATIONARY | ANIM_NOMOVE_MARKER | ANIM_NOCHANGE_WEAPON | ANIM_NO_EFFORT, ANIM_STAND, ANIM_STAND, -1},
|
|
|
|
//BOD BLOW
|
|
{"BOD BLOW" , 0, 200, (FLOAT)0, ANIM_STATIONARY | ANIM_NOMOVE_MARKER | ANIM_NO_EFFORT | ANIM_NONINTERRUPT | ANIM_NOCHANGE_WEAPON | ANIM_IGNORE_AUTOSTANCE | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1},
|
|
|
|
//THROW ITEM
|
|
{"THROW ITEM" , 0, 80, (FLOAT)0, ANIM_STATIONARY | ANIM_NOMOVE_MARKER | ANIM_NONINTERRUPT | ANIM_MIN_EFFORT | ANIM_ATTACK , ANIM_STAND, ANIM_STAND, -1},
|
|
|
|
//LOB ITEM
|
|
{"LOB ITEM" , 0, 80, (FLOAT)0, ANIM_STATIONARY | ANIM_NOMOVE_MARKER | ANIM_NONINTERRUPT | ANIM_MIN_EFFORT | ANIM_ATTACK , ANIM_STAND, ANIM_STAND, -1},
|
|
|
|
//QUEEN MONSTER STATIONARY
|
|
{"MONSTER_STATIONARY" , 0, 100, (FLOAT)0, ANIM_STATIONARY | ANIM_NOMOVE_MARKER | ANIM_NO_EFFORT | ANIM_BREATH, ANIM_STAND, ANIM_STAND, -1},
|
|
|
|
// CROUCHED BURST // Lesh: AniDelay, speed=0 for control it
|
|
{"CROUCHED BURST SHOOT" , 0, 0, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_LIGHT_EFFORT | ANIM_FIRE | ANIM_ATTACK, ANIM_CROUCH, ANIM_CROUCH, -1},
|
|
|
|
// PRONE BURST // Lesh: AniDelay, speed=0 for control it
|
|
{"PRONE BURST SHOOT" , 0, 0, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_LIGHT_EFFORT | ANIM_FIRE | ANIM_ATTACK, ANIM_PRONE, ANIM_PRONE, -1},
|
|
//180
|
|
{"NOT USED 1" , 20, 20, (FLOAT)0.9, ANIM_MOVING | ANIM_TURNING | ANIM_NORESTART | ANIM_NO_EFFORT, ANIM_STAND, ANIM_STAND, -1},
|
|
|
|
// BIG GUY FLEX
|
|
{"BIG GUY FLEX" , 0, 150, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_MERCIDLE | ANIM_NO_EFFORT, ANIM_STAND, ANIM_STAND, -1},
|
|
|
|
// BIG GUY STRECH
|
|
{"BIG GUY STRECH" , 0, 110, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_MERCIDLE | ANIM_NO_EFFORT, ANIM_STAND, ANIM_STAND, -1},
|
|
|
|
// BIG GUY SOEDUST
|
|
{"BIG GUY SHOE DUST" , 0, 90, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_MERCIDLE | ANIM_NOCHANGE_WEAPON | ANIM_NO_EFFORT, ANIM_STAND, ANIM_STAND, -1},
|
|
|
|
// BIG GUY HEADTURN
|
|
{"BIG GUY HEAD TURN" , 0, 180, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_MERCIDLE | ANIM_NOCHANGE_WEAPON | ANIM_NO_EFFORT, ANIM_STAND, ANIM_STAND, -1},
|
|
|
|
// MINI GIRL STOCKING
|
|
{"MINI GIRL STOCKING" , 0, 120, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NO_EFFORT, ANIM_STAND, ANIM_STAND, -1},
|
|
|
|
//GIVE ITEM
|
|
{"GIVE ITEM" , 0, 110, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT | ANIM_ATTACK , ANIM_STAND, ANIM_STAND, -1},
|
|
|
|
//CLIMB MOUNTIAIN
|
|
{"CLIMB MOUNTAIN" , 0, 50, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_NOSHOW_MARKER | ANIM_MODERATE_EFFORT, ANIM_STAND, ANIM_CROUCH, -1},
|
|
|
|
{"COW EATING" , 0, 200, (FLOAT)0.0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NO_EFFORT, ANIM_STAND, ANIM_STAND, -1},
|
|
|
|
// COW HIT
|
|
{"COW HIT" , 0, 150, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_HITSTART | ANIM_NONINTERRUPT | ANIM_NO_EFFORT | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1},
|
|
|
|
// COW DIE
|
|
{"COW DIE" , 0, 150, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NONINTERRUPT | ANIM_HITFINISH | ANIM_NOMOVE_MARKER | ANIM_NO_EFFORT | ANIM_ATTACK, ANIM_STAND, ANIM_PRONE, -1},
|
|
|
|
// COW DIE STOP
|
|
{"COW DIE STOP" , 0, 350, (FLOAT)0, ANIM_STATIONARY | ANIM_HITSTOP | ANIM_NO_EFFORT, ANIM_PRONE, ANIM_PRONE, -1},
|
|
|
|
// WATER HIT
|
|
{"WATER HIT" , 0, 80, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_HITSTART | ANIM_NONINTERRUPT | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1},
|
|
|
|
// WATER DIE
|
|
{"WATER DIE" , 0, 160, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NONINTERRUPT | ANIM_HITFINISH | ANIM_NOMOVE_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_ATTACK, ANIM_STAND, ANIM_PRONE, -1},
|
|
|
|
// WATER DIE STOP
|
|
{"WATER DIE STOP" , 0, 340, (FLOAT)0, ANIM_STATIONARY | ANIM_HITSTOP | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON, ANIM_PRONE, ANIM_PRONE, -1},
|
|
|
|
{"CROW WALK" , 0, 80, (FLOAT)1.6, ANIM_MOVING | ANIM_TURNING | ANIM_NORESTART | ANIM_LIGHT_EFFORT, ANIM_STAND, ANIM_STAND, -1},
|
|
|
|
{"CROW TAKEOFF" , 0, 80, (FLOAT)1.6, ANIM_MOVING | ANIM_TURNING | ANIM_NORESTART | ANIM_NO_EFFORT, ANIM_STAND, ANIM_STAND, -1},
|
|
|
|
{"CROW LAND" , 0, 80, (FLOAT)1.6, ANIM_MOVING | ANIM_TURNING | ANIM_NORESTART | ANIM_NO_EFFORT, ANIM_STAND, ANIM_STAND, -1},
|
|
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|
{"CROW FLY" , 0, 20, (FLOAT)0.5, ANIM_SPECIALMOVE | ANIM_MOVING | ANIM_TURNING | ANIM_NORESTART | ANIM_LIGHT_EFFORT, ANIM_STAND, ANIM_STAND, -1},
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{"CROW EAT" , 0, 80, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_MIN_EFFORT, ANIM_STAND, ANIM_STAND, -1},
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{"HELIDROP" , 0, 60, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_NOSHOW_MARKER | ANIM_NO_EFFORT | ANIM_ATTACK, ANIM_STAND, ANIM_CROUCH, -1},
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{"FEM CLEAN" , 0, 110, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_MERCIDLE | ANIM_NOCHANGE_WEAPON | ANIM_NO_EFFORT, ANIM_STAND, ANIM_STAND, -1},
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{"FEM KICKSN" , 0, 110, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_MERCIDLE | ANIM_NOCHANGE_WEAPON | ANIM_NO_EFFORT, ANIM_STAND, ANIM_STAND, -1},
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{"FEM LOOK" , 0, 180, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_MERCIDLE | ANIM_NOCHANGE_WEAPON | ANIM_NO_EFFORT, ANIM_STAND, ANIM_STAND, -1},
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{"FEM WIPE" , 0, 110, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_MERCIDLE | ANIM_NOCHANGE_WEAPON | ANIM_NO_EFFORT, ANIM_STAND, ANIM_STAND, -1},
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{"REG SQUISH" , 0, 110, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_MERCIDLE | ANIM_NOCHANGE_WEAPON | ANIM_NO_EFFORT, ANIM_STAND, ANIM_STAND, -1},
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{"REG PULL" , 0, 110, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_MERCIDLE | ANIM_NOCHANGE_WEAPON | ANIM_NO_EFFORT, ANIM_STAND, ANIM_STAND, -1},
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{"REG SPIT" , 0, 130, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_MERCIDLE | ANIM_NOCHANGE_WEAPON | ANIM_NO_EFFORT, ANIM_STAND, ANIM_STAND, -1},
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{"KID YOYO" , 0, 140, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NO_EFFORT, ANIM_STAND, ANIM_STAND, -1},
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{"KID ARMPIT" , 0, 70, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NO_EFFORT, ANIM_STAND, ANIM_STAND, -1},
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{"ADULT MONSTER CLOSE ATTACK", 0 , 70, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1},
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"ADULT MONSTER SPIT ATTACK", 0 , 70, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1,
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"ADULT MONSTER BEGIN EATING", 0 , 70, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_NO_EFFORT, ANIM_STAND, ANIM_STAND, -1,
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"ADULT MONSTER EATING", 0 , 70, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_LIGHT_EFFORT, ANIM_STAND, ANIM_STAND, -1,
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"ADULT MONSTER END EATING", 0 , 70, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_NO_EFFORT, ANIM_STAND, ANIM_STAND, -1,
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//RUN
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"BLOODCAT RUN" , 0, 50, (FLOAT)5.4, ANIM_MOVING | ANIM_TURNING | ANIM_NORESTART | ANIM_MODERATE_EFFORT, ANIM_STAND, ANIM_STAND, -1,
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//
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"BLOODCAT BEGIN READY" , 0, 70, (FLOAT)0, ANIM_OK_CHARGE_AP_FOR_TURN | ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_NO_EFFORT, ANIM_STAND, ANIM_STAND, -1,
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"BLOODCAT READY" , 0, 130, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_NO_EFFORT, ANIM_STAND, ANIM_STAND, -1,
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"BLOODCAT END READY" , 0, 70, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_NO_EFFORT, ANIM_STAND, ANIM_STAND, -1,
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// CAT HIT
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"BLOODCAT HIT" , 0, 110, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_HITSTART | ANIM_NONINTERRUPT | ANIM_NO_EFFORT | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1,
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// CAT DIE
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"BLOODCAT DIE" , 0, 110, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NONINTERRUPT | ANIM_HITFINISH | ANIM_NOMOVE_MARKER | ANIM_ATTACK, ANIM_STAND, ANIM_PRONE, -1,
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// CAT DIE STOP
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"BLOODCAT DIE STOP" , 0, 100, (FLOAT)0, ANIM_STATIONARY | ANIM_HITSTOP | ANIM_NO_EFFORT, ANIM_PRONE, ANIM_PRONE, -1,
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"BLOODCAT SWIPE" , 0 , 70, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_MIN_EFFORT | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1,
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"NINJA GOTO BREATH" , 0, 70, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON, ANIM_STAND, ANIM_STAND, -1,
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"NINJA BREATH" , 0, 0, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON, ANIM_STAND, ANIM_STAND, -1,
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"NINJA LOWKICK" , 0, 50, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NONINTERRUPT | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_NORESTART | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1,
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"NINJA PUNCH" , 0, 50, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NONINTERRUPT | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_NORESTART | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1,
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"NINJA SPIN KICK" , 0, 70, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NONINTERRUPT | ANIM_MODERATE_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_NORESTART | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1,
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//END OPEN DOOR
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"END OPEN DOOR" , 0, 100, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_MIN_EFFORT, ANIM_STAND, ANIM_STAND, -1,
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//END OPEN LOCKED DOOR
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"END OPEN LOCKED DOOR" , 0, 100, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_LOWER_WEAPON | ANIM_MIN_EFFORT, ANIM_STAND, ANIM_STAND, -1,
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//KICK DOOR
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"KICK DOOR" , 0, 70, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1,
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//KICK DOOR
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"CLOSE DOOR" , 0, 100, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_MIN_EFFORT, ANIM_STAND, ANIM_STAND, -1,
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// HIT STANDING RIFLE
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"HIT STAND RIFLE" , 0, 150, (FLOAT)0, ANIM_STATIONARY | ANIM_HITSTART | ANIM_TURNING | ANIM_NONINTERRUPT | ANIM_NOCHANGE_WEAPON | ANIM_NO_EFFORT | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1,
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// DEEP WATER TREAD
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"DEEP WATER TREAD" , 0, 200, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NOCHANGE_WEAPON | ANIM_MODERATE_EFFORT, ANIM_STAND, ANIM_STAND, -1,
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// DEEP WATER SWIM
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"DEEP WATER SWIM" , 0, 160, (FLOAT)1.3, ANIM_MOVING | ANIM_TURNING | ANIM_NORESTART | ANIM_NOCHANGE_WEAPON | ANIM_MODERATE_EFFORT, ANIM_STAND, ANIM_STAND, -1,
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// DEEP WATER HIT
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"DEEP WATER HIT" , 0, 100, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_HITSTART | ANIM_NONINTERRUPT | ANIM_NO_EFFORT | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1,
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// DEEP WATER DIE
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"DEEP WATER DIE" , 0, 210, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NONINTERRUPT | ANIM_HITFINISH | ANIM_NOMOVE_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_ATTACK, ANIM_STAND, ANIM_PRONE, -1,
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// DEEP WATER DIE STOPPING
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"DEEP WATER DIE STOPPING" , 0, 340, (FLOAT)0, ANIM_STATIONARY | ANIM_NONINTERRUPT | ANIM_HITSTOP | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON, ANIM_PRONE, ANIM_PRONE, -1,
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// DEEP WATER DIE STOP
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"DEEP WATER DIE STOP" , 0, 340, (FLOAT)0, ANIM_STATIONARY | ANIM_HITSTOP | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON, ANIM_PRONE, ANIM_PRONE, -1,
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// WATER TRANSITION
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"LOW TO DEEP WATER" , 0, 100, (FLOAT)0, ANIM_STATIONARY | ANIM_NOCHANGE_WEAPON | ANIM_NO_EFFORT, ANIM_STAND, ANIM_STAND, -1,
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// WATER TRANSITION
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"DEEP TO LOW WATER" , 0, 100, (FLOAT)0, ANIM_STATIONARY | ANIM_NOCHANGE_WEAPON | ANIM_NO_EFFORT, ANIM_STAND, ANIM_STAND, -1,
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// GOTO SLEEP
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"GOTO SLEEP" , 0, 100, (FLOAT)0, ANIM_STATIONARY | ANIM_LOWER_WEAPON | ANIM_NONINTERRUPT| ANIM_NO_EFFORT, ANIM_CROUCH, ANIM_PRONE, -1,
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// SLEEP
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"SLEEPING" , 0, 2000, (FLOAT)0, ANIM_STATIONARY | ANIM_NOCHANGE_WEAPON | ANIM_NO_EFFORT | ANIM_UPDATEMOVEMENTMODE, ANIM_PRONE, ANIM_PRONE, -1,
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// WAKEUP
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"WAKEUP" , 0, 100, (FLOAT)0, ANIM_STATIONARY | ANIM_RAISE_WEAPON | ANIM_NO_EFFORT, ANIM_PRONE, ANIM_CROUCH, -1,
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// SHOOT_RIFLE_STAND LOW
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"SHOOT (R) STAND LOW" , 0, 100, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_RAISE_WEAPON | ANIM_LIGHT_EFFORT | ANIM_FIRE | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1,
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// SHOOT_RIFLE_STAND LOW // Lesh: AniDelay, speed=0 for control it
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"BURST SHOOT (R) STAND LOW" , 0, 0, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_RAISE_WEAPON | ANIM_LIGHT_EFFORT | ANIM_FIRE | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1,
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//LARVAE Breathing
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|
"LARVAE BREATH" , 0, 250, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON, ANIM_STAND, ANIM_STAND, -1,
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// GENERIC HIT CROUCHED
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|
"LARVAE HIT" , 0, 80, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_HITSTART | ANIM_NONINTERRUPT | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1,
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// FALL FORWARD FROM HIT STAND
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|
"LARVAE DIE" , 0, 80, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NONINTERRUPT | ANIM_HITFINISH | ANIM_NOMOVE_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_ATTACK, ANIM_STAND, ANIM_PRONE, -1,
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// FALL FORWARD FROM HIT STAND
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"LARVAE DIE STOP" , 0, 350, (FLOAT)0, ANIM_STATIONARY | ANIM_HITSTOP | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON, ANIM_PRONE, ANIM_PRONE, -1,
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// FEMALE MONSTER BREATHING
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"LARVAE WALKING" , 0 , 110, (FLOAT)0.5, ANIM_MOVING | ANIM_TURNING | ANIM_NORESTART | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON, ANIM_STAND, ANIM_STAND, -1,
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// GENERIC HIT CROUCHED
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|
"INFANT HIT" , 0, 80, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_HITSTART | ANIM_NONINTERRUPT | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1,
|
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// FALL FORWARD FROM HIT STAND
|
|
"INFANT DIE" , 0, 80, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NONINTERRUPT | ANIM_HITFINISH | ANIM_NOMOVE_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_ATTACK, ANIM_STAND, ANIM_PRONE, -1,
|
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// FALL FORWARD FROM HIT STAND
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|
"INFANT DIE STOP" , 0, 350, (FLOAT)0, ANIM_STATIONARY | ANIM_HITSTOP | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON, ANIM_PRONE, ANIM_PRONE, -1,
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"INFANT MONSTER SPIT ATTACK", 0 , 70, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1,
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"INFANT MONSTER BEGIN EATING", 0 , 70, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON, ANIM_STAND, ANIM_STAND, -1,
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"INFANT MONSTER EATING", 0 , 120, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON, ANIM_STAND, ANIM_STAND, -1,
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"INFANT MONSTER END EATING", 0 , 70, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON, ANIM_STAND, ANIM_STAND, -1,
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"ADULT MONSTER UP", 0 , 130, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON, ANIM_STAND, ANIM_STAND, -1,
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"ADULT MONSTER JUMP", 0 , 110, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON, ANIM_STAND, ANIM_STAND, -1,
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// UNJAM STANDING
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|
"UNJAM STANDING" , 0, 150, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NOCHANGE_WEAPON | ANIM_MIN_EFFORT | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1,
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// UNJAM CROUCH
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|
"UNJAM CROUCH" , 0, 150, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NOCHANGE_WEAPON | ANIM_MIN_EFFORT | ANIM_ATTACK, ANIM_CROUCH, ANIM_CROUCH, -1,
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// UNJAM PRONE
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|
"UNJAM PRONE" , 0, 150, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NOCHANGE_WEAPON | ANIM_MIN_EFFORT | ANIM_ATTACK, ANIM_PRONE, ANIM_PRONE, -1,
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// UNJAM STAND DWEL
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|
"UNJAM STAND DWEL" , 0, 150, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NOCHANGE_WEAPON | ANIM_MIN_EFFORT | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1,
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// UNJAM STAND LOW
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|
"UNJAM STAND LOW" , 0, 150, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NOCHANGE_WEAPON | ANIM_MIN_EFFORT | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1,
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// READY_RIFLE_CROUCH
|
|
"READY AIM (DW) CROUCH" , 0, 150, (FLOAT)0, ANIM_OK_CHARGE_AP_FOR_TURN | ANIM_NORESTART | ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_LIGHT_EFFORT, ANIM_CROUCH, ANIM_CROUCH, -1,
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// AIM_RIFLE_CROUCH
|
|
"AIM (DW) CROUCH" , 0, 250, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FIREREADY | ANIM_FASTTURN | ANIM_LIGHT_EFFORT, ANIM_CROUCH, ANIM_CROUCH, -1,
|
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// SHOOT_RIFLE_CROUCH
|
|
"SHOOT (DW) CROUCH" , 0, 150, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_LIGHT_EFFORT | ANIM_FIRE | ANIM_ATTACK, ANIM_CROUCH, ANIM_CROUCH, -1,
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|
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// END_RIFLE_STAND
|
|
"END DUAL CROUCH" , 0, 150, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NOCHANGE_PENDINGCOUNT | ANIM_LIGHT_EFFORT, ANIM_CROUCH, ANIM_CROUCH, -1,
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// UNJAM CROUCH DWEL
|
|
"UNJAM CROUCH DWEL" , 0, 150, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NOCHANGE_WEAPON | ANIM_MIN_EFFORT | ANIM_ATTACK, ANIM_CROUCH, ANIM_CROUCH, -1,
|
|
|
|
//GET ADJACENT ITEM
|
|
"GET ADJACENT ITEM" , 0, 100, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT, ANIM_STAND, ANIM_STAND, -1,
|
|
|
|
//CUTTING FENCE
|
|
"CUTTING FENCE" , 0, 90, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT | ANIM_ATTACK, ANIM_CROUCH, ANIM_CROUCH, -1,
|
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|
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"CRIPPLE BEG" , 0, 110, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_MERCIDLE | ANIM_NOCHANGE_WEAPON | ANIM_NO_EFFORT, ANIM_STAND, ANIM_STAND, -1,
|
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|
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// CRIPPLE HIT
|
|
"CRIPPLE HIT" , 0, 80, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_HITSTART | ANIM_NONINTERRUPT | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1,
|
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|
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// CRIPPLE DIE
|
|
"CRIPPLE DIE" , 0, 80, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NONINTERRUPT | ANIM_HITFINISH | ANIM_NOMOVE_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_ATTACK, ANIM_STAND, ANIM_PRONE, -1,
|
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|
|
// CRIPPLE DIE STOP
|
|
"CRIPPLE DIE STOP" , 0, 350, (FLOAT)0, ANIM_STATIONARY | ANIM_HITSTOP | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON, ANIM_PRONE, ANIM_PRONE, -1,
|
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|
|
// CRIPPLE FLYBACK DIE
|
|
"CRIPPLE FLYBACK DIE" , 0, 80, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NONINTERRUPT | ANIM_HITFINISH | ANIM_NOMOVE_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_ATTACK, ANIM_STAND, ANIM_PRONE, -1,
|
|
|
|
// CRIPPLE FLYBACK DIE STOP
|
|
"CRIPPLE FLYBACK DIE STOP" , 0, 350, (FLOAT)0, ANIM_STATIONARY | ANIM_HITSTOP | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON, ANIM_PRONE, ANIM_PRONE, -1,
|
|
|
|
// CRIPPLE KICK
|
|
"CRIPPLE KICK" , 0, 80, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NONINTERRUPT | ANIM_NOMOVE_MARKER | ANIM_MIN_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1,
|
|
|
|
// INJURED TRANSITION
|
|
"INJURED TRANSITION" , 0, 80, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NONINTERRUPT | ANIM_NOMOVE_MARKER | ANIM_MIN_EFFORT | ANIM_NOCHANGE_WEAPON, ANIM_STAND, ANIM_STAND, -1,
|
|
|
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//THROW KNIFE
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"THROW KNIFE" , 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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//Breathing
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"KNIFE BREATH" , 0, 150, (FLOAT)0, ANIM_NORESTART | ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_FIREREADY | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON, ANIM_STAND, ANIM_STAND, -1,
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//Breathing
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"KNIFE GOTO BREATH" , 0, 150, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_FIREREADY | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_NONINTERRUPT | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1,
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//Breathing
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"KNIFE END BREATH" , 0, 150, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_FIREREADY | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_NONINTERRUPT, ANIM_STAND, ANIM_STAND, -1,
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// ROBOT HIT
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"ROBOT HIT" , 0, 80, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_HITSTART | ANIM_NONINTERRUPT | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1,
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// ROBOT DIE
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"ROBOT DIE" , 0, 80, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NONINTERRUPT | ANIM_HITFINISH | ANIM_NOMOVE_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_ATTACK, ANIM_STAND, ANIM_PRONE, -1,
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// ROBOT DIE STOP
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"ROBOT DIE STOP" , 0, 350, (FLOAT)0, ANIM_STATIONARY | ANIM_HITSTOP | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON, ANIM_PRONE, ANIM_PRONE, -1,
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//Catch Standing
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"Catch Standing" , 0, 80, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_FIREREADY | ANIM_LIGHT_EFFORT | ANIM_LOWER_WEAPON | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1,
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//Catch Crouched
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"Catch Crouched" , 0, 80, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_FIREREADY | ANIM_LIGHT_EFFORT | ANIM_LOWER_WEAPON | ANIM_ATTACK, ANIM_CROUCH, ANIM_CROUCH, -1,
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//PLANT BOMB
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"PLANT BOMB" , 0, 120, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1,
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//Use remote
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"Use Remote" , 0, 80, (FLOAT)0, ANIM_NORESTART | ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_FIREREADY | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_NONINTERRUPT, ANIM_STAND, ANIM_STAND, -1,
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//COWER
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"START Cower" , 0, 80, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_FIREREADY | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_NONINTERRUPT | ANIM_IGNORE_AUTOSTANCE, ANIM_STAND, ANIM_CROUCH, -1,
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//COWER
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"Cowering" , 0, 80, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_FIREREADY | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_IGNORE_AUTOSTANCE , ANIM_CROUCH, ANIM_CROUCH, -1,
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//END COWER
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"End Cower" , 0, 80, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_FIREREADY | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_IGNORE_AUTOSTANCE, ANIM_CROUCH, ANIM_STAND, -1,
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//STEAL ITEM
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"STEAL ITEM" , 0, 110, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT | ANIM_ATTACK , ANIM_STAND, ANIM_STAND, -1,
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//LAUNCH ROCKET
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"LAUNCH ROCKET" , 0, 110, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LIGHT_EFFORT | ANIM_ATTACK , ANIM_STAND, ANIM_STAND, -1,
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// CIV ALT DIE
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"CIV ALT DIE" , 0, 80, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NONINTERRUPT | ANIM_HITFINISH | ANIM_NOMOVE_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_ATTACK, ANIM_STAND, ANIM_PRONE, -1,
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//SHOOT MORTAR
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"SHOOT MORTAR" , 0, 110, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT | ANIM_ATTACK , ANIM_CROUCH, ANIM_CROUCH, -1,
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//CROW DIE
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"CROW_DIE" , 0, 130, (FLOAT)0, ANIM_STATIONARY | ANIM_NONINTERRUPT | ANIM_FASTTURN | ANIM_NORESTART | ANIM_NOCHANGE_WEAPON | ANIM_LIGHT_EFFORT , ANIM_STAND, ANIM_STAND, -1,
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//SIDE STEPPING
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"SIDE STEPPING" , 0, 50, (FLOAT)0.4, ANIM_MOVING | ANIM_NORESTART | ANIM_RAISE_WEAPON | ANIM_VARIABLE_EFFORT, ANIM_STAND, ANIM_STAND, -1,
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//WALK BACKWARDS
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"WALK BACKWARDS" , 0, 110, (FLOAT)1.4, ANIM_MOVING | ANIM_NORESTART | ANIM_RAISE_WEAPON | ANIM_VARIABLE_EFFORT | ANIM_TURNING, ANIM_STAND, ANIM_STAND, -1,
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//OPEN STRUCT
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"BEGIN OPEN STRUCT" , 0, 70, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT, ANIM_STAND, ANIM_STAND, -1,
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//END STRUCT
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"END OPEN STRUCT" , 0, 70, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT, ANIM_STAND, ANIM_STAND, -1,
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//END OPEN LOCKED
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"END OPEN LOCKED STRUCT" , 0, 70, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT, ANIM_STAND, ANIM_STAND, -1,
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// Punch LOw
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"LOW PUNCH" , 0, 70, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_ATTACK, ANIM_CROUCH, ANIM_CROUCH, -1,
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// SHOOT_PISTOL_STAND LOW
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"SHOOT (P) STAND LOW" , 0, 100, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_RAISE_WEAPON | ANIM_LIGHT_EFFORT | ANIM_FIRE | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1,
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//DECAPITATE
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"DECAPITATE" , 0, 70, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LIGHT_EFFORT | ANIM_NONINTERRUPT | ANIM_ATTACK, ANIM_CROUCH, ANIM_CROUCH, -1,
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"BLOODCAT BITE" , 0 , 70, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_MIN_EFFORT | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1,
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"BIGMERC S NECK" , 0, 110, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_MERCIDLE | ANIM_NOCHANGE_WEAPON | ANIM_NO_EFFORT, ANIM_STAND, ANIM_STAND, -1,
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//CROUCH TRANSITION
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"BIGMERC CROUCH TRANS INTO" , 0, 90, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NOMOVE_MARKER | ANIM_STANCECHANGEANIM | ANIM_RAISE_WEAPON | ANIM_MIN_EFFORT, ANIM_STAND, ANIM_CROUCH, -1,
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//CROUCH TRANSITION
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"BIGMERC CROUCH TRANS OUTOF" , 0, 90, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NOMOVE_MARKER | ANIM_STANCECHANGEANIM | ANIM_RAISE_WEAPON | ANIM_MIN_EFFORT, ANIM_CROUCH, ANIM_STAND, -1,
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//GOTO PATIENT
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"GOTO PATIENT" , 0, 1000, (FLOAT)0, ANIM_STATIONARY | ANIM_FASTTURN | ANIM_NOCHANGE_WEAPON | ANIM_NO_EFFORT , ANIM_PRONE, ANIM_PRONE, -1,
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//BEING PATIENT
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"BEING PATIENT" , 0, 1000, (FLOAT)0, ANIM_STATIONARY | ANIM_FASTTURN | ANIM_NOCHANGE_WEAPON | ANIM_NO_EFFORT | ANIM_UPDATEMOVEMENTMODE , ANIM_PRONE, ANIM_PRONE, -1,
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//GOTO DOCTOR
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"GOTO DOCTOR" , 0, 90, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT, ANIM_CROUCH, ANIM_CROUCH, -1,
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//BEING DOCTOR
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"BEING DOCTOR" , 0, 120, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LIGHT_EFFORT | ANIM_UPDATEMOVEMENTMODE , ANIM_CROUCH, ANIM_CROUCH, -1,
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//ENDING DOCTOR
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"END DOCTOR" , 0, 90, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_RAISE_WEAPON | ANIM_NO_EFFORT | ANIM_NOCHANGE_PENDINGCOUNT, ANIM_CROUCH, ANIM_CROUCH, -1,
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//GOTO REPAIRMAN
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"GOTO REPAIRMAN" , 0, 90, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT , ANIM_CROUCH, ANIM_CROUCH, -1,
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//BEING REPAIRMAN
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"BEING REPAIRMAN" , 0, 120, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LIGHT_EFFORT | ANIM_UPDATEMOVEMENTMODE , ANIM_CROUCH, ANIM_CROUCH, -1,
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//ENDING REPAIRMAN
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"END REPAIRMAN" , 0, 90, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_RAISE_WEAPON | ANIM_NO_EFFORT | ANIM_NOCHANGE_PENDINGCOUNT, ANIM_CROUCH, ANIM_CROUCH, -1,
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//FALL INTO PIT
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"FALL INTO PIT" , 0, 60, (FLOAT)0, ANIM_STATIONARY | ANIM_NONINTERRUPT | ANIM_HITFINISH | ANIM_NOSHOW_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_ATTACK, ANIM_STAND, ANIM_PRONE, -1,
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// ROBOT WALK
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"ROBOT WALKING" , 0 , 80, (FLOAT)1.5, ANIM_MOVING | ANIM_TURNING | ANIM_NORESTART | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON, ANIM_STAND, ANIM_STAND, -1,
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// ROBOT SHOOT
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"ROBOT SHOOT" , 0, 100, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_RAISE_WEAPON | ANIM_LIGHT_EFFORT | ANIM_FIRE | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1,
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// QUEEN HIT
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"QUEEN HIT" , 0, 200, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_HITSTART | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1,
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// QUEEN DIE
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"QUEEN DIE" , 0, 120, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_HITFINISH | ANIM_NOMOVE_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_ATTACK, ANIM_STAND, ANIM_PRONE, -1,
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// QUEEN DIE STOP
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"QUEEN DIE STOP" , 0, 350, (FLOAT)0, ANIM_STATIONARY | ANIM_HITSTOP | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON, ANIM_PRONE, ANIM_PRONE, -1,
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"QUEEN INTO READY" , 0, 130, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_NO_EFFORT, ANIM_STAND, ANIM_STAND, -1,
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"QUEEN READY" , 0, 130, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_NO_EFFORT, ANIM_STAND, ANIM_STAND, -1,
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"QUEEN END READY" , 0, 130, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_NO_EFFORT, ANIM_STAND, ANIM_STAND, -1,
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"QUEEN CALL" , 0, 130, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_NO_EFFORT | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1,
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"QUEEN MONSTER SPIT ATTACK", 0 , 130, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1,
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"QUEEN MONSTER SWIPE ATTACK", 0 , 130, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1,
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//RELOAD ROBOT
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"RELOAD ROBOT" , 0, 70, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT | ANIM_ATTACK, ANIM_CROUCH, ANIM_CROUCH, -1,
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//End Catch Standing
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"Catch Standing" , 0, 80, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_FIREREADY | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_NONINTERRUPT | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1,
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//End Catch Crouched
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"Catch Crouched" , 0, 80, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_FIREREADY | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_NONINTERRUPT | ANIM_ATTACK, ANIM_CROUCH, ANIM_CROUCH, -1,
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"RADIO" , 0, 130, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_NO_EFFORT | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1,
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"CROUCH RADIO" , 0, 130, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_NO_EFFORT | ANIM_ATTACK, ANIM_CROUCH, ANIM_CROUCH, -1,
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// TANK SHOOT
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"TANK SHOOT" , 0, 200, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NOCHANGE_WEAPON | ANIM_LIGHT_EFFORT | ANIM_FIRE | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1,
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// TANK SHOOT // Lesh: AniDelay, speed=0 for control it
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"TANK BURST" , 0, 0, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NOCHANGE_WEAPON | ANIM_LIGHT_EFFORT | ANIM_FIRE | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1,
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//Queen Slap
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"QUEEN SLAP" , 0, 120, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1,
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//Slap hit
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"SLAP HIT" , 0, 70, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1,
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//GET BLOOD
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"GET BLOOD" , 0, 70, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT, ANIM_CROUCH, ANIM_CROUCH, -1,
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//VEHICLE DIE
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"VEHICLE DIE" , 0, 150, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_NOCHANGE_WEAPON | ANIM_LIGHT_EFFORT | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1,
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//Queen Frustrated Slap
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"QUEEN FRUSTRATED SLAP" , 0, 120, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1,
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//SOLDIER BRUN
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"FIRE FIRE" , 0, 150, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_NOCHANGE_WEAPON | ANIM_LIGHT_EFFORT | ANIM_IGNORE_AUTOSTANCE | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1,
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//AI TRIGGER
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"AI TRIGGER" , 0, 70, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT, ANIM_STAND, ANIM_STAND, -1,
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// MONSTER MELT
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"MONSTERMELT" , 0, 80, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NONINTERRUPT | ANIM_HITFINISH | ANIM_NOMOVE_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_ATTACK, ANIM_PRONE, ANIM_PRONE, -1,
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"MERC INJURED IDLE ANIM" , 0, 110, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_MERCIDLE | ANIM_NOCHANGE_WEAPON | ANIM_NO_EFFORT, ANIM_STAND, ANIM_STAND, -1,
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// INJURED TRANSITION
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"END INJURED WALK" , 0, 80, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NOMOVE_MARKER | ANIM_MIN_EFFORT | ANIM_NOCHANGE_WEAPON, ANIM_STAND, ANIM_STAND, -1,
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//PASS OBJECT
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"PASS OBJECT" , 0, 110, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT | ANIM_ATTACK , ANIM_STAND, ANIM_STAND, -1,
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//ADJACENT DROP OBJECT
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"ADJACENT DROP OBJECT" , 0, 110, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT | ANIM_ATTACK , ANIM_STAND, ANIM_STAND, -1,
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// READY_RIFLE_PRONE
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"READY AIM (DW) PRONE" , 0, 150, (FLOAT)0, ANIM_NORESTART | ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_LIGHT_EFFORT, ANIM_PRONE, ANIM_PRONE, -1,
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// AIM_RIFLE_PRONE
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"AIM (DW) PRONE" , 0, 250, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FIREREADY | ANIM_FASTTURN | ANIM_LIGHT_EFFORT, ANIM_PRONE, ANIM_PRONE, -1,
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// SHOOT_RIFLE_PRONE
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"SHOOT (DW) PRONE" , 0, 150, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_LIGHT_EFFORT | ANIM_FIRE | ANIM_ATTACK, ANIM_PRONE, ANIM_PRONE, -1,
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// END_RIFLE_PRONE
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"END DUAL PRONE" , 0, 150, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NOCHANGE_PENDINGCOUNT | ANIM_LIGHT_EFFORT, ANIM_PRONE, ANIM_PRONE, -1,
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// UNJAM PRONE DWEL
|
|
"UNJAM PRONE DWEL" , 0, 150, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NOCHANGE_WEAPON | ANIM_MIN_EFFORT | ANIM_ATTACK, ANIM_PRONE, ANIM_PRONE, -1,
|
|
|
|
//PICK LOCK
|
|
"PICK LOCK" , 0, 70, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1,
|
|
|
|
//OPEN DOOR CROUCHED
|
|
"OPEN DOOR CROUCHED" , 0, 70, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT, ANIM_CROUCH, ANIM_CROUCH, -1,
|
|
|
|
//BEGIN OPENSTRUCT CROUCHED
|
|
"BEGIN OPEN STRUCT CROUCHED" , 0, 70, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT, ANIM_CROUCH, ANIM_CROUCH, -1,
|
|
|
|
//CLOSE DOOR CROUCHED
|
|
"CLOSE DOOR CROUCHED" , 0, 70, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT, ANIM_CROUCH, ANIM_CROUCH, -1,
|
|
|
|
//OPEN STRUCT CROUCHED
|
|
"OPEN STRUCT CROUCHED" , 0, 70, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT, ANIM_CROUCH, ANIM_CROUCH, -1,
|
|
|
|
//END OPEN DOOR CROUCHED
|
|
"END OPEN DOOR CROUCHED" , 0, 70, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT, ANIM_CROUCH, ANIM_CROUCH, -1,
|
|
|
|
//END OPENSTRUCT CROUCHED
|
|
"END OPENSTRUCT CROUCHED" , 0, 70, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT, ANIM_CROUCH, ANIM_CROUCH, -1,
|
|
|
|
//END OPEN LOCKED DOOR CROUCHED
|
|
"END OPNE LOCKED DOOR CR" , 0, 70, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT, ANIM_CROUCH, ANIM_CROUCH, -1,
|
|
|
|
//END OPEN STRUCT LOCKED CR
|
|
"END OPEN STRUCT LOCKED CR" , 0, 70, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT, ANIM_CROUCH, ANIM_CROUCH, -1,
|
|
|
|
"DRUNK IDLE" , 0, 170, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_MERCIDLE | ANIM_NOCHANGE_WEAPON | ANIM_NO_EFFORT, ANIM_STAND, ANIM_STAND, -1,
|
|
|
|
// CROWBAR
|
|
"CROWBAR" , 0, 70, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_NORESTART | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1,
|
|
|
|
// COWER HIT ANIMATION
|
|
"COWER HIT" , 0, 80, (FLOAT)1.6, ANIM_HITSTART | ANIM_HITFINISH | ANIM_NONINTERRUPT | ANIM_NOSHOW_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_IGNORE_AUTOSTANCE | ANIM_ATTACK, ANIM_CROUCH, ANIM_CROUCH, -1,
|
|
|
|
// BLOODCAT WALK BACKWARDS
|
|
"BLOODCAT WALKING BACKWARDS", 0 , 30, (FLOAT)1.2, ANIM_MOVING | ANIM_TURNING | ANIM_NORESTART | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON, ANIM_STAND, ANIM_STAND, -1,
|
|
|
|
// CREATURE WALK BACKWARDS
|
|
"MONSTER WALKING BACKWARDS", 0 , 30, (FLOAT)2.5, ANIM_MOVING | ANIM_TURNING | ANIM_NORESTART | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON, ANIM_STAND, ANIM_STAND, -1,
|
|
|
|
// KID SKIPPING
|
|
"KID SKIPPING", 0 , 70, (FLOAT)2.0, ANIM_MOVING | ANIM_TURNING | ANIM_NORESTART | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON, ANIM_STAND, ANIM_STAND, -1,
|
|
|
|
// STAND BURST // Lesh: AniDelay, speed=0 for control it
|
|
"STAND BURST SHOOT" , 0, 0, (FLOAT)0, ANIM_NORESTART | ANIM_STATIONARY | ANIM_TURNING | ANIM_RAISE_WEAPON | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_FIRE | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1,
|
|
|
|
//Attach string
|
|
"Attach String" , 0, 70, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT | ANIM_ATTACK, ANIM_CROUCH, ANIM_CROUCH, -1,
|
|
|
|
//SWAT BACKWARDS
|
|
"SWAT BACKWARDS" , 0, 110, (FLOAT)1.4, ANIM_MOVING | ANIM_NORESTART | ANIM_LIGHT_EFFORT | ANIM_TURNING, ANIM_CROUCH, ANIM_CROUCH, -1,
|
|
|
|
//JUMP OVER BLOCKING PERSON
|
|
"JUMP OVER" , 0, 110, (FLOAT)3.6, ANIM_SPECIALMOVE | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_MODERATE_EFFORT | ANIM_TURNING | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1,
|
|
|
|
//REFUEL VEHICLE
|
|
"REFUEL VEHICLE" , 0, 70, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT, ANIM_CROUCH, ANIM_CROUCH, -1,
|
|
|
|
//Robot camera not moving
|
|
"ROBOT CAMERA" , 0, 0, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_RAISE_WEAPON | ANIM_VARIABLE_EFFORT | ANIM_BREATH, ANIM_STAND, ANIM_STAND, -1,
|
|
|
|
//CRIPPLE OPEN DOOR
|
|
"CRIPPLE OPEN DOOR" , 0, 70, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LIGHT_EFFORT, ANIM_STAND, ANIM_STAND, -1,
|
|
|
|
//CRIPPLE CLOSE DOOR
|
|
"CRIPPLE CLOSE DOOR" , 0, 100, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_MIN_EFFORT, ANIM_STAND, ANIM_STAND, -1,
|
|
|
|
//CRIPPLE END OPEN DOOR
|
|
"END OPEN DOOR" , 0, 100, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_MIN_EFFORT, ANIM_STAND, ANIM_STAND, -1,
|
|
|
|
//CRIPPLE END OPEN LOCKED DOOR
|
|
"END OPEN LOCKED DOOR" , 0, 100, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_MIN_EFFORT, ANIM_STAND, ANIM_STAND, -1,
|
|
|
|
//CROUCH PICK LOCK
|
|
"CROUCH PICK LOCK" , 0, 70, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT, ANIM_CROUCH, ANIM_CROUCH, -1,
|
|
|
|
//<SB> crouch throwing
|
|
"THROW ITEM CROUCHED", 0, 80, (FLOAT)0, ANIM_STATIONARY | ANIM_NOMOVE_MARKER | ANIM_NONINTERRUPT | ANIM_MIN_EFFORT | ANIM_ATTACK, ANIM_CROUCH, ANIM_CROUCH, -1,
|
|
//</SB
|
|
//ddd
|
|
// BIG GUY with stone
|
|
"BIG GUY STONE" , 0, 180, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_MERCIDLE | ANIM_NO_EFFORT, ANIM_STAND, ANIM_STAND, -1,
|
|
"SHOOT ROCKET CROUCHED" , 0,110,(FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LIGHT_EFFORT | ANIM_ATTACK , ANIM_CROUCH, ANIM_CROUCH, -1,
|
|
//"SWAT with knife" ,0, 0, (FLOAT)2.2, ANIM_MOVING | ANIM_TURNING | ANIM_NORESTART | ANIM_RAISE_WEAPON | ANIM_LIGHT_EFFORT, ANIM_CROUCH, ANIM_CROUCH, -1,
|
|
"SWAT with knife" ,0, 0, (FLOAT)2.2, ANIM_MOVING | ANIM_NORESTART | ANIM_LIGHT_EFFORT | ANIM_TURNING, ANIM_CROUCH, ANIM_CROUCH, -1,
|
|
"SWAT BACKWARDS with knife" , 0, 110, (FLOAT)1.4, ANIM_MOVING | ANIM_NORESTART | ANIM_LIGHT_EFFORT | ANIM_TURNING, ANIM_CROUCH, ANIM_CROUCH, -1,
|
|
"SWAT BACKWARDS with nothing", 0, 110, (FLOAT)1.4, ANIM_MOVING | ANIM_NORESTART | ANIM_LIGHT_EFFORT | ANIM_TURNING, ANIM_CROUCH, ANIM_CROUCH, -1,
|
|
|
|
//THROW gren
|
|
{"THROW GRENADE" , 0,80, (FLOAT)0, ANIM_STATIONARY | ANIM_NOMOVE_MARKER | ANIM_NONINTERRUPT | ANIM_MIN_EFFORT | ANIM_ATTACK , ANIM_STAND, ANIM_STAND, -1},
|
|
//LOB gren
|
|
{"LOB GRENADE" , 0, 80, (FLOAT)0, ANIM_STATIONARY | ANIM_NOMOVE_MARKER | ANIM_NONINTERRUPT | ANIM_MIN_EFFORT | ANIM_ATTACK , ANIM_STAND, ANIM_STAND, -1},
|
|
|
|
//ROLL PRONE LEFT
|
|
{"ROLL PRONE LEFT" , 0, 80, (FLOAT)0.8 /*1.1*/, ANIM_MOVING | ANIM_NORESTART | ANIM_RAISE_WEAPON | ANIM_VARIABLE_EFFORT, ANIM_PRONE, ANIM_PRONE, -1},
|
|
|
|
//ROLL PRONE RIGHT
|
|
{"ROLL PRONE RIGHT" , 0, 80, (FLOAT)0.8 /*1.1*/, ANIM_MOVING | ANIM_NORESTART | ANIM_RAISE_WEAPON | ANIM_VARIABLE_EFFORT, ANIM_PRONE, ANIM_PRONE, -1},
|
|
|
|
// JUMPUPWALL
|
|
{"JUMPUPWALL" , 0, 30, (FLOAT)0, ANIM_NONINTERRUPT | ANIM_NORESTART | ANIM_STATIONARY | ANIM_NOSHOW_MARKER | ANIM_MODERATE_EFFORT | ANIM_LOWER_WEAPON, ANIM_STAND, ANIM_CROUCH, -1},
|
|
|
|
//JUMPDOWNWALL
|
|
{"JUMPDOWNWALL" , 0, 30, (FLOAT)0, ANIM_NONINTERRUPT | ANIM_NORESTART | ANIM_STATIONARY | ANIM_NOSHOW_MARKER | ANIM_MODERATE_EFFORT | ANIM_LOWER_WEAPON, ANIM_CROUCH, ANIM_STAND, -1},
|
|
|
|
{"JUMP WINDOWS" , 0, 50, (FLOAT)0, ANIM_NOCHANGE_PENDINGCOUNT | ANIM_NORESTART | ANIM_STATIONARY | ANIM_NOSHOW_MARKER | ANIM_MODERATE_EFFORT | ANIM_LOWER_WEAPON | ANIM_NONINTERRUPT, ANIM_STAND, ANIM_CROUCH, -1},
|
|
|
|
//SPECIAL THROW KNIFE FOR BIG MALES
|
|
"THROW KNIFE 2" , 0, 50, (FLOAT)0, ANIM_STATIONARY | ANIM_NOMOVE_MARKER | ANIM_NONINTERRUPT | ANIM_MIN_EFFORT | ANIM_ATTACK , ANIM_STAND, ANIM_STAND, -1,
|
|
|
|
//RUN (with pistol)
|
|
{"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},
|
|
|
|
//SIDE STEPPING WITH READIED WEAPON
|
|
"SIDE STEPPING WITH PISTOL RDY" , 0, 50, (FLOAT)0.4, ANIM_MOVING | ANIM_NORESTART | ANIM_FIREREADY | ANIM_RAISE_WEAPON | ANIM_VARIABLE_EFFORT, ANIM_STAND, ANIM_STAND, -1,
|
|
"SIDE STEPPING WITH RIFLE RDY" , 0, 50, (FLOAT)0.4, ANIM_MOVING | ANIM_NORESTART | ANIM_FIREREADY | ANIM_RAISE_WEAPON | ANIM_VARIABLE_EFFORT, ANIM_STAND, ANIM_STAND, -1,
|
|
"SIDE STEPPING WITH DUAL RDY" , 0, 50, (FLOAT)0.4, ANIM_MOVING | ANIM_NORESTART | ANIM_FIREREADY | ANIM_RAISE_WEAPON | ANIM_VARIABLE_EFFORT, ANIM_STAND, ANIM_STAND, -1,
|
|
|
|
//WALKING WITH READIED WEAPON
|
|
{"WALKING WITH PISTOL RDY" , 20, 0, (FLOAT)1.6, ANIM_MOVING | ANIM_TURNING | ANIM_NORESTART | ANIM_FIREREADY | ANIM_RAISE_WEAPON | ANIM_VARIABLE_EFFORT, ANIM_STAND, ANIM_STAND, -1},
|
|
{"WALKING WITH RIFLE RDY" , 20, 0, (FLOAT)1.6, ANIM_MOVING | ANIM_TURNING | ANIM_NORESTART | ANIM_FIREREADY | ANIM_RAISE_WEAPON | ANIM_VARIABLE_EFFORT, ANIM_STAND, ANIM_STAND, -1},
|
|
{"WALKING WITH DUAL RDY" , 20, 0, (FLOAT)1.6, ANIM_MOVING | ANIM_TURNING | ANIM_NORESTART | ANIM_FIREREADY | ANIM_RAISE_WEAPON | ANIM_VARIABLE_EFFORT, ANIM_STAND, ANIM_STAND, -1},
|
|
|
|
//GIVING AID WHILE PRONE
|
|
{"PRN START AID" , 0, 90, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT , ANIM_PRONE, ANIM_PRONE, -1},
|
|
{"PRN GIVING AID" , 0, 120, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LIGHT_EFFORT , ANIM_PRONE, ANIM_PRONE, -1},
|
|
{"PRN END AID" , 0, 90, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_RAISE_WEAPON | ANIM_NO_EFFORT | ANIM_NOCHANGE_PENDINGCOUNT, ANIM_PRONE, ANIM_PRONE, -1},
|
|
|
|
//GET ADJACENT ITEM CROUCHED
|
|
"GET ADJACENT ITEM CROUCHED" , 0, 100, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT, ANIM_CROUCH, ANIM_CROUCH, -1,
|
|
//STEAL ITEM CROUCHED
|
|
"STEAL ITEM CROUCHED" , 0, 100, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT, ANIM_CROUCH, ANIM_CROUCH, -1,
|
|
|
|
};
|
|
|
|
ANI_SPEED_DEF gubAnimWalkSpeeds[ TOTALBODYTYPES ] =
|
|
{
|
|
-5,(FLOAT)1.6, //REGMALE
|
|
-10,(FLOAT)1.6, //BIGMALE
|
|
-5,(FLOAT)1.6, //STOCKYMALE
|
|
-15,(FLOAT)1.6, //REGFEMALE
|
|
0, (FLOAT)1.6, //ADULTMONSTER
|
|
0, (FLOAT)1.6, //ADULTMONSTER
|
|
0, (FLOAT)1.6, //ADULTMONSTER
|
|
0, (FLOAT)1.6, //ADULTMONSTER
|
|
0, (FLOAT)1.6, //ADULTMONSTER
|
|
0, (FLOAT)2.2, //INFANT
|
|
0, (FLOAT)1.6, //QUEEN MONSTER
|
|
40, (FLOAT)1.3, //FATCIV
|
|
10, (FLOAT)1.3, //MANCIV
|
|
-10,(FLOAT)1.3, //MINICIV
|
|
-10,(FLOAT)1.3, //DRESSCIV
|
|
-20,(FLOAT)1.6, //HAT KID
|
|
-20,(FLOAT)1.6, //NOHAT KID
|
|
-20,(FLOAT)1.6, //CRIPPLE
|
|
60, (FLOAT)0.9, //COW
|
|
20, (FLOAT)1.6, //CROW
|
|
0, (FLOAT)1.2, //BLOOD CAT
|
|
20, (FLOAT)1.1, //ROBOT1
|
|
-10, (FLOAT)4.0, //HUMVEE
|
|
|
|
-10, (FLOAT)4.0, //TANK_NW
|
|
-10, (FLOAT)4.0, //TANK_NE
|
|
-10, (FLOAT)4.0, //ELDORADO
|
|
-10, (FLOAT)4.0, //ICECREAMTRUCK
|
|
-10, (FLOAT)4.0, //JEEP
|
|
};
|
|
|
|
extern INT16 gubMaxActionPoints[TOTALBODYTYPES] = {0};
|
|
/*
|
|
UINT8 gubMaxActionPoints[ TOTALBODYTYPES ] =
|
|
{
|
|
APBPConstants[AP_MAXIMUM], //REGMALE
|
|
APBPConstants[AP_MAXIMUM], //BIGMALE
|
|
APBPConstants[AP_MAXIMUM], //STOCKYMALE
|
|
APBPConstants[AP_MAXIMUM], //REGFEMALE
|
|
APBPConstants[AP_MONSTER_MAXIMUM], //ADULTMONSTER
|
|
APBPConstants[AP_MONSTER_MAXIMUM], //ADULTMONSTER
|
|
APBPConstants[AP_MONSTER_MAXIMUM], //ADULTMONSTER
|
|
APBPConstants[AP_MONSTER_MAXIMUM], //ADULTMONSTER
|
|
APBPConstants[AP_MONSTER_MAXIMUM], //ADULTMONSTER
|
|
APBPConstants[AP_MONSTER_MAXIMUM], //INFANT
|
|
APBPConstants[AP_MONSTER_MAXIMUM], //QUEEN MONSTER
|
|
APBPConstants[AP_MAXIMUM], //FATCIV
|
|
APBPConstants[AP_MAXIMUM], //MANCIV
|
|
APBPConstants[AP_MAXIMUM], //MINICIV
|
|
APBPConstants[AP_MAXIMUM], //DRESSCIV
|
|
APBPConstants[AP_MAXIMUM], //HAT KID
|
|
APBPConstants[AP_MAXIMUM], //NOHAT KID
|
|
APBPConstants[AP_MAXIMUM], //CRIPPLE
|
|
APBPConstants[AP_MAXIMUM], //COW
|
|
APBPConstants[AP_MAXIMUM], //CROW
|
|
APBPConstants[AP_MAXIMUM], //BLOOD CAT
|
|
APBPConstants[AP_MAXIMUM], // ROBOT1
|
|
APBPConstants[AP_VEHICLE_MAXIMUM], //HUMVEE
|
|
APBPConstants[AP_VEHICLE_MAXIMUM], //TANK1
|
|
APBPConstants[AP_VEHICLE_MAXIMUM], //TANK2
|
|
APBPConstants[AP_VEHICLE_MAXIMUM], //ELDORADO
|
|
APBPConstants[AP_VEHICLE_MAXIMUM], //ICECREAMTRUCK
|
|
APBPConstants[AP_VEHICLE_MAXIMUM], //JEEP
|
|
};
|
|
*/
|
|
|
|
ANI_SPEED_DEF gubAnimRunSpeeds[ TOTALBODYTYPES ] =
|
|
{
|
|
0, (FLOAT)2.6, //REGMALE
|
|
5, (FLOAT)2.6, //BIGMALE
|
|
0, (FLOAT)2.6, //STOCKYMALE
|
|
-10, (FLOAT)2.6, //REGFEMALE
|
|
0, (FLOAT)2.6, //ADULTMONSTER
|
|
0, (FLOAT)2.6, //ADULTMONSTER
|
|
0, (FLOAT)2.6, //ADULTMONSTER
|
|
0, (FLOAT)2.6, //ADULTMONSTER
|
|
0, (FLOAT)2.6, //ADULTMONSTER
|
|
0, (FLOAT)2.6, //ADULTMONSTER
|
|
0, (FLOAT)2.8, //INFANT
|
|
10, (FLOAT)2.3, //FATCIV
|
|
-10, (FLOAT)2.3, //MANCIV
|
|
-20, (FLOAT)2.3, //MINICIV
|
|
-30, (FLOAT)2.3, //DRESSCIV
|
|
-40, (FLOAT)2.6, //HAT KID
|
|
-40, (FLOAT)2.6, //NOHAT KID
|
|
-20, (FLOAT)2.3, //CRIPPLE
|
|
30, (FLOAT)2.0, //COW
|
|
};
|
|
|
|
|
|
// Really only the first mercs are using any of these values....
|
|
ANI_SPEED_DEF gubAnimSwatSpeeds[ TOTALBODYTYPES ] =
|
|
{
|
|
0, (FLOAT)2.2, //REGMALE
|
|
20, (FLOAT)2.2, //BIGMALE
|
|
0, (FLOAT)2.2, //STOCKYMALE
|
|
-10,(FLOAT)2.2, //REGFEMALE
|
|
};
|
|
|
|
// Really only the first mercs are using any of these values....
|
|
ANI_SPEED_DEF gubAnimCrawlingSpeeds[ TOTALBODYTYPES ] =
|
|
{
|
|
0, (FLOAT)0.8, //REGMALE
|
|
20, (FLOAT)0.8, //BIGMALE
|
|
0, (FLOAT)0.8, //STOCKYMALE
|
|
-10,(FLOAT)0.8, //REGFEMALE
|
|
};
|
|
|
|
|
|
UINT16 gusNothingBreath[ ] =
|
|
{
|
|
RGMNOTHING_STD,
|
|
BGMNOTHING_STD,
|
|
RGMNOTHING_STD,
|
|
RGFNOTHING_STD,
|
|
};
|
|
|
|
|
|
UINT16 gubAnimSurfaceIndex[ TOTALBODYTYPES ][ NUMANIMATIONSTATES ];
|
|
UINT16 gubAnimSurfaceMidWaterSubIndex[ TOTALBODYTYPES ][ NUMANIMATIONSTATES ][2];
|
|
UINT16 gubAnimSurfaceItemSubIndex[ TOTALBODYTYPES ][ NUMANIMATIONSTATES ];
|
|
UINT16 gubAnimSurfaceCorpseID[ TOTALBODYTYPES ][ NUMANIMATIONSTATES ];
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ANIMSUBTYPE gRifleInjuredSub[] =
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{
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|
WALKING, RGMHURTWALKINGR, BGMHURTWALKINGR, RGMHURTWALKINGR, RGFHURTWALKINGR,
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};
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ANIMSUBTYPE gNothingInjuredSub[] =
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|
{
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WALKING, RGMHURTWALKINGN, BGMHURTWALKINGN, RGMHURTWALKINGN, RGFHURTWALKINGN,
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};
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ANIMSUBTYPE gDoubleHandledSub =
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{
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STANDING, RGMDBLBREATH, BGMDBLBREATH, RGMDBLBREATH, RGFDBLBREATH
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};
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void InitAnimationSurfacesPerBodytype( )
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{
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INT32 cnt1, cnt2;
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// Should be set to a non-init values
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for ( cnt1 = 0; cnt1 < TOTALBODYTYPES; cnt1 ++ )
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{
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for ( cnt2 = 0; cnt2 < NUMANIMATIONSTATES; cnt2 ++ )
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{
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gubAnimSurfaceIndex[ cnt1][ cnt2 ] = INVALID_ANIMATION;
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gubAnimSurfaceItemSubIndex[ cnt1][ cnt2 ] = INVALID_ANIMATION;
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gubAnimSurfaceMidWaterSubIndex[ cnt1][ cnt2 ][ 0 ] = INVALID_ANIMATION;
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gubAnimSurfaceMidWaterSubIndex[ cnt1][ cnt2 ][ 1 ] = INVALID_ANIMATION;
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gubAnimSurfaceCorpseID[ cnt1][ cnt2 ] = NO_CORPSE;
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}
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}
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memset( gRandomAnimDefs, 0, sizeof( gRandomAnimDefs ) );
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// REGULAR MALE GUY
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gubAnimSurfaceIndex[ REGMALE ][ WALKING ] = RGMBASICWALKING;
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gubAnimSurfaceIndex[ REGMALE ][ STANDING ] = RGMSTANDING;
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gubAnimSurfaceIndex[ REGMALE ][ KNEEL_DOWN ] = RGMCROUCHING;
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gubAnimSurfaceIndex[ REGMALE ][ CROUCHING ] = RGMCROUCHING;
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gubAnimSurfaceIndex[ REGMALE ][ KNEEL_UP ] = RGMCROUCHING;
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gubAnimSurfaceIndex[ REGMALE ][ SWATTING ] = RGMSNEAKING;
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gubAnimSurfaceIndex[ REGMALE ][ RUNNING ] = RGMRUNNING;
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gubAnimSurfaceIndex[ REGMALE ][ PRONE_DOWN ] = RGMPRONE;
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gubAnimSurfaceIndex[ REGMALE ][ CRAWLING ] = RGMPRONE;
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gubAnimSurfaceIndex[ REGMALE ][ PRONE_UP ] = RGMPRONE;
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gubAnimSurfaceIndex[ REGMALE ][ PRONE ] = RGMPRONE;
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gubAnimSurfaceIndex[ REGMALE ][ READY_RIFLE_STAND ] = RGMSTANDAIM;
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gubAnimSurfaceIndex[ REGMALE ][ AIM_RIFLE_STAND ] = RGMSTANDAIM;
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gubAnimSurfaceIndex[ REGMALE ][ SHOOT_RIFLE_STAND ] = RGMSTANDAIM;
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gubAnimSurfaceIndex[ REGMALE ][ END_RIFLE_STAND ] = RGMSTANDAIM;
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gubAnimSurfaceIndex[ REGMALE ][ START_SWAT ] = RGMSNEAKING;
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gubAnimSurfaceIndex[ REGMALE ][ END_SWAT ] = RGMSNEAKING;
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gubAnimSurfaceIndex[ REGMALE ][ FLYBACK_HIT ] = RGMHITHARD;
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gubAnimSurfaceIndex[ REGMALE ][ READY_RIFLE_PRONE ] = RGMPRONE;
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gubAnimSurfaceIndex[ REGMALE ][ AIM_RIFLE_PRONE ] = RGMPRONE;
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gubAnimSurfaceIndex[ REGMALE ][ SHOOT_RIFLE_PRONE ] = RGMPRONE;
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gubAnimSurfaceIndex[ REGMALE ][ END_RIFLE_PRONE ] = RGMPRONE;
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gubAnimSurfaceIndex[ REGMALE ][ FALLBACK_DEATHTWICH ] = RGMHITHARD;
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gubAnimSurfaceIndex[ REGMALE ][ GENERIC_HIT_STAND ] = RGMHITSTAND;
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gubAnimSurfaceIndex[ REGMALE ][ FLYBACK_HIT_BLOOD_STAND ] = RGMHITHARDBLOOD;
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gubAnimSurfaceIndex[ REGMALE ][ FLYBACK_HIT_DEATH ] = RGMHITHARD;
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gubAnimSurfaceIndex[ REGMALE ][ READY_RIFLE_CROUCH ] = RGMCROUCHAIM;
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gubAnimSurfaceIndex[ REGMALE ][ AIM_RIFLE_CROUCH ] = RGMCROUCHAIM;
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gubAnimSurfaceIndex[ REGMALE ][ SHOOT_RIFLE_CROUCH ] = RGMCROUCHAIM;
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gubAnimSurfaceIndex[ REGMALE ][ END_RIFLE_CROUCH ] = RGMCROUCHAIM;
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gubAnimSurfaceIndex[ REGMALE ][ FALLBACK_HIT_STAND ] = RGMHITFALLBACK;
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gubAnimSurfaceIndex[ REGMALE ][ ROLLOVER ] = RGMROLLOVER;
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gubAnimSurfaceIndex[ REGMALE ][ CLIMBUPROOF ] = RGMCLIMBROOF;
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gubAnimSurfaceIndex[ REGMALE ][ FALLOFF ] = RGMFALL;
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gubAnimSurfaceIndex[ REGMALE ][ GETUP_FROM_ROLLOVER ] = RGMPRONE;
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gubAnimSurfaceIndex[ REGMALE ][ CLIMBDOWNROOF ] = RGMCLIMBROOF;
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gubAnimSurfaceIndex[ REGMALE ][ FALLFORWARD_ROOF ] = RGMFALLF;
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gubAnimSurfaceIndex[ REGMALE ][ GENERIC_HIT_DEATHTWITCHNB ] = RGMHITSTAND;
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gubAnimSurfaceIndex[ REGMALE ][ GENERIC_HIT_DEATHTWITCHB ] = RGMHITSTAND;
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gubAnimSurfaceIndex[ REGMALE ][ FALLBACK_HIT_DEATHTWITCHNB ] = RGMHITFALLBACK;
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gubAnimSurfaceIndex[ REGMALE ][ FALLBACK_HIT_DEATHTWITCHB ] = RGMHITFALLBACK;
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gubAnimSurfaceIndex[ REGMALE ][ GENERIC_HIT_DEATH ] = RGMHITSTAND;
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gubAnimSurfaceIndex[ REGMALE ][ FALLBACK_HIT_DEATH ] = RGMHITFALLBACK;
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gubAnimSurfaceIndex[ REGMALE ][ GENERIC_HIT_CROUCH ] = RGMHITCROUCH;
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gubAnimSurfaceIndex[ REGMALE ][ STANDING_BURST ] = RGMSTANDAIM;
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gubAnimSurfaceIndex[ REGMALE ][ STANDING_BURST_HIT ] = RGMHITHARD;
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gubAnimSurfaceIndex[ REGMALE ][ GENERIC_HIT_DEATH ] = RGMHITSTAND;
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gubAnimSurfaceIndex[ REGMALE ][ FALLFORWARD_FROMHIT_STAND ] = RGMHITSTAND;
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gubAnimSurfaceIndex[ REGMALE ][ FALLFORWARD_FROMHIT_STAND ] = RGMHITSTAND;
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gubAnimSurfaceIndex[ REGMALE ][ FALLFORWARD_FROMHIT_CROUCH ] = RGMHITCROUCH;
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gubAnimSurfaceIndex[ REGMALE ][ ENDFALLFORWARD_FROMHIT_CROUCH ] = RGMHITSTAND;
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gubAnimSurfaceIndex[ REGMALE ][ GENERIC_HIT_PRONE ] = RGMHITPRONE;
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gubAnimSurfaceIndex[ REGMALE ][ PRONE_HIT_DEATH ] = RGMHITPRONE;
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gubAnimSurfaceIndex[ REGMALE ][ PRONE_LAY_FROMHIT ] = RGMHITPRONE;
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gubAnimSurfaceIndex[ REGMALE ][ PRONE_HIT_DEATHTWITCHNB ] = RGMHITPRONE;
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gubAnimSurfaceIndex[ REGMALE ][ PRONE_HIT_DEATHTWITCHB ] = RGMHITPRONE;
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gubAnimSurfaceIndex[ REGMALE ][ FLYBACK_HITDEATH_STOP ] = RGMHITHARD;
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gubAnimSurfaceIndex[ REGMALE ][ FALLFORWARD_HITDEATH_STOP ] = RGMHITSTAND;
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gubAnimSurfaceIndex[ REGMALE ][ FALLBACK_HITDEATH_STOP ] = RGMHITFALLBACK;
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gubAnimSurfaceIndex[ REGMALE ][ PRONE_HITDEATH_STOP ] = RGMHITPRONE;
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gubAnimSurfaceIndex[ REGMALE ][ FLYBACKHIT_STOP ] = RGMHITHARD;
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gubAnimSurfaceIndex[ REGMALE ][ FALLBACKHIT_STOP ] = RGMHITFALLBACK;
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gubAnimSurfaceIndex[ REGMALE ][ FALLOFF_STOP ] = RGMFALL;
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gubAnimSurfaceIndex[ REGMALE ][ FALLOFF_FORWARD_STOP ] = RGMFALLF;
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gubAnimSurfaceIndex[ REGMALE ][ STAND_FALLFORWARD_STOP ] = RGMHITSTAND;
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gubAnimSurfaceIndex[ REGMALE ][ PRONE_LAYFROMHIT_STOP ] = RGMHITPRONE;
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gubAnimSurfaceIndex[ REGMALE ][ HOPFENCE ] = RGMHOPFENCE;
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gubAnimSurfaceIndex[ REGMALE ][ PUNCH_BREATH ] = RGMPUNCH;
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gubAnimSurfaceIndex[ REGMALE ][ PUNCH ] = RGMPUNCH;
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gubAnimSurfaceIndex[ REGMALE ][ NOTHING_STAND ] = RGMNOTHING_STD;
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gubAnimSurfaceIndex[ REGMALE ][ JFK_HITDEATH ] = RGMDIE_JFK;
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gubAnimSurfaceIndex[ REGMALE ][ JFK_HITDEATH_STOP ] = RGMDIE_JFK;
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gubAnimSurfaceIndex[ REGMALE ][ JFK_HITDEATH_TWITCHB ] = RGMDIE_JFK;
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gubAnimSurfaceIndex[ REGMALE ][ FIRE_STAND_BURST_SPREAD ] = RGMSTANDAIM;
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gubAnimSurfaceIndex[ REGMALE ][ FALLOFF_DEATH ] = RGMFALL;
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gubAnimSurfaceIndex[ REGMALE ][ FALLOFF_DEATH_STOP ] = RGMFALL;
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gubAnimSurfaceIndex[ REGMALE ][ FALLOFF_TWITCHB ] = RGMFALL;
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gubAnimSurfaceIndex[ REGMALE ][ FALLOFF_TWITCHNB ] = RGMFALL;
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gubAnimSurfaceIndex[ REGMALE ][ FALLOFF_FORWARD_DEATH ] = RGMFALLF;
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gubAnimSurfaceIndex[ REGMALE ][ FALLOFF_FORWARD_DEATH_STOP ] = RGMFALLF;
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gubAnimSurfaceIndex[ REGMALE ][ FALLOFF_FORWARD_TWITCHB ] = RGMFALLF;
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gubAnimSurfaceIndex[ REGMALE ][ FALLOFF_FORWARD_TWITCHNB ] = RGMFALLF;
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gubAnimSurfaceIndex[ REGMALE ][ OPEN_DOOR ] = RGMOPEN;
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gubAnimSurfaceIndex[ REGMALE ][ OPEN_STRUCT ] = RGMOPEN;
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gubAnimSurfaceIndex[ REGMALE ][ PICKUP_ITEM ] = RGMPICKUP;
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gubAnimSurfaceIndex[ REGMALE ][ DROP_ITEM ] = RGMPICKUP;
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gubAnimSurfaceIndex[ REGMALE ][ SLICE ] = RGMSLICE;
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gubAnimSurfaceIndex[ REGMALE ][ STAB ] = RGMSTAB;
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gubAnimSurfaceIndex[ REGMALE ][ CROUCH_STAB ] = RGMCSTAB;
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gubAnimSurfaceIndex[ REGMALE ][ START_AID ] = RGMMEDIC;
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gubAnimSurfaceIndex[ REGMALE ][ GIVING_AID ] = RGMMEDIC;
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gubAnimSurfaceIndex[ REGMALE ][ END_AID ] = RGMMEDIC;
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gubAnimSurfaceIndex[ REGMALE ][ DODGE_ONE ] = RGMDODGE;
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gubAnimSurfaceIndex[ REGMALE ][ READY_DUAL_STAND ] = RGMSTANDDWALAIM;
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gubAnimSurfaceIndex[ REGMALE ][ AIM_DUAL_STAND ] = RGMSTANDDWALAIM;
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gubAnimSurfaceIndex[ REGMALE ][ SHOOT_DUAL_STAND ] = RGMSTANDDWALAIM;
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gubAnimSurfaceIndex[ REGMALE ][ END_DUAL_STAND ] = RGMSTANDDWALAIM;
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gubAnimSurfaceIndex[ REGMALE ][ RAISE_RIFLE ] = RGMRAISE;
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gubAnimSurfaceIndex[ REGMALE ][ LOWER_RIFLE ] = RGMRAISE;
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gubAnimSurfaceIndex[ REGMALE ][ BODYEXPLODING ] = BODYEXPLODE;
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gubAnimSurfaceIndex[ REGMALE ][ THROW_ITEM ] = RGMTHROW;
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gubAnimSurfaceIndex[ REGMALE ][ LOB_ITEM ] = RGMLOB;
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gubAnimSurfaceIndex[ REGMALE ][ CROUCHED_BURST ] = RGMCROUCHAIM;
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gubAnimSurfaceIndex[ REGMALE ][ PRONE_BURST ] = RGMPRONE;
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gubAnimSurfaceIndex[ REGMALE ][ GIVE_ITEM ] = RGMOPEN;
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gubAnimSurfaceIndex[ REGMALE ][ CLIMB_CLIFF ] = RGMMCLIMB;
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gubAnimSurfaceIndex[ REGMALE ][ CLIMB_CLIFF ] = RGMMCLIMB;
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gubAnimSurfaceIndex[ REGMALE ][ WATER_HIT ] = RGMWATER_DIE;
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gubAnimSurfaceIndex[ REGMALE ][ WATER_DIE] = RGMWATER_DIE;
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gubAnimSurfaceIndex[ REGMALE ][ WATER_DIE_STOP ] = RGMWATER_DIE;
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gubAnimSurfaceIndex[ REGMALE ][ HELIDROP ] = RGMHELIDROP;
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gubAnimSurfaceIndex[ REGMALE ][ FEM_LOOK ] = RGM_LOOK;
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gubAnimSurfaceIndex[ REGMALE ][ REG_SQUISH ] = RGM_SQUISH;
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gubAnimSurfaceIndex[ REGMALE ][ REG_PULL ] = RGM_PULL;
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gubAnimSurfaceIndex[ REGMALE ][ REG_SPIT ] = RGM_SPIT;
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gubAnimSurfaceIndex[ REGMALE ][ NINJA_GOTOBREATH ] = RGMLOWKICK;
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gubAnimSurfaceIndex[ REGMALE ][ NINJA_BREATH ] = RGMLOWKICK;
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gubAnimSurfaceIndex[ REGMALE ][ NINJA_LOWKICK ] = RGMLOWKICK;
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gubAnimSurfaceIndex[ REGMALE ][ NINJA_PUNCH ] = RGMNPUNCH;
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gubAnimSurfaceIndex[ REGMALE ][ NINJA_SPINKICK ] = RGMSPINKICK;
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gubAnimSurfaceIndex[ REGMALE ][ END_OPEN_DOOR ] = RGMOPEN;
|
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gubAnimSurfaceIndex[ REGMALE ][ END_OPEN_LOCKED_DOOR ] = RGMOPEN;
|
|
gubAnimSurfaceIndex[ REGMALE ][ KICK_DOOR ] = RGMKICKDOOR;
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gubAnimSurfaceIndex[ REGMALE ][ CLOSE_DOOR ] = RGMOPEN;
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|
gubAnimSurfaceIndex[ REGMALE ][ RIFLE_STAND_HIT ] = RGMRHIT;
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gubAnimSurfaceIndex[ REGMALE ][ DEEP_WATER_TRED ] = RGMDEEPWATER_TRED;
|
|
gubAnimSurfaceIndex[ REGMALE ][ DEEP_WATER_SWIM ] = RGMDEEPWATER_SWIM;
|
|
gubAnimSurfaceIndex[ REGMALE ][ DEEP_WATER_HIT ] = RGMDEEPWATER_DIE;
|
|
gubAnimSurfaceIndex[ REGMALE ][ DEEP_WATER_DIE] = RGMDEEPWATER_DIE;
|
|
gubAnimSurfaceIndex[ REGMALE ][ DEEP_WATER_DIE_STOPPING ] = RGMWATER_DIE;
|
|
gubAnimSurfaceIndex[ REGMALE ][ DEEP_WATER_DIE_STOP ] = RGMWATER_DIE;
|
|
gubAnimSurfaceIndex[ REGMALE ][ LOW_TO_DEEP_WATER ] = RGMWATER_TRANS;
|
|
gubAnimSurfaceIndex[ REGMALE ][ DEEP_TO_LOW_WATER ] = RGMWATER_TRANS;
|
|
gubAnimSurfaceIndex[ REGMALE ][ GOTO_SLEEP ] = RGMSLEEP;
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|
gubAnimSurfaceIndex[ REGMALE ][ SLEEPING ] = RGMSLEEP;
|
|
gubAnimSurfaceIndex[ REGMALE ][ WKAEUP_FROM_SLEEP ] = RGMSLEEP;
|
|
gubAnimSurfaceIndex[ REGMALE ][ FIRE_LOW_STAND ] = RGMSHOOT_LOW;
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|
gubAnimSurfaceIndex[ REGMALE ][ FIRE_BURST_LOW_STAND ] = RGMSHOOT_LOW;
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|
gubAnimSurfaceIndex[ REGMALE ][ STANDING_SHOOT_UNJAM ] = RGMSTANDAIM;
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|
gubAnimSurfaceIndex[ REGMALE ][ CROUCH_SHOOT_UNJAM ] = RGMCROUCHAIM;
|
|
gubAnimSurfaceIndex[ REGMALE ][ PRONE_SHOOT_UNJAM ] = RGMPRONE;
|
|
gubAnimSurfaceIndex[ REGMALE ][ STANDING_SHOOT_DWEL_UNJAM ] = RGMSTANDDWALAIM;
|
|
gubAnimSurfaceIndex[ REGMALE ][ STANDING_SHOOT_LOW_UNJAM ] = RGMSHOOT_LOW;
|
|
gubAnimSurfaceIndex[ REGMALE ][ READY_DUAL_CROUCH ] = RGMCDBLSHOT;
|
|
gubAnimSurfaceIndex[ REGMALE ][ AIM_DUAL_CROUCH ] = RGMCDBLSHOT;
|
|
gubAnimSurfaceIndex[ REGMALE ][ SHOOT_DUAL_CROUCH ] = RGMCDBLSHOT;
|
|
gubAnimSurfaceIndex[ REGMALE ][ END_DUAL_CROUCH ] = RGMCDBLSHOT;
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|
gubAnimSurfaceIndex[ REGMALE ][ CROUCH_SHOOT_DWEL_UNJAM ] = RGMCDBLSHOT;
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|
gubAnimSurfaceIndex[ REGMALE ][ ADJACENT_GET_ITEM ] = RGMOPEN;
|
|
gubAnimSurfaceIndex[ REGMALE ][ CUTTING_FENCE ] = RGMMEDIC;
|
|
gubAnimSurfaceIndex[ REGMALE ][ FROM_INJURED_TRANSITION ] = RGMHURTTRANS;
|
|
gubAnimSurfaceIndex[ REGMALE ][ THROW_KNIFE ] = RGMTHROWKNIFE;
|
|
gubAnimSurfaceIndex[ REGMALE ][ KNIFE_BREATH ] = RGMBREATHKNIFE;
|
|
gubAnimSurfaceIndex[ REGMALE ][ KNIFE_GOTOBREATH ] = RGMBREATHKNIFE;
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|
gubAnimSurfaceIndex[ REGMALE ][ KNIFE_ENDBREATH ] = RGMBREATHKNIFE;
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|
gubAnimSurfaceIndex[ REGMALE ][ CATCH_STANDING ] = RGMOPEN;
|
|
gubAnimSurfaceIndex[ REGMALE ][ CATCH_CROUCHED ] = RGMMEDIC;
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|
gubAnimSurfaceIndex[ REGMALE ][ PLANT_BOMB ] = RGMPICKUP;
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|
gubAnimSurfaceIndex[ REGMALE ][ USE_REMOTE ] = RGMUSEREMOTE;
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|
gubAnimSurfaceIndex[ REGMALE ][ START_COWER ] = RGMCOWER;
|
|
gubAnimSurfaceIndex[ REGMALE ][ COWERING ] = RGMCOWER;
|
|
gubAnimSurfaceIndex[ REGMALE ][ END_COWER ] = RGMCOWER;
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|
gubAnimSurfaceIndex[ REGMALE ][ STEAL_ITEM ] = RGMOPEN;
|
|
gubAnimSurfaceIndex[ REGMALE ][ SHOOT_ROCKET ] = RGMROCKET;
|
|
gubAnimSurfaceIndex[ REGMALE ][ SHOOT_MORTAR ] = RGMMORTAR;
|
|
gubAnimSurfaceIndex[ REGMALE ][ SIDE_STEP ] = RGMSIDESTEP;
|
|
gubAnimSurfaceIndex[ REGMALE ][ WALK_BACKWARDS ] = RGMBASICWALKING;
|
|
gubAnimSurfaceIndex[ REGMALE ][ BEGIN_OPENSTRUCT ] = RGMOPEN;
|
|
gubAnimSurfaceIndex[ REGMALE ][ END_OPENSTRUCT ] = RGMOPEN;
|
|
gubAnimSurfaceIndex[ REGMALE ][ END_OPENSTRUCT_LOCKED ] = RGMOPEN;
|
|
gubAnimSurfaceIndex[ REGMALE ][ PUNCH_LOW ] = RGMPUNCHLOW;
|
|
gubAnimSurfaceIndex[ REGMALE ][ PISTOL_SHOOT_LOW ] = RGMPISTOLSHOOTLOW;
|
|
gubAnimSurfaceIndex[ REGMALE ][ DECAPITATE ] = RGMCSTAB;
|
|
gubAnimSurfaceIndex[ REGMALE ][ GOTO_PATIENT ] = RGMHITPRONE;
|
|
gubAnimSurfaceIndex[ REGMALE ][ BEING_PATIENT ] = RGMHITPRONE;
|
|
gubAnimSurfaceIndex[ REGMALE ][ GOTO_DOCTOR ] = RGMMEDIC;
|
|
gubAnimSurfaceIndex[ REGMALE ][ BEING_DOCTOR ] = RGMMEDIC;
|
|
gubAnimSurfaceIndex[ REGMALE ][ END_DOCTOR ] = RGMMEDIC;
|
|
gubAnimSurfaceIndex[ REGMALE ][ GOTO_REPAIRMAN ] = RGMMEDIC;
|
|
gubAnimSurfaceIndex[ REGMALE ][ BEING_REPAIRMAN ] = RGMMEDIC;
|
|
gubAnimSurfaceIndex[ REGMALE ][ END_REPAIRMAN ] = RGMMEDIC;
|
|
gubAnimSurfaceIndex[ REGMALE ][ FALL_INTO_PIT ] = RGMFALL;
|
|
gubAnimSurfaceIndex[ REGMALE ][ RELOAD_ROBOT ] = RGMMEDIC;
|
|
gubAnimSurfaceIndex[ REGMALE ][ END_CATCH ] = RGMOPEN;
|
|
gubAnimSurfaceIndex[ REGMALE ][ END_CROUCH_CATCH ] = RGMMEDIC;
|
|
gubAnimSurfaceIndex[ REGMALE ][ AI_RADIO ] = RGMRADIO;
|
|
gubAnimSurfaceIndex[ REGMALE ][ AI_CR_RADIO ] = RGMCRRADIO;
|
|
gubAnimSurfaceIndex[ REGMALE ][ SLAP_HIT ] = RGMHITSTAND;
|
|
gubAnimSurfaceIndex[ REGMALE ][ TAKE_BLOOD_FROM_CORPSE ] = RGMMEDIC;
|
|
gubAnimSurfaceIndex[ REGMALE ][ CHARIOTS_OF_FIRE ] = RGMBURN;
|
|
gubAnimSurfaceIndex[ REGMALE ][ AI_PULL_SWITCH ] = RGMOPEN;
|
|
gubAnimSurfaceIndex[ REGMALE ][ MERC_HURT_IDLE_ANIM ] = RGMHURTSTANDINGR;
|
|
gubAnimSurfaceIndex[ REGMALE ][ END_HURT_WALKING ] = RGMHURTSTANDINGR;
|
|
gubAnimSurfaceIndex[ REGMALE ][ PASS_OBJECT ] = RGMOPEN;
|
|
gubAnimSurfaceIndex[ REGMALE ][ DROP_ADJACENT_OBJECT ] = RGMOPEN;
|
|
gubAnimSurfaceIndex[ REGMALE ][ READY_DUAL_PRONE ] = RGMDWPRONE;
|
|
gubAnimSurfaceIndex[ REGMALE ][ AIM_DUAL_PRONE ] = RGMDWPRONE;
|
|
gubAnimSurfaceIndex[ REGMALE ][ SHOOT_DUAL_PRONE ] = RGMDWPRONE;
|
|
gubAnimSurfaceIndex[ REGMALE ][ END_DUAL_PRONE ] = RGMDWPRONE;
|
|
gubAnimSurfaceIndex[ REGMALE ][ PRONE_SHOOT_DWEL_UNJAM ] = RGMDWPRONE;
|
|
gubAnimSurfaceIndex[ REGMALE ][ PICK_LOCK ] = RGMOPEN;
|
|
gubAnimSurfaceIndex[ REGMALE ][ OPEN_DOOR_CROUCHED ] = RGMMEDIC;
|
|
gubAnimSurfaceIndex[ REGMALE ][ BEGIN_OPENSTRUCT_CROUCHED ] = RGMMEDIC;
|
|
gubAnimSurfaceIndex[ REGMALE ][ CLOSE_DOOR_CROUCHED ] = RGMMEDIC;
|
|
gubAnimSurfaceIndex[ REGMALE ][ OPEN_STRUCT_CROUCHED ] = RGMMEDIC;
|
|
gubAnimSurfaceIndex[ REGMALE ][ END_OPEN_DOOR_CROUCHED ] = RGMMEDIC;
|
|
gubAnimSurfaceIndex[ REGMALE ][ END_OPENSTRUCT_CROUCHED ] = RGMMEDIC;
|
|
gubAnimSurfaceIndex[ REGMALE ][ END_OPEN_LOCKED_DOOR_CROUCHED ] = RGMMEDIC;
|
|
gubAnimSurfaceIndex[ REGMALE ][ END_OPENSTRUCT_LOCKED_CROUCHED ]= RGMMEDIC;
|
|
gubAnimSurfaceIndex[ REGMALE ][ DRUNK_IDLE ] = RGMDRUNK;
|
|
gubAnimSurfaceIndex[ REGMALE ][ CROWBAR_ATTACK ] = RGMCROWBAR;
|
|
gubAnimSurfaceIndex[ REGMALE ][ CRIPPLE_KICKOUT ] = CRIPCIVKICK;
|
|
gubAnimSurfaceIndex[ REGMALE ][ ATTACH_CAN_TO_STRING ] = RGMMEDIC;
|
|
gubAnimSurfaceIndex[ REGMALE ][ SWAT_BACKWARDS ] = RGMSNEAKING;
|
|
gubAnimSurfaceIndex[ REGMALE ][ JUMP_OVER_BLOCKING_PERSON ] = RGMJUMPOVER;
|
|
gubAnimSurfaceIndex[ REGMALE ][ REFUEL_VEHICLE ] = RGMMEDIC;
|
|
gubAnimSurfaceIndex[ REGMALE ][ LOCKPICK_CROUCHED ] = RGMMEDIC;
|
|
|
|
//<SB> crouch throwing
|
|
gubAnimSurfaceIndex[ REGMALE ][ THROW_ITEM_CROUCHED ] = RGMCRTHROW;
|
|
//</SB>
|
|
//ddd shoot rocket crouched
|
|
gubAnimSurfaceIndex[ REGMALE ][ SHOOT_ROCKET_CROUCHED ] = RGMCRROCKET;
|
|
gubAnimSurfaceIndex[ REGMALE ][ SWATTING_WK ] = RGMSWKNIFE;
|
|
gubAnimSurfaceIndex[ REGMALE ][ SWAT_BACKWARDS_WK ] = RGMSWKNIFE;
|
|
gubAnimSurfaceIndex[ REGMALE ][ SWAT_BACKWARDS_NOTHING ] = RGMNOTHING_SWAT;
|
|
//������� �������
|
|
gubAnimSurfaceIndex[ REGMALE ][ THROW_GRENADE_STANCE ] = RGMSTHRG;
|
|
gubAnimSurfaceIndex[ REGMALE ][ LOB_GRENADE_STANCE ] = RGMSLOBG;
|
|
//�������
|
|
gubAnimSurfaceIndex[ REGMALE ][ ROLL_PRONE_L ] = RGMROLL_PR;
|
|
gubAnimSurfaceIndex[ REGMALE ][ ROLL_PRONE_R ] = RGMROLL_PR;
|
|
|
|
gubAnimSurfaceIndex[ REGMALE ][ JUMPUPWALL ] = RGMWALLJUMP;
|
|
gubAnimSurfaceIndex[ REGMALE ][ JUMPDOWNWALL ] = RGMWALLJUMP;
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|
|
|
gubAnimSurfaceIndex[ REGMALE ][ JUMPWINDOWS ] = RGMJUMPWINDOWS;
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|
|
|
gubAnimSurfaceIndex[ REGMALE ][ SIDE_STEP_PISTOL_RDY ] = RGMSIDESTEP_P_RDY;
|
|
gubAnimSurfaceIndex[ REGMALE ][ SIDE_STEP_RIFLE_RDY ] = RGMSIDESTEP_R_RDY;
|
|
gubAnimSurfaceIndex[ REGMALE ][ SIDE_STEP_DUAL_RDY ] = RGMSIDESTEP_D_RDY;
|
|
|
|
gubAnimSurfaceIndex[ REGMALE ][ WALKING_PISTOL_RDY ] = RGMWALK_P_RDY;
|
|
gubAnimSurfaceIndex[ REGMALE ][ WALKING_RIFLE_RDY ] = RGMWALK_R_RDY;
|
|
gubAnimSurfaceIndex[ REGMALE ][ WALKING_DUAL_RDY ] = RGMWALK_D_RDY;
|
|
|
|
gubAnimSurfaceIndex[ REGMALE ][ START_AID_PRN ] = RGMMEDICPRN;
|
|
gubAnimSurfaceIndex[ REGMALE ][ GIVING_AID_PRN ] = RGMMEDICPRN;
|
|
gubAnimSurfaceIndex[ REGMALE ][ END_AID_PRN ] = RGMMEDICPRN;
|
|
|
|
gubAnimSurfaceIndex[ REGMALE ][ ADJACENT_GET_ITEM_CROUCHED ] = RGMMEDIC;
|
|
gubAnimSurfaceIndex[ REGMALE ][ STEAL_ITEM_CROUCHED ] = RGMMEDIC;
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|
|
|
gubAnimSurfaceMidWaterSubIndex[ REGMALE ][ STANDING][0] = RGMWATER_R_STD;
|
|
gubAnimSurfaceMidWaterSubIndex[ REGMALE ][ WALKING ][0] = RGMWATER_R_WALK;
|
|
gubAnimSurfaceMidWaterSubIndex[ REGMALE ][ RUNNING ][0] = RGMWATER_R_WALK;
|
|
gubAnimSurfaceMidWaterSubIndex[ REGMALE ][ READY_RIFLE_STAND ][0] = RGMWATER_R_AIM;
|
|
gubAnimSurfaceMidWaterSubIndex[ REGMALE ][ AIM_RIFLE_STAND ][0] = RGMWATER_R_AIM;
|
|
gubAnimSurfaceMidWaterSubIndex[ REGMALE ][ SHOOT_RIFLE_STAND ][0] = RGMWATER_R_AIM;
|
|
gubAnimSurfaceMidWaterSubIndex[ REGMALE ][ END_RIFLE_STAND ][0] = RGMWATER_R_AIM;
|
|
gubAnimSurfaceMidWaterSubIndex[ REGMALE ][ STANDING_BURST ][0] = RGMWATER_R_AIM;
|
|
gubAnimSurfaceMidWaterSubIndex[ REGMALE ][ FIRE_STAND_BURST_SPREAD ][0] = RGMWATER_R_AIM;
|
|
gubAnimSurfaceMidWaterSubIndex[ REGMALE ][ STANDING][1] = RGMWATER_N_STD;
|
|
gubAnimSurfaceMidWaterSubIndex[ REGMALE ][ WALKING ][1] = RGMWATER_N_WALK;
|
|
gubAnimSurfaceMidWaterSubIndex[ REGMALE ][ RUNNING ][1] = RGMWATER_N_WALK;
|
|
gubAnimSurfaceMidWaterSubIndex[ REGMALE ][ READY_RIFLE_STAND ][1] = RGMWATER_N_AIM;
|
|
gubAnimSurfaceMidWaterSubIndex[ REGMALE ][ AIM_RIFLE_STAND ][1] = RGMWATER_N_AIM;
|
|
gubAnimSurfaceMidWaterSubIndex[ REGMALE ][ SHOOT_RIFLE_STAND ][1] = RGMWATER_N_AIM;
|
|
gubAnimSurfaceMidWaterSubIndex[ REGMALE ][ END_RIFLE_STAND ][1] = RGMWATER_N_AIM;
|
|
gubAnimSurfaceMidWaterSubIndex[ REGMALE ][ STANDING_BURST ][1] = RGMWATER_N_AIM;
|
|
gubAnimSurfaceMidWaterSubIndex[ REGMALE ][ FIRE_STAND_BURST_SPREAD ][1] = RGMWATER_N_AIM;
|
|
gubAnimSurfaceMidWaterSubIndex[ REGMALE ][ READY_DUAL_STAND ][1] = RGMWATER_DBLSHT;
|
|
gubAnimSurfaceMidWaterSubIndex[ REGMALE ][ AIM_DUAL_STAND ][1] = RGMWATER_DBLSHT;
|
|
gubAnimSurfaceMidWaterSubIndex[ REGMALE ][ SHOOT_DUAL_STAND ][1] = RGMWATER_DBLSHT;
|
|
gubAnimSurfaceMidWaterSubIndex[ REGMALE ][ END_DUAL_STAND ][1] = RGMWATER_DBLSHT;
|
|
gubAnimSurfaceMidWaterSubIndex[ REGMALE ][ STANDING_SHOOT_UNJAM ][0] = RGMWATER_R_AIM;
|
|
gubAnimSurfaceMidWaterSubIndex[ REGMALE ][ STANDING_SHOOT_UNJAM ][1] = RGMWATER_N_AIM;
|
|
gubAnimSurfaceMidWaterSubIndex[ REGMALE ][ THROW_ITEM ][0] = RGMWATERTHROW;
|
|
gubAnimSurfaceMidWaterSubIndex[ REGMALE ][ THROW_ITEM ][1] = RGMWATERTHROW;
|
|
gubAnimSurfaceMidWaterSubIndex[ REGMALE ][ LOB_ITEM ][0] = RGMWATERTHROW;
|
|
gubAnimSurfaceMidWaterSubIndex[ REGMALE ][ LOB_ITEM ][1] = RGMWATERTHROW;
|
|
|
|
|
|
//Setup some random stuff
|
|
gRandomAnimDefs[ REGMALE ][ 0 ].ubHandRestriction = RANDOM_ANIM_RIFLEINHAND;
|
|
gRandomAnimDefs[ REGMALE ][ 0 ].sAnimID = REG_SPIT;
|
|
gRandomAnimDefs[ REGMALE ][ 0 ].ubStartRoll = 0;
|
|
gRandomAnimDefs[ REGMALE ][ 0 ].ubEndRoll = 3;
|
|
gRandomAnimDefs[ REGMALE ][ 0 ].ubFlags = RANDOM_ANIM_CASUAL;
|
|
gRandomAnimDefs[ REGMALE ][ 0 ].ubAnimHeight = ANIM_STAND;
|
|
|
|
gRandomAnimDefs[ REGMALE ][ 1 ].ubHandRestriction = RANDOM_ANIM_NOTHINGINHAND;
|
|
gRandomAnimDefs[ REGMALE ][ 1 ].sAnimID = REG_SQUISH;
|
|
gRandomAnimDefs[ REGMALE ][ 1 ].ubStartRoll = 10;
|
|
gRandomAnimDefs[ REGMALE ][ 1 ].ubEndRoll = 13;
|
|
gRandomAnimDefs[ REGMALE ][ 1 ].ubFlags = RANDOM_ANIM_CASUAL;
|
|
gRandomAnimDefs[ REGMALE ][ 1 ].ubAnimHeight = ANIM_STAND;
|
|
|
|
gRandomAnimDefs[ REGMALE ][ 2 ].ubHandRestriction = RANDOM_ANIM_RIFLEINHAND;
|
|
gRandomAnimDefs[ REGMALE ][ 2 ].sAnimID = FEM_LOOK;
|
|
gRandomAnimDefs[ REGMALE ][ 2 ].ubStartRoll = 20;
|
|
gRandomAnimDefs[ REGMALE ][ 2 ].ubEndRoll = 23;
|
|
gRandomAnimDefs[ REGMALE ][ 2 ].ubFlags = 0;
|
|
gRandomAnimDefs[ REGMALE ][ 2 ].ubAnimHeight = ANIM_STAND;
|
|
|
|
gRandomAnimDefs[ REGMALE ][ 3 ].ubHandRestriction = RANDOM_ANIM_NOTHINGINHAND;
|
|
gRandomAnimDefs[ REGMALE ][ 3 ].sAnimID = REG_PULL;
|
|
gRandomAnimDefs[ REGMALE ][ 3 ].ubStartRoll = 30;
|
|
gRandomAnimDefs[ REGMALE ][ 3 ].ubEndRoll = 33;
|
|
gRandomAnimDefs[ REGMALE ][ 3 ].ubFlags = 0;
|
|
gRandomAnimDefs[ REGMALE ][ 3 ].ubAnimHeight = ANIM_STAND;
|
|
|
|
gRandomAnimDefs[ REGMALE ][ 4 ].ubHandRestriction = RANDOM_ANIM_IRRELEVENTINHAND;
|
|
gRandomAnimDefs[ REGMALE ][ 4 ].sAnimID = MERC_HURT_IDLE_ANIM;
|
|
gRandomAnimDefs[ REGMALE ][ 4 ].ubStartRoll = 40;
|
|
gRandomAnimDefs[ REGMALE ][ 4 ].ubEndRoll = 100;
|
|
gRandomAnimDefs[ REGMALE ][ 4 ].ubFlags = RANDOM_ANIM_INJURED;
|
|
gRandomAnimDefs[ REGMALE ][ 4 ].ubAnimHeight = ANIM_STAND;
|
|
|
|
gRandomAnimDefs[ REGMALE ][ 5 ].ubHandRestriction = RANDOM_ANIM_IRRELEVENTINHAND;
|
|
gRandomAnimDefs[ REGMALE ][ 5 ].sAnimID = DRUNK_IDLE;
|
|
gRandomAnimDefs[ REGMALE ][ 5 ].ubStartRoll = 40;
|
|
gRandomAnimDefs[ REGMALE ][ 5 ].ubEndRoll = 100;
|
|
gRandomAnimDefs[ REGMALE ][ 5 ].ubFlags = RANDOM_ANIM_DRUNK;
|
|
gRandomAnimDefs[ REGMALE ][ 5 ].ubAnimHeight = ANIM_STAND;
|
|
|
|
|
|
gubAnimSurfaceItemSubIndex[ REGMALE ][ STANDING ] = RGMPISTOLBREATH;
|
|
gubAnimSurfaceItemSubIndex[ REGMALE ][ WALKING ] = RGMNOTHING_WALK;
|
|
gubAnimSurfaceItemSubIndex[ REGMALE ][ RUNNING ] = RGMNOTHING_RUN;
|
|
gubAnimSurfaceItemSubIndex[ REGMALE ][ SWATTING ] = RGMNOTHING_SWAT;
|
|
gubAnimSurfaceItemSubIndex[ REGMALE ][ START_SWAT ] = RGMNOTHING_SWAT;
|
|
gubAnimSurfaceItemSubIndex[ REGMALE ][ END_SWAT ] = RGMNOTHING_SWAT;
|
|
gubAnimSurfaceItemSubIndex[ REGMALE ][ KNEEL_DOWN ] = RGMNOTHING_CROUCH;
|
|
gubAnimSurfaceItemSubIndex[ REGMALE ][ CROUCHING ] = RGMNOTHING_CROUCH;
|
|
gubAnimSurfaceItemSubIndex[ REGMALE ][ KNEEL_UP ] = RGMNOTHING_CROUCH;
|
|
gubAnimSurfaceItemSubIndex[ REGMALE ][ READY_RIFLE_STAND ] = RGMHANDGUN_S_SHOT;
|
|
gubAnimSurfaceItemSubIndex[ REGMALE ][ AIM_RIFLE_STAND ] = RGMHANDGUN_S_SHOT;
|
|
gubAnimSurfaceItemSubIndex[ REGMALE ][ SHOOT_RIFLE_STAND ] = RGMHANDGUN_S_SHOT;
|
|
gubAnimSurfaceItemSubIndex[ REGMALE ][ END_RIFLE_STAND ] = RGMHANDGUN_S_SHOT;
|
|
gubAnimSurfaceItemSubIndex[ REGMALE ][ STANDING_BURST ] = RGMHANDGUN_S_SHOT;
|
|
gubAnimSurfaceItemSubIndex[ REGMALE ][ FIRE_STAND_BURST_SPREAD ] = RGMHANDGUN_S_SHOT;
|
|
gubAnimSurfaceItemSubIndex[ REGMALE ][ READY_RIFLE_CROUCH ] = RGMHANDGUN_C_SHOT;
|
|
gubAnimSurfaceItemSubIndex[ REGMALE ][ AIM_RIFLE_CROUCH ] = RGMHANDGUN_C_SHOT;
|
|
gubAnimSurfaceItemSubIndex[ REGMALE ][ SHOOT_RIFLE_CROUCH ] = RGMHANDGUN_C_SHOT;
|
|
gubAnimSurfaceItemSubIndex[ REGMALE ][ END_RIFLE_CROUCH ] = RGMHANDGUN_C_SHOT;
|
|
gubAnimSurfaceItemSubIndex[ REGMALE ][ PRONE_DOWN ] = RGMHANDGUN_PRONE;
|
|
gubAnimSurfaceItemSubIndex[ REGMALE ][ CRAWLING ] = RGMHANDGUN_PRONE;
|
|
gubAnimSurfaceItemSubIndex[ REGMALE ][ PRONE_UP ] = RGMHANDGUN_PRONE;
|
|
gubAnimSurfaceItemSubIndex[ REGMALE ][ PRONE ] = RGMHANDGUN_PRONE;
|
|
gubAnimSurfaceItemSubIndex[ REGMALE ][ READY_RIFLE_PRONE ] = RGMHANDGUN_PRONE;
|
|
gubAnimSurfaceItemSubIndex[ REGMALE ][ AIM_RIFLE_PRONE ] = RGMHANDGUN_PRONE;
|
|
gubAnimSurfaceItemSubIndex[ REGMALE ][ SHOOT_RIFLE_PRONE ] = RGMHANDGUN_PRONE;
|
|
gubAnimSurfaceItemSubIndex[ REGMALE ][ END_RIFLE_PRONE ] = RGMHANDGUN_PRONE;
|
|
gubAnimSurfaceItemSubIndex[ REGMALE ][ GETUP_FROM_ROLLOVER ] = RGMHANDGUN_PRONE;
|
|
gubAnimSurfaceItemSubIndex[ REGMALE ][ STANDING_SHOOT_UNJAM ] = RGMHANDGUN_S_SHOT;
|
|
gubAnimSurfaceItemSubIndex[ REGMALE ][ CROUCH_SHOOT_UNJAM ] = RGMHANDGUN_C_SHOT;
|
|
gubAnimSurfaceItemSubIndex[ REGMALE ][ PRONE_SHOOT_UNJAM ] = RGMHANDGUN_PRONE;
|
|
gubAnimSurfaceItemSubIndex[ REGMALE ][ FIRE_BURST_LOW_STAND ] = RGMPISTOLSHOOTLOW;
|
|
gubAnimSurfaceItemSubIndex[ REGMALE ][ FIRE_LOW_STAND ] = RGMPISTOLSHOOTLOW;
|
|
gubAnimSurfaceItemSubIndex[ REGMALE ][ CROUCHED_BURST ] = RGMHANDGUN_C_SHOT;
|
|
gubAnimSurfaceItemSubIndex[ REGMALE ][ PRONE_BURST ] = RGMHANDGUN_PRONE;
|
|
gubAnimSurfaceItemSubIndex[ REGMALE ][ MERC_HURT_IDLE_ANIM ] = RGMHURTSTANDINGN;
|
|
gubAnimSurfaceItemSubIndex[ REGMALE ][ END_HURT_WALKING ] = RGMHURTSTANDINGN;
|
|
gubAnimSurfaceItemSubIndex[ REGMALE ][ WALK_BACKWARDS ] = RGMNOTHING_WALK;
|
|
gubAnimSurfaceItemSubIndex[ REGMALE ][ DRUNK_IDLE ] = RGMPISTOLDRUNK;
|
|
gubAnimSurfaceItemSubIndex[ REGMALE ][ RUNNING_W_PISTOL ] = RGMPISTOL_RUN;
|
|
|
|
|
|
gubAnimSurfaceCorpseID[ REGMALE ][ GENERIC_HIT_DEATH ] = SMERC_FWD;
|
|
gubAnimSurfaceCorpseID[ REGMALE ][ FALLBACK_HIT_DEATH ] = SMERC_BCK;
|
|
gubAnimSurfaceCorpseID[ REGMALE ][ PRONE_HIT_DEATH ] = SMERC_PRN;
|
|
gubAnimSurfaceCorpseID[ REGMALE ][ WATER_DIE ] = SMERC_WTR;
|
|
gubAnimSurfaceCorpseID[ REGMALE ][ FLYBACK_HIT_DEATH ] = SMERC_DHD;
|
|
gubAnimSurfaceCorpseID[ REGMALE ][ JFK_HITDEATH ] = SMERC_JFK;
|
|
gubAnimSurfaceCorpseID[ REGMALE ][ FALLOFF_DEATH ] = SMERC_FALL;
|
|
gubAnimSurfaceCorpseID[ REGMALE ][ FALLOFF_FORWARD_DEATH ] = SMERC_FALLF;
|
|
gubAnimSurfaceCorpseID[ REGMALE ][ FLYBACK_HIT ] = SMERC_DHD;
|
|
gubAnimSurfaceCorpseID[ REGMALE ][ GENERIC_HIT_DEATHTWITCHNB ] = SMERC_FWD;
|
|
gubAnimSurfaceCorpseID[ REGMALE ][ FALLFORWARD_FROMHIT_STAND ] = SMERC_FWD;
|
|
gubAnimSurfaceCorpseID[ REGMALE ][ ENDFALLFORWARD_FROMHIT_CROUCH ]= SMERC_FWD;
|
|
gubAnimSurfaceCorpseID[ REGMALE ][ FALLBACK_HIT_STAND ] = SMERC_BCK;
|
|
gubAnimSurfaceCorpseID[ REGMALE ][ FALLBACK_HIT_DEATHTWITCHNB ] = SMERC_BCK;
|
|
gubAnimSurfaceCorpseID[ REGMALE ][ PRONE_HIT_DEATHTWITCHNB ] = SMERC_PRN;
|
|
gubAnimSurfaceCorpseID[ REGMALE ][ PRONE_LAY_FROMHIT ] = SMERC_PRN;
|
|
gubAnimSurfaceCorpseID[ REGMALE ][ FALLOFF ] = SMERC_FALLF;
|
|
gubAnimSurfaceCorpseID[ REGMALE ][ FALLFORWARD_ROOF ] = SMERC_FALL;
|
|
gubAnimSurfaceCorpseID[ REGMALE ][ FLYBACKHIT_STOP ] = SMERC_DHD;
|
|
gubAnimSurfaceCorpseID[ REGMALE ][ STAND_FALLFORWARD_STOP ] = SMERC_FWD;
|
|
gubAnimSurfaceCorpseID[ REGMALE ][ FALLBACKHIT_STOP ] = SMERC_BCK;
|
|
gubAnimSurfaceCorpseID[ REGMALE ][ PRONE_LAYFROMHIT_STOP ] = SMERC_PRN;
|
|
gubAnimSurfaceCorpseID[ REGMALE ][ CHARIOTS_OF_FIRE ] = BURNT_DEAD;
|
|
gubAnimSurfaceCorpseID[ REGMALE ][ BODYEXPLODING ] = EXPLODE_DEAD;
|
|
|
|
|
|
// BIG MALE GUY
|
|
gubAnimSurfaceIndex[ BIGMALE ][ WALKING ] = BGMWALKING;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ STANDING ] = BGMSTANDING;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ KNEEL_DOWN ] = BGMCROUCHING;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ CROUCHING ] = BGMCROUCHING;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ KNEEL_UP ] = BGMCROUCHING;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ SWATTING ] = BGMSNEAKING;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ RUNNING ] = BGMRUNNING;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ PRONE_DOWN ] = BGMPRONE;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ CRAWLING ] = BGMPRONE;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ PRONE_UP ] = BGMPRONE;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ PRONE ] = BGMPRONE;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ READY_RIFLE_STAND ] = BGMSTANDAIM2;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ AIM_RIFLE_STAND ] = BGMSTANDAIM2;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ SHOOT_RIFLE_STAND ] = BGMSTANDAIM2;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ END_RIFLE_STAND ] = BGMSTANDAIM2;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ START_SWAT ] = BGMSNEAKING;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ END_SWAT ] = BGMSNEAKING;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ FLYBACK_HIT ] = BGMHITHARD;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ READY_RIFLE_PRONE ] = BGMPRONE;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ AIM_RIFLE_PRONE ] = BGMPRONE;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ SHOOT_RIFLE_PRONE ] = BGMPRONE;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ END_RIFLE_PRONE ] = BGMPRONE;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ FALLBACK_DEATHTWICH ] = BGMHITHARD;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ GENERIC_HIT_STAND ] = BGMHITSTAND;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ FLYBACK_HIT_BLOOD_STAND ] = BGMHITHARDBLOOD;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ FLYBACK_HIT_DEATH ] = BGMHITHARD;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ READY_RIFLE_CROUCH ] = BGMCROUCHAIM;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ AIM_RIFLE_CROUCH ] = BGMCROUCHAIM;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ SHOOT_RIFLE_CROUCH ] = BGMCROUCHAIM;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ END_RIFLE_CROUCH ] = BGMCROUCHAIM;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ FALLBACK_HIT_STAND ] = BGMHITFALLBACK;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ ROLLOVER ] = BGMROLLOVER;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ CLIMBUPROOF ] = BGMCLIMBROOF;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ FALLOFF ] = BGMFALL;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ GETUP_FROM_ROLLOVER ] = BGMPRONE;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ CLIMBDOWNROOF ] = BGMCLIMBROOF;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ FALLFORWARD_ROOF ] = BGMFALLF;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ GENERIC_HIT_DEATHTWITCHNB ] = BGMHITSTAND;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ GENERIC_HIT_DEATHTWITCHB ] = BGMHITSTAND;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ FALLBACK_HIT_DEATHTWITCHNB ] = BGMHITFALLBACK;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ FALLBACK_HIT_DEATHTWITCHB ] = BGMHITFALLBACK;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ GENERIC_HIT_DEATH ] = BGMHITSTAND;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ FALLBACK_HIT_DEATH ] = BGMHITFALLBACK;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ GENERIC_HIT_CROUCH ] = BGMHITCROUCH;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ STANDING_BURST ] = BGMSTANDAIM2;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ STANDING_BURST_HIT ] = BGMHITHARD;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ GENERIC_HIT_DEATH ] = BGMHITSTAND;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ FALLFORWARD_FROMHIT_STAND ] = BGMHITSTAND;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ FALLFORWARD_FROMHIT_STAND ] = BGMHITSTAND;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ FALLFORWARD_FROMHIT_CROUCH ] = BGMHITCROUCH;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ ENDFALLFORWARD_FROMHIT_CROUCH ] = BGMHITSTAND;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ GENERIC_HIT_PRONE ] = BGMHITPRONE;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ PRONE_HIT_DEATH ] = BGMHITPRONE;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ PRONE_LAY_FROMHIT ] = BGMHITPRONE;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ PRONE_HIT_DEATHTWITCHNB ] = BGMHITPRONE;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ PRONE_HIT_DEATHTWITCHB ] = BGMHITPRONE;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ FLYBACK_HITDEATH_STOP ] = BGMHITHARD;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ FALLFORWARD_HITDEATH_STOP ] = BGMHITSTAND;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ FALLBACK_HITDEATH_STOP ] = BGMHITFALLBACK;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ PRONE_HITDEATH_STOP ] = BGMHITPRONE;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ FLYBACKHIT_STOP ] = BGMHITHARD;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ FALLBACKHIT_STOP ] = BGMHITFALLBACK;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ FALLOFF_STOP ] = BGMFALL;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ FALLOFF_FORWARD_STOP ] = BGMFALLF;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ STAND_FALLFORWARD_STOP ] = BGMHITSTAND;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ PRONE_LAYFROMHIT_STOP ] = BGMHITPRONE;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ HOPFENCE ] = BGMHOPFENCE;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ PUNCH_BREATH ] = BGMPUNCH;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ PUNCH ] = BGMPUNCH;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ NOTHING_STAND ] = BGMNOTHING_STD;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ JFK_HITDEATH ] = BGMDIE_JFK;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ JFK_HITDEATH_STOP ] = BGMDIE_JFK;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ JFK_HITDEATH_TWITCHB ] = BGMDIE_JFK;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ FIRE_STAND_BURST_SPREAD ] = BGMSTANDAIM2;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ FALLOFF_DEATH ] = BGMFALL;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ FALLOFF_DEATH_STOP ] = BGMFALL;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ FALLOFF_TWITCHB ] = BGMFALL;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ FALLOFF_TWITCHNB ] = BGMFALL;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ FALLOFF_FORWARD_DEATH ] = BGMFALLF;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ FALLOFF_FORWARD_DEATH_STOP ] = BGMFALLF;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ FALLOFF_FORWARD_TWITCHB ] = BGMFALLF;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ FALLOFF_FORWARD_TWITCHNB ] = BGMFALLF;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ OPEN_STRUCT ] = BGMOPEN;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ OPEN_DOOR ] = BGMOPEN;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ PICKUP_ITEM ] = BGMPICKUP;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ DROP_ITEM ] = BGMPICKUP;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ SLICE ] = BGMSLICE;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ STAB ] = BGMSTAB;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ CROUCH_STAB ] = BGMCSTAB;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ START_AID ] = BGMMEDIC;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ GIVING_AID ] = BGMMEDIC;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ END_AID ] = BGMMEDIC;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ DODGE_ONE ] = BGMDODGE;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ READY_DUAL_STAND ] = BGMSTANDDWALAIM;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ AIM_DUAL_STAND ] = BGMSTANDDWALAIM;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ SHOOT_DUAL_STAND ] = BGMSTANDDWALAIM;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ END_DUAL_STAND ] = BGMSTANDDWALAIM;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ RAISE_RIFLE ] = BGMRAISE;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ LOWER_RIFLE ] = BGMRAISE;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ THROW_ITEM ] = BGMTHROW;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ LOB_ITEM ] = BGMLOB;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ BODYEXPLODING ] = BODYEXPLODE;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ CROUCHED_BURST ] = BGMCROUCHAIM;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ PRONE_BURST ] = BGMPRONE;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ BIGBUY_FLEX ] = BGMFLEX;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ BIGBUY_STRECH ] = BGMSTRECH;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ BIGBUY_SHOEDUST ] = BGMSHOEDUST;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ BIGBUY_HEADTURN ] = BGMHEADTURN;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ GIVE_ITEM ] = BGMOPEN;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ WATER_HIT ] = BGMWATER_DIE;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ WATER_DIE] = BGMWATER_DIE;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ WATER_DIE_STOP ] = BGMWATER_DIE;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ HELIDROP ] = BGMHELIDROP;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ END_OPEN_DOOR ] = BGMOPEN;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ END_OPEN_LOCKED_DOOR ] = BGMOPEN;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ KICK_DOOR ] = BGMKICKDOOR;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ CLOSE_DOOR ] = BGMOPEN;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ RIFLE_STAND_HIT ] = BGMRHIT;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ DEEP_WATER_TRED ] = BGMDEEPWATER_TRED;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ DEEP_WATER_SWIM ] = BGMDEEPWATER_SWIM;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ DEEP_WATER_HIT ] = BGMDEEPWATER_DIE;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ DEEP_WATER_DIE] = BGMDEEPWATER_DIE;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ DEEP_WATER_DIE_STOPPING ] = BGMWATER_DIE;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ DEEP_WATER_DIE_STOP ] = BGMWATER_DIE;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ LOW_TO_DEEP_WATER ] = BGMWATER_TRANS;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ DEEP_TO_LOW_WATER ] = BGMWATER_TRANS;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ GOTO_SLEEP ] = BGMSLEEP;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ SLEEPING ] = BGMSLEEP;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ WKAEUP_FROM_SLEEP ] = BGMSLEEP;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ FIRE_LOW_STAND ] = BGMSHOOT_LOW;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ FIRE_BURST_LOW_STAND ] = BGMSHOOT_LOW;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ STANDING_SHOOT_UNJAM ] = BGMSTANDAIM;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ CROUCH_SHOOT_UNJAM ] = BGMCROUCHAIM;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ PRONE_SHOOT_UNJAM ] = BGMPRONE;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ STANDING_SHOOT_DWEL_UNJAM ] = BGMSTANDDWALAIM;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ STANDING_SHOOT_LOW_UNJAM ] = BGMSHOOT_LOW;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ READY_DUAL_CROUCH ] = BGMCDBLSHOT;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ AIM_DUAL_CROUCH ] = BGMCDBLSHOT;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ SHOOT_DUAL_CROUCH ] = BGMCDBLSHOT;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ END_DUAL_CROUCH ] = BGMCDBLSHOT;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ CROUCH_SHOOT_DWEL_UNJAM ] = BGMCDBLSHOT;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ ADJACENT_GET_ITEM ] = BGMOPEN;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ CUTTING_FENCE ] = BGMMEDIC;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ FROM_INJURED_TRANSITION ] = BGMHURTTRANS;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ THROW_KNIFE ] = BGMTHROWKNIFE;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ THROW_KNIFE_SP_BM ] = BGMTHROWKNIFE2;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ KNIFE_BREATH ] = BGMBREATHKNIFE;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ KNIFE_GOTOBREATH ] = BGMBREATHKNIFE;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ KNIFE_ENDBREATH ] = BGMBREATHKNIFE;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ CATCH_STANDING ] = BGMOPEN;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ CATCH_CROUCHED ] = BGMMEDIC;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ PLANT_BOMB ] = BGMPICKUP;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ USE_REMOTE ] = BGMUSEREMOTE;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ START_COWER ] = BGMCOWER;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ COWERING ] = BGMCOWER;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ END_COWER ] = BGMCOWER;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ STEAL_ITEM ] = BGMOPEN;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ SHOOT_ROCKET ] = BGMROCKET;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ SHOOT_MORTAR ] = BGMMORTAR;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ SIDE_STEP ] = BGMSIDESTEP;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ WALK_BACKWARDS ] = BGMWALKING;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ BEGIN_OPENSTRUCT ] = BGMOPEN;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ END_OPENSTRUCT ] = BGMOPEN;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ END_OPENSTRUCT_LOCKED ] = BGMOPEN;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ PUNCH_LOW ] = BGMPUNCHLOW;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ PISTOL_SHOOT_LOW ] = BGMPISTOLSHOOTLOW;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ DECAPITATE ] = BGMCSTAB;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ BIGMERC_IDLE_NECK ] = BGMIDLENECK;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ BIGMERC_CROUCH_TRANS_INTO ] = BGMCROUCHTRANS;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ BIGMERC_CROUCH_TRANS_OUTOF ] = BGMCROUCHTRANS;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ GOTO_PATIENT ] = BGMHITPRONE;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ BEING_PATIENT ] = BGMHITPRONE;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ GOTO_DOCTOR ] = BGMMEDIC;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ BEING_DOCTOR ] = BGMMEDIC;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ END_DOCTOR ] = BGMMEDIC;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ GOTO_REPAIRMAN ] = BGMMEDIC;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ BEING_REPAIRMAN ] = BGMMEDIC;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ END_REPAIRMAN ] = BGMMEDIC;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ FALL_INTO_PIT ] = BGMFALL;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ RELOAD_ROBOT ] = BGMMEDIC;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ END_CATCH ] = BGMOPEN;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ END_CROUCH_CATCH ] = BGMMEDIC;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ AI_RADIO ] = BGMRADIO;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ AI_CR_RADIO ] = BGMCRRADIO;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ TAKE_BLOOD_FROM_CORPSE ] = BGMMEDIC;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ CHARIOTS_OF_FIRE ] = RGMBURN;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ AI_PULL_SWITCH ] = BGMOPEN;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ MERC_HURT_IDLE_ANIM ] = BGMHURTSTANDINGR;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ END_HURT_WALKING ] = BGMHURTSTANDINGR;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ PASS_OBJECT ] = BGMOPEN;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ DROP_ADJACENT_OBJECT ] = BGMOPEN;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ READY_DUAL_PRONE ] = BGMDWPRONE;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ AIM_DUAL_PRONE ] = BGMDWPRONE;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ SHOOT_DUAL_PRONE ] = BGMDWPRONE;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ END_DUAL_PRONE ] = BGMDWPRONE;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ PRONE_SHOOT_DWEL_UNJAM ] = BGMDWPRONE;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ PICK_LOCK ] = BGMOPEN;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ OPEN_DOOR_CROUCHED ] = BGMMEDIC;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ BEGIN_OPENSTRUCT_CROUCHED ] = BGMMEDIC;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ CLOSE_DOOR_CROUCHED ] = BGMMEDIC;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ OPEN_STRUCT_CROUCHED ] = BGMMEDIC;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ END_OPEN_DOOR_CROUCHED ] = BGMMEDIC;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ END_OPENSTRUCT_CROUCHED ] = BGMMEDIC;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ END_OPEN_LOCKED_DOOR_CROUCHED ] = BGMMEDIC;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ END_OPENSTRUCT_LOCKED_CROUCHED ]= BGMMEDIC;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ DRUNK_IDLE ] = BGMDRUNK;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ CROWBAR_ATTACK ] = BGMCROWBAR;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ ATTACH_CAN_TO_STRING ] = BGMMEDIC;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ SWAT_BACKWARDS ] = BGMSNEAKING;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ JUMP_OVER_BLOCKING_PERSON ] = BGMJUMPOVER;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ REFUEL_VEHICLE ] = BGMMEDIC;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ LOCKPICK_CROUCHED ] = BGMMEDIC;
|
|
|
|
//<SB> crouch throwing
|
|
gubAnimSurfaceIndex[ BIGMALE ][ THROW_ITEM_CROUCHED ] = BGMCRTHROW;
|
|
//</SB>
|
|
//dddd
|
|
gubAnimSurfaceIndex[ BIGMALE ][ BIGGUY_STONE ] = BGMWITHSTONE;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ SHOOT_ROCKET_CROUCHED ] = BGMCRROCKET;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ SWATTING_WK ] = BGMSWKNIFE;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ SWAT_BACKWARDS_WK ] = BGMSWKNIFE;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ SWAT_BACKWARDS_NOTHING ] = BGMNOTHING_SWAT;
|
|
//Throwing Grenades
|
|
gubAnimSurfaceIndex[ BIGMALE ][ THROW_GRENADE_STANCE ] = BGMSTHRG;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ LOB_GRENADE_STANCE ] = BGMSLOBG;
|
|
//Rolling
|
|
gubAnimSurfaceIndex[ BIGMALE ][ ROLL_PRONE_L ] = BGMROLL_PR;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ ROLL_PRONE_R ] = BGMROLL_PR;
|
|
|
|
gubAnimSurfaceIndex[ BIGMALE ][ JUMPUPWALL ] = BGMWALLJUMP;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ JUMPDOWNWALL ] = BGMWALLJUMP;
|
|
|
|
gubAnimSurfaceIndex[ BIGMALE ][ JUMPWINDOWS ] = BGMJUMPWINDOWS;
|
|
|
|
gubAnimSurfaceIndex[ BIGMALE ][ SIDE_STEP_PISTOL_RDY ] = BGMSIDESTEP_P_RDY;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ SIDE_STEP_RIFLE_RDY ] = BGMSIDESTEP_R_RDY;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ SIDE_STEP_DUAL_RDY ] = BGMSIDESTEP_D_RDY;
|
|
|
|
gubAnimSurfaceIndex[ BIGMALE ][ WALKING_PISTOL_RDY ] = BGMWALK_P_RDY;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ WALKING_RIFLE_RDY ] = BGMWALK_R_RDY;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ WALKING_DUAL_RDY ] = BGMWALK_D_RDY;
|
|
|
|
gubAnimSurfaceIndex[ BIGMALE ][ START_AID_PRN ] = BGMMEDICPRN;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ GIVING_AID_PRN ] = BGMMEDICPRN;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ END_AID_PRN ] = BGMMEDICPRN;
|
|
|
|
gubAnimSurfaceIndex[ BIGMALE ][ ADJACENT_GET_ITEM_CROUCHED ] = BGMMEDIC;
|
|
gubAnimSurfaceIndex[ BIGMALE ][ STEAL_ITEM_CROUCHED ] = BGMMEDIC;
|
|
|
|
gubAnimSurfaceItemSubIndex[ BIGMALE ][ STANDING ] = BGMPISTOLBREATH;
|
|
gubAnimSurfaceItemSubIndex[ BIGMALE ][ WALKING ] = BGMNOTHING_WALK;
|
|
gubAnimSurfaceItemSubIndex[ BIGMALE ][ RUNNING ] = BGMNOTHING_RUN;
|
|
gubAnimSurfaceItemSubIndex[ BIGMALE ][ SWATTING ] = BGMNOTHING_SWAT;
|
|
gubAnimSurfaceItemSubIndex[ BIGMALE ][ START_SWAT ] = BGMNOTHING_SWAT;
|
|
gubAnimSurfaceItemSubIndex[ BIGMALE ][ END_SWAT ] = BGMNOTHING_SWAT;
|
|
gubAnimSurfaceItemSubIndex[ BIGMALE ][ KNEEL_DOWN ] = BGMNOTHING_CROUCH;
|
|
gubAnimSurfaceItemSubIndex[ BIGMALE ][ CROUCHING ] = BGMNOTHING_CROUCH;
|
|
gubAnimSurfaceItemSubIndex[ BIGMALE ][ KNEEL_UP ] = BGMNOTHING_CROUCH;
|
|
gubAnimSurfaceItemSubIndex[ BIGMALE ][ READY_RIFLE_STAND ] = BGMHANDGUN_S_SHOT;
|
|
gubAnimSurfaceItemSubIndex[ BIGMALE ][ AIM_RIFLE_STAND ] = BGMHANDGUN_S_SHOT;
|
|
gubAnimSurfaceItemSubIndex[ BIGMALE ][ SHOOT_RIFLE_STAND ] = BGMHANDGUN_S_SHOT;
|
|
gubAnimSurfaceItemSubIndex[ BIGMALE ][ END_RIFLE_STAND ] = BGMHANDGUN_S_SHOT;
|
|
gubAnimSurfaceItemSubIndex[ BIGMALE ][ STANDING_BURST ] = BGMHANDGUN_S_SHOT;
|
|
gubAnimSurfaceItemSubIndex[ BIGMALE ][ FIRE_STAND_BURST_SPREAD ] = BGMHANDGUN_S_SHOT;
|
|
gubAnimSurfaceItemSubIndex[ BIGMALE ][ READY_RIFLE_CROUCH ] = BGMHANDGUN_C_SHOT;
|
|
gubAnimSurfaceItemSubIndex[ BIGMALE ][ AIM_RIFLE_CROUCH ] = BGMHANDGUN_C_SHOT;
|
|
gubAnimSurfaceItemSubIndex[ BIGMALE ][ SHOOT_RIFLE_CROUCH ] = BGMHANDGUN_C_SHOT;
|
|
gubAnimSurfaceItemSubIndex[ BIGMALE ][ END_RIFLE_CROUCH ] = BGMHANDGUN_C_SHOT;
|
|
gubAnimSurfaceItemSubIndex[ BIGMALE ][ PRONE_DOWN ] = BGMHANDGUN_PRONE;
|
|
gubAnimSurfaceItemSubIndex[ BIGMALE ][ CRAWLING ] = BGMHANDGUN_PRONE;
|
|
gubAnimSurfaceItemSubIndex[ BIGMALE ][ PRONE_UP ] = BGMHANDGUN_PRONE;
|
|
gubAnimSurfaceItemSubIndex[ BIGMALE ][ PRONE ] = BGMHANDGUN_PRONE;
|
|
gubAnimSurfaceItemSubIndex[ BIGMALE ][ READY_RIFLE_PRONE ] = BGMHANDGUN_PRONE;
|
|
gubAnimSurfaceItemSubIndex[ BIGMALE ][ AIM_RIFLE_PRONE ] = BGMHANDGUN_PRONE;
|
|
gubAnimSurfaceItemSubIndex[ BIGMALE ][ SHOOT_RIFLE_PRONE ] = BGMHANDGUN_PRONE;
|
|
gubAnimSurfaceItemSubIndex[ BIGMALE ][ END_RIFLE_PRONE ] = BGMHANDGUN_PRONE;
|
|
gubAnimSurfaceItemSubIndex[ BIGMALE ][ GETUP_FROM_ROLLOVER ] = BGMHANDGUN_PRONE;
|
|
gubAnimSurfaceItemSubIndex[ BIGMALE ][ STANDING_SHOOT_UNJAM ] = BGMHANDGUN_S_SHOT;
|
|
gubAnimSurfaceItemSubIndex[ BIGMALE ][ CROUCH_SHOOT_UNJAM ] = BGMHANDGUN_C_SHOT;
|
|
gubAnimSurfaceItemSubIndex[ BIGMALE ][ PRONE_SHOOT_UNJAM ] = BGMHANDGUN_PRONE;
|
|
gubAnimSurfaceItemSubIndex[ BIGMALE ][ FIRE_BURST_LOW_STAND ] = BGMPISTOLSHOOTLOW;
|
|
gubAnimSurfaceItemSubIndex[ BIGMALE ][ FIRE_LOW_STAND ] = BGMPISTOLSHOOTLOW;
|
|
gubAnimSurfaceItemSubIndex[ BIGMALE ][ CROUCHED_BURST ] = BGMHANDGUN_C_SHOT;
|
|
gubAnimSurfaceItemSubIndex[ BIGMALE ][ PRONE_BURST ] = BGMHANDGUN_PRONE;
|
|
gubAnimSurfaceItemSubIndex[ BIGMALE ][ MERC_HURT_IDLE_ANIM ] = BGMHURTSTANDINGN;
|
|
gubAnimSurfaceItemSubIndex[ BIGMALE ][ END_HURT_WALKING ] = BGMHURTSTANDINGN;
|
|
gubAnimSurfaceItemSubIndex[ BIGMALE ][ WALK_BACKWARDS ] = BGMNOTHING_WALK;
|
|
gubAnimSurfaceItemSubIndex[ BIGMALE ][ DRUNK_IDLE ] = BGMPISTOLDRUNK;
|
|
gubAnimSurfaceItemSubIndex[ BIGMALE ][ RUNNING_W_PISTOL ] = BGMPISTOL_RUN;
|
|
|
|
|
|
gubAnimSurfaceMidWaterSubIndex[ BIGMALE ][ STANDING][0] = BGMWATER_R_STD;
|
|
gubAnimSurfaceMidWaterSubIndex[ BIGMALE ][ WALKING ][0] = BGMWATER_R_WALK;
|
|
gubAnimSurfaceMidWaterSubIndex[ BIGMALE ][ RUNNING ][0] = BGMWATER_R_WALK;
|
|
gubAnimSurfaceMidWaterSubIndex[ BIGMALE ][ READY_RIFLE_STAND ][0] = BGMWATER_R_AIM;
|
|
gubAnimSurfaceMidWaterSubIndex[ BIGMALE ][ AIM_RIFLE_STAND ][0] = BGMWATER_R_AIM;
|
|
gubAnimSurfaceMidWaterSubIndex[ BIGMALE ][ SHOOT_RIFLE_STAND ][0] = BGMWATER_R_AIM;
|
|
gubAnimSurfaceMidWaterSubIndex[ BIGMALE ][ END_RIFLE_STAND ][0] = BGMWATER_R_AIM;
|
|
gubAnimSurfaceMidWaterSubIndex[ BIGMALE ][ STANDING_BURST ][0] = BGMWATER_R_AIM;
|
|
gubAnimSurfaceMidWaterSubIndex[ BIGMALE ][ FIRE_STAND_BURST_SPREAD ][0] = BGMWATER_R_AIM;
|
|
gubAnimSurfaceMidWaterSubIndex[ BIGMALE ][ STANDING][1] = BGMWATER_N_STD;
|
|
gubAnimSurfaceMidWaterSubIndex[ BIGMALE ][ WALKING ][1] = BGMWATER_N_WALK;
|
|
gubAnimSurfaceMidWaterSubIndex[ BIGMALE ][ RUNNING ][1] = BGMWATER_N_WALK;
|
|
gubAnimSurfaceMidWaterSubIndex[ BIGMALE ][ READY_RIFLE_STAND ][1] = BGMWATER_N_AIM;
|
|
gubAnimSurfaceMidWaterSubIndex[ BIGMALE ][ AIM_RIFLE_STAND ][1] = BGMWATER_N_AIM;
|
|
gubAnimSurfaceMidWaterSubIndex[ BIGMALE ][ SHOOT_RIFLE_STAND ][1] = BGMWATER_N_AIM;
|
|
gubAnimSurfaceMidWaterSubIndex[ BIGMALE ][ END_RIFLE_STAND ][1] = BGMWATER_N_AIM;
|
|
gubAnimSurfaceMidWaterSubIndex[ BIGMALE ][ STANDING_BURST ][1] = BGMWATER_N_AIM;
|
|
gubAnimSurfaceMidWaterSubIndex[ BIGMALE ][ FIRE_STAND_BURST_SPREAD ][1] = BGMWATER_N_AIM;
|
|
gubAnimSurfaceMidWaterSubIndex[ BIGMALE ][ READY_DUAL_STAND ][1] = BGMWATER_DBLSHT;
|
|
gubAnimSurfaceMidWaterSubIndex[ BIGMALE ][ AIM_DUAL_STAND ][1] = BGMWATER_DBLSHT;
|
|
gubAnimSurfaceMidWaterSubIndex[ BIGMALE ][ SHOOT_DUAL_STAND ][1] = BGMWATER_DBLSHT;
|
|
gubAnimSurfaceMidWaterSubIndex[ BIGMALE ][ END_DUAL_STAND ][1] = BGMWATER_DBLSHT;
|
|
gubAnimSurfaceMidWaterSubIndex[ BIGMALE ][ STANDING_SHOOT_UNJAM ][0] = BGMWATER_R_AIM;
|
|
gubAnimSurfaceMidWaterSubIndex[ BIGMALE ][ STANDING_SHOOT_UNJAM ][1] = BGMWATER_N_AIM;
|
|
gubAnimSurfaceMidWaterSubIndex[ BIGMALE ][ THROW_ITEM ][0] = BGMWATERTHROW;
|
|
gubAnimSurfaceMidWaterSubIndex[ BIGMALE ][ THROW_ITEM ][1] = BGMWATERTHROW;
|
|
gubAnimSurfaceMidWaterSubIndex[ BIGMALE ][ LOB_ITEM ][0] = BGMWATERTHROW;
|
|
gubAnimSurfaceMidWaterSubIndex[ BIGMALE ][ LOB_ITEM ][1] = BGMWATERTHROW;
|
|
|
|
|
|
//Setup some random stuff
|
|
gRandomAnimDefs[ BIGMALE ][ 0 ].ubHandRestriction = RANDOM_ANIM_NOTHINGINHAND;
|
|
gRandomAnimDefs[ BIGMALE ][ 0 ].sAnimID = BIGBUY_FLEX;
|
|
gRandomAnimDefs[ BIGMALE ][ 0 ].ubStartRoll = 0;
|
|
gRandomAnimDefs[ BIGMALE ][ 0 ].ubEndRoll = 3;
|
|
gRandomAnimDefs[ BIGMALE ][ 0 ].ubFlags = RANDOM_ANIM_CASUAL;
|
|
gRandomAnimDefs[ BIGMALE ][ 0 ].ubAnimHeight = ANIM_STAND;
|
|
|
|
gRandomAnimDefs[ BIGMALE ][ 1 ].ubHandRestriction = RANDOM_ANIM_NOTHINGINHAND;
|
|
gRandomAnimDefs[ BIGMALE ][ 1 ].sAnimID = BIGBUY_STRECH;
|
|
gRandomAnimDefs[ BIGMALE ][ 1 ].ubStartRoll = 10;
|
|
gRandomAnimDefs[ BIGMALE ][ 1 ].ubEndRoll = 13;
|
|
gRandomAnimDefs[ BIGMALE ][ 1 ].ubFlags = RANDOM_ANIM_CASUAL;
|
|
gRandomAnimDefs[ BIGMALE ][ 1 ].ubAnimHeight = ANIM_STAND;
|
|
|
|
gRandomAnimDefs[ BIGMALE ][ 2 ].ubHandRestriction = RANDOM_ANIM_RIFLEINHAND;
|
|
gRandomAnimDefs[ BIGMALE ][ 2 ].sAnimID = BIGBUY_SHOEDUST;
|
|
gRandomAnimDefs[ BIGMALE ][ 2 ].ubStartRoll = 20;
|
|
gRandomAnimDefs[ BIGMALE ][ 2 ].ubEndRoll = 23;
|
|
gRandomAnimDefs[ BIGMALE ][ 2 ].ubFlags = RANDOM_ANIM_CASUAL | RANDOM_ANIM_FIRSTBIGMERC;
|
|
gRandomAnimDefs[ BIGMALE ][ 2 ].ubAnimHeight = ANIM_STAND;
|
|
|
|
gRandomAnimDefs[ BIGMALE ][ 3 ].ubHandRestriction = RANDOM_ANIM_RIFLEINHAND;
|
|
gRandomAnimDefs[ BIGMALE ][ 3 ].sAnimID = BIGBUY_HEADTURN;
|
|
gRandomAnimDefs[ BIGMALE ][ 3 ].ubStartRoll = 30;
|
|
gRandomAnimDefs[ BIGMALE ][ 3 ].ubEndRoll = 33;
|
|
gRandomAnimDefs[ BIGMALE ][ 3 ].ubFlags = RANDOM_ANIM_FIRSTBIGMERC;
|
|
gRandomAnimDefs[ BIGMALE ][ 3 ].ubAnimHeight = ANIM_STAND;
|
|
|
|
gRandomAnimDefs[ BIGMALE ][ 4 ].ubHandRestriction = RANDOM_ANIM_RIFLEINHAND;
|
|
gRandomAnimDefs[ BIGMALE ][ 4 ].sAnimID = BIGMERC_IDLE_NECK;
|
|
gRandomAnimDefs[ BIGMALE ][ 4 ].ubStartRoll = 30;
|
|
gRandomAnimDefs[ BIGMALE ][ 4 ].ubEndRoll = 36;
|
|
gRandomAnimDefs[ BIGMALE ][ 4 ].ubFlags = RANDOM_ANIM_SECONDBIGMERC;
|
|
gRandomAnimDefs[ BIGMALE ][ 4 ].ubAnimHeight = ANIM_STAND;
|
|
|
|
gRandomAnimDefs[ BIGMALE ][ 5 ].ubHandRestriction = RANDOM_ANIM_IRRELEVENTINHAND;
|
|
gRandomAnimDefs[ BIGMALE ][ 5 ].sAnimID = MERC_HURT_IDLE_ANIM;
|
|
gRandomAnimDefs[ BIGMALE ][ 5 ].ubStartRoll = 40;
|
|
gRandomAnimDefs[ BIGMALE ][ 5 ].ubEndRoll = 100;
|
|
gRandomAnimDefs[ BIGMALE ][ 5 ].ubFlags = RANDOM_ANIM_INJURED;
|
|
gRandomAnimDefs[ BIGMALE ][ 5 ].ubAnimHeight = ANIM_STAND;
|
|
|
|
gRandomAnimDefs[ BIGMALE ][ 6 ].ubHandRestriction = RANDOM_ANIM_IRRELEVENTINHAND;
|
|
gRandomAnimDefs[ BIGMALE ][ 6 ].sAnimID = DRUNK_IDLE;
|
|
gRandomAnimDefs[ BIGMALE ][ 6 ].ubStartRoll = 40;
|
|
gRandomAnimDefs[ BIGMALE ][ 6 ].ubEndRoll = 100;
|
|
gRandomAnimDefs[ BIGMALE ][ 6 ].ubFlags = RANDOM_ANIM_DRUNK;
|
|
gRandomAnimDefs[ BIGMALE ][ 6 ].ubAnimHeight = ANIM_STAND;
|
|
|
|
///ddd big guy with stone
|
|
gRandomAnimDefs[ BIGMALE ][ 7 ].ubHandRestriction = RANDOM_ANIM_NOTHINGINHAND;
|
|
gRandomAnimDefs[ BIGMALE ][ 7 ].sAnimID = BIGGUY_STONE;
|
|
gRandomAnimDefs[ BIGMALE ][ 7 ].ubStartRoll = 20;
|
|
gRandomAnimDefs[ BIGMALE ][ 7 ].ubEndRoll = 26;
|
|
gRandomAnimDefs[ BIGMALE ][ 7 ].ubFlags = RANDOM_ANIM_CASUAL ;
|
|
gRandomAnimDefs[ BIGMALE ][ 7 ].ubAnimHeight = ANIM_STAND;
|
|
|
|
|
|
gubAnimSurfaceCorpseID[ BIGMALE ][ GENERIC_HIT_DEATH ] = MMERC_FWD;
|
|
gubAnimSurfaceCorpseID[ BIGMALE ][ FALLBACK_HIT_DEATH ] = MMERC_BCK;
|
|
gubAnimSurfaceCorpseID[ BIGMALE ][ PRONE_HIT_DEATH ] = MMERC_PRN;
|
|
gubAnimSurfaceCorpseID[ BIGMALE ][ WATER_DIE ] = MMERC_WTR;
|
|
gubAnimSurfaceCorpseID[ BIGMALE ][ FLYBACK_HIT_DEATH ] = MMERC_DHD;
|
|
gubAnimSurfaceCorpseID[ BIGMALE ][ JFK_HITDEATH ] = MMERC_JFK;
|
|
gubAnimSurfaceCorpseID[ BIGMALE ][ FALLOFF_DEATH ] = MMERC_FALL;
|
|
gubAnimSurfaceCorpseID[ BIGMALE ][ FALLOFF_FORWARD_DEATH ] = MMERC_FALLF;
|
|
gubAnimSurfaceCorpseID[ BIGMALE ][ FLYBACK_HIT ] = MMERC_DHD;
|
|
gubAnimSurfaceCorpseID[ BIGMALE ][ GENERIC_HIT_DEATHTWITCHNB ] = MMERC_FWD;
|
|
gubAnimSurfaceCorpseID[ BIGMALE ][ FALLFORWARD_FROMHIT_STAND ] = MMERC_FWD;
|
|
gubAnimSurfaceCorpseID[ BIGMALE ][ ENDFALLFORWARD_FROMHIT_CROUCH ]= MMERC_FWD;
|
|
gubAnimSurfaceCorpseID[ BIGMALE ][ FALLBACK_HIT_STAND ] = MMERC_BCK;
|
|
gubAnimSurfaceCorpseID[ BIGMALE ][ FALLBACK_HIT_DEATHTWITCHNB ] = MMERC_BCK;
|
|
gubAnimSurfaceCorpseID[ BIGMALE ][ PRONE_HIT_DEATHTWITCHNB ] = MMERC_PRN;
|
|
gubAnimSurfaceCorpseID[ BIGMALE ][ PRONE_LAY_FROMHIT ] = MMERC_PRN;
|
|
gubAnimSurfaceCorpseID[ BIGMALE ][ FALLOFF ] = MMERC_FALLF;
|
|
gubAnimSurfaceCorpseID[ BIGMALE ][ FALLFORWARD_ROOF ] = MMERC_FALL;
|
|
gubAnimSurfaceCorpseID[ BIGMALE ][ FLYBACKHIT_STOP ] = MMERC_DHD;
|
|
gubAnimSurfaceCorpseID[ BIGMALE ][ STAND_FALLFORWARD_STOP ] = MMERC_FWD;
|
|
gubAnimSurfaceCorpseID[ BIGMALE ][ FALLBACKHIT_STOP ] = MMERC_BCK;
|
|
gubAnimSurfaceCorpseID[ BIGMALE ][ PRONE_LAYFROMHIT_STOP ] = MMERC_PRN;
|
|
gubAnimSurfaceCorpseID[ BIGMALE ][ CHARIOTS_OF_FIRE ] = BURNT_DEAD;
|
|
gubAnimSurfaceCorpseID[ BIGMALE ][ BODYEXPLODING ] = EXPLODE_DEAD;
|
|
|
|
|
|
// STOCKY MALE GUY
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ WALKING ] = RGMBASICWALKING;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ STANDING ] = RGMSTANDING;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ KNEEL_DOWN ] = RGMCROUCHING;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ CROUCHING ] = RGMCROUCHING;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ KNEEL_UP ] = RGMCROUCHING;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ SWATTING ] = RGMSNEAKING;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ RUNNING ] = RGMRUNNING;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ PRONE_DOWN ] = RGMPRONE;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ CRAWLING ] = RGMPRONE;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ PRONE_UP ] = RGMPRONE;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ PRONE ] = RGMPRONE;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ READY_RIFLE_STAND ] = RGMSTANDAIM;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ AIM_RIFLE_STAND ] = RGMSTANDAIM;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ SHOOT_RIFLE_STAND ] = RGMSTANDAIM;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ END_RIFLE_STAND ] = RGMSTANDAIM;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ START_SWAT ] = RGMSNEAKING;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ END_SWAT ] = RGMSNEAKING;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ FLYBACK_HIT ] = RGMHITHARD;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ READY_RIFLE_PRONE ] = RGMPRONE;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ AIM_RIFLE_PRONE ] = RGMPRONE;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ SHOOT_RIFLE_PRONE ] = RGMPRONE;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ END_RIFLE_PRONE ] = RGMPRONE;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ FALLBACK_DEATHTWICH ] = RGMHITHARD;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ GENERIC_HIT_STAND ] = RGMHITSTAND;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ FLYBACK_HIT_BLOOD_STAND ] = RGMHITHARDBLOOD;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ FLYBACK_HIT_DEATH ] = RGMHITHARD;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ READY_RIFLE_CROUCH ] = RGMCROUCHAIM;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ AIM_RIFLE_CROUCH ] = RGMCROUCHAIM;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ SHOOT_RIFLE_CROUCH ] = RGMCROUCHAIM;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ END_RIFLE_CROUCH ] = RGMCROUCHAIM;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ FALLBACK_HIT_STAND ] = RGMHITFALLBACK;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ ROLLOVER ] = RGMROLLOVER;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ CLIMBUPROOF ] = RGMCLIMBROOF;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ FALLOFF ] = RGMFALL;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ GETUP_FROM_ROLLOVER ] = RGMPRONE;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ CLIMBDOWNROOF ] = RGMCLIMBROOF;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ FALLFORWARD_ROOF ] = RGMFALLF;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ GENERIC_HIT_DEATHTWITCHNB ] = RGMHITSTAND;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ GENERIC_HIT_DEATHTWITCHB ] = RGMHITSTAND;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ FALLBACK_HIT_DEATHTWITCHNB ] = RGMHITFALLBACK;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ FALLBACK_HIT_DEATHTWITCHB ] = RGMHITFALLBACK;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ GENERIC_HIT_DEATH ] = RGMHITSTAND;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ FALLBACK_HIT_DEATH ] = RGMHITFALLBACK;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ GENERIC_HIT_CROUCH ] = RGMHITCROUCH;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ STANDING_BURST ] = RGMSTANDAIM;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ STANDING_BURST_HIT ] = RGMHITHARD;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ GENERIC_HIT_DEATH ] = RGMHITSTAND;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ FALLFORWARD_FROMHIT_STAND ] = RGMHITSTAND;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ FALLFORWARD_FROMHIT_STAND ] = RGMHITSTAND;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ FALLFORWARD_FROMHIT_CROUCH ] = RGMHITCROUCH;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ ENDFALLFORWARD_FROMHIT_CROUCH ] = RGMHITSTAND;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ GENERIC_HIT_PRONE ] = RGMHITPRONE;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ PRONE_HIT_DEATH ] = RGMHITPRONE;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ PRONE_LAY_FROMHIT ] = RGMHITPRONE;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ PRONE_HIT_DEATHTWITCHNB ] = RGMHITPRONE;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ PRONE_HIT_DEATHTWITCHB ] = RGMHITPRONE;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ FLYBACK_HITDEATH_STOP ] = RGMHITHARD;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ FALLFORWARD_HITDEATH_STOP ] = RGMHITSTAND;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ FALLBACK_HITDEATH_STOP ] = RGMHITFALLBACK;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ PRONE_HITDEATH_STOP ] = RGMHITPRONE;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ FLYBACKHIT_STOP ] = RGMHITHARD;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ FALLBACKHIT_STOP ] = RGMHITFALLBACK;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ FALLOFF_STOP ] = RGMFALL;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ FALLOFF_FORWARD_STOP ] = RGMFALLF;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ STAND_FALLFORWARD_STOP ] = RGMHITSTAND;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ PRONE_LAYFROMHIT_STOP ] = RGMHITPRONE;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ HOPFENCE ] = RGMHOPFENCE;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ PUNCH_BREATH ] = RGMPUNCH;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ PUNCH ] = RGMPUNCH;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ NOTHING_STAND ] = RGMNOTHING_STD;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ JFK_HITDEATH ] = RGMDIE_JFK;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ JFK_HITDEATH_STOP ] = RGMDIE_JFK;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ JFK_HITDEATH_TWITCHB ] = RGMDIE_JFK;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ FIRE_STAND_BURST_SPREAD ] = RGMSTANDAIM;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ FALLOFF_DEATH ] = RGMFALL;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ FALLOFF_DEATH_STOP ] = RGMFALL;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ FALLOFF_TWITCHB ] = RGMFALL;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ FALLOFF_TWITCHNB ] = RGMFALL;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ FALLOFF_FORWARD_DEATH ] = RGMFALLF;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ FALLOFF_FORWARD_DEATH_STOP ] = RGMFALLF;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ FALLOFF_FORWARD_TWITCHB ] = RGMFALLF;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ FALLOFF_FORWARD_TWITCHNB ] = RGMFALLF;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ OPEN_DOOR ] = RGMOPEN;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ OPEN_STRUCT ] = RGMOPEN;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ PICKUP_ITEM ] = RGMPICKUP;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ DROP_ITEM ] = RGMPICKUP;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ SLICE ] = RGMSLICE;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ STAB ] = RGMSTAB;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ CROUCH_STAB ] = RGMCSTAB;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ START_AID ] = RGMMEDIC;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ GIVING_AID ] = RGMMEDIC;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ END_AID ] = RGMMEDIC;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ DODGE_ONE ] = RGMDODGE;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ READY_DUAL_STAND ] = RGMSTANDDWALAIM;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ AIM_DUAL_STAND ] = RGMSTANDDWALAIM;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ SHOOT_DUAL_STAND ] = RGMSTANDDWALAIM;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ END_DUAL_STAND ] = RGMSTANDDWALAIM;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ RAISE_RIFLE ] = RGMRAISE;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ LOWER_RIFLE ] = RGMRAISE;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ BODYEXPLODING ] = BODYEXPLODE;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ THROW_ITEM ] = RGMTHROW;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ LOB_ITEM ] = RGMLOB;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ CROUCHED_BURST ] = RGMCROUCHAIM;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ PRONE_BURST ] = RGMPRONE;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ GIVE_ITEM ] = RGMOPEN;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ WATER_HIT ] = RGMWATER_DIE;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ WATER_DIE] = RGMWATER_DIE;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ WATER_DIE_STOP ] = RGMWATER_DIE;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ HELIDROP ] = RGMHELIDROP;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ FEM_LOOK ] = RGM_LOOK;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ REG_SQUISH ] = RGM_SQUISH;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ REG_PULL ] = RGM_PULL;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ REG_SPIT ] = RGM_SPIT;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ NINJA_GOTOBREATH ] = RGMLOWKICK;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ NINJA_BREATH ] = RGMLOWKICK;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ NINJA_LOWKICK ] = RGMLOWKICK;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ NINJA_PUNCH ] = RGMNPUNCH;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ NINJA_SPINKICK ] = RGMSPINKICK;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ END_OPEN_DOOR ] = RGMOPEN;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ END_OPEN_LOCKED_DOOR ] = RGMOPEN;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ KICK_DOOR ] = RGMKICKDOOR;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ CLOSE_DOOR ] = RGMOPEN;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ RIFLE_STAND_HIT ] = RGMRHIT;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ DEEP_WATER_TRED ] = RGMDEEPWATER_TRED;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ DEEP_WATER_SWIM ] = RGMDEEPWATER_SWIM;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ DEEP_WATER_HIT ] = RGMDEEPWATER_DIE;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ DEEP_WATER_DIE] = RGMDEEPWATER_DIE;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ DEEP_WATER_DIE_STOPPING ] = RGMWATER_DIE;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ DEEP_WATER_DIE_STOP ] = RGMWATER_DIE;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ LOW_TO_DEEP_WATER ] = RGMWATER_TRANS;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ DEEP_TO_LOW_WATER ] = RGMWATER_TRANS;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ GOTO_SLEEP ] = RGMSLEEP;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ SLEEPING ] = RGMSLEEP;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ WKAEUP_FROM_SLEEP ] = RGMSLEEP;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ FIRE_LOW_STAND ] = RGMSHOOT_LOW;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ FIRE_BURST_LOW_STAND ] = RGMSHOOT_LOW;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ STANDING_SHOOT_UNJAM ] = RGMSTANDAIM;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ CROUCH_SHOOT_UNJAM ] = RGMCROUCHAIM;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ PRONE_SHOOT_UNJAM ] = RGMPRONE;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ STANDING_SHOOT_DWEL_UNJAM ] = RGMSTANDDWALAIM;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ STANDING_SHOOT_LOW_UNJAM ] = RGMSHOOT_LOW;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ READY_DUAL_CROUCH ] = RGMCDBLSHOT;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ AIM_DUAL_CROUCH ] = RGMCDBLSHOT;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ SHOOT_DUAL_CROUCH ] = RGMCDBLSHOT;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ END_DUAL_CROUCH ] = RGMCDBLSHOT;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ CROUCH_SHOOT_DWEL_UNJAM ] = RGMCDBLSHOT;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ ADJACENT_GET_ITEM ] = RGMOPEN;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ CUTTING_FENCE ] = RGMMEDIC;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ FROM_INJURED_TRANSITION ] = RGMHURTTRANS;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ THROW_KNIFE ] = RGMTHROWKNIFE;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ KNIFE_BREATH ] = RGMBREATHKNIFE;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ KNIFE_GOTOBREATH ] = RGMBREATHKNIFE;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ KNIFE_ENDBREATH ] = RGMBREATHKNIFE;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ CATCH_STANDING ] = RGMOPEN;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ CATCH_CROUCHED ] = RGMMEDIC;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ PLANT_BOMB ] = RGMPICKUP;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ USE_REMOTE ] = RGMUSEREMOTE;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ START_COWER ] = RGMCOWER;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ COWERING ] = RGMCOWER;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ END_COWER ] = RGMCOWER;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ STEAL_ITEM ] = RGMOPEN;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ SHOOT_ROCKET ] = RGMROCKET;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ SHOOT_MORTAR ] = RGMMORTAR;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ SIDE_STEP ] = RGMSIDESTEP;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ WALK_BACKWARDS ] = RGMBASICWALKING;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ BEGIN_OPENSTRUCT ] = RGMOPEN;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ END_OPENSTRUCT ] = RGMOPEN;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ END_OPENSTRUCT_LOCKED ] = RGMOPEN;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ PUNCH_LOW ] = RGMPUNCHLOW;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ PISTOL_SHOOT_LOW ] = RGMPISTOLSHOOTLOW;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ DECAPITATE ] = RGMCSTAB;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ GOTO_PATIENT ] = RGMHITPRONE;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ BEING_PATIENT ] = RGMHITPRONE;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ GOTO_DOCTOR ] = RGMMEDIC;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ BEING_DOCTOR ] = RGMMEDIC;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ END_DOCTOR ] = RGMMEDIC;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ GOTO_REPAIRMAN ] = RGMMEDIC;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ BEING_REPAIRMAN ] = RGMMEDIC;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ END_REPAIRMAN ] = RGMMEDIC;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ FALL_INTO_PIT ] = RGMFALL;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ RELOAD_ROBOT ] = RGMMEDIC;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ END_CATCH ] = RGMOPEN;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ END_CROUCH_CATCH ] = RGMMEDIC;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ AI_RADIO ] = RGMRADIO;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ AI_CR_RADIO ] = RGMCRRADIO;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ SLAP_HIT ] = RGMHITSTAND;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ TAKE_BLOOD_FROM_CORPSE ] = RGMMEDIC;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ CHARIOTS_OF_FIRE ] = RGMBURN;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ AI_PULL_SWITCH ] = RGMOPEN;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ MERC_HURT_IDLE_ANIM ] = RGMHURTSTANDINGR;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ END_HURT_WALKING ] = RGMHURTSTANDINGR;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ PASS_OBJECT ] = RGMOPEN;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ DROP_ADJACENT_OBJECT ] = RGMOPEN;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ READY_DUAL_PRONE ] = RGMDWPRONE;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ AIM_DUAL_PRONE ] = RGMDWPRONE;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ SHOOT_DUAL_PRONE ] = RGMDWPRONE;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ END_DUAL_PRONE ] = RGMDWPRONE;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ PRONE_SHOOT_DWEL_UNJAM ] = RGMDWPRONE;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ PICK_LOCK ] = RGMOPEN;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ OPEN_DOOR_CROUCHED ] = RGMMEDIC;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ BEGIN_OPENSTRUCT_CROUCHED ] = RGMMEDIC;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ CLOSE_DOOR_CROUCHED ] = RGMMEDIC;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ OPEN_STRUCT_CROUCHED ] = RGMMEDIC;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ END_OPEN_DOOR_CROUCHED ] = RGMMEDIC;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ END_OPENSTRUCT_CROUCHED ] = RGMMEDIC;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ END_OPEN_LOCKED_DOOR_CROUCHED ] = RGMMEDIC;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ END_OPENSTRUCT_LOCKED_CROUCHED ]= RGMMEDIC;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ DRUNK_IDLE ] = RGMDRUNK;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ CROWBAR_ATTACK ] = RGMCROWBAR;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ ATTACH_CAN_TO_STRING ] = RGMMEDIC;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ SWAT_BACKWARDS ] = RGMSNEAKING;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ JUMP_OVER_BLOCKING_PERSON ] = RGMJUMPOVER;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ REFUEL_VEHICLE ] = RGMMEDIC;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ LOCKPICK_CROUCHED ] = RGMMEDIC;
|
|
|
|
//<SB> crouch throwing
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ THROW_ITEM_CROUCHED ] = RGMCRTHROW;
|
|
//</SB>
|
|
//dddd
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ SHOOT_ROCKET_CROUCHED ] = RGMCRROCKET;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ SWATTING_WK ] = RGMSWKNIFE;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ SWAT_BACKWARDS_WK ] = RGMSWKNIFE;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ SWAT_BACKWARDS_NOTHING ] = RGMNOTHING_SWAT;
|
|
//Throwing Grenades
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ THROW_GRENADE_STANCE ] = RGMSTHRG;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ LOB_GRENADE_STANCE ] = RGMSLOBG;
|
|
//Rolling
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ ROLL_PRONE_L ] = RGMROLL_PR;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ ROLL_PRONE_R ] = RGMROLL_PR;
|
|
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ JUMPUPWALL ] = RGMWALLJUMP;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ JUMPDOWNWALL ] = RGMWALLJUMP;
|
|
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ JUMPWINDOWS ] = RGMJUMPWINDOWS;
|
|
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ SIDE_STEP_PISTOL_RDY ] = RGMSIDESTEP_P_RDY;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ SIDE_STEP_RIFLE_RDY ] = RGMSIDESTEP_R_RDY;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ SIDE_STEP_DUAL_RDY ] = RGMSIDESTEP_D_RDY;
|
|
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ WALKING_PISTOL_RDY ] = RGMWALK_P_RDY;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ WALKING_RIFLE_RDY ] = RGMWALK_R_RDY;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ WALKING_DUAL_RDY ] = RGMWALK_D_RDY;
|
|
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ START_AID_PRN ] = RGMMEDICPRN;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ GIVING_AID_PRN ] = RGMMEDICPRN;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ END_AID_PRN ] = RGMMEDICPRN;
|
|
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ ADJACENT_GET_ITEM_CROUCHED ] = RGMMEDIC;
|
|
gubAnimSurfaceIndex[ STOCKYMALE ][ STEAL_ITEM_CROUCHED ] = RGMMEDIC;
|
|
|
|
gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ STANDING ] = RGMPISTOLBREATH;
|
|
gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ WALKING ] = RGMNOTHING_WALK;
|
|
gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ RUNNING] = RGMNOTHING_RUN;
|
|
gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ SWATTING] = RGMNOTHING_SWAT;
|
|
gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ START_SWAT ] = RGMNOTHING_SWAT;
|
|
gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ END_SWAT] = RGMNOTHING_SWAT;
|
|
gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ KNEEL_DOWN ] = RGMNOTHING_CROUCH;
|
|
gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ CROUCHING ] = RGMNOTHING_CROUCH;
|
|
gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ KNEEL_UP ] = RGMNOTHING_CROUCH;
|
|
gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ READY_RIFLE_STAND ] = RGMHANDGUN_S_SHOT;
|
|
gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ AIM_RIFLE_STAND ] = RGMHANDGUN_S_SHOT;
|
|
gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ SHOOT_RIFLE_STAND ] = RGMHANDGUN_S_SHOT;
|
|
gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ END_RIFLE_STAND ] = RGMHANDGUN_S_SHOT;
|
|
gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ STANDING_BURST ] = RGMHANDGUN_S_SHOT;
|
|
gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ FIRE_STAND_BURST_SPREAD ] = RGMHANDGUN_S_SHOT;
|
|
gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ READY_RIFLE_CROUCH ] = RGMHANDGUN_C_SHOT;
|
|
gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ AIM_RIFLE_CROUCH ] = RGMHANDGUN_C_SHOT;
|
|
gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ SHOOT_RIFLE_CROUCH ] = RGMHANDGUN_C_SHOT;
|
|
gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ END_RIFLE_CROUCH ] = RGMHANDGUN_C_SHOT;
|
|
gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ PRONE_DOWN ] = RGMHANDGUN_PRONE;
|
|
gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ CRAWLING ] = RGMHANDGUN_PRONE;
|
|
gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ PRONE_UP ] = RGMHANDGUN_PRONE;
|
|
gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ PRONE ] = RGMHANDGUN_PRONE;
|
|
gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ READY_RIFLE_PRONE ] = RGMHANDGUN_PRONE;
|
|
gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ AIM_RIFLE_PRONE ] = RGMHANDGUN_PRONE;
|
|
gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ SHOOT_RIFLE_PRONE ] = RGMHANDGUN_PRONE;
|
|
gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ END_RIFLE_PRONE ] = RGMHANDGUN_PRONE;
|
|
gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ GETUP_FROM_ROLLOVER ] = RGMHANDGUN_PRONE;
|
|
gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ STANDING_SHOOT_UNJAM ] = RGMHANDGUN_S_SHOT;
|
|
gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ CROUCH_SHOOT_UNJAM ] = RGMHANDGUN_C_SHOT;
|
|
gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ PRONE_SHOOT_UNJAM ] = RGMHANDGUN_PRONE;
|
|
gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ FIRE_BURST_LOW_STAND ] = RGMPISTOLSHOOTLOW;
|
|
gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ FIRE_LOW_STAND ] = RGMPISTOLSHOOTLOW;
|
|
gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ CROUCHED_BURST ] = RGMHANDGUN_C_SHOT;
|
|
gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ PRONE_BURST ] = RGMHANDGUN_PRONE;
|
|
gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ MERC_HURT_IDLE_ANIM ] = RGMHURTSTANDINGN;
|
|
gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ END_HURT_WALKING ] = RGMHURTSTANDINGN;
|
|
gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ WALK_BACKWARDS ] = RGMNOTHING_WALK;
|
|
gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ DRUNK_IDLE ] = RGMPISTOLDRUNK;
|
|
gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ RUNNING_W_PISTOL ] = RGMPISTOL_RUN;
|
|
|
|
|
|
gubAnimSurfaceMidWaterSubIndex[ STOCKYMALE ][ STANDING][0] = RGMWATER_R_STD;
|
|
gubAnimSurfaceMidWaterSubIndex[ STOCKYMALE ][ WALKING ][0] = RGMWATER_R_WALK;
|
|
gubAnimSurfaceMidWaterSubIndex[ STOCKYMALE ][ RUNNING ][0] = RGMWATER_R_WALK;
|
|
gubAnimSurfaceMidWaterSubIndex[ STOCKYMALE ][ READY_RIFLE_STAND ][0] = RGMWATER_R_AIM;
|
|
gubAnimSurfaceMidWaterSubIndex[ STOCKYMALE ][ AIM_RIFLE_STAND ][0] = RGMWATER_R_AIM;
|
|
gubAnimSurfaceMidWaterSubIndex[ STOCKYMALE ][ SHOOT_RIFLE_STAND ][0] = RGMWATER_R_AIM;
|
|
gubAnimSurfaceMidWaterSubIndex[ STOCKYMALE ][ END_RIFLE_STAND ][0] = RGMWATER_R_AIM;
|
|
gubAnimSurfaceMidWaterSubIndex[ STOCKYMALE ][ STANDING_BURST ][0] = RGMWATER_R_AIM;
|
|
gubAnimSurfaceMidWaterSubIndex[ STOCKYMALE ][ FIRE_STAND_BURST_SPREAD ][0] = RGMWATER_R_AIM;
|
|
gubAnimSurfaceMidWaterSubIndex[ STOCKYMALE ][ STANDING][1] = RGMWATER_N_STD;
|
|
gubAnimSurfaceMidWaterSubIndex[ STOCKYMALE ][ WALKING ][1] = RGMWATER_N_WALK;
|
|
gubAnimSurfaceMidWaterSubIndex[ STOCKYMALE ][ RUNNING ][1] = RGMWATER_N_WALK;
|
|
gubAnimSurfaceMidWaterSubIndex[ STOCKYMALE ][ READY_RIFLE_STAND ][1] = RGMWATER_N_AIM;
|
|
gubAnimSurfaceMidWaterSubIndex[ STOCKYMALE ][ AIM_RIFLE_STAND ][1] = RGMWATER_N_AIM;
|
|
gubAnimSurfaceMidWaterSubIndex[ STOCKYMALE ][ SHOOT_RIFLE_STAND ][1] = RGMWATER_N_AIM;
|
|
gubAnimSurfaceMidWaterSubIndex[ STOCKYMALE ][ END_RIFLE_STAND ][1] = RGMWATER_N_AIM;
|
|
gubAnimSurfaceMidWaterSubIndex[ STOCKYMALE ][ STANDING_BURST ][1] = RGMWATER_N_AIM;
|
|
gubAnimSurfaceMidWaterSubIndex[ STOCKYMALE ][ FIRE_STAND_BURST_SPREAD ][1] = RGMWATER_N_AIM;
|
|
gubAnimSurfaceMidWaterSubIndex[ STOCKYMALE ][ READY_DUAL_STAND ][1] = RGMWATER_DBLSHT;
|
|
gubAnimSurfaceMidWaterSubIndex[ STOCKYMALE ][ AIM_DUAL_STAND ][1] = RGMWATER_DBLSHT;
|
|
gubAnimSurfaceMidWaterSubIndex[ STOCKYMALE ][ SHOOT_DUAL_STAND ][1] = RGMWATER_DBLSHT;
|
|
gubAnimSurfaceMidWaterSubIndex[ STOCKYMALE ][ END_DUAL_STAND ][1] = RGMWATER_DBLSHT;
|
|
gubAnimSurfaceMidWaterSubIndex[ STOCKYMALE ][ STANDING_SHOOT_UNJAM ][0] = RGMWATER_R_AIM;
|
|
gubAnimSurfaceMidWaterSubIndex[ STOCKYMALE ][ STANDING_SHOOT_UNJAM ][1] = RGMWATER_N_AIM;
|
|
gubAnimSurfaceMidWaterSubIndex[ STOCKYMALE ][ THROW_ITEM ][0] = RGMWATERTHROW;
|
|
gubAnimSurfaceMidWaterSubIndex[ STOCKYMALE ][ THROW_ITEM ][1] = RGMWATERTHROW;
|
|
gubAnimSurfaceMidWaterSubIndex[ STOCKYMALE ][ LOB_ITEM ][0] = RGMWATERTHROW;
|
|
gubAnimSurfaceMidWaterSubIndex[ STOCKYMALE ][ LOB_ITEM ][1] = RGMWATERTHROW;
|
|
|
|
|
|
|
|
gubAnimSurfaceCorpseID[ STOCKYMALE ][ GENERIC_HIT_DEATH ] = SMERC_FWD;
|
|
gubAnimSurfaceCorpseID[ STOCKYMALE ][ FALLBACK_HIT_DEATH ] = SMERC_BCK;
|
|
gubAnimSurfaceCorpseID[ STOCKYMALE ][ PRONE_HIT_DEATH ] = SMERC_PRN;
|
|
gubAnimSurfaceCorpseID[ STOCKYMALE ][ WATER_DIE ] = SMERC_WTR;
|
|
gubAnimSurfaceCorpseID[ STOCKYMALE ][ FLYBACK_HIT_DEATH ] = SMERC_DHD;
|
|
gubAnimSurfaceCorpseID[ STOCKYMALE ][ JFK_HITDEATH ] = SMERC_JFK;
|
|
gubAnimSurfaceCorpseID[ STOCKYMALE ][ FALLOFF_DEATH ] = SMERC_FALL;
|
|
gubAnimSurfaceCorpseID[ STOCKYMALE ][ FALLOFF_FORWARD_DEATH ] = SMERC_FALLF;
|
|
gubAnimSurfaceCorpseID[ STOCKYMALE ][ FLYBACK_HIT ] = SMERC_DHD;
|
|
gubAnimSurfaceCorpseID[ STOCKYMALE ][ GENERIC_HIT_DEATHTWITCHNB ] = SMERC_FWD;
|
|
gubAnimSurfaceCorpseID[ STOCKYMALE ][ FALLFORWARD_FROMHIT_STAND ] = SMERC_FWD;
|
|
gubAnimSurfaceCorpseID[ STOCKYMALE ][ ENDFALLFORWARD_FROMHIT_CROUCH ]= SMERC_FWD;
|
|
gubAnimSurfaceCorpseID[ STOCKYMALE ][ FALLBACK_HIT_STAND ] = SMERC_BCK;
|
|
gubAnimSurfaceCorpseID[ STOCKYMALE ][ FALLBACK_HIT_DEATHTWITCHNB ] = SMERC_BCK;
|
|
gubAnimSurfaceCorpseID[ STOCKYMALE ][ PRONE_HIT_DEATHTWITCHNB ] = SMERC_PRN;
|
|
gubAnimSurfaceCorpseID[ STOCKYMALE ][ PRONE_LAY_FROMHIT ] = SMERC_PRN;
|
|
gubAnimSurfaceCorpseID[ STOCKYMALE ][ FALLOFF ] = SMERC_FALLF;
|
|
gubAnimSurfaceCorpseID[ STOCKYMALE ][ FALLFORWARD_ROOF ] = SMERC_FALL;
|
|
gubAnimSurfaceCorpseID[ STOCKYMALE ][ FLYBACKHIT_STOP ] = SMERC_DHD;
|
|
gubAnimSurfaceCorpseID[ STOCKYMALE ][ STAND_FALLFORWARD_STOP ] = SMERC_FWD;
|
|
gubAnimSurfaceCorpseID[ STOCKYMALE ][ FALLBACKHIT_STOP ] = SMERC_BCK;
|
|
gubAnimSurfaceCorpseID[ STOCKYMALE ][ PRONE_LAYFROMHIT_STOP ] = SMERC_PRN;
|
|
gubAnimSurfaceCorpseID[ STOCKYMALE ][ CHARIOTS_OF_FIRE ] = BURNT_DEAD;
|
|
gubAnimSurfaceCorpseID[ STOCKYMALE ][ BODYEXPLODING ] = EXPLODE_DEAD;
|
|
|
|
|
|
//Setup some random stuff
|
|
gRandomAnimDefs[ STOCKYMALE ][ 0 ].ubHandRestriction = RANDOM_ANIM_RIFLEINHAND;
|
|
gRandomAnimDefs[ STOCKYMALE ][ 0 ].sAnimID = REG_SPIT;
|
|
gRandomAnimDefs[ STOCKYMALE ][ 0 ].ubStartRoll = 0;
|
|
gRandomAnimDefs[ STOCKYMALE ][ 0 ].ubEndRoll = 3;
|
|
gRandomAnimDefs[ STOCKYMALE ][ 0 ].ubFlags = RANDOM_ANIM_CASUAL;
|
|
gRandomAnimDefs[ STOCKYMALE ][ 0 ].ubAnimHeight = ANIM_STAND;
|
|
|
|
gRandomAnimDefs[ STOCKYMALE ][ 1 ].ubHandRestriction = RANDOM_ANIM_NOTHINGINHAND;
|
|
gRandomAnimDefs[ STOCKYMALE ][ 1 ].sAnimID = REG_SQUISH;
|
|
gRandomAnimDefs[ STOCKYMALE ][ 1 ].ubStartRoll = 10;
|
|
gRandomAnimDefs[ STOCKYMALE ][ 1 ].ubEndRoll = 13;
|
|
gRandomAnimDefs[ STOCKYMALE ][ 1 ].ubFlags = RANDOM_ANIM_CASUAL;
|
|
gRandomAnimDefs[ STOCKYMALE ][ 1 ].ubAnimHeight = ANIM_STAND;
|
|
|
|
gRandomAnimDefs[ STOCKYMALE ][ 2 ].ubHandRestriction = RANDOM_ANIM_RIFLEINHAND;
|
|
gRandomAnimDefs[ STOCKYMALE ][ 2 ].sAnimID = FEM_LOOK;
|
|
gRandomAnimDefs[ STOCKYMALE ][ 2 ].ubStartRoll = 20;
|
|
gRandomAnimDefs[ STOCKYMALE ][ 2 ].ubEndRoll = 23;
|
|
gRandomAnimDefs[ STOCKYMALE ][ 2 ].ubFlags = 0;
|
|
gRandomAnimDefs[ STOCKYMALE ][ 2 ].ubAnimHeight = ANIM_STAND;
|
|
|
|
gRandomAnimDefs[ STOCKYMALE ][ 3 ].ubHandRestriction = RANDOM_ANIM_NOTHINGINHAND;
|
|
gRandomAnimDefs[ STOCKYMALE ][ 3 ].sAnimID = REG_PULL;
|
|
gRandomAnimDefs[ STOCKYMALE ][ 3 ].ubStartRoll = 30;
|
|
gRandomAnimDefs[ STOCKYMALE ][ 3 ].ubEndRoll = 33;
|
|
gRandomAnimDefs[ STOCKYMALE ][ 3 ].ubFlags = 0;
|
|
gRandomAnimDefs[ STOCKYMALE ][ 3 ].ubAnimHeight = ANIM_STAND;
|
|
|
|
gRandomAnimDefs[ STOCKYMALE ][ 4 ].ubHandRestriction = RANDOM_ANIM_IRRELEVENTINHAND;
|
|
gRandomAnimDefs[ STOCKYMALE ][ 4 ].sAnimID = MERC_HURT_IDLE_ANIM;
|
|
gRandomAnimDefs[ STOCKYMALE ][ 4 ].ubStartRoll = 40;
|
|
gRandomAnimDefs[ STOCKYMALE ][ 4 ].ubEndRoll = 100;
|
|
gRandomAnimDefs[ STOCKYMALE ][ 4 ].ubFlags = RANDOM_ANIM_INJURED;
|
|
gRandomAnimDefs[ STOCKYMALE ][ 4 ].ubAnimHeight = ANIM_STAND;
|
|
|
|
gRandomAnimDefs[ STOCKYMALE ][ 5 ].ubHandRestriction = RANDOM_ANIM_IRRELEVENTINHAND;
|
|
gRandomAnimDefs[ STOCKYMALE ][ 5 ].sAnimID = DRUNK_IDLE;
|
|
gRandomAnimDefs[ STOCKYMALE ][ 5 ].ubStartRoll = 40;
|
|
gRandomAnimDefs[ STOCKYMALE ][ 5 ].ubEndRoll = 100;
|
|
gRandomAnimDefs[ STOCKYMALE ][ 5 ].ubFlags = RANDOM_ANIM_DRUNK;
|
|
gRandomAnimDefs[ STOCKYMALE ][ 5 ].ubAnimHeight = ANIM_STAND;
|
|
|
|
|
|
// REG FEMALE GUY
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ WALKING ] = RGFWALKING;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ STANDING ] = RGFSTANDING;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ KNEEL_DOWN ] = RGFCROUCHING;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ CROUCHING ] = RGFCROUCHING;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ KNEEL_UP ] = RGFCROUCHING;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ SWATTING ] = RGFSNEAKING;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ RUNNING ] = RGFRUNNING;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ PRONE_DOWN ] = RGFPRONE;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ CRAWLING ] = RGFPRONE;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ PRONE_UP ] = RGFPRONE;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ PRONE ] = RGFPRONE;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ READY_RIFLE_STAND ] = RGFSTANDAIM;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ AIM_RIFLE_STAND ] = RGFSTANDAIM;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ SHOOT_RIFLE_STAND ] = RGFSTANDAIM;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ END_RIFLE_STAND ] = RGFSTANDAIM;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ START_SWAT ] = RGFSNEAKING;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ END_SWAT ] = RGFSNEAKING;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ FLYBACK_HIT ] = RGFHITHARD;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ READY_RIFLE_PRONE ] = RGFPRONE;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ AIM_RIFLE_PRONE ] = RGFPRONE;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ SHOOT_RIFLE_PRONE ] = RGFPRONE;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ END_RIFLE_PRONE ] = RGFPRONE;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ FALLBACK_DEATHTWICH ] = RGFHITHARD;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ GENERIC_HIT_STAND ] = RGFHITSTAND;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ FLYBACK_HIT_BLOOD_STAND ] = RGFHITHARDBLOOD;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ FLYBACK_HIT_DEATH ] = RGFHITHARD;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ READY_RIFLE_CROUCH ] = RGFCROUCHAIM;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ AIM_RIFLE_CROUCH ] = RGFCROUCHAIM;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ SHOOT_RIFLE_CROUCH ] = RGFCROUCHAIM;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ END_RIFLE_CROUCH ] = RGFCROUCHAIM;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ FALLBACK_HIT_STAND ] = RGFHITFALLBACK;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ ROLLOVER ] = RGFROLLOVER;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ CLIMBUPROOF ] = RGFCLIMBROOF;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ FALLOFF ] = RGFFALL;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ GETUP_FROM_ROLLOVER ] = RGFPRONE;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ CLIMBDOWNROOF ] = RGFCLIMBROOF;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ FALLFORWARD_ROOF ] = RGFFALLF;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ GENERIC_HIT_DEATHTWITCHNB ] = RGFHITSTAND;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ GENERIC_HIT_DEATHTWITCHB ] = RGFHITSTAND;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ FALLBACK_HIT_DEATHTWITCHNB ] = RGFHITFALLBACK;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ FALLBACK_HIT_DEATHTWITCHB ] = RGFHITFALLBACK;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ GENERIC_HIT_DEATH ] = RGFHITSTAND;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ FALLBACK_HIT_DEATH ] = RGFHITFALLBACK;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ GENERIC_HIT_CROUCH ] = RGFHITCROUCH;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ STANDING_BURST ] = RGFSTANDAIM;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ STANDING_BURST_HIT ] = RGFHITHARD;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ GENERIC_HIT_DEATH ] = RGFHITSTAND;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ FALLFORWARD_FROMHIT_STAND ] = RGFHITSTAND;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ FALLFORWARD_FROMHIT_STAND ] = RGFHITSTAND;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ FALLFORWARD_FROMHIT_CROUCH ] = RGFHITCROUCH;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ ENDFALLFORWARD_FROMHIT_CROUCH ] = RGFHITSTAND;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ GENERIC_HIT_PRONE ] = RGFHITPRONE;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ PRONE_HIT_DEATH ] = RGFHITPRONE;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ PRONE_LAY_FROMHIT ] = RGFHITPRONE;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ PRONE_HIT_DEATHTWITCHNB ] = RGFHITPRONE;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ PRONE_HIT_DEATHTWITCHB ] = RGFHITPRONE;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ FLYBACK_HITDEATH_STOP ] = RGFHITHARD;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ FALLFORWARD_HITDEATH_STOP ] = RGFHITSTAND;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ FALLBACK_HITDEATH_STOP ] = RGFHITFALLBACK;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ PRONE_HITDEATH_STOP ] = RGFHITPRONE;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ FLYBACKHIT_STOP ] = RGFHITHARD;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ FALLBACKHIT_STOP ] = RGFHITFALLBACK;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ FALLOFF_STOP ] = RGFFALL;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ FALLOFF_FORWARD_STOP ] = RGFFALLF;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ STAND_FALLFORWARD_STOP ] = RGFHITSTAND;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ PRONE_LAYFROMHIT_STOP ] = RGFHITPRONE;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ HOPFENCE ] = RGFHOPFENCE;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ PUNCH_BREATH ] = RGFPUNCH;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ PUNCH ] = RGFPUNCH;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ NOTHING_STAND ] = RGFNOTHING_STD;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ JFK_HITDEATH ] = RGFDIE_JFK;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ JFK_HITDEATH_STOP ] = RGFDIE_JFK;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ JFK_HITDEATH_TWITCHB ] = RGFDIE_JFK;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ FIRE_STAND_BURST_SPREAD ] = RGFSTANDAIM;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ FALLOFF_DEATH ] = RGFFALL;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ FALLOFF_FORWARD_DEATH ] = RGMFALLF;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ FALLOFF_FORWARD_DEATH_STOP ] = RGMFALLF;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ FALLOFF_FORWARD_TWITCHB ] = RGMFALLF;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ FALLOFF_FORWARD_TWITCHNB ] = RGMFALLF;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ OPEN_DOOR ] = RGFOPEN;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ OPEN_STRUCT ] = RGFOPEN;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ PICKUP_ITEM ] = RGFPICKUP;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ DROP_ITEM ] = RGFPICKUP;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ SLICE ] = RGFSLICE;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ STAB ] = RGFSTAB;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ CROUCH_STAB ] = RGFCSTAB;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ START_AID ] = RGFMEDIC;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ GIVING_AID ] = RGFMEDIC;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ END_AID ] = RGFMEDIC;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ DODGE_ONE ] = RGFDODGE;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ READY_DUAL_STAND ] = RGFSTANDDWALAIM;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ AIM_DUAL_STAND ] = RGFSTANDDWALAIM;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ SHOOT_DUAL_STAND ] = RGFSTANDDWALAIM;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ END_DUAL_STAND ] = RGFSTANDDWALAIM;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ RAISE_RIFLE ] = RGFRAISE;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ LOWER_RIFLE ] = RGFRAISE;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ BODYEXPLODING ] = BODYEXPLODE;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ THROW_ITEM ] = RGFTHROW;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ LOB_ITEM ] = RGFLOB;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ CROUCHED_BURST ] = RGFCROUCHAIM;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ PRONE_BURST ] = RGFPRONE;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ GIVE_ITEM ] = RGFOPEN;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ WATER_HIT ] = RGFWATER_DIE;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ WATER_DIE] = RGFWATER_DIE;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ WATER_DIE_STOP ] = RGFWATER_DIE;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ HELIDROP ] = RGFHELIDROP;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ FEM_CLEAN ] = RGFCLEAN;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ FEM_KICKSN ] = RGFKICKSN;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ FEM_LOOK ] = RGFALOOK;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ FEM_WIPE ] = RGFWIPE;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ END_OPEN_DOOR ] = RGFOPEN;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ END_OPEN_LOCKED_DOOR ] = RGFOPEN;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ KICK_DOOR ] = RGFKICKDOOR;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ CLOSE_DOOR ] = RGFOPEN;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ RIFLE_STAND_HIT ] = RGFRHIT;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ DEEP_WATER_TRED ] = RGFDEEPWATER_TRED;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ DEEP_WATER_SWIM ] = RGFDEEPWATER_SWIM;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ DEEP_WATER_HIT ] = RGFDEEPWATER_DIE;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ DEEP_WATER_DIE] = RGFDEEPWATER_DIE;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ DEEP_WATER_DIE_STOPPING ] = RGFWATER_DIE;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ DEEP_WATER_DIE_STOP ] = RGFWATER_DIE;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ LOW_TO_DEEP_WATER ] = RGFWATER_TRANS;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ DEEP_TO_LOW_WATER ] = RGFWATER_TRANS;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ GOTO_SLEEP ] = RGFSLEEP;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ SLEEPING ] = RGFSLEEP;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ WKAEUP_FROM_SLEEP ] = RGFSLEEP;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ FIRE_LOW_STAND ] = RGFSHOOT_LOW;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ FIRE_BURST_LOW_STAND ] = RGFSHOOT_LOW;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ STANDING_SHOOT_UNJAM ] = RGFSTANDAIM;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ CROUCH_SHOOT_UNJAM ] = RGFCROUCHAIM;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ PRONE_SHOOT_UNJAM ] = RGFPRONE;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ STANDING_SHOOT_DWEL_UNJAM ] = RGFSTANDDWALAIM;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ STANDING_SHOOT_LOW_UNJAM ] = RGFSHOOT_LOW;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ READY_DUAL_CROUCH ] = RGFCDBLSHOT;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ AIM_DUAL_CROUCH ] = RGFCDBLSHOT;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ SHOOT_DUAL_CROUCH ] = RGFCDBLSHOT;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ END_DUAL_CROUCH ] = RGFCDBLSHOT;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ CROUCH_SHOOT_DWEL_UNJAM ] = RGFCDBLSHOT;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ ADJACENT_GET_ITEM ] = RGFOPEN;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ CUTTING_FENCE ] = RGFMEDIC;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ FROM_INJURED_TRANSITION ] = RGFHURTTRANS;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ THROW_KNIFE ] = RGFTHROWKNIFE;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ KNIFE_BREATH ] = RGFBREATHKNIFE;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ KNIFE_GOTOBREATH ] = RGFBREATHKNIFE;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ KNIFE_ENDBREATH ] = RGFBREATHKNIFE;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ CATCH_STANDING ] = RGFOPEN;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ CATCH_CROUCHED ] = RGFMEDIC;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ PLANT_BOMB ] = RGFPICKUP;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ USE_REMOTE ] = RGFUSEREMOTE;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ START_COWER ] = RGFCOWER;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ COWERING ] = RGFCOWER;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ END_COWER ] = RGFCOWER;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ STEAL_ITEM ] = RGFOPEN;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ SHOOT_ROCKET ] = RGFROCKET;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ SHOOT_MORTAR ] = RGFMORTAR;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ SIDE_STEP ] = RGFSIDESTEP;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ WALK_BACKWARDS ] = RGFWALKING;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ BEGIN_OPENSTRUCT ] = RGFOPEN;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ END_OPENSTRUCT ] = RGFOPEN;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ END_OPENSTRUCT_LOCKED ] = RGFOPEN;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ PUNCH_LOW ] = RGFPUNCHLOW;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ PISTOL_SHOOT_LOW ] = RGFPISTOLSHOOTLOW;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ DECAPITATE ] = RGFCSTAB;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ GOTO_PATIENT ] = RGFHITPRONE;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ BEING_PATIENT ] = RGFHITPRONE;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ GOTO_DOCTOR ] = RGFMEDIC;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ BEING_DOCTOR ] = RGFMEDIC;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ END_DOCTOR ] = RGFMEDIC;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ GOTO_REPAIRMAN ] = RGFMEDIC;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ BEING_REPAIRMAN ] = RGFMEDIC;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ END_REPAIRMAN ] = RGFMEDIC;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ FALL_INTO_PIT ] = RGFFALL;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ RELOAD_ROBOT ] = RGFMEDIC;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ END_CATCH ] = RGFOPEN;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ END_CROUCH_CATCH ] = RGFMEDIC;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ AI_RADIO ] = RGFRADIO;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ AI_CR_RADIO ] = RGFCRRADIO;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ QUEEN_SLAP ] = RGFSLAP;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ TAKE_BLOOD_FROM_CORPSE ] = RGFMEDIC;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ QUEEN_FRUSTRATED_SLAP ] = RGFSLAP;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ CHARIOTS_OF_FIRE ] = RGMBURN;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ AI_PULL_SWITCH ] = RGFOPEN;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ MERC_HURT_IDLE_ANIM ] = RGFHURTSTANDINGR;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ END_HURT_WALKING ] = RGFHURTSTANDINGR;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ PASS_OBJECT ] = RGFOPEN;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ DROP_ADJACENT_OBJECT ] = RGFOPEN;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ READY_DUAL_PRONE ] = RGFDWPRONE;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ AIM_DUAL_PRONE ] = RGFDWPRONE;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ SHOOT_DUAL_PRONE ] = RGFDWPRONE;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ END_DUAL_PRONE ] = RGFDWPRONE;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ PRONE_SHOOT_DWEL_UNJAM ] = RGFDWPRONE;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ PICK_LOCK ] = RGFOPEN;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ OPEN_DOOR_CROUCHED ] = RGFMEDIC;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ BEGIN_OPENSTRUCT_CROUCHED ] = RGFMEDIC;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ CLOSE_DOOR_CROUCHED ] = RGFMEDIC;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ OPEN_STRUCT_CROUCHED ] = RGFMEDIC;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ END_OPEN_DOOR_CROUCHED ] = RGFMEDIC;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ END_OPENSTRUCT_CROUCHED ] = RGFMEDIC;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ END_OPEN_LOCKED_DOOR_CROUCHED ] = RGFMEDIC;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ END_OPENSTRUCT_LOCKED_CROUCHED ]= RGFMEDIC;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ DRUNK_IDLE ] = RGFDRUNK;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ CROWBAR_ATTACK ] = RGFCROWBAR;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ ATTACH_CAN_TO_STRING ] = RGFMEDIC;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ SWAT_BACKWARDS ] = RGFSNEAKING;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ JUMP_OVER_BLOCKING_PERSON ] = RGFJUMPOVER;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ REFUEL_VEHICLE ] = RGFMEDIC;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ LOCKPICK_CROUCHED ] = RGFMEDIC;
|
|
|
|
//<SB> crouch throwing
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ THROW_ITEM_CROUCHED ] = RGFCRTHROW;
|
|
//</SB>
|
|
//ddd
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ SHOOT_ROCKET_CROUCHED ] = RGFCRROCKET;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ SWAT_BACKWARDS_NOTHING ] = RGFNOTHING_SWAT;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ SWATTING_WK ] = RGFSWKNIFE;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ SWAT_BACKWARDS_WK ] = RGFSWKNIFE;
|
|
//Throwing Grenades
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ THROW_GRENADE_STANCE ] = RGFSTHRG;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ LOB_GRENADE_STANCE ] = RGFSLOBG;
|
|
//Rolling
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ ROLL_PRONE_L ] = RGFROLL_PR;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ ROLL_PRONE_R ] = RGFROLL_PR;
|
|
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ JUMPUPWALL ] = RGFWALLJUMP;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ JUMPDOWNWALL ] = RGFWALLJUMP;
|
|
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ JUMPWINDOWS ] = RGFJUMPWINDOWS;
|
|
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ SIDE_STEP_PISTOL_RDY ] = RGFSIDESTEP_P_RDY;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ SIDE_STEP_RIFLE_RDY ] = RGFSIDESTEP_R_RDY;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ SIDE_STEP_DUAL_RDY ] = RGFSIDESTEP_D_RDY;
|
|
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ WALKING_PISTOL_RDY ] = RGFWALK_P_RDY;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ WALKING_RIFLE_RDY ] = RGFWALK_R_RDY;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ WALKING_DUAL_RDY ] = RGFWALK_D_RDY;
|
|
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ START_AID_PRN ] = RGFMEDICPRN;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ GIVING_AID_PRN ] = RGFMEDICPRN;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ END_AID_PRN ] = RGFMEDICPRN;
|
|
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ ADJACENT_GET_ITEM_CROUCHED ] = RGFMEDIC;
|
|
gubAnimSurfaceIndex[ REGFEMALE ][ STEAL_ITEM_CROUCHED ] = RGFMEDIC;
|
|
|
|
gubAnimSurfaceItemSubIndex[ REGFEMALE ][ STANDING ] = RGFPISTOLBREATH;
|
|
gubAnimSurfaceItemSubIndex[ REGFEMALE ][ WALKING ] = RGFNOTHING_WALK;
|
|
gubAnimSurfaceItemSubIndex[ REGFEMALE ][ RUNNING ] = RGFNOTHING_RUN;
|
|
gubAnimSurfaceItemSubIndex[ REGFEMALE ][ SWATTING ] = RGFNOTHING_SWAT;
|
|
gubAnimSurfaceItemSubIndex[ REGFEMALE ][ START_SWAT ] = RGFNOTHING_SWAT;
|
|
gubAnimSurfaceItemSubIndex[ REGFEMALE ][ END_SWAT ] = RGFNOTHING_SWAT;
|
|
gubAnimSurfaceItemSubIndex[ REGFEMALE ][ KNEEL_DOWN ] = RGFNOTHING_CROUCH;
|
|
gubAnimSurfaceItemSubIndex[ REGFEMALE ][ CROUCHING ] = RGFNOTHING_CROUCH;
|
|
gubAnimSurfaceItemSubIndex[ REGFEMALE ][ KNEEL_UP ] = RGFNOTHING_CROUCH;
|
|
gubAnimSurfaceItemSubIndex[ REGFEMALE ][ READY_RIFLE_STAND ] = RGFHANDGUN_S_SHOT;
|
|
gubAnimSurfaceItemSubIndex[ REGFEMALE ][ AIM_RIFLE_STAND ] = RGFHANDGUN_S_SHOT;
|
|
gubAnimSurfaceItemSubIndex[ REGFEMALE ][ SHOOT_RIFLE_STAND ] = RGFHANDGUN_S_SHOT;
|
|
gubAnimSurfaceItemSubIndex[ REGFEMALE ][ END_RIFLE_STAND ] = RGFHANDGUN_S_SHOT;
|
|
gubAnimSurfaceItemSubIndex[ REGFEMALE ][ STANDING_BURST ] = RGFHANDGUN_S_SHOT;
|
|
gubAnimSurfaceItemSubIndex[ REGFEMALE ][ FIRE_STAND_BURST_SPREAD ] = RGFHANDGUN_S_SHOT;
|
|
gubAnimSurfaceItemSubIndex[ REGFEMALE ][ READY_RIFLE_CROUCH ] = RGFHANDGUN_C_SHOT;
|
|
gubAnimSurfaceItemSubIndex[ REGFEMALE ][ AIM_RIFLE_CROUCH ] = RGFHANDGUN_C_SHOT;
|
|
gubAnimSurfaceItemSubIndex[ REGFEMALE ][ SHOOT_RIFLE_CROUCH ] = RGFHANDGUN_C_SHOT;
|
|
gubAnimSurfaceItemSubIndex[ REGFEMALE ][ END_RIFLE_CROUCH ] = RGFHANDGUN_C_SHOT;
|
|
gubAnimSurfaceItemSubIndex[ REGFEMALE ][ PRONE_DOWN ] = RGFHANDGUN_PRONE;
|
|
gubAnimSurfaceItemSubIndex[ REGFEMALE ][ CRAWLING ] = RGFHANDGUN_PRONE;
|
|
gubAnimSurfaceItemSubIndex[ REGFEMALE ][ PRONE_UP ] = RGFHANDGUN_PRONE;
|
|
gubAnimSurfaceItemSubIndex[ REGFEMALE ][ PRONE ] = RGFHANDGUN_PRONE;
|
|
gubAnimSurfaceItemSubIndex[ REGFEMALE ][ READY_RIFLE_PRONE ] = RGFHANDGUN_PRONE;
|
|
gubAnimSurfaceItemSubIndex[ REGFEMALE ][ AIM_RIFLE_PRONE ] = RGFHANDGUN_PRONE;
|
|
gubAnimSurfaceItemSubIndex[ REGFEMALE ][ SHOOT_RIFLE_PRONE ] = RGFHANDGUN_PRONE;
|
|
gubAnimSurfaceItemSubIndex[ REGFEMALE ][ END_RIFLE_PRONE ] = RGFHANDGUN_PRONE;
|
|
gubAnimSurfaceItemSubIndex[ REGFEMALE ][ GETUP_FROM_ROLLOVER ] = RGFHANDGUN_PRONE;
|
|
gubAnimSurfaceItemSubIndex[ REGFEMALE ][ STANDING_SHOOT_UNJAM ] = RGFHANDGUN_S_SHOT;
|
|
gubAnimSurfaceItemSubIndex[ REGFEMALE ][ CROUCH_SHOOT_UNJAM ] = RGFHANDGUN_C_SHOT;
|
|
gubAnimSurfaceItemSubIndex[ REGFEMALE ][ PRONE_SHOOT_UNJAM ] = RGFHANDGUN_PRONE;
|
|
gubAnimSurfaceItemSubIndex[ REGFEMALE ][ FIRE_BURST_LOW_STAND ] = RGFPISTOLSHOOTLOW;
|
|
gubAnimSurfaceItemSubIndex[ REGFEMALE ][ FIRE_LOW_STAND ] = RGFPISTOLSHOOTLOW;
|
|
gubAnimSurfaceItemSubIndex[ REGFEMALE ][ CROUCHED_BURST ] = RGFHANDGUN_C_SHOT;
|
|
gubAnimSurfaceItemSubIndex[ REGFEMALE ][ PRONE_BURST ] = RGFHANDGUN_PRONE;
|
|
gubAnimSurfaceItemSubIndex[ REGFEMALE ][ MERC_HURT_IDLE_ANIM ] = RGFHURTSTANDINGN;
|
|
gubAnimSurfaceItemSubIndex[ REGFEMALE ][ END_HURT_WALKING ] = RGFHURTSTANDINGN;
|
|
gubAnimSurfaceItemSubIndex[ REGFEMALE ][ WALK_BACKWARDS ] = RGFNOTHING_WALK;
|
|
gubAnimSurfaceItemSubIndex[ REGFEMALE ][ DRUNK_IDLE ] = RGMPISTOLDRUNK;
|
|
gubAnimSurfaceItemSubIndex[ REGFEMALE ][ RUNNING_W_PISTOL ] = RGFPISTOL_RUN;
|
|
|
|
|
|
gubAnimSurfaceMidWaterSubIndex[ REGFEMALE ][ STANDING][0] = RGFWATER_R_STD;
|
|
gubAnimSurfaceMidWaterSubIndex[ REGFEMALE ][ WALKING ][0] = RGFWATER_R_WALK;
|
|
gubAnimSurfaceMidWaterSubIndex[ REGFEMALE ][ RUNNING ][0] = RGFWATER_R_WALK;
|
|
gubAnimSurfaceMidWaterSubIndex[ REGFEMALE ][ READY_RIFLE_STAND ][0] = RGFWATER_R_AIM;
|
|
gubAnimSurfaceMidWaterSubIndex[ REGFEMALE ][ AIM_RIFLE_STAND ][0] = RGFWATER_R_AIM;
|
|
gubAnimSurfaceMidWaterSubIndex[ REGFEMALE ][ SHOOT_RIFLE_STAND ][0] = RGFWATER_R_AIM;
|
|
gubAnimSurfaceMidWaterSubIndex[ REGFEMALE ][ END_RIFLE_STAND ][0] = RGFWATER_R_AIM;
|
|
gubAnimSurfaceMidWaterSubIndex[ REGFEMALE ][ STANDING_BURST ][0] = RGFWATER_R_AIM;
|
|
gubAnimSurfaceMidWaterSubIndex[ REGFEMALE ][ FIRE_STAND_BURST_SPREAD ][0] = RGFWATER_R_AIM;
|
|
gubAnimSurfaceMidWaterSubIndex[ REGFEMALE ][ STANDING][1] = RGFWATER_N_STD;
|
|
gubAnimSurfaceMidWaterSubIndex[ REGFEMALE ][ WALKING ][1] = RGFWATER_N_WALK;
|
|
gubAnimSurfaceMidWaterSubIndex[ REGFEMALE ][ RUNNING ][1] = RGFWATER_N_WALK;
|
|
gubAnimSurfaceMidWaterSubIndex[ REGFEMALE ][ READY_RIFLE_STAND ][1] = RGFWATER_N_AIM;
|
|
gubAnimSurfaceMidWaterSubIndex[ REGFEMALE ][ AIM_RIFLE_STAND ][1] = RGFWATER_N_AIM;
|
|
gubAnimSurfaceMidWaterSubIndex[ REGFEMALE ][ SHOOT_RIFLE_STAND ][1] = RGFWATER_N_AIM;
|
|
gubAnimSurfaceMidWaterSubIndex[ REGFEMALE ][ END_RIFLE_STAND ][1] = RGFWATER_N_AIM;
|
|
gubAnimSurfaceMidWaterSubIndex[ REGFEMALE ][ STANDING_BURST ][1] = RGFWATER_N_AIM;
|
|
gubAnimSurfaceMidWaterSubIndex[ REGFEMALE ][ FIRE_STAND_BURST_SPREAD ][1] = RGFWATER_N_AIM;
|
|
gubAnimSurfaceMidWaterSubIndex[ REGFEMALE ][ READY_DUAL_STAND ][1] = RGFWATER_DBLSHT;
|
|
gubAnimSurfaceMidWaterSubIndex[ REGFEMALE ][ AIM_DUAL_STAND ][1] = RGFWATER_DBLSHT;
|
|
gubAnimSurfaceMidWaterSubIndex[ REGFEMALE ][ SHOOT_DUAL_STAND ][1] = RGFWATER_DBLSHT;
|
|
gubAnimSurfaceMidWaterSubIndex[ REGFEMALE ][ END_DUAL_STAND ][1] = RGFWATER_DBLSHT;
|
|
gubAnimSurfaceMidWaterSubIndex[ REGFEMALE ][ STANDING_SHOOT_UNJAM ][0] = RGFWATER_R_AIM;
|
|
gubAnimSurfaceMidWaterSubIndex[ REGFEMALE ][ STANDING_SHOOT_UNJAM ][1] = RGFWATER_N_AIM;
|
|
gubAnimSurfaceMidWaterSubIndex[ REGFEMALE ][ THROW_ITEM ][0] = RGFWATERTHROW;
|
|
gubAnimSurfaceMidWaterSubIndex[ REGFEMALE ][ THROW_ITEM ][1] = RGFWATERTHROW;
|
|
gubAnimSurfaceMidWaterSubIndex[ REGFEMALE ][ LOB_ITEM ][0] = RGFWATERTHROW;
|
|
gubAnimSurfaceMidWaterSubIndex[ REGFEMALE ][ LOB_ITEM ][1] = RGFWATERTHROW;
|
|
|
|
|
|
gubAnimSurfaceCorpseID[ REGFEMALE ][ GENERIC_HIT_DEATH ] = FMERC_FWD;
|
|
gubAnimSurfaceCorpseID[ REGFEMALE ][ FALLBACK_HIT_DEATH ] = FMERC_BCK;
|
|
gubAnimSurfaceCorpseID[ REGFEMALE ][ PRONE_HIT_DEATH ] = FMERC_PRN;
|
|
gubAnimSurfaceCorpseID[ REGFEMALE ][ WATER_DIE ] = FMERC_WTR;
|
|
gubAnimSurfaceCorpseID[ REGFEMALE ][ FLYBACK_HIT_DEATH ] = FMERC_DHD;
|
|
gubAnimSurfaceCorpseID[ REGFEMALE ][ JFK_HITDEATH ] = FMERC_JFK;
|
|
gubAnimSurfaceCorpseID[ REGFEMALE ][ FALLOFF_DEATH ] = FMERC_FALL;
|
|
gubAnimSurfaceCorpseID[ REGFEMALE ][ FALLOFF_FORWARD_DEATH ] = FMERC_FALLF;
|
|
gubAnimSurfaceCorpseID[ REGFEMALE ][ FLYBACK_HIT ] = FMERC_DHD;
|
|
gubAnimSurfaceCorpseID[ REGFEMALE ][ GENERIC_HIT_DEATHTWITCHNB ] = FMERC_FWD;
|
|
gubAnimSurfaceCorpseID[ REGFEMALE ][ FALLFORWARD_FROMHIT_STAND ] = FMERC_FWD;
|
|
gubAnimSurfaceCorpseID[ REGFEMALE ][ ENDFALLFORWARD_FROMHIT_CROUCH ]= FMERC_FWD;
|
|
gubAnimSurfaceCorpseID[ REGFEMALE ][ FALLBACK_HIT_STAND ] = FMERC_BCK;
|
|
gubAnimSurfaceCorpseID[ REGFEMALE ][ FALLBACK_HIT_DEATHTWITCHNB ] = FMERC_BCK;
|
|
gubAnimSurfaceCorpseID[ REGFEMALE ][ PRONE_HIT_DEATHTWITCHNB ] = FMERC_PRN;
|
|
gubAnimSurfaceCorpseID[ REGFEMALE ][ PRONE_LAY_FROMHIT ] = FMERC_PRN;
|
|
gubAnimSurfaceCorpseID[ REGFEMALE ][ FALLOFF ] = FMERC_FALLF;
|
|
gubAnimSurfaceCorpseID[ REGFEMALE ][ FALLFORWARD_ROOF ] = FMERC_FALL;
|
|
gubAnimSurfaceCorpseID[ REGFEMALE ][ FLYBACKHIT_STOP ] = FMERC_DHD;
|
|
gubAnimSurfaceCorpseID[ REGFEMALE ][ STAND_FALLFORWARD_STOP ] = FMERC_FWD;
|
|
gubAnimSurfaceCorpseID[ REGFEMALE ][ FALLBACKHIT_STOP ] = FMERC_BCK;
|
|
gubAnimSurfaceCorpseID[ REGFEMALE ][ PRONE_LAYFROMHIT_STOP ] = FMERC_PRN;
|
|
gubAnimSurfaceCorpseID[ REGFEMALE ][ CHARIOTS_OF_FIRE ] = BURNT_DEAD;
|
|
gubAnimSurfaceCorpseID[ REGFEMALE ][ BODYEXPLODING ] = EXPLODE_DEAD;
|
|
|
|
|
|
//Setup some random stuff
|
|
gRandomAnimDefs[ REGFEMALE ][ 0 ].ubHandRestriction = RANDOM_ANIM_RIFLEINHAND;
|
|
gRandomAnimDefs[ REGFEMALE ][ 0 ].sAnimID = FEM_CLEAN;
|
|
gRandomAnimDefs[ REGFEMALE ][ 0 ].ubStartRoll = 0;
|
|
gRandomAnimDefs[ REGFEMALE ][ 0 ].ubEndRoll = 3;
|
|
gRandomAnimDefs[ REGFEMALE ][ 0 ].ubFlags = RANDOM_ANIM_CASUAL;
|
|
gRandomAnimDefs[ REGFEMALE ][ 0 ].ubAnimHeight = ANIM_STAND;
|
|
|
|
gRandomAnimDefs[ REGFEMALE ][ 1 ].ubHandRestriction = RANDOM_ANIM_NOTHINGINHAND;
|
|
gRandomAnimDefs[ REGFEMALE ][ 1 ].sAnimID = FEM_KICKSN;
|
|
gRandomAnimDefs[ REGFEMALE ][ 1 ].ubStartRoll = 10;
|
|
gRandomAnimDefs[ REGFEMALE ][ 1 ].ubEndRoll = 13;
|
|
gRandomAnimDefs[ REGFEMALE ][ 1 ].ubFlags = RANDOM_ANIM_CASUAL;
|
|
gRandomAnimDefs[ REGFEMALE ][ 1 ].ubAnimHeight = ANIM_STAND;
|
|
|
|
gRandomAnimDefs[ REGFEMALE ][ 2 ].ubHandRestriction = RANDOM_ANIM_RIFLEINHAND;
|
|
gRandomAnimDefs[ REGFEMALE ][ 2 ].sAnimID = FEM_LOOK;
|
|
gRandomAnimDefs[ REGFEMALE ][ 2 ].ubStartRoll = 20;
|
|
gRandomAnimDefs[ REGFEMALE ][ 2 ].ubEndRoll = 23;
|
|
gRandomAnimDefs[ REGFEMALE ][ 2 ].ubFlags = 0;
|
|
gRandomAnimDefs[ REGFEMALE ][ 2 ].ubAnimHeight = ANIM_STAND;
|
|
|
|
gRandomAnimDefs[ REGFEMALE ][ 3 ].ubHandRestriction = RANDOM_ANIM_NOTHINGINHAND;
|
|
gRandomAnimDefs[ REGFEMALE ][ 3 ].sAnimID = FEM_WIPE;
|
|
gRandomAnimDefs[ REGFEMALE ][ 3 ].ubStartRoll = 30;
|
|
gRandomAnimDefs[ REGFEMALE ][ 3 ].ubEndRoll = 33;
|
|
gRandomAnimDefs[ REGFEMALE ][ 3 ].ubFlags = 0;
|
|
gRandomAnimDefs[ REGFEMALE ][ 3 ].ubAnimHeight = ANIM_STAND;
|
|
|
|
gRandomAnimDefs[ REGFEMALE ][ 4 ].ubHandRestriction = RANDOM_ANIM_IRRELEVENTINHAND;
|
|
gRandomAnimDefs[ REGFEMALE ][ 4 ].sAnimID = MERC_HURT_IDLE_ANIM;
|
|
gRandomAnimDefs[ REGFEMALE ][ 4 ].ubStartRoll = 40;
|
|
gRandomAnimDefs[ REGFEMALE ][ 4 ].ubEndRoll = 100;
|
|
gRandomAnimDefs[ REGFEMALE ][ 4 ].ubFlags = RANDOM_ANIM_INJURED;
|
|
gRandomAnimDefs[ REGFEMALE ][ 4 ].ubAnimHeight = ANIM_STAND;
|
|
|
|
////////////////////////////////////////////////////
|
|
// MONSTERS
|
|
|
|
gubAnimSurfaceIndex[ ADULTFEMALEMONSTER ][ STANDING ] = AFMONSTERSTANDING;
|
|
gubAnimSurfaceIndex[ ADULTFEMALEMONSTER ][ RUNNING ] = AFMONSTERSTANDING;
|
|
gubAnimSurfaceIndex[ ADULTFEMALEMONSTER ][ WALKING ] = AFMONSTERSTANDING;
|
|
gubAnimSurfaceIndex[ ADULTFEMALEMONSTER ][ ADULTMONSTER_BREATHING ] = AFMONSTERSTANDING;
|
|
gubAnimSurfaceIndex[ ADULTFEMALEMONSTER ][ ADULTMONSTER_WALKING ] = AFMONSTERWALKING;
|
|
gubAnimSurfaceIndex[ ADULTFEMALEMONSTER ][ ADULTMONSTER_ATTACKING ] = AFMONSTERATTACK;
|
|
gubAnimSurfaceIndex[ ADULTFEMALEMONSTER ][ ADULTMONSTER_HIT ] = AFMONSTERDIE;
|
|
gubAnimSurfaceIndex[ ADULTFEMALEMONSTER ][ ADULTMONSTER_DYING ] = AFMONSTERDIE;
|
|
gubAnimSurfaceIndex[ ADULTFEMALEMONSTER ][ ADULTMONSTER_DYING_STOP ] = AFMONSTERDIE;
|
|
gubAnimSurfaceIndex[ ADULTFEMALEMONSTER ][ MONSTER_CLOSE_ATTACK ] = AFMONSTERCLOSEATTACK;
|
|
gubAnimSurfaceIndex[ ADULTFEMALEMONSTER ][ MONSTER_SPIT_ATTACK ] = AFMONSTERSPITATTACK;
|
|
gubAnimSurfaceIndex[ ADULTFEMALEMONSTER ][ MONSTER_BEGIN_EATTING_FLESH ] = AFMONSTEREATING;
|
|
gubAnimSurfaceIndex[ ADULTFEMALEMONSTER ][ MONSTER_EATTING_FLESH ] = AFMONSTEREATING;
|
|
gubAnimSurfaceIndex[ ADULTFEMALEMONSTER ][ MONSTER_END_EATTING_FLESH ] = AFMONSTEREATING;
|
|
gubAnimSurfaceIndex[ ADULTFEMALEMONSTER ][ MONSTER_UP ] = AFMUP;
|
|
gubAnimSurfaceIndex[ ADULTFEMALEMONSTER ][ MONSTER_JUMP ] = AFMJUMP;
|
|
gubAnimSurfaceIndex[ ADULTFEMALEMONSTER ][ MONSTER_MELT ] = AFMMELT;
|
|
gubAnimSurfaceIndex[ ADULTFEMALEMONSTER ][ MONSTER_WALK_BACKWARDS ] = AFMONSTERWALKING;
|
|
|
|
gubAnimSurfaceCorpseID[ ADULTFEMALEMONSTER ][ MONSTER_MELT ] = ADULTMONSTER_DEAD;
|
|
|
|
// Adult male
|
|
gubAnimSurfaceIndex[ AM_MONSTER ][ STANDING ] = AFMONSTERSTANDING;
|
|
gubAnimSurfaceIndex[ AM_MONSTER ][ RUNNING ] = AFMONSTERSTANDING;
|
|
gubAnimSurfaceIndex[ AM_MONSTER ][ WALKING ] = AFMONSTERSTANDING;
|
|
gubAnimSurfaceIndex[ AM_MONSTER ][ ADULTMONSTER_BREATHING ] = AFMONSTERSTANDING;
|
|
gubAnimSurfaceIndex[ AM_MONSTER ][ ADULTMONSTER_WALKING ] = AFMONSTERWALKING;
|
|
gubAnimSurfaceIndex[ AM_MONSTER ][ ADULTMONSTER_ATTACKING ] = AFMONSTERATTACK;
|
|
gubAnimSurfaceIndex[ AM_MONSTER ][ ADULTMONSTER_HIT ] = AFMONSTERDIE;
|
|
gubAnimSurfaceIndex[ AM_MONSTER ][ ADULTMONSTER_DYING ] = AFMONSTERDIE;
|
|
gubAnimSurfaceIndex[ AM_MONSTER ][ ADULTMONSTER_DYING_STOP ] = AFMONSTERDIE;
|
|
gubAnimSurfaceIndex[ AM_MONSTER ][ MONSTER_CLOSE_ATTACK ] = AFMONSTERCLOSEATTACK;
|
|
gubAnimSurfaceIndex[ AM_MONSTER ][ MONSTER_SPIT_ATTACK ] = AFMONSTERSPITATTACK;
|
|
gubAnimSurfaceIndex[ AM_MONSTER ][ MONSTER_BEGIN_EATTING_FLESH ] = AFMONSTEREATING;
|
|
gubAnimSurfaceIndex[ AM_MONSTER ][ MONSTER_EATTING_FLESH ] = AFMONSTEREATING;
|
|
gubAnimSurfaceIndex[ AM_MONSTER ][ MONSTER_END_EATTING_FLESH ] = AFMONSTEREATING;
|
|
gubAnimSurfaceIndex[ AM_MONSTER ][ MONSTER_UP ] = AFMUP;
|
|
gubAnimSurfaceIndex[ AM_MONSTER ][ MONSTER_JUMP ] = AFMJUMP;
|
|
gubAnimSurfaceIndex[ AM_MONSTER ][ MONSTER_MELT ] = AFMMELT;
|
|
gubAnimSurfaceIndex[ AM_MONSTER ][ MONSTER_WALK_BACKWARDS ] = AFMONSTERWALKING;
|
|
|
|
gubAnimSurfaceCorpseID[ AM_MONSTER ][ MONSTER_MELT ] = ADULTMONSTER_DEAD;
|
|
|
|
// Young adult female
|
|
gubAnimSurfaceIndex[ YAF_MONSTER ][ STANDING ] = AFMONSTERSTANDING;
|
|
gubAnimSurfaceIndex[ YAF_MONSTER ][ RUNNING ] = AFMONSTERSTANDING;
|
|
gubAnimSurfaceIndex[ YAF_MONSTER ][ WALKING ] = AFMONSTERSTANDING;
|
|
gubAnimSurfaceIndex[ YAF_MONSTER ][ ADULTMONSTER_BREATHING ] = AFMONSTERSTANDING;
|
|
gubAnimSurfaceIndex[ YAF_MONSTER ][ ADULTMONSTER_WALKING ] = AFMONSTERWALKING;
|
|
gubAnimSurfaceIndex[ YAF_MONSTER ][ ADULTMONSTER_ATTACKING ] = AFMONSTERATTACK;
|
|
gubAnimSurfaceIndex[ YAF_MONSTER ][ ADULTMONSTER_HIT ] = AFMONSTERDIE;
|
|
gubAnimSurfaceIndex[ YAF_MONSTER ][ ADULTMONSTER_DYING ] = AFMONSTERDIE;
|
|
gubAnimSurfaceIndex[ YAF_MONSTER ][ ADULTMONSTER_DYING_STOP ] = AFMONSTERDIE;
|
|
gubAnimSurfaceIndex[ YAF_MONSTER ][ MONSTER_CLOSE_ATTACK ] = AFMONSTERCLOSEATTACK;
|
|
gubAnimSurfaceIndex[ YAF_MONSTER ][ MONSTER_SPIT_ATTACK ] = AFMONSTERSPITATTACK;
|
|
gubAnimSurfaceIndex[ YAF_MONSTER ][ MONSTER_BEGIN_EATTING_FLESH ] = AFMONSTEREATING;
|
|
gubAnimSurfaceIndex[ YAF_MONSTER ][ MONSTER_EATTING_FLESH ] = AFMONSTEREATING;
|
|
gubAnimSurfaceIndex[ YAF_MONSTER ][ MONSTER_END_EATTING_FLESH ] = AFMONSTEREATING;
|
|
gubAnimSurfaceIndex[ YAF_MONSTER ][ MONSTER_UP ] = AFMUP;
|
|
gubAnimSurfaceIndex[ YAF_MONSTER ][ MONSTER_JUMP ] = AFMJUMP;
|
|
gubAnimSurfaceIndex[ YAF_MONSTER ][ MONSTER_MELT] = AFMMELT;
|
|
gubAnimSurfaceIndex[ YAF_MONSTER ][ MONSTER_WALK_BACKWARDS ] = AFMONSTERWALKING;
|
|
|
|
gubAnimSurfaceCorpseID[ YAF_MONSTER ][ MONSTER_MELT ] = ADULTMONSTER_DEAD;
|
|
|
|
|
|
// Young adult male
|
|
gubAnimSurfaceIndex[ YAM_MONSTER ][ STANDING ] = AFMONSTERSTANDING;
|
|
gubAnimSurfaceIndex[ YAM_MONSTER ][ RUNNING ] = AFMONSTERSTANDING;
|
|
gubAnimSurfaceIndex[ YAM_MONSTER ][ WALKING ] = AFMONSTERSTANDING;
|
|
gubAnimSurfaceIndex[ YAM_MONSTER ][ ADULTMONSTER_BREATHING ] = AFMONSTERSTANDING;
|
|
gubAnimSurfaceIndex[ YAM_MONSTER ][ ADULTMONSTER_WALKING ] = AFMONSTERWALKING;
|
|
gubAnimSurfaceIndex[ YAM_MONSTER ][ ADULTMONSTER_ATTACKING ] = AFMONSTERATTACK;
|
|
gubAnimSurfaceIndex[ YAM_MONSTER ][ ADULTMONSTER_HIT ] = AFMONSTERDIE;
|
|
gubAnimSurfaceIndex[ YAM_MONSTER ][ ADULTMONSTER_DYING ] = AFMONSTERDIE;
|
|
gubAnimSurfaceIndex[ YAM_MONSTER ][ ADULTMONSTER_DYING_STOP ] = AFMONSTERDIE;
|
|
gubAnimSurfaceIndex[ YAM_MONSTER ][ MONSTER_CLOSE_ATTACK ] = AFMONSTERCLOSEATTACK;
|
|
gubAnimSurfaceIndex[ YAM_MONSTER ][ MONSTER_SPIT_ATTACK ] = AFMONSTERSPITATTACK;
|
|
gubAnimSurfaceIndex[ YAM_MONSTER ][ MONSTER_BEGIN_EATTING_FLESH ] = AFMONSTEREATING;
|
|
gubAnimSurfaceIndex[ YAM_MONSTER ][ MONSTER_EATTING_FLESH ] = AFMONSTEREATING;
|
|
gubAnimSurfaceIndex[ YAM_MONSTER ][ MONSTER_END_EATTING_FLESH ] = AFMONSTEREATING;
|
|
gubAnimSurfaceIndex[ YAM_MONSTER ][ MONSTER_UP ] = AFMUP;
|
|
gubAnimSurfaceIndex[ YAM_MONSTER ][ MONSTER_JUMP ] = AFMJUMP;
|
|
gubAnimSurfaceIndex[ YAM_MONSTER ][ MONSTER_MELT ] = AFMMELT;
|
|
gubAnimSurfaceIndex[ YAM_MONSTER ][ MONSTER_WALK_BACKWARDS ] = AFMONSTERWALKING;
|
|
|
|
gubAnimSurfaceCorpseID[ YAM_MONSTER ][ MONSTER_MELT ] = ADULTMONSTER_DEAD;
|
|
|
|
|
|
gubAnimSurfaceIndex[ LARVAE_MONSTER ][ LARVAE_BREATH ] = LVBREATH;
|
|
gubAnimSurfaceIndex[ LARVAE_MONSTER ][ LARVAE_HIT ] = LVDIE;
|
|
gubAnimSurfaceIndex[ LARVAE_MONSTER ][ LARVAE_DIE ] = LVDIE;
|
|
gubAnimSurfaceIndex[ LARVAE_MONSTER ][ LARVAE_DIE_STOP ] = LVDIE;
|
|
gubAnimSurfaceIndex[ LARVAE_MONSTER ][ LARVAE_WALK ] = LVWALK;
|
|
|
|
gubAnimSurfaceCorpseID[ LARVAE_MONSTER ][ LARVAE_DIE ] = LARVAEMONSTER_DEAD;
|
|
|
|
gubAnimSurfaceIndex[ INFANT_MONSTER ][ STANDING ] = IBREATH;
|
|
gubAnimSurfaceIndex[ INFANT_MONSTER ][ RUNNING ] = IWALK;
|
|
gubAnimSurfaceIndex[ INFANT_MONSTER ][ WALKING ] = IWALK;
|
|
gubAnimSurfaceIndex[ INFANT_MONSTER ][ INFANT_HIT ] = IDIE;
|
|
gubAnimSurfaceIndex[ INFANT_MONSTER ][ INFANT_DIE ] = IDIE;
|
|
gubAnimSurfaceIndex[ INFANT_MONSTER ][ INFANT_DIE_STOP ] = IDIE;
|
|
gubAnimSurfaceIndex[ INFANT_MONSTER ][ INFANT_ATTACK ] = IATTACK;
|
|
gubAnimSurfaceIndex[ INFANT_MONSTER ][ INFANT_BEGIN_EATTING_FLESH ] = IEAT;
|
|
gubAnimSurfaceIndex[ INFANT_MONSTER ][ INFANT_EATTING_FLESH ] = IEAT;
|
|
gubAnimSurfaceIndex[ INFANT_MONSTER ][ INFANT_END_EATTING_FLESH ] = IEAT;
|
|
gubAnimSurfaceIndex[ INFANT_MONSTER ][ WALK_BACKWARDS ] = IWALK;
|
|
|
|
|
|
gubAnimSurfaceCorpseID[ INFANT_MONSTER ][ INFANT_DIE ] = INFANTMONSTER_DEAD;
|
|
|
|
|
|
gubAnimSurfaceIndex[ QUEENMONSTER ][ QUEEN_MONSTER_BREATHING ] = QUEENMONSTERSTANDING;
|
|
gubAnimSurfaceIndex[ QUEENMONSTER ][ QUEEN_HIT ] = QUEENMONSTERDEATH;
|
|
gubAnimSurfaceIndex[ QUEENMONSTER ][ QUEEN_DIE ] = QUEENMONSTERDEATH;
|
|
gubAnimSurfaceIndex[ QUEENMONSTER ][ QUEEN_DIE_STOP ] = QUEENMONSTERDEATH;
|
|
gubAnimSurfaceIndex[ QUEENMONSTER ][ QUEEN_INTO_READY ] = QUEENMONSTERREADY;
|
|
gubAnimSurfaceIndex[ QUEENMONSTER ][ QUEEN_READY ] = QUEENMONSTERREADY;
|
|
gubAnimSurfaceIndex[ QUEENMONSTER ][ QUEEN_CALL ] = QUEENMONSTERREADY;
|
|
gubAnimSurfaceIndex[ QUEENMONSTER ][ QUEEN_END_READY ] = QUEENMONSTERREADY;
|
|
gubAnimSurfaceIndex[ QUEENMONSTER ][ QUEEN_SPIT ] = QUEENMONSTERSPIT_SW;
|
|
gubAnimSurfaceIndex[ QUEENMONSTER ][ QUEEN_SWIPE ] = QUEENMONSTERSWIPE;
|
|
|
|
gubAnimSurfaceCorpseID[ QUEENMONSTER ][ QUEEN_DIE ] = QUEEN_MONSTER_DEAD;
|
|
|
|
|
|
//////
|
|
// FAT GUY
|
|
gubAnimSurfaceIndex[ FATCIV ][ STANDING ] = FATMANSTANDING;
|
|
gubAnimSurfaceIndex[ FATCIV ][ WALKING ] = FATMANWALKING;
|
|
gubAnimSurfaceIndex[ FATCIV ][ RUNNING ] = FATMANRUNNING;
|
|
gubAnimSurfaceIndex[ FATCIV ][ GENERIC_HIT_STAND ] = FATMANDIE;
|
|
gubAnimSurfaceIndex[ FATCIV ][ GENERIC_HIT_DEATHTWITCHNB ] = FATMANDIE;
|
|
gubAnimSurfaceIndex[ FATCIV ][ GENERIC_HIT_DEATHTWITCHB ] = FATMANDIE;
|
|
gubAnimSurfaceIndex[ FATCIV ][ FALLFORWARD_FROMHIT_STAND ] = FATMANDIE;
|
|
gubAnimSurfaceIndex[ FATCIV ][ FALLFORWARD_FROMHIT_CROUCH ] = FATMANDIE;
|
|
gubAnimSurfaceIndex[ FATCIV ][ ENDFALLFORWARD_FROMHIT_CROUCH ] = FATMANDIE;
|
|
gubAnimSurfaceIndex[ FATCIV ][ FALLFORWARD_HITDEATH_STOP ] = FATMANDIE;
|
|
gubAnimSurfaceIndex[ FATCIV ][ STAND_FALLFORWARD_STOP ] = FATMANDIE;
|
|
gubAnimSurfaceIndex[ FATCIV ][ GENERIC_HIT_DEATH ] = FATMANDIE;
|
|
gubAnimSurfaceIndex[ FATCIV ][ FATCIV_ASS_SCRATCH ] = FATMANASS;
|
|
gubAnimSurfaceIndex[ FATCIV ][ OPEN_DOOR ] = FATMANACT;
|
|
gubAnimSurfaceIndex[ FATCIV ][ OPEN_STRUCT ] = FATMANACT;
|
|
gubAnimSurfaceIndex[ FATCIV ][ GIVE_ITEM ] = FATMANACT;
|
|
gubAnimSurfaceIndex[ FATCIV ][ END_OPEN_DOOR ] = FATMANACT;
|
|
gubAnimSurfaceIndex[ FATCIV ][ END_OPEN_LOCKED_DOOR ] = FATMANACT;
|
|
gubAnimSurfaceIndex[ FATCIV ][ CLOSE_DOOR ] = FATMANACT;
|
|
gubAnimSurfaceIndex[ FATCIV ][ ADJACENT_GET_ITEM ] = FATMANACT;
|
|
gubAnimSurfaceIndex[ FATCIV ][ START_COWER ] = FATMANCOWER;
|
|
gubAnimSurfaceIndex[ FATCIV ][ COWERING ] = FATMANCOWER;
|
|
gubAnimSurfaceIndex[ FATCIV ][ END_COWER ] = FATMANCOWER;
|
|
gubAnimSurfaceIndex[ FATCIV ][ CIV_DIE2 ] = FATMANDIE2;
|
|
gubAnimSurfaceIndex[ FATCIV ][ CIV_COWER_HIT ] = FATMANCOWERHIT;
|
|
|
|
gubAnimSurfaceCorpseID[ FATCIV ][ GENERIC_HIT_DEATH ] = FT_DEAD1;
|
|
gubAnimSurfaceCorpseID[ FATCIV ][ CIV_DIE2 ] = FT_DEAD2;
|
|
|
|
gRandomAnimDefs[ FATCIV ][ 0 ].ubHandRestriction = RANDOM_ANIM_IRRELEVENTINHAND;
|
|
gRandomAnimDefs[ FATCIV ][ 0 ].sAnimID = FATCIV_ASS_SCRATCH;
|
|
gRandomAnimDefs[ FATCIV ][ 0 ].ubStartRoll = 0;
|
|
gRandomAnimDefs[ FATCIV ][ 0 ].ubEndRoll = 10;
|
|
gRandomAnimDefs[ FATCIV ][ 0 ].ubFlags = RANDOM_ANIM_CASUAL;
|
|
gRandomAnimDefs[ FATCIV ][ 0 ].ubAnimHeight = ANIM_STAND;
|
|
|
|
|
|
// Common civ
|
|
gubAnimSurfaceIndex[ MANCIV ][ STANDING ] = MANCIVSTANDING;
|
|
gubAnimSurfaceIndex[ MANCIV ][ WALKING ] = MANCIVWALKING;
|
|
gubAnimSurfaceIndex[ MANCIV ][ RUNNING ] = MANCIVRUNNING;
|
|
gubAnimSurfaceIndex[ MANCIV ][ GENERIC_HIT_STAND ] = MANCIVDIE;
|
|
gubAnimSurfaceIndex[ MANCIV ][ GENERIC_HIT_DEATHTWITCHNB ] = MANCIVDIE;
|
|
gubAnimSurfaceIndex[ MANCIV ][ GENERIC_HIT_DEATHTWITCHB ] = MANCIVDIE;
|
|
gubAnimSurfaceIndex[ MANCIV ][ FALLFORWARD_FROMHIT_STAND ] = MANCIVDIE;
|
|
gubAnimSurfaceIndex[ MANCIV ][ FALLFORWARD_FROMHIT_CROUCH ] = MANCIVDIE;
|
|
gubAnimSurfaceIndex[ MANCIV ][ ENDFALLFORWARD_FROMHIT_CROUCH ] = MANCIVDIE;
|
|
gubAnimSurfaceIndex[ MANCIV ][ FALLFORWARD_HITDEATH_STOP ] = MANCIVDIE;
|
|
gubAnimSurfaceIndex[ MANCIV ][ STAND_FALLFORWARD_STOP ] = MANCIVDIE;
|
|
gubAnimSurfaceIndex[ MANCIV ][ GENERIC_HIT_DEATH ] = MANCIVDIE;
|
|
gubAnimSurfaceIndex[ MANCIV ][ OPEN_DOOR ] = MANCIVACT;
|
|
gubAnimSurfaceIndex[ MANCIV ][ OPEN_STRUCT ] = MANCIVACT;
|
|
gubAnimSurfaceIndex[ MANCIV ][ GIVE_ITEM ] = MANCIVACT;
|
|
gubAnimSurfaceIndex[ MANCIV ][ END_OPEN_DOOR ] = MANCIVACT;
|
|
gubAnimSurfaceIndex[ MANCIV ][ END_OPEN_LOCKED_DOOR ] = MANCIVACT;
|
|
gubAnimSurfaceIndex[ MANCIV ][ CLOSE_DOOR ] = MANCIVACT;
|
|
gubAnimSurfaceIndex[ MANCIV ][ ADJACENT_GET_ITEM ] = MANCIVACT;
|
|
gubAnimSurfaceIndex[ MANCIV ][ START_COWER ] = MANCIVCOWER;
|
|
gubAnimSurfaceIndex[ MANCIV ][ COWERING ] = MANCIVCOWER;
|
|
gubAnimSurfaceIndex[ MANCIV ][ END_COWER ] = MANCIVCOWER;
|
|
gubAnimSurfaceIndex[ MANCIV ][ CIV_DIE2 ] = MANCIVDIE2;
|
|
gubAnimSurfaceIndex[ MANCIV ][ SLAP_HIT ] = MANCIVSMACKED;
|
|
gubAnimSurfaceIndex[ MANCIV ][ PUNCH ] = MANCIVPUNCH;
|
|
gubAnimSurfaceIndex[ MANCIV ][ PUNCH_BREATH ] = MANCIVPUNCH;
|
|
gubAnimSurfaceIndex[ MANCIV ][ BEGIN_OPENSTRUCT ] = MANCIVACT;
|
|
gubAnimSurfaceIndex[ MANCIV ][ END_OPENSTRUCT ] = MANCIVACT;
|
|
gubAnimSurfaceIndex[ MANCIV ][ END_OPENSTRUCT_LOCKED ] = MANCIVACT;
|
|
gubAnimSurfaceIndex[ MANCIV ][ CIV_COWER_HIT ] = MANCIVCOWERHIT;
|
|
|
|
|
|
gubAnimSurfaceCorpseID[ MANCIV ][ GENERIC_HIT_DEATH ] = M_DEAD1;
|
|
gubAnimSurfaceCorpseID[ MANCIV ][ CIV_DIE2 ] = M_DEAD2;
|
|
|
|
|
|
// mini skirt civ
|
|
gubAnimSurfaceIndex[ MINICIV ][ STANDING ] = MINICIVSTANDING;
|
|
gubAnimSurfaceIndex[ MINICIV ][ WALKING ] = MINICIVWALKING;
|
|
gubAnimSurfaceIndex[ MINICIV ][ RUNNING ] = MINICIVRUNNING;
|
|
gubAnimSurfaceIndex[ MINICIV ][ GENERIC_HIT_STAND ] = MINICIVDIE;
|
|
gubAnimSurfaceIndex[ MINICIV ][ GENERIC_HIT_DEATHTWITCHNB ] = MINICIVDIE;
|
|
gubAnimSurfaceIndex[ MINICIV ][ GENERIC_HIT_DEATHTWITCHB ] = MINICIVDIE;
|
|
gubAnimSurfaceIndex[ MINICIV ][ FALLFORWARD_FROMHIT_STAND ] = MINICIVDIE;
|
|
gubAnimSurfaceIndex[ MINICIV ][ FALLFORWARD_FROMHIT_CROUCH ] = MINICIVDIE;
|
|
gubAnimSurfaceIndex[ MINICIV ][ ENDFALLFORWARD_FROMHIT_CROUCH ] = MINICIVDIE;
|
|
gubAnimSurfaceIndex[ MINICIV ][ FALLFORWARD_HITDEATH_STOP ] = MINICIVDIE;
|
|
gubAnimSurfaceIndex[ MINICIV ][ STAND_FALLFORWARD_STOP ] = MINICIVDIE;
|
|
gubAnimSurfaceIndex[ MINICIV ][ GENERIC_HIT_DEATH ] = MINICIVDIE;
|
|
gubAnimSurfaceIndex[ MINICIV ][ MINIGIRL_STOCKING ] = MINISTOCKING;
|
|
gubAnimSurfaceIndex[ MINICIV ][ OPEN_DOOR ] = MINIACT;
|
|
gubAnimSurfaceIndex[ MINICIV ][ OPEN_STRUCT ] = MINIACT;
|
|
gubAnimSurfaceIndex[ MINICIV ][ GIVE_ITEM ] = MINIACT;
|
|
gubAnimSurfaceIndex[ MINICIV ][ END_OPEN_DOOR ] = MINIACT;
|
|
gubAnimSurfaceIndex[ MINICIV ][ END_OPEN_LOCKED_DOOR ] = MINIACT;
|
|
gubAnimSurfaceIndex[ MINICIV ][ CLOSE_DOOR ] = MINIACT;
|
|
gubAnimSurfaceIndex[ MINICIV ][ ADJACENT_GET_ITEM ] = MINIACT;
|
|
gubAnimSurfaceIndex[ MINICIV ][ START_COWER ] = MINICOWER;
|
|
gubAnimSurfaceIndex[ MINICIV ][ COWERING ] = MINICOWER;
|
|
gubAnimSurfaceIndex[ MINICIV ][ END_COWER ] = MINICOWER;
|
|
gubAnimSurfaceIndex[ MINICIV ][ CIV_DIE2 ] = MINIDIE2;
|
|
gubAnimSurfaceIndex[ MINICIV ][ CIV_COWER_HIT ] = MINICOWERHIT;
|
|
|
|
gubAnimSurfaceCorpseID[ MINICIV ][ GENERIC_HIT_DEATH ] = S_DEAD1;
|
|
gubAnimSurfaceCorpseID[ MINICIV ][ CIV_DIE2 ] = S_DEAD2;
|
|
|
|
|
|
gRandomAnimDefs[ MINICIV ][ 0 ].ubHandRestriction = RANDOM_ANIM_IRRELEVENTINHAND;
|
|
gRandomAnimDefs[ MINICIV ][ 0 ].sAnimID = MINIGIRL_STOCKING;
|
|
gRandomAnimDefs[ MINICIV ][ 0 ].ubStartRoll = 0;
|
|
gRandomAnimDefs[ MINICIV ][ 0 ].ubEndRoll = 10;
|
|
gRandomAnimDefs[ MINICIV ][ 0 ].ubFlags = RANDOM_ANIM_CASUAL;
|
|
gRandomAnimDefs[ MINICIV ][ 0 ].ubAnimHeight = ANIM_STAND;
|
|
|
|
|
|
// dress skirt civ
|
|
gubAnimSurfaceIndex[ DRESSCIV ][ STANDING ] = DRESSCIVSTANDING;
|
|
gubAnimSurfaceIndex[ DRESSCIV ][ WALKING ] = DRESSCIVWALKING;
|
|
gubAnimSurfaceIndex[ DRESSCIV ][ RUNNING ] = DRESSCIVRUNNING;
|
|
gubAnimSurfaceIndex[ DRESSCIV ][ GENERIC_HIT_STAND ] = DRESSCIVDIE;
|
|
gubAnimSurfaceIndex[ DRESSCIV ][ GENERIC_HIT_DEATHTWITCHNB ] = DRESSCIVDIE;
|
|
gubAnimSurfaceIndex[ DRESSCIV ][ GENERIC_HIT_DEATHTWITCHB ] = DRESSCIVDIE;
|
|
gubAnimSurfaceIndex[ DRESSCIV ][ FALLFORWARD_FROMHIT_STAND ] = DRESSCIVDIE;
|
|
gubAnimSurfaceIndex[ DRESSCIV ][ FALLFORWARD_FROMHIT_CROUCH ] = DRESSCIVDIE;
|
|
gubAnimSurfaceIndex[ DRESSCIV ][ ENDFALLFORWARD_FROMHIT_CROUCH ] = DRESSCIVDIE;
|
|
gubAnimSurfaceIndex[ DRESSCIV ][ FALLFORWARD_HITDEATH_STOP ] = DRESSCIVDIE;
|
|
gubAnimSurfaceIndex[ DRESSCIV ][ STAND_FALLFORWARD_STOP ] = DRESSCIVDIE;
|
|
gubAnimSurfaceIndex[ DRESSCIV ][ GENERIC_HIT_DEATH ] = DRESSCIVDIE;
|
|
gubAnimSurfaceIndex[ DRESSCIV ][ OPEN_DOOR ] = DRESSCIVACT;
|
|
gubAnimSurfaceIndex[ DRESSCIV ][ OPEN_STRUCT ] = DRESSCIVACT;
|
|
gubAnimSurfaceIndex[ DRESSCIV ][ GIVE_ITEM ] = DRESSCIVACT;
|
|
gubAnimSurfaceIndex[ DRESSCIV ][ END_OPEN_DOOR ] = DRESSCIVACT;
|
|
gubAnimSurfaceIndex[ DRESSCIV ][ END_OPEN_LOCKED_DOOR ] = DRESSCIVACT;
|
|
gubAnimSurfaceIndex[ DRESSCIV ][ CLOSE_DOOR ] = DRESSCIVACT;
|
|
gubAnimSurfaceIndex[ DRESSCIV ][ ADJACENT_GET_ITEM ] = DRESSCIVACT;
|
|
gubAnimSurfaceIndex[ DRESSCIV ][ START_COWER ] = DRESSCIVCOWER;
|
|
gubAnimSurfaceIndex[ DRESSCIV ][ COWERING ] = DRESSCIVCOWER;
|
|
gubAnimSurfaceIndex[ DRESSCIV ][ END_COWER ] = DRESSCIVCOWER;
|
|
gubAnimSurfaceIndex[ DRESSCIV ][ CIV_DIE2 ] = DRESSCIVDIE2;
|
|
gubAnimSurfaceIndex[ DRESSCIV ][ CIV_COWER_HIT ] = DRESSCIVCOWERHIT;
|
|
|
|
gubAnimSurfaceCorpseID[ DRESSCIV ][ GENERIC_HIT_DEATH ] = W_DEAD1;
|
|
gubAnimSurfaceCorpseID[ DRESSCIV ][ CIV_DIE2 ] = W_DEAD2;
|
|
|
|
// HATKID civ
|
|
gubAnimSurfaceIndex[ HATKIDCIV ][ STANDING ] = HATKIDCIVSTANDING;
|
|
gubAnimSurfaceIndex[ HATKIDCIV ][ WALKING ] = HATKIDCIVWALKING;
|
|
gubAnimSurfaceIndex[ HATKIDCIV ][ RUNNING ] = HATKIDCIVRUNNING;
|
|
gubAnimSurfaceIndex[ HATKIDCIV ][ GENERIC_HIT_STAND ] = HATKIDCIVDIE;
|
|
gubAnimSurfaceIndex[ HATKIDCIV ][ GENERIC_HIT_DEATHTWITCHNB ] = HATKIDCIVDIE;
|
|
gubAnimSurfaceIndex[ HATKIDCIV ][ GENERIC_HIT_DEATHTWITCHB ] = HATKIDCIVDIE;
|
|
gubAnimSurfaceIndex[ HATKIDCIV ][ FALLFORWARD_FROMHIT_STAND ] = HATKIDCIVDIE;
|
|
gubAnimSurfaceIndex[ HATKIDCIV ][ FALLFORWARD_FROMHIT_CROUCH ] = HATKIDCIVDIE;
|
|
gubAnimSurfaceIndex[ HATKIDCIV ][ ENDFALLFORWARD_FROMHIT_CROUCH ] = HATKIDCIVDIE;
|
|
gubAnimSurfaceIndex[ HATKIDCIV ][ FALLFORWARD_HITDEATH_STOP ] = HATKIDCIVDIE;
|
|
gubAnimSurfaceIndex[ HATKIDCIV ][ STAND_FALLFORWARD_STOP ] = HATKIDCIVDIE;
|
|
gubAnimSurfaceIndex[ HATKIDCIV ][ GENERIC_HIT_DEATH ] = HATKIDCIVDIE;
|
|
gubAnimSurfaceIndex[ HATKIDCIV ][ JFK_HITDEATH ] = HATKIDCIVJFK;
|
|
gubAnimSurfaceIndex[ HATKIDCIV ][ JFK_HITDEATH_STOP ] = HATKIDCIVJFK;
|
|
gubAnimSurfaceIndex[ HATKIDCIV ][ JFK_HITDEATH_TWITCHB ] = HATKIDCIVJFK;
|
|
gubAnimSurfaceIndex[ HATKIDCIV ][ HATKID_YOYO ] = HATKIDCIVYOYO;
|
|
gubAnimSurfaceIndex[ HATKIDCIV ][ OPEN_DOOR ] = HATKIDCIVACT;
|
|
gubAnimSurfaceIndex[ HATKIDCIV ][ OPEN_STRUCT ] = HATKIDCIVACT;
|
|
gubAnimSurfaceIndex[ HATKIDCIV ][ GIVE_ITEM ] = HATKIDCIVACT;
|
|
gubAnimSurfaceIndex[ HATKIDCIV ][ END_OPEN_DOOR ] = HATKIDCIVACT;
|
|
gubAnimSurfaceIndex[ HATKIDCIV ][ END_OPEN_LOCKED_DOOR ] = HATKIDCIVACT;
|
|
gubAnimSurfaceIndex[ HATKIDCIV ][ CLOSE_DOOR ] = HATKIDCIVACT;
|
|
gubAnimSurfaceIndex[ HATKIDCIV ][ ADJACENT_GET_ITEM ] = HATKIDCIVACT;
|
|
gubAnimSurfaceIndex[ HATKIDCIV ][ START_COWER ] = HATKIDCIVCOWER;
|
|
gubAnimSurfaceIndex[ HATKIDCIV ][ COWERING ] = HATKIDCIVCOWER;
|
|
gubAnimSurfaceIndex[ HATKIDCIV ][ END_COWER ] = HATKIDCIVCOWER;
|
|
gubAnimSurfaceIndex[ HATKIDCIV ][ CIV_DIE2 ] = HATKIDCIVDIE2;
|
|
gubAnimSurfaceIndex[ HATKIDCIV ][ CIV_COWER_HIT ] = HATKIDCIVCOWERHIT;
|
|
gubAnimSurfaceIndex[ HATKIDCIV ][ KID_SKIPPING ] = HATKIDCIVSKIP;
|
|
|
|
|
|
gubAnimSurfaceCorpseID[ HATKIDCIV ][ GENERIC_HIT_DEATH ] = H_DEAD1;
|
|
gubAnimSurfaceCorpseID[ HATKIDCIV ][ CIV_DIE2 ] = H_DEAD2;
|
|
|
|
gRandomAnimDefs[ HATKIDCIV ][ 0 ].ubHandRestriction = RANDOM_ANIM_IRRELEVENTINHAND;
|
|
gRandomAnimDefs[ HATKIDCIV ][ 0 ].sAnimID = HATKID_YOYO;
|
|
gRandomAnimDefs[ HATKIDCIV ][ 0 ].ubStartRoll = 0;
|
|
gRandomAnimDefs[ HATKIDCIV ][ 0 ].ubEndRoll = 10;
|
|
gRandomAnimDefs[ HATKIDCIV ][ 0 ].ubFlags = RANDOM_ANIM_CASUAL;
|
|
gRandomAnimDefs[ HATKIDCIV ][ 0 ].ubAnimHeight = ANIM_STAND;
|
|
|
|
|
|
// KID civ
|
|
gubAnimSurfaceIndex[ KIDCIV ][ STANDING ] = KIDCIVSTANDING;
|
|
gubAnimSurfaceIndex[ KIDCIV ][ WALKING ] = KIDCIVWALKING;
|
|
gubAnimSurfaceIndex[ KIDCIV ][ RUNNING ] = KIDCIVRUNNING;
|
|
gubAnimSurfaceIndex[ KIDCIV ][ GENERIC_HIT_STAND ] = KIDCIVDIE;
|
|
gubAnimSurfaceIndex[ KIDCIV ][ GENERIC_HIT_DEATHTWITCHNB ] = KIDCIVDIE;
|
|
gubAnimSurfaceIndex[ KIDCIV ][ GENERIC_HIT_DEATHTWITCHB ] = KIDCIVDIE;
|
|
gubAnimSurfaceIndex[ KIDCIV ][ FALLFORWARD_FROMHIT_STAND ] = KIDCIVDIE;
|
|
gubAnimSurfaceIndex[ KIDCIV ][ FALLFORWARD_FROMHIT_CROUCH ] = KIDCIVDIE;
|
|
gubAnimSurfaceIndex[ KIDCIV ][ ENDFALLFORWARD_FROMHIT_CROUCH ] = KIDCIVDIE;
|
|
gubAnimSurfaceIndex[ KIDCIV ][ FALLFORWARD_HITDEATH_STOP ] = KIDCIVDIE;
|
|
gubAnimSurfaceIndex[ KIDCIV ][ STAND_FALLFORWARD_STOP ] = KIDCIVDIE;
|
|
gubAnimSurfaceIndex[ KIDCIV ][ GENERIC_HIT_DEATH ] = KIDCIVDIE;
|
|
gubAnimSurfaceIndex[ KIDCIV ][ JFK_HITDEATH ] = KIDCIVJFK;
|
|
gubAnimSurfaceIndex[ KIDCIV ][ JFK_HITDEATH_STOP ] = KIDCIVJFK;
|
|
gubAnimSurfaceIndex[ KIDCIV ][ JFK_HITDEATH_TWITCHB ] = KIDCIVJFK;
|
|
gubAnimSurfaceIndex[ KIDCIV ][ KID_ARMPIT ] = KIDCIVARMPIT;
|
|
gubAnimSurfaceIndex[ KIDCIV ][ OPEN_DOOR ] = KIDCIVACT;
|
|
gubAnimSurfaceIndex[ KIDCIV ][ OPEN_STRUCT ] = KIDCIVACT;
|
|
gubAnimSurfaceIndex[ KIDCIV ][ GIVE_ITEM ] = KIDCIVACT;
|
|
gubAnimSurfaceIndex[ KIDCIV ][ END_OPEN_DOOR ] = KIDCIVACT;
|
|
gubAnimSurfaceIndex[ KIDCIV ][ END_OPEN_LOCKED_DOOR ] = KIDCIVACT;
|
|
gubAnimSurfaceIndex[ KIDCIV ][ CLOSE_DOOR ] = KIDCIVACT;
|
|
gubAnimSurfaceIndex[ KIDCIV ][ ADJACENT_GET_ITEM ] = KIDCIVACT;
|
|
gubAnimSurfaceIndex[ KIDCIV ][ START_COWER ] = KIDCIVCOWER;
|
|
gubAnimSurfaceIndex[ KIDCIV ][ COWERING ] = KIDCIVCOWER;
|
|
gubAnimSurfaceIndex[ KIDCIV ][ END_COWER ] = KIDCIVCOWER;
|
|
gubAnimSurfaceIndex[ KIDCIV ][ CIV_DIE2 ] = KIDCIVDIE2;
|
|
gubAnimSurfaceIndex[ KIDCIV ][ CIV_COWER_HIT ] = KIDCIVCOWERHIT;
|
|
gubAnimSurfaceIndex[ KIDCIV ][ KID_SKIPPING ] = KIDCIVSKIP;
|
|
|
|
gubAnimSurfaceCorpseID[ KIDCIV ][ GENERIC_HIT_DEATH ] = K_DEAD1;
|
|
gubAnimSurfaceCorpseID[ KIDCIV ][ CIV_DIE2 ] = K_DEAD2;
|
|
|
|
|
|
gRandomAnimDefs[ KIDCIV ][ 0 ].ubHandRestriction = RANDOM_ANIM_IRRELEVENTINHAND;
|
|
gRandomAnimDefs[ KIDCIV ][ 0 ].sAnimID = KID_ARMPIT;
|
|
gRandomAnimDefs[ KIDCIV ][ 0 ].ubStartRoll = 0;
|
|
gRandomAnimDefs[ KIDCIV ][ 0 ].ubEndRoll = 10;
|
|
gRandomAnimDefs[ KIDCIV ][ 0 ].ubFlags = RANDOM_ANIM_CASUAL;
|
|
gRandomAnimDefs[ KIDCIV ][ 0 ].ubAnimHeight = ANIM_STAND;
|
|
|
|
//CRIPPLE
|
|
gubAnimSurfaceIndex[ CRIPPLECIV ][ STANDING ] = CRIPCIVSTANDING;
|
|
gubAnimSurfaceIndex[ CRIPPLECIV ][ WALKING ] = CRIPCIVWALKING;
|
|
gubAnimSurfaceIndex[ CRIPPLECIV ][ RUNNING ] = CRIPCIVRUNNING;
|
|
gubAnimSurfaceIndex[ CRIPPLECIV ][ CRIPPLE_BEG ] = CRIPCIVBEG;
|
|
gubAnimSurfaceIndex[ CRIPPLECIV ][ CRIPPLE_HIT ] = CRIPCIVDIE;
|
|
gubAnimSurfaceIndex[ CRIPPLECIV ][ CRIPPLE_DIE ] = CRIPCIVDIE;
|
|
gubAnimSurfaceIndex[ CRIPPLECIV ][ CRIPPLE_DIE_STOP ] = CRIPCIVDIE;
|
|
gubAnimSurfaceIndex[ CRIPPLECIV ][ CRIPPLE_DIE_FLYBACK ] = CRIPCIVDIE2;
|
|
gubAnimSurfaceIndex[ CRIPPLECIV ][ CRIPPLE_DIE_FLYBACK_STOP ] = CRIPCIVDIE2;
|
|
gubAnimSurfaceIndex[ CRIPPLECIV ][ CRIPPLE_KICKOUT ] = CRIPCIVKICK;
|
|
gubAnimSurfaceIndex[ CRIPPLECIV ][ CRIPPLE_OPEN_DOOR ] = CRIPCIVBEG;
|
|
gubAnimSurfaceIndex[ CRIPPLECIV ][ CRIPPLE_CLOSE_DOOR ] = CRIPCIVBEG;
|
|
gubAnimSurfaceIndex[ CRIPPLECIV ][ CRIPPLE_END_OPEN_DOOR ] = CRIPCIVBEG;
|
|
gubAnimSurfaceIndex[ CRIPPLECIV ][ CRIPPLE_END_OPEN_LOCKED_DOOR ] = CRIPCIVBEG;
|
|
|
|
gubAnimSurfaceCorpseID[ CRIPPLECIV ][ CRIPPLE_DIE ] = SMERC_BCK;
|
|
|
|
gRandomAnimDefs[ CRIPPLECIV ][ 0 ].ubHandRestriction = RANDOM_ANIM_IRRELEVENTINHAND;
|
|
gRandomAnimDefs[ CRIPPLECIV ][ 0 ].sAnimID = CRIPPLE_BEG;
|
|
gRandomAnimDefs[ CRIPPLECIV ][ 0 ].ubStartRoll = 30;
|
|
gRandomAnimDefs[ CRIPPLECIV ][ 0 ].ubEndRoll = 70;
|
|
gRandomAnimDefs[ CRIPPLECIV ][ 0 ].ubFlags = RANDOM_ANIM_CASUAL;
|
|
gRandomAnimDefs[ CRIPPLECIV ][ 0 ].ubAnimHeight = ANIM_STAND;
|
|
|
|
|
|
// COW
|
|
gubAnimSurfaceIndex[ COW ][ STANDING ] = COWSTANDING;
|
|
gubAnimSurfaceIndex[ COW ][ WALKING ] = COWWALKING;
|
|
gubAnimSurfaceIndex[ COW ][ COW_EATING ] = COWEAT;
|
|
gubAnimSurfaceIndex[ COW ][ COW_HIT ] = COWDIE;
|
|
gubAnimSurfaceIndex[ COW ][ COW_DYING ] = COWDIE;
|
|
gubAnimSurfaceIndex[ COW ][ COW_DYING_STOP ] = COWDIE;
|
|
|
|
gubAnimSurfaceCorpseID[ COW ][ COW_DYING ] = COW_DEAD;
|
|
|
|
|
|
gRandomAnimDefs[ COW ][ 0 ].ubHandRestriction = RANDOM_ANIM_IRRELEVENTINHAND;
|
|
gRandomAnimDefs[ COW ][ 0 ].sAnimID = COW_EATING;
|
|
gRandomAnimDefs[ COW ][ 0 ].ubStartRoll = 30;
|
|
gRandomAnimDefs[ COW ][ 0 ].ubEndRoll = 100;
|
|
gRandomAnimDefs[ COW ][ 0 ].ubFlags = RANDOM_ANIM_CASUAL;
|
|
gRandomAnimDefs[ COW ][ 0 ].ubAnimHeight = ANIM_STAND;
|
|
|
|
gRandomAnimDefs[ COW ][ 1 ].ubHandRestriction = RANDOM_ANIM_IRRELEVENTINHAND;
|
|
gRandomAnimDefs[ COW ][ 1 ].sAnimID = RANDOM_ANIM_SOUND;
|
|
gRandomAnimDefs[ COW ][ 1 ].ubStartRoll = 0;
|
|
gRandomAnimDefs[ COW ][ 1 ].ubEndRoll = 1;
|
|
gRandomAnimDefs[ COW ][ 1 ].ubAnimHeight = ANIM_STAND;
|
|
strcpy( gRandomAnimDefs[ COW ][ 1 ].zSoundFile, "SOUNDS\\COWMOO1.WAV" );
|
|
|
|
gRandomAnimDefs[ COW ][ 2 ].ubHandRestriction = RANDOM_ANIM_IRRELEVENTINHAND;
|
|
gRandomAnimDefs[ COW ][ 2 ].sAnimID = RANDOM_ANIM_SOUND;
|
|
gRandomAnimDefs[ COW ][ 2 ].ubStartRoll = 2;
|
|
gRandomAnimDefs[ COW ][ 2 ].ubEndRoll = 3;
|
|
gRandomAnimDefs[ COW ][ 2 ].ubAnimHeight = ANIM_STAND;
|
|
strcpy( gRandomAnimDefs[ COW ][ 2 ].zSoundFile, "SOUNDS\\COWMOO2.WAV" );
|
|
|
|
gRandomAnimDefs[ COW ][ 3 ].ubHandRestriction = RANDOM_ANIM_IRRELEVENTINHAND;
|
|
gRandomAnimDefs[ COW ][ 3 ].sAnimID = RANDOM_ANIM_SOUND;
|
|
gRandomAnimDefs[ COW ][ 3 ].ubStartRoll = 4;
|
|
gRandomAnimDefs[ COW ][ 3 ].ubEndRoll = 5;
|
|
gRandomAnimDefs[ COW ][ 3 ].ubAnimHeight = ANIM_STAND;
|
|
strcpy( gRandomAnimDefs[ COW ][ 3 ].zSoundFile, "SOUNDS\\COWMOO3.WAV" );
|
|
|
|
|
|
gubAnimSurfaceIndex[ CROW ][ STANDING ] = CROWWALKING;
|
|
gubAnimSurfaceIndex[ CROW ][ WALKING ] = CROWWALKING;
|
|
gubAnimSurfaceIndex[ CROW ][ CROW_WALK ] = CROWWALKING;
|
|
gubAnimSurfaceIndex[ CROW ][ CROW_FLY ] = CROWFLYING;
|
|
gubAnimSurfaceIndex[ CROW ][ CROW_EAT ] = CROWEATING;
|
|
gubAnimSurfaceIndex[ CROW ][ CROW_TAKEOFF ] = CROWFLYING;
|
|
gubAnimSurfaceIndex[ CROW ][ CROW_LAND ] = CROWFLYING;
|
|
gubAnimSurfaceIndex[ CROW ][ CROW_DIE ] = CROWDYING;
|
|
|
|
gRandomAnimDefs[ CROW ][ 0 ].ubHandRestriction = RANDOM_ANIM_IRRELEVENTINHAND;
|
|
gRandomAnimDefs[ CROW ][ 0 ].sAnimID = RANDOM_ANIM_SOUND;
|
|
gRandomAnimDefs[ CROW ][ 0 ].ubStartRoll = 0;
|
|
gRandomAnimDefs[ CROW ][ 0 ].ubEndRoll = 50;
|
|
gRandomAnimDefs[ CROW ][ 0 ].ubAnimHeight = ANIM_STAND;
|
|
strcpy( gRandomAnimDefs[ CROW ][ 0 ].zSoundFile, "SOUNDS\\CROW3.WAV" );
|
|
|
|
gRandomAnimDefs[ CROW ][ 1 ].ubHandRestriction = RANDOM_ANIM_IRRELEVENTINHAND;
|
|
gRandomAnimDefs[ CROW ][ 1 ].sAnimID = RANDOM_ANIM_SOUND;
|
|
gRandomAnimDefs[ CROW ][ 1 ].ubStartRoll = 51;
|
|
gRandomAnimDefs[ CROW ][ 1 ].ubEndRoll = 70;
|
|
gRandomAnimDefs[ CROW ][ 1 ].ubAnimHeight = ANIM_STAND;
|
|
strcpy( gRandomAnimDefs[ CROW ][ 1 ].zSoundFile, "SOUNDS\\CROW2.WAV" );
|
|
|
|
// BLOOD CAT
|
|
gubAnimSurfaceIndex[ BLOODCAT ][ STANDING ] = CATBREATH;
|
|
gubAnimSurfaceIndex[ BLOODCAT ][ WALKING ] = CATWALK;
|
|
gubAnimSurfaceIndex[ BLOODCAT ][ BLOODCAT_RUN ] = CATRUN;
|
|
gubAnimSurfaceIndex[ BLOODCAT ][ BLOODCAT_STARTREADY ] = CATREADY;
|
|
gubAnimSurfaceIndex[ BLOODCAT ][ BLOODCAT_READY ] = CATREADY;
|
|
gubAnimSurfaceIndex[ BLOODCAT ][ BLOODCAT_ENDREADY ] = CATREADY;
|
|
gubAnimSurfaceIndex[ BLOODCAT ][ BLOODCAT_HIT ] = CATHIT;
|
|
gubAnimSurfaceIndex[ BLOODCAT ][ BLOODCAT_DYING ] = CATDIE;
|
|
gubAnimSurfaceIndex[ BLOODCAT ][ BLOODCAT_DYING_STOP ] = CATDIE;
|
|
gubAnimSurfaceIndex[ BLOODCAT ][ BLOODCAT_SWIPE ] = CATSWIPE;
|
|
gubAnimSurfaceIndex[ BLOODCAT ][ BLOODCAT_BITE_ANIM ] = CATBITE;
|
|
gubAnimSurfaceIndex[ BLOODCAT ][ BLOODCAT_WALK_BACKWARDS ] = CATWALK;
|
|
|
|
gubAnimSurfaceCorpseID[ BLOODCAT ][ BLOODCAT_DYING ] = BLOODCAT_DEAD;
|
|
|
|
// ROBOT
|
|
gubAnimSurfaceIndex[ ROBOTNOWEAPON ][ STANDING ] = ROBOTNWBREATH;
|
|
gubAnimSurfaceIndex[ ROBOTNOWEAPON ][ WALKING ] = ROBOTNWBREATH;
|
|
gubAnimSurfaceIndex[ ROBOTNOWEAPON ][ ROBOTNW_HIT ] = ROBOTNWHIT;
|
|
gubAnimSurfaceIndex[ ROBOTNOWEAPON ][ ROBOTNW_DIE ] = ROBOTNWDIE;
|
|
gubAnimSurfaceIndex[ ROBOTNOWEAPON ][ ROBOTNW_DIE_STOP ] = ROBOTNWDIE;
|
|
gubAnimSurfaceIndex[ ROBOTNOWEAPON ][ ROBOT_WALK ] = ROBOTNWWALK;
|
|
gubAnimSurfaceIndex[ ROBOTNOWEAPON ][ ROBOT_SHOOT ] = ROBOTNWSHOOT;
|
|
gubAnimSurfaceIndex[ ROBOTNOWEAPON ][ ROBOT_BURST_SHOOT ] = ROBOTNWSHOOT;
|
|
gubAnimSurfaceIndex[ ROBOTNOWEAPON ][ ROBOT_CAMERA_NOT_MOVING ] = ROBOTNWBREATH;
|
|
gubAnimSurfaceCorpseID[ ROBOTNOWEAPON ][ ROBOTNW_DIE ] = ROBOT_DEAD;
|
|
|
|
|
|
|
|
// HUMVEE
|
|
gubAnimSurfaceIndex[ HUMVEE ][ STANDING ] = HUMVEE_BASIC;
|
|
gubAnimSurfaceIndex[ HUMVEE ][ WALKING ] = HUMVEE_BASIC;
|
|
gubAnimSurfaceIndex[ HUMVEE ][ VEHICLE_DIE ] = HUMVEE_DIE;
|
|
gubAnimSurfaceCorpseID[ HUMVEE ][ STANDING ] = HUMMER_DEAD;
|
|
|
|
// TANK
|
|
gubAnimSurfaceIndex[ TANK_NW ][ STANDING ] = TANKNW_READY;
|
|
gubAnimSurfaceIndex[ TANK_NW ][ WALKING ] = TANKNW_READY;
|
|
gubAnimSurfaceIndex[ TANK_NW ][ TANK_SHOOT ] = TANKNW_SHOOT;
|
|
gubAnimSurfaceIndex[ TANK_NW ][ TANK_BURST ] = TANKNW_SHOOT;
|
|
gubAnimSurfaceIndex[ TANK_NW ][ VEHICLE_DIE ] = TANKNW_DIE;
|
|
gubAnimSurfaceCorpseID[ TANK_NW ][ STANDING ] = TANK1_DEAD;
|
|
|
|
// TANK
|
|
gubAnimSurfaceIndex[ TANK_NE ][ STANDING ] = TANKNE_READY;
|
|
gubAnimSurfaceIndex[ TANK_NE ][ WALKING ] = TANKNE_READY;
|
|
gubAnimSurfaceIndex[ TANK_NE ][ TANK_SHOOT ] = TANKNE_SHOOT;
|
|
gubAnimSurfaceIndex[ TANK_NE ][ TANK_BURST ] = TANKNE_SHOOT;
|
|
gubAnimSurfaceIndex[ TANK_NE ][ VEHICLE_DIE ] = TANKNE_DIE;
|
|
gubAnimSurfaceCorpseID[ TANK_NE ][ STANDING ] = TANK2_DEAD;
|
|
|
|
// ELDORADO
|
|
gubAnimSurfaceIndex[ ELDORADO ][ STANDING ] = ELDORADO_BASIC;
|
|
gubAnimSurfaceIndex[ ELDORADO ][ WALKING ] = ELDORADO_BASIC;
|
|
gubAnimSurfaceIndex[ ELDORADO ][ VEHICLE_DIE ] = ELDORADO_DIE;
|
|
|
|
// ICECREAMTRUCK
|
|
gubAnimSurfaceIndex[ ICECREAMTRUCK ][ STANDING ] = ICECREAMTRUCK_BASIC;
|
|
gubAnimSurfaceIndex[ ICECREAMTRUCK ][ WALKING ] = ICECREAMTRUCK_BASIC;
|
|
gubAnimSurfaceIndex[ ICECREAMTRUCK ][ VEHICLE_DIE ] = HUMVEE_DIE;
|
|
gubAnimSurfaceCorpseID[ ICECREAMTRUCK ][ STANDING ] = ICECREAM_DEAD;
|
|
|
|
// JEEP
|
|
gubAnimSurfaceIndex[ JEEP ][ STANDING ] = JEEP_BASIC;
|
|
gubAnimSurfaceIndex[ JEEP ][ WALKING ] = JEEP_BASIC;
|
|
gubAnimSurfaceIndex[ JEEP ][ VEHICLE_DIE ] = JEEP_DIE;
|
|
}
|
|
|
|
BOOLEAN LoadAnimationStateInstructions( )
|
|
{
|
|
HWFILE hFile;
|
|
UINT32 uiBytesRead;
|
|
|
|
// Open ani file
|
|
hFile = FileOpen( ANIMFILENAME, FILE_ACCESS_READ, FALSE );
|
|
|
|
if ( !hFile )
|
|
{
|
|
return( FALSE );
|
|
}
|
|
|
|
//ddd Trick for loading more than 320 animation files (?)
|
|
UINT16 fuckTheBoundz[320][100];
|
|
|
|
//Read in block
|
|
//if ( !FileRead( hFile, gusAnimInst, sizeof( gusAnimInst ), &uiBytesRead ) ) //commentet by ddd
|
|
if ( !FileRead( hFile, fuckTheBoundz, sizeof( fuckTheBoundz ), &uiBytesRead ) )
|
|
{
|
|
return( FALSE );
|
|
}
|
|
|
|
FileClose( hFile );
|
|
|
|
//memcpy(gusAnimInst, fuckTheBoundz, sizeof(gusAnimInst));
|
|
for(int i=0;i<320;i++)
|
|
memcpy(gusAnimInst[i],fuckTheBoundz[i],sizeof(fuckTheBoundz[i]));
|
|
//gusAnimInst[i][0] = fuckTheBoundz[i][0];
|
|
|
|
// For conversion into readable format (?)
|
|
// char gS[22];
|
|
// UINT32 uiNumBytesWritten = 64000;
|
|
// int ggg[MAX_ANIMATIONS][MAX_FRAMES_PER_ANIM];
|
|
// sprintf(gS, "%s\\%s", "c:", "zzz");
|
|
// hFile = FileOpen( gS, FILE_ACCESS_WRITE | FILE_CREATE_ALWAYS, FALSE );
|
|
//
|
|
// for(int i=0;i<=MAX_ANIMATIONS;i++)
|
|
// {
|
|
// FilePrintf(hFile,"\r\n������ ����� :%02d === \r\n",i);
|
|
// for(int ii=0;ii<=MAX_FRAMES_PER_ANIM;ii++)
|
|
// FilePrintf(hFile,"%02d ",gusAnimInst[i][ii]);
|
|
//
|
|
// }
|
|
// //ggg[i][ii]=gusAnimInst[i][ii];
|
|
// //FileWrite( hFile, &ggg, sizeof( ggg ), &uiNumBytesWritten );
|
|
//FileClose( hFile );
|
|
//!
|
|
//strcpy(NULL, "crash");
|
|
|
|
//<SB> crouch throwing
|
|
memcpy(gusAnimInst[ THROW_ITEM_CROUCHED ],CrouchedThrowAnimationScript,sizeof(CrouchedThrowAnimationScript));
|
|
//<SB> crouch throwing
|
|
|
|
//ddd
|
|
memcpy(gusAnimInst[ BIGGUY_STONE ],StoneAnimationScript,sizeof(StoneAnimationScript));
|
|
memcpy(gusAnimInst[ SHOOT_ROCKET_CROUCHED ],CrouchedShootRocketScript,sizeof(CrouchedShootRocketScript));
|
|
memcpy(gusAnimInst[ SWATTING_WK ],SwatWithKnifeScript,sizeof(SwatWithKnifeScript));
|
|
memcpy(gusAnimInst[ SWAT_BACKWARDS_WK ],SwatBackWithKnifeScript,sizeof(SwatBackWithKnifeScript));
|
|
memcpy(gusAnimInst[ SWAT_BACKWARDS_NOTHING ],SwatBackWithNothingScript,sizeof(SwatBackWithNothingScript));
|
|
|
|
memcpy(gusAnimInst[ THROW_GRENADE_STANCE ],ThrowGrenadeStanceAnimationScript,sizeof(ThrowGrenadeStanceAnimationScript));
|
|
memcpy(gusAnimInst[ LOB_GRENADE_STANCE ],LobGrenadeStanceAnimationScript,sizeof(LobGrenadeStanceAnimationScript));
|
|
|
|
memcpy(gusAnimInst[ ROLL_PRONE_L ],ROLL_L_AnimationScript,sizeof(ROLL_L_AnimationScript));
|
|
memcpy(gusAnimInst[ ROLL_PRONE_R ],ROLL_R_AnimationScript,sizeof(ROLL_R_AnimationScript));
|
|
|
|
memcpy(gusAnimInst[JUMPUPWALL],fuckTheBoundz[32],sizeof(fuckTheBoundz[32])); // copy CLIMBROOF to JUMPUPWALL
|
|
|
|
memcpy(gusAnimInst[JUMPDOWNWALL],fuckTheBoundz[35],sizeof(fuckTheBoundz[35])); // copy CLIMBDOWNROOF to JUMPDOWNWALL
|
|
|
|
memcpy(gusAnimInst[JUMPWINDOWS],fuckTheBoundz[HOPFENCE],sizeof(fuckTheBoundz[HOPFENCE])); // copy HOPFENCE to JUMPDOWNWALL
|
|
|
|
//memcpy(gusAnimInst[ JUMPUPWALL ],JUMP_WALL_UP_AnimationScript,sizeof(JUMP_WALL_UP_AnimationScript));
|
|
//memcpy(gusAnimInst[ JUMPDOWNWALL ],JUMP_WALL_DOWN_AnimationScript,sizeof(JUMP_WALL_DOWN_AnimationScript));
|
|
|
|
memcpy(gusAnimInst[USE_REMOTE],REMOTE_DET_AnimationScript,sizeof(REMOTE_DET_AnimationScript)); // SANDRO - new animation of remote detonator by PasHancock
|
|
|
|
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
|
|
|
|
memcpy(gusAnimInst[RUNNING_W_PISTOL],fuckTheBoundz[RUNNING],sizeof(fuckTheBoundz[RUNNING]));
|
|
|
|
memcpy(gusAnimInst[SIDE_STEP_PISTOL_RDY],fuckTheBoundz[SIDE_STEP],sizeof(fuckTheBoundz[SIDE_STEP]));
|
|
memcpy(gusAnimInst[SIDE_STEP_RIFLE_RDY],fuckTheBoundz[SIDE_STEP],sizeof(fuckTheBoundz[SIDE_STEP]));
|
|
memcpy(gusAnimInst[SIDE_STEP_DUAL_RDY],fuckTheBoundz[SIDE_STEP],sizeof(fuckTheBoundz[SIDE_STEP]));
|
|
|
|
memcpy(gusAnimInst[WALKING_PISTOL_RDY],fuckTheBoundz[WALKING],sizeof(fuckTheBoundz[WALKING]));
|
|
memcpy(gusAnimInst[WALKING_RIFLE_RDY],fuckTheBoundz[WALKING],sizeof(fuckTheBoundz[WALKING]));
|
|
memcpy(gusAnimInst[WALKING_DUAL_RDY],fuckTheBoundz[WALKING],sizeof(fuckTheBoundz[WALKING]));
|
|
|
|
memcpy(gusAnimInst[START_AID_PRN],PRONE_START_FIRST_AID_AnimationScript,sizeof(PRONE_START_FIRST_AID_AnimationScript));
|
|
memcpy(gusAnimInst[GIVING_AID_PRN],PRONE_GIVE_FIRST_AID_AnimationScript,sizeof(PRONE_GIVE_FIRST_AID_AnimationScript));
|
|
memcpy(gusAnimInst[END_AID_PRN],fuckTheBoundz[END_AID],sizeof(fuckTheBoundz[END_AID]));
|
|
|
|
memcpy(gusAnimInst[ADJACENT_GET_ITEM_CROUCHED],fuckTheBoundz[ADJACENT_GET_ITEM],sizeof(fuckTheBoundz[ADJACENT_GET_ITEM]));
|
|
memcpy(gusAnimInst[STEAL_ITEM_CROUCHED],fuckTheBoundz[STEAL_ITEM],sizeof(fuckTheBoundz[STEAL_ITEM]));
|
|
|
|
return( TRUE );
|
|
}
|
|
|
|
BOOLEAN IsAnimationValidForBodyType( SOLDIERTYPE *pSoldier, UINT16 usNewState )
|
|
{
|
|
UINT16 usAnimSurface;
|
|
|
|
// From animation control, get surface
|
|
|
|
// First Save value
|
|
usAnimSurface = DetermineSoldierAnimationSurface( pSoldier, usNewState );
|
|
|
|
if ( usAnimSurface == INVALID_ANIMATION_SURFACE )
|
|
{
|
|
return( FALSE );
|
|
}
|
|
|
|
return( TRUE );
|
|
}
|
|
|
|
BOOLEAN SubstituteBodyTypeAnimation( SOLDIERTYPE *pSoldier, UINT16 usTestState, UINT16 *pusSubState )
|
|
{
|
|
BOOLEAN fSubFound = FALSE;
|
|
|
|
*pusSubState = usTestState;
|
|
|
|
|
|
if ( pSoldier->ubBodyType == QUEENMONSTER )
|
|
{
|
|
switch( usTestState )
|
|
{
|
|
case STANDING:
|
|
case WALKING:
|
|
case RUNNING:
|
|
|
|
*pusSubState = QUEEN_MONSTER_BREATHING;
|
|
fSubFound = TRUE;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if ( pSoldier->ubBodyType == LARVAE_MONSTER )
|
|
{
|
|
switch( usTestState )
|
|
{
|
|
case STANDING:
|
|
|
|
*pusSubState = LARVAE_BREATH;
|
|
fSubFound = TRUE;
|
|
break;
|
|
|
|
case WALKING:
|
|
case RUNNING:
|
|
|
|
*pusSubState = LARVAE_WALK;
|
|
fSubFound = TRUE;
|
|
break;
|
|
|
|
}
|
|
}
|
|
|
|
if ( pSoldier->ubBodyType == CROW )
|
|
{
|
|
switch( usTestState )
|
|
{
|
|
case WALKING:
|
|
|
|
*pusSubState = CROW_WALK;
|
|
fSubFound = TRUE;
|
|
break;
|
|
|
|
case STANDING:
|
|
|
|
*pusSubState = CROW_EAT;
|
|
fSubFound = TRUE;
|
|
break;
|
|
|
|
}
|
|
}
|
|
|
|
if ( pSoldier->ubBodyType == BLOODCAT )
|
|
{
|
|
switch( usTestState )
|
|
{
|
|
case RUNNING:
|
|
*pusSubState = BLOODCAT_RUN;
|
|
fSubFound = TRUE;
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
if ( pSoldier->ubBodyType == ADULTFEMALEMONSTER || pSoldier->ubBodyType == AM_MONSTER ||
|
|
pSoldier->ubBodyType == YAF_MONSTER || pSoldier->ubBodyType == YAM_MONSTER )
|
|
{
|
|
switch( usTestState )
|
|
{
|
|
case WALKING:
|
|
*pusSubState = ADULTMONSTER_WALKING;
|
|
fSubFound = TRUE;
|
|
break;
|
|
|
|
case RUNNING:
|
|
*pusSubState = ADULTMONSTER_WALKING;
|
|
fSubFound = TRUE;
|
|
break;
|
|
|
|
}
|
|
}
|
|
|
|
if ( pSoldier->ubBodyType == ROBOTNOWEAPON )
|
|
{
|
|
switch( usTestState )
|
|
{
|
|
case STANDING:
|
|
|
|
// OK, if they are on the CIV_TEAM, sub for no camera moving
|
|
if ( pSoldier->bTeam == CIV_TEAM )
|
|
{
|
|
*pusSubState = ROBOT_CAMERA_NOT_MOVING;
|
|
fSubFound = TRUE;
|
|
}
|
|
break;
|
|
|
|
case WALKING:
|
|
*pusSubState = ROBOT_WALK;
|
|
fSubFound = TRUE;
|
|
break;
|
|
|
|
case RUNNING:
|
|
*pusSubState = ROBOT_WALK;
|
|
fSubFound = TRUE;
|
|
break;
|
|
|
|
}
|
|
}
|
|
|
|
if ( IS_CIV_BODY_TYPE( pSoldier ) )
|
|
{
|
|
switch( usTestState )
|
|
{
|
|
case KNEEL_UP:
|
|
*pusSubState = END_COWER;
|
|
fSubFound = TRUE;
|
|
break;
|
|
case KNEEL_DOWN:
|
|
*pusSubState = START_COWER;
|
|
fSubFound = TRUE;
|
|
break;
|
|
|
|
case WKAEUP_FROM_SLEEP:
|
|
case GOTO_SLEEP:
|
|
case SLEEPING:
|
|
*pusSubState = STANDING;
|
|
fSubFound = TRUE;
|
|
break;
|
|
}
|
|
}
|
|
|
|
return( fSubFound );
|
|
}
|
|
|
|
|
|
INT8 GetBodyTypePaletteSubstitutionCode( SOLDIERTYPE *pSoldier, UINT8 ubBodyType, CHAR8 *zColFilename )
|
|
{
|
|
switch( ubBodyType )
|
|
{
|
|
case REGMALE:
|
|
case BIGMALE:
|
|
case STOCKYMALE:
|
|
case REGFEMALE:
|
|
|
|
if ( pSoldier != NULL )
|
|
{
|
|
// Are we on fire?
|
|
if ( pSoldier->usAnimState == CHARIOTS_OF_FIRE || pSoldier->usAnimState == BODYEXPLODING )
|
|
{
|
|
return( 0 );
|
|
}
|
|
|
|
|
|
// Check for camo...
|
|
|
|
//stealth has priority
|
|
if ( GetWornStealth(pSoldier) >= 50 )
|
|
{
|
|
strcpy( zColFilename, "ANIMS\\stealth.col" );
|
|
return( 1 );
|
|
}
|
|
|
|
int urban = pSoldier->urbanCamo + pSoldier->wornUrbanCamo;
|
|
int jungle = pSoldier->bCamo + pSoldier->wornCamo;
|
|
int desert = pSoldier->desertCamo + pSoldier->wornDesertCamo;
|
|
int snow = pSoldier->snowCamo + pSoldier->wornSnowCamo;
|
|
int total = urban + jungle + desert + snow;
|
|
|
|
// display camo depending on which is higher
|
|
if ( total >= 50 )
|
|
{
|
|
if ( jungle >= urban && jungle >= desert && jungle >= snow )
|
|
strcpy( zColFilename, "ANIMS\\camo.COL" );
|
|
else if ( urban >= jungle && urban >= desert && urban >= snow )
|
|
strcpy( zColFilename, "ANIMS\\urban.col" );
|
|
else if ( desert >= urban && desert >= jungle && desert >= snow )
|
|
strcpy( zColFilename, "ANIMS\\desert.col" );
|
|
else if ( snow >= urban && snow >= desert && snow >= jungle )
|
|
strcpy( zColFilename, "ANIMS\\snow.col" );
|
|
|
|
return( 1 );
|
|
}
|
|
}
|
|
return( -1 );
|
|
|
|
|
|
case YAF_MONSTER:
|
|
|
|
strcpy( zColFilename, "ANIMS\\MONSTERS\\fm_brite.COL" );
|
|
return( 1 );
|
|
|
|
case YAM_MONSTER:
|
|
|
|
strcpy( zColFilename, "ANIMS\\MONSTERS\\mn_brite.COL" );
|
|
return( 1 );
|
|
|
|
case ADULTFEMALEMONSTER:
|
|
|
|
strcpy( zColFilename, "ANIMS\\MONSTERS\\femmon.COL" );
|
|
return( 1 );
|
|
|
|
case AM_MONSTER:
|
|
|
|
strcpy( zColFilename, "ANIMS\\MONSTERS\\monster.COL" );
|
|
return( 1 );
|
|
|
|
case QUEENMONSTER:
|
|
case COW:
|
|
case CROW:
|
|
case BLOODCAT:
|
|
case HUMVEE:
|
|
case ELDORADO:
|
|
case ICECREAMTRUCK:
|
|
case JEEP:
|
|
case ROBOTNOWEAPON:
|
|
case TANK_NW:
|
|
case TANK_NE:
|
|
|
|
return( 0 );
|
|
}
|
|
|
|
return( -1 );
|
|
}
|
|
|
|
|
|
|
|
BOOLEAN SetSoldierAnimationSurface( SOLDIERTYPE *pSoldier, UINT16 usAnimState )
|
|
{
|
|
UINT16 usAnimSurface;
|
|
|
|
// Delete any structure info!
|
|
if ( pSoldier->pLevelNode != NULL )
|
|
{
|
|
DeleteStructureFromWorld( pSoldier->pLevelNode->pStructureData );
|
|
pSoldier->pLevelNode->pStructureData = NULL;
|
|
}
|
|
|
|
|
|
usAnimSurface = LoadSoldierAnimationSurface( pSoldier, usAnimState );
|
|
|
|
// Add structure info!
|
|
if ( pSoldier->pLevelNode != NULL && !( pSoldier->flags.uiStatusFlags & SOLDIER_PAUSEANIMOVE ) )
|
|
{
|
|
AddMercStructureInfoFromAnimSurface( pSoldier->sGridNo, pSoldier, usAnimSurface, usAnimState );
|
|
}
|
|
|
|
// Set
|
|
pSoldier->usAnimSurface = usAnimSurface;
|
|
|
|
if ( usAnimSurface == INVALID_ANIMATION_SURFACE )
|
|
{
|
|
return( FALSE );
|
|
}
|
|
|
|
return( TRUE );
|
|
}
|
|
|
|
|
|
UINT16 LoadSoldierAnimationSurface( SOLDIERTYPE *pSoldier, UINT16 usAnimState )
|
|
{
|
|
UINT16 usAnimSurface;
|
|
|
|
usAnimSurface = DetermineSoldierAnimationSurface( pSoldier, usAnimState );
|
|
|
|
if ( usAnimSurface != INVALID_ANIMATION_SURFACE )
|
|
{
|
|
// Ensure that it's been loaded!
|
|
if ( GetCachedAnimationSurface( pSoldier->ubID, &(pSoldier->AnimCache), usAnimSurface, pSoldier->usAnimState ) == FALSE )
|
|
{
|
|
usAnimSurface = INVALID_ANIMATION_SURFACE;
|
|
}
|
|
|
|
}
|
|
|
|
return( usAnimSurface );
|
|
}
|
|
|
|
|
|
UINT16 gusQueenMonsterSpitAnimPerDir[] =
|
|
{
|
|
QUEENMONSTERSPIT_NE, //NORTH
|
|
QUEENMONSTERSPIT_E,
|
|
QUEENMONSTERSPIT_SE, // EAST
|
|
QUEENMONSTERSPIT_S,
|
|
QUEENMONSTERSPIT_SW, // SOUTH
|
|
QUEENMONSTERSPIT_SW,
|
|
QUEENMONSTERSPIT_SW, // WEST
|
|
QUEENMONSTERSPIT_NE,
|
|
};
|
|
|
|
|
|
UINT16 DetermineSoldierAnimationSurface( SOLDIERTYPE *pSoldier, UINT16 usAnimState )
|
|
{
|
|
UINT16 usAnimSurface;
|
|
UINT16 usAltAnimSurface;
|
|
UINT8 ubBodyType;
|
|
UINT16 usItem;
|
|
UINT8 ubWaterHandIndex = 1;
|
|
INT32 cnt;
|
|
BOOLEAN fAdjustedForItem = FALSE;
|
|
UINT16 usNewAnimState;
|
|
|
|
//DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("DetermineSoldierAnimationSurface"));
|
|
|
|
ubBodyType = pSoldier->ubBodyType;
|
|
|
|
if ( SubstituteBodyTypeAnimation( pSoldier, usAnimState, &usNewAnimState ) )
|
|
{
|
|
usAnimState = usNewAnimState;
|
|
}
|
|
|
|
usAnimSurface = gubAnimSurfaceIndex[pSoldier->ubBodyType][usAnimState];
|
|
|
|
// CHECK IF WE CAN DO THIS ANIMATION, IE WE HAVE IT AVAILIBLE
|
|
if ( usAnimSurface == INVALID_ANIMATION )
|
|
{
|
|
// WE SHOULD NOT BE USING THIS ANIMATION
|
|
ScreenMsg( FONT_MCOLOR_RED, MSG_BETAVERSION, L"Invalid Animation File for Body %d, animation %S.", pSoldier->ubBodyType, gAnimControl[ usAnimState ].zAnimStr );
|
|
// Set index to FOUND_INVALID_ANIMATION
|
|
gubAnimSurfaceIndex[pSoldier->ubBodyType][usAnimState] = FOUND_INVALID_ANIMATION;
|
|
return( INVALID_ANIMATION_SURFACE );
|
|
}
|
|
if ( usAnimSurface == FOUND_INVALID_ANIMATION )
|
|
{
|
|
return( INVALID_ANIMATION_SURFACE );
|
|
}
|
|
|
|
|
|
// OK - DO SOME MAGIC HERE TO SWITCH BODY TYPES IF WE WANT!
|
|
|
|
|
|
// If we are a queen, pick the 'real' anim surface....
|
|
if ( usAnimSurface == QUEENMONSTERSPIT_SW )
|
|
{
|
|
INT8 bDir;
|
|
|
|
// Assume a target gridno is here.... get direction...
|
|
// ATE: use +2 in gridno because here head is far from body
|
|
bDir = (INT8)GetDirectionToGridNoFromGridNo( (INT16)( pSoldier->sGridNo + 2 ), pSoldier->sTargetGridNo );
|
|
|
|
return( gusQueenMonsterSpitAnimPerDir[ bDir ] );
|
|
}
|
|
|
|
|
|
// IF we are not a merc, return
|
|
if ( pSoldier->ubBodyType > REGFEMALE )
|
|
{
|
|
return( usAnimSurface );
|
|
}
|
|
|
|
// SWITCH TO DIFFERENT AIM ANIMATION FOR BIG GUY!
|
|
if ( usAnimSurface == BGMSTANDAIM2 )
|
|
{
|
|
if ( pSoldier->uiAnimSubFlags & SUB_ANIM_BIGGUYSHOOT2 )
|
|
{
|
|
usAnimSurface = BGMSTANDAIM;
|
|
// if(Random(2)) usAnimSurface = BGMSTANDAIM; //ddd
|
|
// else usAnimSurface = BGMSTANDAIM2;
|
|
}
|
|
}
|
|
if ( usAnimSurface == BGMSIDESTEP_R_RDY )
|
|
{
|
|
if ( pSoldier->uiAnimSubFlags & SUB_ANIM_BIGGUYSHOOT2 )
|
|
{
|
|
usAnimSurface = BGMSIDESTEP_R_RDY2;
|
|
}
|
|
}
|
|
if ( usAnimSurface == BGMWALK_R_RDY )
|
|
{
|
|
if ( pSoldier->uiAnimSubFlags & SUB_ANIM_BIGGUYSHOOT2 )
|
|
{
|
|
usAnimSurface = BGMWALK_R_RDY2;
|
|
}
|
|
}
|
|
|
|
// SWITCH TO DIFFERENT STAND ANIMATION FOR BIG GUY!
|
|
if ( usAnimSurface == BGMSTANDING )
|
|
{
|
|
if ( pSoldier->uiAnimSubFlags & SUB_ANIM_BIGGUYTHREATENSTANCE )
|
|
{
|
|
usAnimSurface = BGMTHREATENSTAND;
|
|
}
|
|
}
|
|
|
|
if ( usAnimSurface == BGMWALKING )
|
|
{
|
|
if ( pSoldier->uiAnimSubFlags & SUB_ANIM_BIGGUYTHREATENSTANCE )
|
|
{
|
|
usAnimSurface = BGMWALK2;
|
|
}
|
|
}
|
|
|
|
if ( usAnimSurface == BGMRUNNING )
|
|
{
|
|
if ( pSoldier->uiAnimSubFlags & SUB_ANIM_BIGGUYTHREATENSTANCE )
|
|
{
|
|
usAnimSurface = BGMRUN2;
|
|
}
|
|
}
|
|
|
|
if ( usAnimSurface == BGMRAISE )
|
|
{
|
|
if ( pSoldier->uiAnimSubFlags & SUB_ANIM_BIGGUYTHREATENSTANCE )
|
|
{
|
|
usAnimSurface = BGMRAISE2;
|
|
}
|
|
}
|
|
|
|
|
|
// ADJUST ANIMATION SURFACE BASED ON TERRAIN
|
|
|
|
// CHECK FOR WATER
|
|
if ( pSoldier->MercInWater( ) )
|
|
{
|
|
// Default it to the 1 ( ie: no rifle )
|
|
if ( pSoldier->inv[ HANDPOS ].exists() == true )
|
|
{
|
|
// ADJUST BASED ON ITEM IN HAND....
|
|
usItem = pSoldier->inv[ HANDPOS ].usItem;
|
|
|
|
if ( ( Item[ usItem ].usItemClass == IC_GUN || Item[ usItem ].usItemClass == IC_LAUNCHER ) && !Item[usItem].rocketlauncher)
|
|
{
|
|
// if ( (Item[ usItem ].fFlags & ITEM_TWO_HANDED) )
|
|
if ( (Item[ usItem ].twohanded ) )
|
|
{
|
|
ubWaterHandIndex = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
// CHANGE BASED ON HIEGHT OF WATER
|
|
usAltAnimSurface = gubAnimSurfaceMidWaterSubIndex[pSoldier->ubBodyType][usAnimState][ ubWaterHandIndex ];
|
|
|
|
if ( usAltAnimSurface != INVALID_ANIMATION )
|
|
{
|
|
usAnimSurface = usAltAnimSurface;
|
|
}
|
|
|
|
}
|
|
else
|
|
{
|
|
// ADJUST BASED ON ITEM IN HAND....
|
|
usItem = pSoldier->inv[ HANDPOS ].usItem;
|
|
|
|
if ( !(Item[ usItem ].usItemClass == IC_GUN ) && !(Item[ usItem ].usItemClass == IC_LAUNCHER ) || Item[usItem].rocketlauncher )
|
|
{
|
|
if ( usAnimState == STANDING )
|
|
{
|
|
usAnimSurface = gusNothingBreath[ pSoldier->ubBodyType ];
|
|
fAdjustedForItem = TRUE;
|
|
}
|
|
else
|
|
{
|
|
usAltAnimSurface = gubAnimSurfaceItemSubIndex[pSoldier->ubBodyType][usAnimState];
|
|
|
|
if ( usAltAnimSurface != INVALID_ANIMATION )
|
|
{
|
|
usAnimSurface = usAltAnimSurface;
|
|
fAdjustedForItem = TRUE;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// CHECK FOR HANDGUN
|
|
if ( ( Item[ usItem ].usItemClass == IC_GUN || Item[ usItem ].usItemClass == IC_LAUNCHER ) && !Item[usItem].rocketlauncher )
|
|
{
|
|
// if ( !(Item[ usItem ].fFlags & ITEM_TWO_HANDED) )
|
|
if ( !(Item[ usItem ].twohanded ) )
|
|
{
|
|
// SANDRO - new anim for running with pistol by PasHancock
|
|
if ( usAnimState == RUNNING )
|
|
{
|
|
usAltAnimSurface = gubAnimSurfaceItemSubIndex[ pSoldier->ubBodyType ][RUNNING_W_PISTOL];
|
|
}
|
|
else
|
|
{
|
|
usAltAnimSurface = gubAnimSurfaceItemSubIndex[pSoldier->ubBodyType][usAnimState];
|
|
}
|
|
|
|
if ( usAltAnimSurface != INVALID_ANIMATION )
|
|
{
|
|
//ddd Put alternative pistol-shot animations here
|
|
/*if ( usAnimSurface == BGMSTANDAIM2 )
|
|
{
|
|
|
|
usAnimSurface = BGMFLEX;
|
|
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"usanimcashe");
|
|
|
|
}
|
|
else //}ddd*/
|
|
usAnimSurface = usAltAnimSurface;
|
|
fAdjustedForItem = TRUE;
|
|
}
|
|
|
|
// Look for good two pistols sub anim.....
|
|
if ( gDoubleHandledSub.usAnimState == usAnimState )
|
|
{
|
|
// Do we carry two pistols...
|
|
//if ( Item[ pSoldier->inv[ SECONDHANDPOS ].usItem ].usItemClass == IC_GUN )
|
|
if ( pSoldier->IsValidSecondHandShot() )
|
|
{
|
|
usAltAnimSurface = gDoubleHandledSub.usAnimationSurfaces[ pSoldier->ubBodyType ];
|
|
if ( usAltAnimSurface != INVALID_ANIMATION )
|
|
{
|
|
usAnimSurface = usAltAnimSurface;
|
|
fAdjustedForItem = TRUE;
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|
|
}
|
|
else
|
|
{
|
|
usAltAnimSurface = gubAnimSurfaceItemSubIndex[pSoldier->ubBodyType][usAnimState];
|
|
|
|
if ( usAltAnimSurface != INVALID_ANIMATION )
|
|
{
|
|
usAnimSurface = usAltAnimSurface;
|
|
fAdjustedForItem = TRUE;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Based on if we have adjusted for item or not... check for injured status...
|
|
if ( fAdjustedForItem )
|
|
{
|
|
// If life below thresthold for being injured
|
|
if ( pSoldier->stats.bLife < INJURED_CHANGE_THREASHOLD )
|
|
{
|
|
// ADJUST FOR INJURED....
|
|
for ( cnt = 0; cnt < NUM_INJURED_SUBS; cnt++ )
|
|
{
|
|
if ( gNothingInjuredSub[ cnt ].usAnimState == usAnimState )
|
|
{
|
|
usAnimSurface = gNothingInjuredSub[ cnt ].usAnimationSurfaces[ pSoldier->ubBodyType ];
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// If life below thresthold for being injured
|
|
if ( pSoldier->stats.bLife < INJURED_CHANGE_THREASHOLD )
|
|
{
|
|
// ADJUST FOR INJURED....
|
|
for ( cnt = 0; cnt < NUM_INJURED_SUBS; cnt++ )
|
|
{
|
|
if ( gRifleInjuredSub[ cnt ].usAnimState == usAnimState )
|
|
{
|
|
usAnimSurface = gRifleInjuredSub[ cnt ].usAnimationSurfaces[ pSoldier->ubBodyType ];
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
}
|
|
//DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("DetermineSoldierAnimationSurface done"));
|
|
return( usAnimSurface );
|
|
}
|
|
|
|
|
|
UINT16 GetSoldierAnimationSurface( SOLDIERTYPE *pSoldier, UINT16 usAnimState )
|
|
{
|
|
UINT16 usAnimSurface;
|
|
|
|
usAnimSurface = pSoldier->usAnimSurface;
|
|
|
|
if ( usAnimSurface != INVALID_ANIMATION_SURFACE )
|
|
{
|
|
// Ensure that it's loaded!
|
|
if ( gAnimSurfaceDatabase[ usAnimSurface ].hVideoObject == NULL )
|
|
{
|
|
if(!is_networked)ScreenMsg( FONT_MCOLOR_RED, MSG_BETAVERSION, L"IAnimation Surface for Body %d, animation %S, surface %d not loaded.", pSoldier->ubBodyType, gAnimControl[ usAnimState ].zAnimStr, usAnimSurface );
|
|
AnimDebugMsg( String( "Surface Database: PROBLEMS!!!!!!" ) );
|
|
usAnimSurface = INVALID_ANIMATION_SURFACE;
|
|
}
|
|
}
|
|
|
|
return( usAnimSurface );
|
|
}
|