Files
source/Tactical/Animation Data.cpp
T
Overhaul dd0d6ea66d Fixed appearance of save game corruption when a game with different inventory set is loaded. Note that such games can still cause odd behavior and CTD's
Fixed old-style behavior when creating a soldier struct (caused memory corruption and leaks)
Fixed soldiers unable to fire if an error happened while firing the off-hand weapon
Fix animation system problems with soldiers interrupted while changing stance, such as twitching and not being able to navigate around obstacles
Prevent splitting money while an item is in the hand, which would result in losing the original item
Fix reverse of X,Y when checking visibility through a roof, which could make soldiers falsely visible/invisible
Prevent militia from simply waiting on the border when enemies are known to be in the sector
Fix stack overflow for soldier inventory debug display
Optimized A* pathing and cleaned up VS2K5 specific code
AI can now use all climb points for climbable buildings, not just a random few
Fix to not allow flat roof butted against slanted roof to be identified as a climb point
Prevent soldiers who cause an interrupt from a special action from continuing on their path after being interrupted
Prevent soldiers who enter or leave deep water from moving a space too far and turning back
Prevent soldiers from trying to crouch while in shallow water
Make soldier turn in the closest direction when he must get up from prone and turn then fall back to prone
Allow a soldier to swat for a tile before returning to prone if unable to return to prone immediately after a turn
Fix civilians that should show up in a sector, missing because of others that aren't
Fix a memset on a C++ class
Place Skyrider in a sector near his helecopter once available and the helicopter is present
Fix soldier corruption if too many shots burst-spread into too few tiles
Include both first and last tile in spread when some locations must be skipped
Fix to shoot at last location in burst
Fix to remove other previous spread locations when calculating a new spread
Fix to reload or rechamber off-hand when necessary, such as having a pistol shotgun in that hand


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1532 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2007-10-20 08:09:03 +00:00

1136 lines
59 KiB
C++

#ifdef PRECOMPILEDHEADERS
#include "Tactical All.h"
#else
#include "builddefines.h"
#include <stdio.h>
#include <string.h>
#include "wcheck.h"
#include "stdlib.h"
#include "debug.h"
#include "Animation Data.h"
#include "Animation Control.h"
#include "Soldier Control.h"
#include "jascreens.h"
#include "tiledef.h"
#include "Sys Globals.h"
#include "Debug Control.h"
#include "utilities.h"
#include "worlddef.h"
#include "worldman.h"
#include "Fileman.h"
#endif
#define EMPTY_SLOT -1
#define TO_INIT 0
#define ANIMPROFILEFILENAME "BINARYDATA\\JA2PROF.DAT"
ANIM_PROF *gpAnimProfiles = NULL;
UINT8 gubNumAnimProfiles = 0;
INT8 gbAnimUsageHistory[ NUMANIMATIONSURFACETYPES ][ MAX_NUM_SOLDIERS ];
AnimationSurfaceType gAnimSurfaceDatabase[ NUMANIMATIONSURFACETYPES ] =
{
RGMBASICWALKING, "ANIMS\\S_MERC\\S_R_WALK.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGMSTANDING, "ANIMS\\S_MERC\\S_R_STD.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGMCROUCHING, "ANIMS\\S_MERC\\S_R_C.STI", C_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGMSNEAKING, "ANIMS\\S_MERC\\S_R_SWAT.STI", C_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGMRUNNING, "ANIMS\\S_MERC\\S_R_RUN.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGMPRONE, "ANIMS\\S_MERC\\S_R_PRN.STI", P_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, 0,
RGMSTANDAIM, "ANIMS\\S_MERC\\S_SR_AIM.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGMHITHARD, "ANIMS\\S_MERC\\S_DIEHD.STI", FB_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGMHITSTAND, "ANIMS\\S_MERC\\S_DIEFWD.STI", F_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGMHITHARDBLOOD, "ANIMS\\S_MERC\\S_DIEHDB.STI", FB_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGMCROUCHAIM, "ANIMS\\S_MERC\\S_CR_AIM.STI", C_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGMHITFALLBACK, "ANIMS\\S_MERC\\S_DIEBAC.STI", FB_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGMROLLOVER, "ANIMS\\S_MERC\\S_ROLL.STI", P_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGMCLIMBROOF, "ANIMS\\S_MERC\\S_CLIMB.STI", S_STRUCT, 0, 4, TO_INIT, NULL, NULL, 0, -1,
RGMFALL, "ANIMS\\S_MERC\\S_FALL.STI", S_STRUCT, 0, 4, TO_INIT, NULL, NULL, 0, -1,
RGMFALLF, "ANIMS\\S_MERC\\S_FALLF.STI", S_STRUCT, 0, 4, TO_INIT, NULL, NULL, 0, -1,
RGMHITCROUCH, "ANIMS\\S_MERC\\S_C_DIE.STI", C_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGMHITPRONE, "ANIMS\\S_MERC\\S_P_DIE.STI", P_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGMHOPFENCE, "ANIMS\\S_MERC\\S_HOP.STI", NO_STRUCT, 0, 4, TO_INIT, NULL, NULL, 0, -1,
RGMPUNCH, "ANIMS\\S_MERC\\S_PUNCH.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGMNOTHING_STD, "ANIMS\\S_MERC\\S_N_STD.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGMNOTHING_WALK, "ANIMS\\S_MERC\\S_N_WALK.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGMNOTHING_RUN, "ANIMS\\S_MERC\\S_N_RUN.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGMNOTHING_SWAT, "ANIMS\\S_MERC\\S_N_SWAT.STI", C_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGMNOTHING_CROUCH, "ANIMS\\S_MERC\\S_N_CRCH.STI", C_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGMHANDGUN_S_SHOT, "ANIMS\\S_MERC\\S_N_SHOT.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGMHANDGUN_C_SHOT, "ANIMS\\S_MERC\\S_N_C_AI.STI", C_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGMHANDGUN_PRONE, "ANIMS\\S_MERC\\S_N_PRNE.STI", P_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGMDIE_JFK, "ANIMS\\S_MERC\\S_DIEJFK.STI", F_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGMOPEN, "ANIMS\\S_MERC\\S_OPEN.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGMPICKUP, "ANIMS\\S_MERC\\S_PICKUP.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGMSTAB, "ANIMS\\S_MERC\\S_STAB.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGMSLICE, "ANIMS\\S_MERC\\S_SLICE.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGMCSTAB, "ANIMS\\S_MERC\\S_C_STB.STI", C_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGMMEDIC, "ANIMS\\S_MERC\\S_MEDIC.STI", C_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGMDODGE, "ANIMS\\S_MERC\\S_DODGE.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGMSTANDDWALAIM, "ANIMS\\S_MERC\\S_DBLSHT.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGMRAISE, "ANIMS\\S_MERC\\S_RAISE.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGMTHROW, "ANIMS\\S_MERC\\S_LOB.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGMLOB, "ANIMS\\S_MERC\\S_THROW.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGMKICKDOOR, "ANIMS\\S_MERC\\S_DR_KCK.STI", S_STRUCT, 0, 4, TO_INIT, NULL, NULL, 0, -1,
RGMRHIT, "ANIMS\\S_MERC\\S_R_HIT.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGM_SQUISH, "ANIMS\\S_MERC\\A_SQUISH.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGM_LOOK, "ANIMS\\S_MERC\\A_LOOK.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGM_PULL, "ANIMS\\S_MERC\\A_PULL.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGM_SPIT, "ANIMS\\S_MERC\\A_SPIT.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGMWATER_R_WALK, "ANIMS\\S_MERC\\SW_R_WALK.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGMWATER_R_STD, "ANIMS\\S_MERC\\SW_R_STD.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGMWATER_N_WALK, "ANIMS\\S_MERC\\SW_N_WALK.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGMWATER_N_STD, "ANIMS\\S_MERC\\SW_N_STD.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGMWATER_DIE, "ANIMS\\S_MERC\\SW_DIE.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGMWATER_N_AIM, "ANIMS\\S_MERC\\SW_N_SHOT.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGMWATER_R_AIM, "ANIMS\\S_MERC\\SW_SR_AIM.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGMWATER_DBLSHT, "ANIMS\\S_MERC\\SW_DBLSHT.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGMWATER_TRANS, "ANIMS\\S_MERC\\SW_FALL.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGMDEEPWATER_TRED, "ANIMS\\S_MERC\\S_TRED.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGMDEEPWATER_SWIM, "ANIMS\\S_MERC\\S_SWIM.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGMDEEPWATER_DIE, "ANIMS\\S_MERC\\S_D_DIE.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGMMCLIMB, "ANIMS\\S_MERC\\S_MCLIMB.STI", S_STRUCT, 0, 3, TO_INIT, NULL, NULL, 0, -1,
RGMHELIDROP, "ANIMS\\S_MERC\\S_HELIDRP.STI", S_STRUCT, 0, 1, TO_INIT, NULL, NULL, 0, -1,
RGMLOWKICK, "ANIMS\\S_MERC\\K_LW_KICK.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGMPUNCH, "ANIMS\\S_MERC\\K_PUNCH.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGMSPINKICK, "ANIMS\\S_MERC\\S_SPNKCK.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGMSLEEP, "ANIMS\\S_MERC\\S_SLEEP.STI", P_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGMSHOOT_LOW, "ANIMS\\S_MERC\\S_SHTLO.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGMCDBLSHOT, "ANIMS\\S_MERC\\SC_DBLSH.STI", C_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGMHURTSTANDINGN, "ANIMS\\S_MERC\\S_I_BR_N.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGMHURTSTANDINGR, "ANIMS\\S_MERC\\S_I_BR_R.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGMHURTWALKINGN, "ANIMS\\S_MERC\\S_I_WK_N.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGMHURTWALKINGR, "ANIMS\\S_MERC\\S_I_WK_R.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGMHURTTRANS, "ANIMS\\S_MERC\\S_I_TRAN.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGMTHROWKNIFE, "ANIMS\\S_MERC\\S_K_THRO.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGMBREATHKNIFE, "ANIMS\\S_MERC\\S_KNF_BR.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGMPISTOLBREATH, "ANIMS\\S_MERC\\S_P_BRTH.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGMCOWER, "ANIMS\\S_MERC\\S_COWER.STI", C_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGMROCKET, "ANIMS\\S_MERC\\S_LAW.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGMMORTAR, "ANIMS\\S_MERC\\S_MORTAR.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGMSIDESTEP, "ANIMS\\S_MERC\\S_R_SDSP.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGMDBLBREATH, "ANIMS\\S_MERC\\S_DBL_BR.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGMPUNCHLOW, "ANIMS\\S_MERC\\S_PCH_LO.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGMPISTOLSHOOTLOW, "ANIMS\\S_MERC\\S_P_SHLO.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGMWATERTHROW, "ANIMS\\S_MERC\\SW_LOB.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGMRADIO, "ANIMS\\S_MERC\\S_RADIO.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGMCRRADIO, "ANIMS\\S_MERC\\S_C_RADO.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGMBURN, "ANIMS\\S_MERC\\S_FIRE.STI", S_STRUCT, 0, 1, TO_INIT, NULL, NULL, 0, -1,
RGMDWPRONE, "ANIMS\\S_MERC\\S_DB_PRN.STI", P_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGMDRUNK, "ANIMS\\S_MERC\\S_R_DRNK.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGMPISTOLDRUNK, "ANIMS\\S_MERC\\S_N_DRNK.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGMCROWBAR, "ANIMS\\S_MERC\\S_CROBAR.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGMJUMPOVER, "ANIMS\\S_MERC\\S_N_RUN.STI", NO_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
BGMWALKING, "ANIMS\\M_MERC\\M_R_WALK.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
BGMSTANDING, "ANIMS\\M_MERC\\M_R_STD.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
BGMCROUCHING, "ANIMS\\M_MERC\\M_R_C.STI", C_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
BGMSNEAKING, "ANIMS\\M_MERC\\M_R_SWAT.STI", C_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
BGMRUNNING, "ANIMS\\M_MERC\\M_R_RUN2.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
BGMPRONE, "ANIMS\\M_MERC\\M_R_PRN.STI", P_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, 0,
BGMSTANDAIM, "ANIMS\\M_MERC\\M_SR_AIM.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
BGMHITHARD, "ANIMS\\M_MERC\\M_DIEHD.STI", FB_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
BGMHITSTAND, "ANIMS\\M_MERC\\M_DIEFWD.STI", F_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
BGMHITHARDBLOOD, "ANIMS\\M_MERC\\M_DIEHDB.STI", FB_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGMCROUCHAIM, "ANIMS\\M_MERC\\M_CR_AIM.STI", C_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
BGMHITFALLBACK, "ANIMS\\M_MERC\\M_DIEBAC.STI", FB_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
BGMROLLOVER, "ANIMS\\M_MERC\\M_ROLL.STI", P_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
BGMCLIMBROOF, "ANIMS\\M_MERC\\M_CLIMB.STI", S_STRUCT, 0, 4, TO_INIT, NULL, NULL, 0, -1,
BGMFALL, "ANIMS\\M_MERC\\M_FALL.STI", S_STRUCT, 0, 4, TO_INIT, NULL, NULL, 0, -1,
BGMFALLF, "ANIMS\\M_MERC\\M_FALLF.STI", S_STRUCT, 0, 4, TO_INIT, NULL, NULL, 0, -1,
BGMHITCROUCH, "ANIMS\\M_MERC\\M_C_DIE.STI", C_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
BGMHITPRONE, "ANIMS\\M_MERC\\M_P_DIE.STI", P_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
BGMHOPFENCE, "ANIMS\\M_MERC\\M_HOP.STI", NO_STRUCT, 0, 4, TO_INIT, NULL, NULL, 0, -1,
BGMPUNCH, "ANIMS\\M_MERC\\M_PUNCH.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
BGMNOTHING_STD, "ANIMS\\M_MERC\\M_N_STD.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
BGMNOTHING_WALK, "ANIMS\\M_MERC\\M_N_WALK.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
BGMNOTHING_RUN, "ANIMS\\M_MERC\\M_N_RUN.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
BGMNOTHING_SWAT, "ANIMS\\M_MERC\\M_N_SWAT.STI", C_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
BGMNOTHING_CROUCH, "ANIMS\\M_MERC\\M_N_CRCH.STI", C_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
BGMHANDGUN_S_SHOT, "ANIMS\\M_MERC\\M_N_SHOT.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
BGMHANDGUN_C_SHOT, "ANIMS\\M_MERC\\M_N_C_AI.STI", C_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
BGMHANDGUN_PRONE, "ANIMS\\M_MERC\\M_N_PRNE.STI", P_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
BGMDIE_JFK, "ANIMS\\M_MERC\\M_DIEJFK.STI", F_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
BGMOPEN, "ANIMS\\M_MERC\\M_OPEN.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
BGMPICKUP, "ANIMS\\M_MERC\\M_PICKUP.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
BGMSTAB, "ANIMS\\M_MERC\\M_STAB.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
BGMSLICE, "ANIMS\\M_MERC\\M_SLICE.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
BGMCSTAB, "ANIMS\\M_MERC\\M_C_STB.STI", C_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
BGMMEDIC, "ANIMS\\M_MERC\\M_MEDIC.STI", C_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
BGMDODGE, "ANIMS\\M_MERC\\M_DODGE.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
BGMSTANDDWALAIM, "ANIMS\\M_MERC\\M_DBLSHT.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
BGMRAISE, "ANIMS\\M_MERC\\M_RAISE.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
BGMTHROW, "ANIMS\\M_MERC\\M_THROW.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
BGMLOB, "ANIMS\\M_MERC\\M_LOB.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
BGMKICKDOOR, "ANIMS\\M_MERC\\M_DR_KCK.STI", S_STRUCT, 0, 4, TO_INIT, NULL, NULL, 0, -1,
BGMRHIT, "ANIMS\\M_MERC\\M_R_HIT.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
BGMSTANDAIM2, "ANIMS\\M_MERC\\M_SR_AM2.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
BGMFLEX, "ANIMS\\M_MERC\\M_FLEX.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
BGMSTRECH, "ANIMS\\M_MERC\\M_STRTCH.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
BGMSHOEDUST, "ANIMS\\M_MERC\\M_SHOEDUST.STI",S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
BGMHEADTURN, "ANIMS\\M_MERC\\M_HEDTURN.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
BGMWATER_R_WALK, "ANIMS\\M_MERC\\MW_R_WAL.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
BGMWATER_R_STD, "ANIMS\\M_MERC\\MW_R_STD.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
BGMWATER_N_WALK, "ANIMS\\M_MERC\\MW_N_WAL.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
BGMWATER_N_STD, "ANIMS\\M_MERC\\MW_N_STD.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
BGMWATER_DIE, "ANIMS\\M_MERC\\MW_DIE.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
BGMWATER_N_AIM, "ANIMS\\M_MERC\\MW_N_SHT.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
BGMWATER_R_AIM, "ANIMS\\M_MERC\\MW_SR_AM.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
BGMWATER_DBLSHT, "ANIMS\\M_MERC\\MW_DBL.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
BGMWATER_TRANS, "ANIMS\\M_MERC\\MW_FALL.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
BGMDEEPWATER_TRED, "ANIMS\\M_MERC\\MW_TRED.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
BGMDEEPWATER_SWIM, "ANIMS\\M_MERC\\MW_SWIM.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
BGMDEEPWATER_DIE, "ANIMS\\M_MERC\\MW_DIE2.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
BGMHELIDROP, "ANIMS\\M_MERC\\M_HELIDRP.STI", S_STRUCT, 0, 1, TO_INIT, NULL, NULL, 0, -1,
BGMSLEEP, "ANIMS\\M_MERC\\M_SLEEP.STI", P_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
BGMSHOOT_LOW, "ANIMS\\M_MERC\\M_SHTLOW.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
BGMTHREATENSTAND, "ANIMS\\M_MERC\\M_BRETH2.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
BGMCDBLSHOT, "ANIMS\\M_MERC\\MC_DBLSH.STI", C_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
BGMHURTSTANDINGN, "ANIMS\\M_MERC\\M_I_BR_N.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
BGMHURTSTANDINGR, "ANIMS\\M_MERC\\M_I_BR_R.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
BGMHURTWALKINGN, "ANIMS\\M_MERC\\M_I_WK_N.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
BGMHURTWALKINGR, "ANIMS\\M_MERC\\M_I_WK_R.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
BGMHURTTRANS, "ANIMS\\M_MERC\\M_I_TRAN.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
BGMTHROWKNIFE, "ANIMS\\M_MERC\\M_K_THRO.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
BGMBREATHKNIFE, "ANIMS\\M_MERC\\M_KNF_BR.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
BGMPISTOLBREATH, "ANIMS\\M_MERC\\M_P_BRTH.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
BGMCOWER, "ANIMS\\M_MERC\\M_COWER.STI", C_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
BGMRAISE2, "ANIMS\\M_MERC\\M_RAISE2.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
BGMROCKET, "ANIMS\\M_MERC\\M_LAW.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
BGMMORTAR, "ANIMS\\M_MERC\\M_MORTAR.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
BGMSIDESTEP, "ANIMS\\M_MERC\\M_R_SDSP.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
BGMDBLBREATH, "ANIMS\\M_MERC\\M_DBL_BR.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
BGMPUNCHLOW, "ANIMS\\M_MERC\\M_PCH_LO.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
BGMPISTOLSHOOTLOW, "ANIMS\\M_MERC\\M_P_SHLO.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
BGMWATERTHROW, "ANIMS\\M_MERC\\MW_THROW.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
BGMWALK2, "ANIMS\\M_MERC\\M_WALK2.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
BGMRUN2, "ANIMS\\M_MERC\\M_R_RUN.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
BGMIDLENECK, "ANIMS\\M_MERC\\M_NECK.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
BGMCROUCHTRANS, "ANIMS\\M_MERC\\M_C_TRAN.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
BGMRADIO, "ANIMS\\M_MERC\\M_RADIO.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
BGMCRRADIO, "ANIMS\\M_MERC\\M_C_RADO.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
BGMDWPRONE, "ANIMS\\M_MERC\\M_DB_PRN.STI", P_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
BGMDRUNK, "ANIMS\\M_MERC\\M_R_DRNK.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
BGMPISTOLDRUNK, "ANIMS\\M_MERC\\M_N_DRNK.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
BGMCROWBAR, "ANIMS\\M_MERC\\M_CROBAR.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
BGMJUMPOVER, "ANIMS\\M_MERC\\M_N_RUN.STI", NO_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGFWALKING, "ANIMS\\F_MERC\\F_R_WALK.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGFSTANDING, "ANIMS\\F_MERC\\F_BRETH2.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGFCROUCHING, "ANIMS\\F_MERC\\F_R_C.STI", C_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGFSNEAKING, "ANIMS\\F_MERC\\F_R_SWAT.STI", C_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGFRUNNING, "ANIMS\\F_MERC\\F_R_RUN.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGFPRONE, "ANIMS\\F_MERC\\F_R_PRN.STI", P_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, 0,
RGFSTANDAIM, "ANIMS\\F_MERC\\F_SR_AIM.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGFHITHARD, "ANIMS\\F_MERC\\F_DIEHD.STI", FB_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGFHITSTAND, "ANIMS\\F_MERC\\F_DIEFWD.STI", F_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGFHITHARDBLOOD, "ANIMS\\F_MERC\\F_DIEHDB.STI", FB_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGFCROUCHAIM, "ANIMS\\F_MERC\\F_CR_AIM.STI", C_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGFHITFALLBACK, "ANIMS\\F_MERC\\F_DIEBAC.STI", F_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGFROLLOVER, "ANIMS\\F_MERC\\F_ROLL.STI", P_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGFCLIMBROOF, "ANIMS\\F_MERC\\F_CLIMB.STI", S_STRUCT, 0, 4, TO_INIT, NULL, NULL, 0, -1,
RGFFALL, "ANIMS\\F_MERC\\F_FALL.STI", S_STRUCT, 0, 4, TO_INIT, NULL, NULL, 0, -1,
RGFFALLF, "ANIMS\\F_MERC\\F_FALLF.STI", S_STRUCT, 0, 4, TO_INIT, NULL, NULL, 0, -1,
RGFHITCROUCH, "ANIMS\\F_MERC\\F_C_DIE.STI", C_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGFHITPRONE, "ANIMS\\F_MERC\\F_P_DIE.STI", P_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGFHOPFENCE, "ANIMS\\F_MERC\\F_HOP.STI", NO_STRUCT, 0, 4, TO_INIT, NULL, NULL, 0, -1,
RGFPUNCH, "ANIMS\\F_MERC\\F_PUNCH.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGFNOTHING_STD, "ANIMS\\F_MERC\\N_BRETH2.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGFNOTHING_WALK, "ANIMS\\F_MERC\\F_N_WALK.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGFNOTHING_RUN, "ANIMS\\F_MERC\\F_N_RUN.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGFNOTHING_SWAT, "ANIMS\\F_MERC\\F_N_SWAT.STI", C_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGFNOTHING_CROUCH, "ANIMS\\F_MERC\\F_N_CRCH.STI", C_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGFHANDGUN_S_SHOT, "ANIMS\\F_MERC\\F_N_SHOT.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGFHANDGUN_C_SHOT, "ANIMS\\F_MERC\\F_N_C_AI.STI", C_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGFHANDGUN_PRONE, "ANIMS\\F_MERC\\F_N_PRNE.STI", P_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGFDIE_JFK, "ANIMS\\F_MERC\\F_DIEJFK.STI", F_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGFOPEN, "ANIMS\\F_MERC\\F_OPEN.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGFPICKUP, "ANIMS\\F_MERC\\F_PICKUP.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGFSTAB, "ANIMS\\F_MERC\\F_STAB.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGFSLICE, "ANIMS\\F_MERC\\F_SLICE.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGFCSTAB, "ANIMS\\F_MERC\\F_C_STB.STI", C_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGFMEDIC, "ANIMS\\F_MERC\\F_MEDIC.STI", C_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGFDODGE, "ANIMS\\F_MERC\\F_DODGE.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGFSTANDDWALAIM, "ANIMS\\F_MERC\\F_DBLSHT.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGFRAISE, "ANIMS\\F_MERC\\F_RAISE.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGFTHROW, "ANIMS\\F_MERC\\F_THROW.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGFLOB, "ANIMS\\F_MERC\\F_LOB.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGFKICKDOOR, "ANIMS\\F_MERC\\F_DR_KCK.STI", S_STRUCT, 0, 4, TO_INIT, NULL, NULL, 0, -1,
RGFRHIT, "ANIMS\\F_MERC\\F_R_HIT.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGFCLEAN, "ANIMS\\F_MERC\\A_CLEAN.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGFKICKSN, "ANIMS\\F_MERC\\A_KICKSN.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGFALOOK, "ANIMS\\F_MERC\\A_LOOK.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGFWIPE, "ANIMS\\F_MERC\\A_WIPE.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGFWATER_R_WALK, "ANIMS\\F_MERC\\FW_R_WLK.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGFWATER_R_STD, "ANIMS\\F_MERC\\FW_R_STD.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGFWATER_N_WALK, "ANIMS\\F_MERC\\FW_N_WLK.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGFWATER_N_STD, "ANIMS\\F_MERC\\FW_N_STD.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGFWATER_DIE, "ANIMS\\F_MERC\\FW_DIE.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGFWATER_N_AIM, "ANIMS\\F_MERC\\FW_N_SHT.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGFWATER_R_AIM, "ANIMS\\F_MERC\\FW_SR_AI.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGFWATER_DBLSHT, "ANIMS\\F_MERC\\FW_DBL.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGFWATER_TRANS, "ANIMS\\F_MERC\\FW_FALL.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGFDEEPWATER_TRED, "ANIMS\\F_MERC\\FW_TRED.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGFDEEPWATER_SWIM, "ANIMS\\F_MERC\\FW_SWIM.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGFDEEPWATER_DIE, "ANIMS\\F_MERC\\FW_DIE2.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGFHELIDROP, "ANIMS\\F_MERC\\F_HELIDRP.STI", S_STRUCT, 0, 1, TO_INIT, NULL, NULL, 0, -1,
RGFSLEEP, "ANIMS\\F_MERC\\F_SLEEP.STI", P_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGFSHOOT_LOW, "ANIMS\\F_MERC\\F_SHTLOW.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGFCDBLSHOT, "ANIMS\\F_MERC\\FC_DBLSH.STI", C_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGFHURTSTANDINGN, "ANIMS\\F_MERC\\F_I_BR_N.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGFHURTSTANDINGR, "ANIMS\\F_MERC\\F_I_BR_R.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGFHURTWALKINGN, "ANIMS\\F_MERC\\F_I_WK_N.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGFHURTWALKINGR, "ANIMS\\F_MERC\\F_I_WK_R.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGFHURTTRANS, "ANIMS\\F_MERC\\F_I_TRAN.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGFTHROWKNIFE, "ANIMS\\F_MERC\\F_K_THRO.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGFBREATHKNIFE, "ANIMS\\F_MERC\\F_KNF_BR.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGFPISTOLBREATH, "ANIMS\\F_MERC\\F_P_BRTH.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGFCOWER, "ANIMS\\F_MERC\\F_COWER.STI", C_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGFROCKET, "ANIMS\\F_MERC\\F_LAW.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGFMORTAR, "ANIMS\\F_MERC\\F_MORTAR.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGFSIDESTEP, "ANIMS\\F_MERC\\F_R_SDSP.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGFDBLBREATH, "ANIMS\\F_MERC\\F_DBL_BR.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGFPUNCHLOW, "ANIMS\\F_MERC\\F_PCH_LO.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGFPISTOLSHOOTLOW, "ANIMS\\F_MERC\\F_P_SHLO.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGFWATERTHROW, "ANIMS\\F_MERC\\FW_THRW.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGFRADIO, "ANIMS\\F_MERC\\F_RADIO.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGFCRRADIO, "ANIMS\\F_MERC\\F_C_RADO.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGFSLAP, "ANIMS\\F_MERC\\F_SLAP.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGFDWPRONE, "ANIMS\\F_MERC\\F_DB_PRN.STI", P_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGFDRUNK, "ANIMS\\F_MERC\\F_R_DRNK.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGFPISTOLDRUNK, "ANIMS\\F_MERC\\F_N_DRNK.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGFCROWBAR, "ANIMS\\F_MERC\\F_CROBAR.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGFJUMPOVER, "ANIMS\\F_MERC\\F_N_RUN.STI", NO_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
AFMONSTERSTANDING, "ANIMS\\MONSTERS\\MN_BREAT.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
AFMONSTERWALKING, "ANIMS\\MONSTERS\\MN_WALK.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
AFMONSTERATTACK, "ANIMS\\MONSTERS\\MN_ATTAK.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
AFMONSTERCLOSEATTACK, "ANIMS\\MONSTERS\\M_ATTK2.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
AFMONSTERSPITATTACK, "ANIMS\\MONSTERS\\M_SPIT.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
AFMONSTEREATING, "ANIMS\\MONSTERS\\M_EAT.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
AFMONSTERDIE, "ANIMS\\MONSTERS\\MN_DIE1.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
AFMUP, "ANIMS\\MONSTERS\\MN_UP.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
AFMJUMP, "ANIMS\\MONSTERS\\MN_JUMP.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
AFMMELT, "ANIMS\\MONSTERS\\MN_MELT.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
LVBREATH, "ANIMS\\MONSTERS\\L_BREATH.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
LVDIE, "ANIMS\\MONSTERS\\L_DIE.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
LVWALK, "ANIMS\\MONSTERS\\L_WALK.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
IBREATH, "ANIMS\\MONSTERS\\I_BREATH.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
IWALK, "ANIMS\\MONSTERS\\I_WALK.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
IDIE, "ANIMS\\MONSTERS\\I_DIE.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
IEAT, "ANIMS\\MONSTERS\\I_EAT.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
IATTACK, "ANIMS\\MONSTERS\\I_ATTACK.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
QUEENMONSTERSTANDING, "ANIMS\\MONSTERS\\QMN_BREAT.STI", S_STRUCT, 0, 1, TO_INIT, NULL, NULL, 0, -1,
QUEENMONSTERREADY, "ANIMS\\MONSTERS\\Q_READY.STI", S_STRUCT, 0, 1, TO_INIT, NULL, NULL, 0, -1,
QUEENMONSTERSPIT_SW, "ANIMS\\MONSTERS\\Q_SPIT_SW.STI", S_STRUCT, 0, 1, TO_INIT, NULL, NULL, 0, -1,
QUEENMONSTERSPIT_E, "ANIMS\\MONSTERS\\Q_SPIT_E.STI", S_STRUCT, 0, 1, TO_INIT, NULL, NULL, 0, -1,
QUEENMONSTERSPIT_NE, "ANIMS\\MONSTERS\\Q_SPIT_NE.STI", S_STRUCT, 0, 1, TO_INIT, NULL, NULL, 0, -1,
QUEENMONSTERSPIT_S, "ANIMS\\MONSTERS\\Q_SPIT_S.STI", S_STRUCT, 0, 1, TO_INIT, NULL, NULL, 0, -1,
QUEENMONSTERSPIT_SE, "ANIMS\\MONSTERS\\Q_SPIT_SE.STI", S_STRUCT, 0, 1, TO_INIT, NULL, NULL, 0, -1,
QUEENMONSTERDEATH, "ANIMS\\MONSTERS\\Q_DIE.STI", S_STRUCT, 0, 1, TO_INIT, NULL, NULL, 0, -1,
QUEENMONSTERSWIPE, "ANIMS\\MONSTERS\\Q_SWIPE.STI", S_STRUCT, 0, 1, TO_INIT, NULL, NULL, 0, -1,
FATMANSTANDING, "ANIMS\\CIVS\\FT_BRTH.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
FATMANWALKING, "ANIMS\\CIVS\\FT_WALK.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
FATMANRUNNING, "ANIMS\\CIVS\\FT_RUN.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
FATMANDIE, "ANIMS\\CIVS\\FT_DIE.STI", F_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
FATMANASS, "ANIMS\\CIVS\\FT_SCRTC.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
FATMANACT, "ANIMS\\CIVS\\FT_ACT.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
FATMANCOWER, "ANIMS\\CIVS\\FT_COWER.STI", C_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
FATMANDIE2, "ANIMS\\CIVS\\FT_DIE2.STI", F_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
FATMANCOWERHIT, "ANIMS\\CIVS\\F_CW_HIT.STI", C_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
MANCIVSTANDING, "ANIMS\\CIVS\\M_BREATH.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
MANCIVWALKING, "ANIMS\\CIVS\\M_WALK.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
MANCIVRUNNING, "ANIMS\\CIVS\\M_RUN.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
MANCIVDIE, "ANIMS\\CIVS\\M_DIE.STI", F_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
MANCIVACT, "ANIMS\\CIVS\\M_ACT.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
MANCIVCOWER, "ANIMS\\CIVS\\M_COWER.STI", C_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
MANCIVDIE2, "ANIMS\\CIVS\\M_DIE2.STI", F_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
MANCIVSMACKED, "ANIMS\\CIVS\\M_SMCKED.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
MANCIVPUNCH, "ANIMS\\CIVS\\M_PUNCH.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
MANCIVCOWERHIT, "ANIMS\\CIVS\\M_CW_HIT.STI", C_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
MINICIVSTANDING, "ANIMS\\CIVS\\MI_BREATH.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
MINICIVWALKING, "ANIMS\\CIVS\\MI_WALK.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
MINICIVRUNNING, "ANIMS\\CIVS\\MI_RUN.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
MINICIVDIE, "ANIMS\\CIVS\\MI_DIE.STI", F_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
MINISTOCKING, "ANIMS\\CIVS\\MI_STKNG.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
MINIACT, "ANIMS\\CIVS\\MI_ACT.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
MINICOWER, "ANIMS\\CIVS\\MI_COWER.STI", C_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
MINIDIE2, "ANIMS\\CIVS\\MI_DIE2.STI", F_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
MINICOWERHIT, "ANIMS\\CIVS\\S_CW_HIT.STI", C_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
DRESSCIVSTANDING, "ANIMS\\CIVS\\DS_BREATH.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
DRESSCIVWALKING, "ANIMS\\CIVS\\DS_WALK.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
DRESSCIVRUNNING, "ANIMS\\CIVS\\DS_RUN.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
DRESSCIVDIE, "ANIMS\\CIVS\\DS_DIE.STI", F_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
DRESSCIVACT, "ANIMS\\CIVS\\DS_ACT.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
DRESSCIVCOWER, "ANIMS\\CIVS\\DS_COWER.STI", C_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
DRESSCIVDIE2, "ANIMS\\CIVS\\DS_DIE2.STI", F_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
DRESSCIVCOWERHIT, "ANIMS\\CIVS\\W_CW_HIT.STI", C_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
HATKIDCIVSTANDING, "ANIMS\\CIVS\\H_BREATH.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
HATKIDCIVWALKING, "ANIMS\\CIVS\\H_WALK.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
HATKIDCIVRUNNING, "ANIMS\\CIVS\\H_RUN.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
HATKIDCIVDIE, "ANIMS\\CIVS\\H_DIE2.STI", F_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
HATKIDCIVJFK, "ANIMS\\CIVS\\H_DIEJFK.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
HATKIDCIVYOYO, "ANIMS\\CIVS\\H_YOYO.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
HATKIDCIVACT, "ANIMS\\CIVS\\H_ACT.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
HATKIDCIVCOWER, "ANIMS\\CIVS\\H_COWER.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
HATKIDCIVDIE2, "ANIMS\\CIVS\\H_DIE.STI", F_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
HATKIDCIVCOWERHIT, "ANIMS\\CIVS\\H_CW_HIT.STI", C_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
HATKIDCIVSKIP, "ANIMS\\CIVS\\H_SKIP.STI", C_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
KIDCIVSTANDING, "ANIMS\\CIVS\\K_BREATH.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
KIDCIVWALKING, "ANIMS\\CIVS\\K_WALK.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
KIDCIVRUNNING, "ANIMS\\CIVS\\K_RUN.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
KIDCIVDIE, "ANIMS\\CIVS\\K_DIE2.STI", F_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
KIDCIVJFK, "ANIMS\\CIVS\\K_DIEJFK.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
KIDCIVARMPIT, "ANIMS\\CIVS\\K_ARMPIT.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
KIDCIVACT, "ANIMS\\CIVS\\K_ACT.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
KIDCIVCOWER, "ANIMS\\CIVS\\K_COWER.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
KIDCIVDIE2, "ANIMS\\CIVS\\K_DIE.STI", F_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
KIDCIVCOWERHIT, "ANIMS\\CIVS\\K_CW_HIT.STI", C_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
KIDCIVSKIP, "ANIMS\\CIVS\\K_SKIP.STI", C_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
CRIPCIVSTANDING, "ANIMS\\CIVS\\CP_BRETH.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
CRIPCIVWALKING, "ANIMS\\CIVS\\CP_WALK.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
CRIPCIVRUNNING, "ANIMS\\CIVS\\CP_RUN.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
CRIPCIVBEG, "ANIMS\\CIVS\\CP_BEG.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
CRIPCIVDIE, "ANIMS\\CIVS\\CP_DIE.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
CRIPCIVDIE2, "ANIMS\\CIVS\\CP_DIE2.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
CRIPCIVKICK, "ANIMS\\CIVS\\CP_KICK.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
COWSTANDING, "ANIMS\\ANIMALS\\C_BREATH.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
COWWALKING, "ANIMS\\ANIMALS\\C_WALK.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
COWDIE, "ANIMS\\ANIMALS\\C_DIE.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
COWEAT, "ANIMS\\ANIMALS\\C_EAT.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
CROWWALKING, "ANIMS\\ANIMALS\\CR_WALK.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
CROWFLYING, "ANIMS\\ANIMALS\\CR_FLY.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
CROWEATING, "ANIMS\\ANIMALS\\CR_EAT.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
CROWDYING, "ANIMS\\ANIMALS\\CR_DIE.STI", NO_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
CATBREATH, "ANIMS\\ANIMALS\\CT_BREATH.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
CATWALK, "ANIMS\\ANIMALS\\CT_WALK.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
CATRUN, "ANIMS\\ANIMALS\\CT_RUN.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
CATREADY, "ANIMS\\ANIMALS\\CT_READY.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
CATHIT, "ANIMS\\ANIMALS\\CT_HIT.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
CATDIE, "ANIMS\\ANIMALS\\CT_DIE.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
CATSWIPE, "ANIMS\\ANIMALS\\CT_SWIPE.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
CATBITE, "ANIMS\\ANIMALS\\CT_BITE.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
ROBOTNWBREATH, "ANIMS\\CIVS\\J_R_BRET.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
ROBOTNWWALK, "ANIMS\\CIVS\\J_R_WALK.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
ROBOTNWHIT, "ANIMS\\CIVS\\J_R_HIT.STI" , S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
ROBOTNWDIE, "ANIMS\\CIVS\\J_R_DIE.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
ROBOTNWSHOOT, "ANIMS\\CIVS\\J_R_SHOT.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
HUMVEE_BASIC, "ANIMS\\VEHICLES\\HUMMER2.STI", S_STRUCT, ANIM_DATA_FLAG_NOFRAMES, 32, TO_INIT, NULL, NULL, 0, -1,
HUMVEE_DIE, "ANIMS\\VEHICLES\\HM_WREK.STI", S_STRUCT, 0, 2, TO_INIT, NULL, NULL, 0, -1,
TANKNW_READY, "ANIMS\\VEHICLES\\TANK_ROT.STI", S_STRUCT, ANIM_DATA_FLAG_NOFRAMES, 32, TO_INIT, NULL, NULL, 0, -1,
TANKNW_SHOOT, "ANIMS\\VEHICLES\\TANK_SHT.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
TANKNW_DIE, "ANIMS\\VEHICLES\\TK_WREK.STI", S_STRUCT, 0, 1, TO_INIT, NULL, NULL, 0, -1,
TANKNE_READY, "ANIMS\\VEHICLES\\TNK2_ROT.STI", S_STRUCT, ANIM_DATA_FLAG_NOFRAMES, 32, TO_INIT, NULL, NULL, 0, -1,
TANKNE_SHOOT, "ANIMS\\VEHICLES\\TNK2_SHT.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
TANKNE_DIE, "ANIMS\\VEHICLES\\TK2_WREK.STI", S_STRUCT, 0, 1, TO_INIT, NULL, NULL, 0, -1,
//Kaiden: Below, I have replaced HUMMER2.STI with
// ELDORADO.STI and JEEP.STI respectively,
// This has not been tested for effect, however,
// It should not result in anything worse than
// Bad animations if it's not going to work.
// And in that case, anyone comfortable with STI
// Animations should be able to make them presentable.
// Test it and remove it if neccessary.
ELDORADO_BASIC, "ANIMS\\VEHICLES\\ELDRDO.STI", S_STRUCT, ANIM_DATA_FLAG_NOFRAMES, 32, TO_INIT, NULL, NULL, 0, -1,
ELDORADO_DIE, "ANIMS\\VEHICLES\\HM_WREK.STI", NO_STRUCT, 0, 2, TO_INIT, NULL, NULL, 0, -1,
ICECREAMTRUCK_BASIC,"ANIMS\\VEHICLES\\ICECRM.STI", S_STRUCT, ANIM_DATA_FLAG_NOFRAMES, 32, TO_INIT, NULL, NULL, 0, -1,
ICECREAMTRUCK_DIE, "ANIMS\\VEHICLES\\HM_WREK.STI", NO_STRUCT, 0, 2, TO_INIT, NULL, NULL, 0, -1,
JEEP_BASIC, "ANIMS\\VEHICLES\\JEEP.STI", S_STRUCT, ANIM_DATA_FLAG_NOFRAMES, 32, TO_INIT, NULL, NULL, 0, -1,
JEEP_DIE, "ANIMS\\VEHICLES\\HM_WREK.STI", NO_STRUCT, 0, 2, TO_INIT, NULL, NULL, 0, -1,
BODYEXPLODE, "ANIMS\\S_MERC\\BOD_BLOW.STI", NO_STRUCT, 0, 1, TO_INIT, NULL, NULL, 0, -1,
//<SB> crouch throwing
RGMCRTHROW, "ANIMS\\S_MERC\\S_CR_THR.STI", C_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
BGMCRTHROW, "ANIMS\\M_MERC\\M_CR_THR.STI", C_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
RGFCRTHROW, "ANIMS\\F_MERC\\F_CR_THR.STI", C_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1,
//</SB>
};
AnimationStructureType gAnimStructureDatabase[ TOTALBODYTYPES ][ NUM_STRUCT_IDS ] =
{
// Normal Male
"ANIMS\\STRUCTDATA\\M_STAND.JSD", NULL,
"ANIMS\\STRUCTDATA\\M_CROUCH.JSD", NULL,
"ANIMS\\STRUCTDATA\\M_PRONE.JSD", NULL,
"ANIMS\\STRUCTDATA\\M_FALL.JSD", NULL,
"ANIMS\\STRUCTDATA\\M_FALLBACK.JSD", NULL,
"ANIMS\\STRUCTDATA\\M_CROUCH.JSD", NULL,// default
// Big male
"ANIMS\\STRUCTDATA\\M_STAND.JSD", NULL,
"ANIMS\\STRUCTDATA\\M_CROUCH.JSD", NULL,
"ANIMS\\STRUCTDATA\\M_PRONE.JSD", NULL,
"ANIMS\\STRUCTDATA\\M_FALL.JSD", NULL,
"ANIMS\\STRUCTDATA\\M_FALLBACK.JSD", NULL,
"ANIMS\\STRUCTDATA\\M_CROUCH.JSD", NULL,// default
// Stocky male
"ANIMS\\STRUCTDATA\\M_STAND.JSD", NULL,
"ANIMS\\STRUCTDATA\\M_CROUCH.JSD", NULL,
"ANIMS\\STRUCTDATA\\M_PRONE.JSD", NULL,
"ANIMS\\STRUCTDATA\\M_FALL.JSD", NULL,
"ANIMS\\STRUCTDATA\\M_FALLBACK.JSD", NULL,
"ANIMS\\STRUCTDATA\\M_CROUCH.JSD", NULL,// default
// Reg Female
"ANIMS\\STRUCTDATA\\M_STAND.JSD", NULL,
"ANIMS\\STRUCTDATA\\M_CROUCH.JSD", NULL,
"ANIMS\\STRUCTDATA\\M_PRONE.JSD", NULL,
"ANIMS\\STRUCTDATA\\M_FALL.JSD", NULL,
"ANIMS\\STRUCTDATA\\M_FALLBACK.JSD", NULL,
"ANIMS\\STRUCTDATA\\M_CROUCH.JSD", NULL,// default
// Adult female creature
"ANIMS\\STRUCTDATA\\MN_BREAT.JSD", NULL,
"ANIMS\\STRUCTDATA\\MN_BREAT.JSD", NULL,
"ANIMS\\STRUCTDATA\\MN_BREAT.JSD", NULL,
"ANIMS\\STRUCTDATA\\MN_BREAT.JSD", NULL,
"ANIMS\\STRUCTDATA\\MN_BREAT.JSD", NULL,
"ANIMS\\STRUCTDATA\\M_CROUCH.JSD", NULL,// default
// Adult male creature
"ANIMS\\STRUCTDATA\\MN_BREAT.JSD", NULL,
"ANIMS\\STRUCTDATA\\MN_BREAT.JSD", NULL,
"ANIMS\\STRUCTDATA\\MN_BREAT.JSD", NULL,
"ANIMS\\STRUCTDATA\\MN_BREAT.JSD", NULL,
"ANIMS\\STRUCTDATA\\MN_BREAT.JSD", NULL,
"ANIMS\\STRUCTDATA\\M_CROUCH.JSD", NULL,// default
// Young Adult female creature
"ANIMS\\STRUCTDATA\\MN_BREAT.JSD", NULL,
"ANIMS\\STRUCTDATA\\MN_BREAT.JSD", NULL,
"ANIMS\\STRUCTDATA\\MN_BREAT.JSD", NULL,
"ANIMS\\STRUCTDATA\\MN_BREAT.JSD", NULL,
"ANIMS\\STRUCTDATA\\MN_BREAT.JSD", NULL,
"ANIMS\\STRUCTDATA\\M_CROUCH.JSD", NULL,// default
// Young Adult male creature
"ANIMS\\STRUCTDATA\\MN_BREAT.JSD", NULL,
"ANIMS\\STRUCTDATA\\MN_BREAT.JSD", NULL,
"ANIMS\\STRUCTDATA\\MN_BREAT.JSD", NULL,
"ANIMS\\STRUCTDATA\\MN_BREAT.JSD", NULL,
"ANIMS\\STRUCTDATA\\MN_BREAT.JSD", NULL,
"ANIMS\\STRUCTDATA\\M_CROUCH.JSD", NULL,// default
// larvea creature
"ANIMS\\STRUCTDATA\\L_BREATH.JSD", NULL,
"ANIMS\\STRUCTDATA\\L_BREATH.JSD", NULL,
"ANIMS\\STRUCTDATA\\L_BREATH.JSD", NULL,
"ANIMS\\STRUCTDATA\\L_BREATH.JSD", NULL,
"ANIMS\\STRUCTDATA\\L_BREATH.JSD", NULL,
"ANIMS\\STRUCTDATA\\M_CROUCH.JSD", NULL,// default
// infant creature
"ANIMS\\STRUCTDATA\\I_BREATH.JSD", NULL,
"ANIMS\\STRUCTDATA\\I_BREATH.JSD", NULL,
"ANIMS\\STRUCTDATA\\I_BREATH.JSD", NULL,
"ANIMS\\STRUCTDATA\\I_BREATH.JSD", NULL,
"ANIMS\\STRUCTDATA\\I_BREATH.JSD", NULL,
"ANIMS\\STRUCTDATA\\I_BREATH.JSD", NULL,// default
// Queen creature
"ANIMS\\STRUCTDATA\\Q_READY.JSD", NULL,
"ANIMS\\STRUCTDATA\\Q_READY.JSD", NULL,
"ANIMS\\STRUCTDATA\\Q_READY.JSD", NULL,
"ANIMS\\STRUCTDATA\\Q_READY.JSD", NULL,
"ANIMS\\STRUCTDATA\\Q_READY.JSD", NULL,
"ANIMS\\STRUCTDATA\\M_CROUCH.JSD", NULL,// default
// Fat civ
"ANIMS\\STRUCTDATA\\M_STAND.JSD", NULL,
"ANIMS\\STRUCTDATA\\M_CROUCH.JSD", NULL,
"ANIMS\\STRUCTDATA\\M_PRONE.JSD", NULL,
"ANIMS\\STRUCTDATA\\M_FALL.JSD", NULL,
"ANIMS\\STRUCTDATA\\M_FALLBACK.JSD", NULL,
"ANIMS\\STRUCTDATA\\M_CROUCH.JSD", NULL, // default
// man civ
"ANIMS\\STRUCTDATA\\M_STAND.JSD", NULL,
"ANIMS\\STRUCTDATA\\M_CROUCH.JSD", NULL,
"ANIMS\\STRUCTDATA\\M_PRONE.JSD", NULL,
"ANIMS\\STRUCTDATA\\M_FALL.JSD", NULL,
"ANIMS\\STRUCTDATA\\M_FALLBACK.JSD", NULL,
"ANIMS\\STRUCTDATA\\M_CROUCH.JSD", NULL, // default
// miniskirt civ
"ANIMS\\STRUCTDATA\\M_STAND.JSD", NULL,
"ANIMS\\STRUCTDATA\\M_CROUCH.JSD", NULL,
"ANIMS\\STRUCTDATA\\M_PRONE.JSD", NULL,
"ANIMS\\STRUCTDATA\\M_FALL.JSD", NULL,
"ANIMS\\STRUCTDATA\\M_FALLBACK.JSD", NULL,
"ANIMS\\STRUCTDATA\\M_CROUCH.JSD", NULL, // default
// dress civ
"ANIMS\\STRUCTDATA\\M_STAND.JSD", NULL,
"ANIMS\\STRUCTDATA\\M_CROUCH.JSD", NULL,
"ANIMS\\STRUCTDATA\\M_PRONE.JSD", NULL,
"ANIMS\\STRUCTDATA\\M_FALL.JSD", NULL,
"ANIMS\\STRUCTDATA\\M_FALLBACK.JSD", NULL,
"ANIMS\\STRUCTDATA\\M_CROUCH.JSD", NULL, // default
// kid civ
"ANIMS\\STRUCTDATA\\K_STAND.JSD", NULL,
"ANIMS\\STRUCTDATA\\K_CROUCH.JSD", NULL,
"ANIMS\\STRUCTDATA\\K_CROUCH.JSD", NULL,
"ANIMS\\STRUCTDATA\\M_PRONE.JSD", NULL,
"ANIMS\\STRUCTDATA\\M_PRONE.JSD", NULL,
"ANIMS\\STRUCTDATA\\M_PRONE.JSD", NULL,
// hat kid civ
"ANIMS\\STRUCTDATA\\K_STAND.JSD", NULL,
"ANIMS\\STRUCTDATA\\K_CROUCH.JSD", NULL,
"ANIMS\\STRUCTDATA\\K_CROUCH.JSD", NULL,
"ANIMS\\STRUCTDATA\\M_PRONE.JSD", NULL,
"ANIMS\\STRUCTDATA\\M_PRONE.JSD", NULL,
"ANIMS\\STRUCTDATA\\M_PRONE.JSD", NULL,
// cripple civ
"ANIMS\\STRUCTDATA\\M_CROUCH.JSD", NULL,
"ANIMS\\STRUCTDATA\\M_CROUCH.JSD", NULL,
"ANIMS\\STRUCTDATA\\M_CROUCH.JSD", NULL,
"ANIMS\\STRUCTDATA\\M_FALL.JSD", NULL,
"ANIMS\\STRUCTDATA\\M_FALLBACK.JSD", NULL,
"ANIMS\\STRUCTDATA\\M_CROUCH.JSD", NULL, // default
// cow
"ANIMS\\STRUCTDATA\\CW_BREATH.JSD", NULL,
"ANIMS\\STRUCTDATA\\CW_BREATH.JSD", NULL,
"ANIMS\\STRUCTDATA\\CW_BREATH.JSD", NULL,
"ANIMS\\STRUCTDATA\\CW_BREATH.JSD", NULL,
"ANIMS\\STRUCTDATA\\CW_BREATH.JSD", NULL,
"ANIMS\\STRUCTDATA\\M_CROUCH.JSD", NULL, // default
// crow
"ANIMS\\STRUCTDATA\\CR_STAND.JSD", NULL,
"ANIMS\\STRUCTDATA\\CR_CROUCH.JSD", NULL,
"ANIMS\\STRUCTDATA\\CR_PRONE.JSD", NULL,
"ANIMS\\STRUCTDATA\\CR_PRONE.JSD", NULL,
"ANIMS\\STRUCTDATA\\CR_PRONE.JSD", NULL,
"ANIMS\\STRUCTDATA\\M_CROUCH.JSD", NULL, // default
// CAT
"ANIMS\\STRUCTDATA\\CT_BREATH.JSD", NULL,
"ANIMS\\STRUCTDATA\\CT_BREATH.JSD", NULL,
"ANIMS\\STRUCTDATA\\CT_BREATH.JSD", NULL,
"ANIMS\\STRUCTDATA\\CT_BREATH.JSD", NULL,
"ANIMS\\STRUCTDATA\\CT_BREATH.JSD", NULL,
"ANIMS\\STRUCTDATA\\M_CROUCH.JSD", NULL, // default
// ROBOT1
"ANIMS\\STRUCTDATA\\J_R_BRET.JSD", NULL,
"ANIMS\\STRUCTDATA\\J_R_BRET.JSD", NULL,
"ANIMS\\STRUCTDATA\\J_R_BRET.JSD", NULL,
"ANIMS\\STRUCTDATA\\J_R_BRET.JSD", NULL,
"ANIMS\\STRUCTDATA\\J_R_BRET.JSD", NULL,
"ANIMS\\STRUCTDATA\\J_R_BRET.JSD", NULL, // default
// vech 1
"ANIMS\\STRUCTDATA\\HMMV.JSD", NULL,
"ANIMS\\STRUCTDATA\\HMMV.JSD", NULL,
"ANIMS\\STRUCTDATA\\HMMV.JSD", NULL,
"ANIMS\\STRUCTDATA\\HMMV.JSD", NULL,
"ANIMS\\STRUCTDATA\\HMMV.JSD", NULL,
"ANIMS\\STRUCTDATA\\M_CROUCH.JSD",NULL, // default
// tank 1
"ANIMS\\STRUCTDATA\\TNK_SHT.JSD", NULL,
"ANIMS\\STRUCTDATA\\TNK_SHT.JSD", NULL,
"ANIMS\\STRUCTDATA\\TNK_SHT.JSD", NULL,
"ANIMS\\STRUCTDATA\\TNK_SHT.JSD", NULL,
"ANIMS\\STRUCTDATA\\TNK_SHT.JSD", NULL,
"ANIMS\\STRUCTDATA\\M_CROUCH.JSD", NULL, // default
// tank 2
"ANIMS\\STRUCTDATA\\TNK2_ROT.JSD", NULL,
"ANIMS\\STRUCTDATA\\TNK2_ROT.JSD", NULL,
"ANIMS\\STRUCTDATA\\TNK2_ROT.JSD", NULL,
"ANIMS\\STRUCTDATA\\TNK2_ROT.JSD", NULL,
"ANIMS\\STRUCTDATA\\TNK2_ROT.JSD", NULL,
"ANIMS\\STRUCTDATA\\M_CROUCH.JSD", NULL, // default
//ELDORADO
"ANIMS\\STRUCTDATA\\HMMV.JSD", NULL,
"ANIMS\\STRUCTDATA\\HMMV.JSD", NULL,
"ANIMS\\STRUCTDATA\\HMMV.JSD", NULL,
"ANIMS\\STRUCTDATA\\HMMV.JSD", NULL,
"ANIMS\\STRUCTDATA\\HMMV.JSD", NULL,
"ANIMS\\STRUCTDATA\\M_CROUCH.JSD",NULL, // default
//ICECREAMTRUCK
"ANIMS\\STRUCTDATA\\HMMV.JSD", NULL,
"ANIMS\\STRUCTDATA\\HMMV.JSD", NULL,
"ANIMS\\STRUCTDATA\\HMMV.JSD", NULL,
"ANIMS\\STRUCTDATA\\HMMV.JSD", NULL,
"ANIMS\\STRUCTDATA\\HMMV.JSD", NULL,
"ANIMS\\STRUCTDATA\\M_CROUCH.JSD",NULL, // default
//JEEP
"ANIMS\\STRUCTDATA\\HMMV.JSD", NULL,
"ANIMS\\STRUCTDATA\\HMMV.JSD", NULL,
"ANIMS\\STRUCTDATA\\HMMV.JSD", NULL,
"ANIMS\\STRUCTDATA\\HMMV.JSD", NULL,
"ANIMS\\STRUCTDATA\\HMMV.JSD", NULL,
"ANIMS\\STRUCTDATA\\M_CROUCH.JSD",NULL, // default
};
BOOLEAN InitAnimationSystem( )
{
INT32 cnt1, cnt2;
CHAR8 sFilename[50];
STRUCTURE_FILE_REF *pStructureFileRef;
CHECKF( LoadAnimationStateInstructions( ) );
InitAnimationSurfacesPerBodytype( );
if ( !LoadAnimationProfiles( ) )
{
return( SET_ERROR( "Problems initializing Animation Profiles" ) );
}
// OK, Load all animation structures.....
for ( cnt1 = 0; cnt1 < TOTALBODYTYPES; cnt1++ )
{
for ( cnt2 = 0; cnt2 < NUM_STRUCT_IDS; cnt2++ )
{
strcpy( sFilename, gAnimStructureDatabase[ cnt1 ][ cnt2 ].Filename );
if (FileExists( sFilename ) )
{
pStructureFileRef = LoadStructureFile( sFilename );
if (pStructureFileRef == NULL)
{
SET_ERROR( "Animation structure file load failed - %s", sFilename );
}
gAnimStructureDatabase[ cnt1 ][ cnt2 ].pStructureFileRef = pStructureFileRef;
}
}
}
return( TRUE );
}
BOOLEAN DeInitAnimationSystem( )
{
INT32 cnt1, cnt2;
for ( cnt1 = 0; cnt1 < NUMANIMATIONSURFACETYPES; cnt1++ )
{
if ( gAnimSurfaceDatabase[ cnt1 ].hVideoObject != NULL )
{
DeleteVideoObject( gAnimSurfaceDatabase[ cnt1 ].hVideoObject );
gAnimSurfaceDatabase[ cnt1 ].hVideoObject = NULL;
}
}
// OK, Delete all animation structures.....
// ATE: OK, don't delete here.. we be deleted when the structure database is destoryed....
for ( cnt1 = 0; cnt1 < TOTALBODYTYPES; cnt1++ )
{
for ( cnt2 = 0; cnt2 < 3; cnt2++ )
{
if ( gAnimStructureDatabase[ cnt1 ][ cnt2 ].pStructureFileRef != NULL )
{
// FreeStructureFile( gAnimStructureDatabase[ cnt1 ][ cnt2 ].pStructureFileRef );
// gAnimStructureDatabase[ cnt1 ][ cnt2 ].pStructureFileRef = NULL;
}
}
}
DeleteAnimationProfiles( );
return( TRUE );
}
STRUCTURE_FILE_REF *InternalGetAnimationStructureRef( UINT8 usSoldierID, UINT16 usSurfaceIndex, UINT16 usAnimState, BOOLEAN fUseAbsolute )
{
INT8 bStructDataType;
if ( usSurfaceIndex == INVALID_ANIMATION_SURFACE )
{
return( NULL );
}
bStructDataType = gAnimSurfaceDatabase[ usSurfaceIndex ].bStructDataType;
if ( bStructDataType == NO_STRUCT )
{
return( NULL );
}
// ATE: Alright - we all hate exception coding but ness here...
// return STANDING struct for these - which start standing but end prone
// CJC August 14 2002: added standing burst hit to this list
if ( ( usAnimState == FALLFORWARD_FROMHIT_STAND || usAnimState == GENERIC_HIT_STAND ||
usAnimState == FALLFORWARD_FROMHIT_CROUCH || usAnimState == STANDING_BURST_HIT ) && !fUseAbsolute )
{
return( gAnimStructureDatabase[ MercPtrs[ usSoldierID ]->ubBodyType ][ S_STRUCT ].pStructureFileRef );
}
return( gAnimStructureDatabase[ MercPtrs[ usSoldierID ]->ubBodyType ][ bStructDataType ].pStructureFileRef );
}
STRUCTURE_FILE_REF *GetAnimationStructureRef( UINT8 usSoldierID, UINT16 usSurfaceIndex, UINT16 usAnimState )
{
return( InternalGetAnimationStructureRef( usSoldierID, usSurfaceIndex, usAnimState, FALSE ) );
}
STRUCTURE_FILE_REF *GetDefaultStructureRef( UINT8 usSoldierID )
{
return( gAnimStructureDatabase[ MercPtrs[ usSoldierID ]->ubBodyType ][ DEFAULT_STRUCT ].pStructureFileRef );
}
// Surface mamagement functions
BOOLEAN LoadAnimationSurface( UINT16 usSoldierID, UINT16 usSurfaceIndex, UINT16 usAnimState )
{
AuxObjectData *pAuxData;
if (usSurfaceIndex == 251)
{
int a = 10;
a++;
}
// Check for valid surface
CHECKF( usSurfaceIndex < NUMANIMATIONSURFACETYPES );
// Check if surface is loaded
if ( gAnimSurfaceDatabase[ usSurfaceIndex ].hVideoObject != NULL )
{
// just increment usage counter ( below )
AnimDebugMsg( String( "Surface Database: Hit %d", usSurfaceIndex ) );
}
else
{
// Load into memory
VOBJECT_DESC VObjectDesc;
HVOBJECT hVObject;
HIMAGE hImage;
CHAR8 sFilename[48];
STRUCTURE_FILE_REF *pStructureFileRef;
AnimDebugMsg( String( "Surface Database: Loading %d", usSurfaceIndex ) );
sprintf( gSystemDebugStr, "Cache Load" );
// Create video object
FilenameForBPP(gAnimSurfaceDatabase[ usSurfaceIndex ].Filename, sFilename);
hImage = CreateImage(/*gAnimSurfaceDatabase[ usSurfaceIndex ].Filename*/sFilename, IMAGE_ALLDATA );
if (hImage == NULL)
{
return( SET_ERROR( "Error: Could not load animation file %s", sFilename ) );
}
VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMHIMAGE;
VObjectDesc.hImage = hImage;
hVObject = CreateVideoObject( &VObjectDesc );
if ( hVObject == NULL )
{
// Report error
SET_ERROR( "Could not load animation file: %s", gAnimSurfaceDatabase[ usSurfaceIndex ].Filename );
// Video Object will set error conition.]
DestroyImage( hImage );
return( FALSE );
}
// Get aux data
if (hImage->uiAppDataSize == hVObject->usNumberOfObjects * sizeof( AuxObjectData ))
{
// Valid auxiliary data, so get # od frames from data
pAuxData = ( AuxObjectData* ) hImage->pAppData;
gAnimSurfaceDatabase[ usSurfaceIndex ].uiNumFramesPerDir = pAuxData->ubNumberOfFrames;
}
else
{
// Report error
SET_ERROR( "Invalid # of animations given" );
DestroyImage( hImage );
return( FALSE );
}
// get structure data if any
pStructureFileRef = InternalGetAnimationStructureRef( usSoldierID, usSurfaceIndex, usAnimState, TRUE );
if ( pStructureFileRef != NULL )
{
INT16 sStartFrame = 0;
if ( usSurfaceIndex == RGMPRONE )
{
sStartFrame = 5;
}
else if ( usSurfaceIndex >= QUEENMONSTERSTANDING && usSurfaceIndex <= QUEENMONSTERSWIPE )
{
sStartFrame = -1;
}
if (AddZStripInfoToVObject( hVObject, pStructureFileRef, TRUE, sStartFrame ) == FALSE)
{
DestroyImage( hImage );
DeleteVideoObject( hVObject );
SET_ERROR( "Animation structure ZStrip creation error: %s", sFilename );
return( FALSE );
}
}
// the hImage is no longer needed
DestroyImage( hImage );
// Set video object index
gAnimSurfaceDatabase[ usSurfaceIndex ].hVideoObject = hVObject;
// Determine if we have a problem with #frames + directions ( ie mismatch )
if ( ( gAnimSurfaceDatabase[ usSurfaceIndex ].uiNumDirections * gAnimSurfaceDatabase[ usSurfaceIndex ].uiNumFramesPerDir ) != gAnimSurfaceDatabase[ usSurfaceIndex ].hVideoObject->usNumberOfObjects )
{
AnimDebugMsg( String( "Surface Database: WARNING!!! Surface %d has #frames mismatch.", usSurfaceIndex ) );
}
}
// Increment usage count only if history for soldier is not yet set
if ( gbAnimUsageHistory[ usSurfaceIndex ][ usSoldierID ] == 0 )
{
AnimDebugMsg( String( "Surface Database: Incrementing Usage %d ( Soldier %d )", usSurfaceIndex, usSoldierID ) );
// Increment usage count
gAnimSurfaceDatabase[ usSurfaceIndex ].bUsageCount++;
// Set history for particular sodlier
gbAnimUsageHistory[ usSurfaceIndex ][ usSoldierID ]++;
}
return( TRUE );
}
BOOLEAN UnLoadAnimationSurface( UINT16 usSoldierID, UINT16 usSurfaceIndex )
{
if (usSurfaceIndex == 251)
{
int a = 10;
a++;
}
// Decrement usage flag, only if this soldier has it currently tagged
if ( gbAnimUsageHistory[ usSurfaceIndex ][ usSoldierID ] > 0 )
{
// Decrement usage count
AnimDebugMsg( String( "Surface Database: Decrementing Usage %d ( Soldier %d )", usSurfaceIndex, usSoldierID ) );
gAnimSurfaceDatabase[ usSurfaceIndex ].bUsageCount--;
// Set history for particular sodlier
gbAnimUsageHistory[ usSurfaceIndex ][ usSoldierID ] = 0;
}
else
{
// Return warning that we have not actually loaded the surface previously
AnimDebugMsg( String( "Surface Database: WARNING!!! Soldier has tried to unlock surface that he has not locked." ) );
return( FALSE );
}
AnimDebugMsg( String( "Surface Database: MercUsage: %d, Global Uasage: %d", gbAnimUsageHistory[ usSurfaceIndex ][ usSoldierID ], gAnimSurfaceDatabase[ usSurfaceIndex ].bUsageCount ) );
// Check for < 0
if ( gAnimSurfaceDatabase[ usSurfaceIndex ].bUsageCount < 0 )
{
gAnimSurfaceDatabase[ usSurfaceIndex ].bUsageCount = 0;
}
// Check if count has reached zero and delet if so
if ( gAnimSurfaceDatabase[ usSurfaceIndex ].bUsageCount == 0 )
{
AnimDebugMsg( String( "Surface Database: Unloading Surface: %d", usSurfaceIndex ) );
CHECKF( gAnimSurfaceDatabase[ usSurfaceIndex ].hVideoObject != NULL )
DeleteVideoObject( gAnimSurfaceDatabase[ usSurfaceIndex ].hVideoObject );
gAnimSurfaceDatabase[ usSurfaceIndex ].hVideoObject = NULL;
}
return( TRUE );
}
void ClearAnimationSurfacesUsageHistory( UINT16 usSoldierID )
{
UINT32 cnt;
for( cnt = 0; cnt < NUMANIMATIONSURFACETYPES; cnt++ )
{
gbAnimUsageHistory[ cnt ][ usSoldierID ] = 0;
}
}
BOOLEAN LoadAnimationProfiles( )
{
// FILE * pInput;
HWFILE pInput;
INT32 iProfileCount, iDirectionCount, iTileCount;
ANIM_PROF *pProfile;
ANIM_PROF_DIR *pProfileDirs;
UINT32 uiBytesRead;
// pInput = fopen( ANIMPROFILEFILENAME, "rb" );
pInput = FileOpen( ANIMPROFILEFILENAME, FILE_ACCESS_READ, FALSE );
if ( !pInput )
{
return( FALSE );
}
// Writeout profile data!
// if ( fread( &gubNumAnimProfiles, sizeof( gubNumAnimProfiles ), 1, pInput ) != 1 )
if ( FileRead( pInput, &gubNumAnimProfiles, sizeof( gubNumAnimProfiles ), &uiBytesRead ) != 1 )
{
return( FALSE );
}
// Malloc profile data!
gpAnimProfiles = (ANIM_PROF *) MemAlloc( gubNumAnimProfiles * sizeof( ANIM_PROF ) );
// Loop profiles
for ( iProfileCount = 0; iProfileCount < gubNumAnimProfiles; iProfileCount++ )
{
// Get profile pointer
pProfile = &( gpAnimProfiles[ iProfileCount ] );
// Loop directions
for ( iDirectionCount = 0; iDirectionCount < 8; iDirectionCount++ )
{
// Get prodile direction pointer
pProfileDirs = &( gpAnimProfiles[ iProfileCount ].Dirs[ iDirectionCount ] );
// Read # tiles
// if ( fread( &pProfileDirs->ubNumTiles, sizeof( UINT8 ), 1, pInput ) != 1 )
if ( FileRead( pInput, &pProfileDirs->ubNumTiles, sizeof( UINT8 ), &uiBytesRead ) != 1 )
{
return( FALSE );
}
// Malloc space for tiles!
pProfileDirs->pTiles = (ANIM_PROF_TILE *) MemAlloc( sizeof( ANIM_PROF_TILE ) * pProfileDirs->ubNumTiles );
// Loop tiles
for ( iTileCount = 0; iTileCount < pProfileDirs->ubNumTiles; iTileCount++ )
{
// if ( fread( &pProfileDirs->pTiles[ iTileCount ].usTileFlags, sizeof( UINT16 ), 1, pInput ) != 1 )
if ( FileRead( pInput, &pProfileDirs->pTiles[ iTileCount ].usTileFlags, sizeof( UINT16 ), &uiBytesRead ) != 1 )
{
return( FALSE );
}
// if ( fread( &pProfileDirs->pTiles[ iTileCount ].bTileX, sizeof( INT8 ), 1, pInput ) != 1 )
if ( FileRead( pInput, &pProfileDirs->pTiles[ iTileCount ].bTileX, sizeof( INT8 ), &uiBytesRead ) != 1 )
{
return( FALSE );
}
// if ( fread( &pProfileDirs->pTiles[ iTileCount ].bTileY, sizeof( INT8 ), 1, pInput ) != 1 )
if ( FileRead( pInput, &pProfileDirs->pTiles[ iTileCount ].bTileY, sizeof( INT8 ), &uiBytesRead ) != 1 )
{
return( FALSE );
}
}
}
}
// fclose( pInput );
FileClose( pInput );
return( TRUE );
}
void DeleteAnimationProfiles( )
{
INT32 iProfileCount, iDirectionCount;
ANIM_PROF *pProfile;
ANIM_PROF_DIR *pProfileDir;
// Loop profiles
for ( iProfileCount = 0; iProfileCount < gubNumAnimProfiles; iProfileCount++ )
{
// Get profile pointer
pProfile = &( gpAnimProfiles[ iProfileCount ] );
// Loop directions
for ( iDirectionCount = 0; iDirectionCount < 8; iDirectionCount++ )
{
// Get prodile direction pointer
pProfileDir = &( gpAnimProfiles[ iProfileCount ].Dirs[ iDirectionCount ] );
// Free tile
MemFree( pProfileDir->pTiles );
}
}
// Free profile data!
MemFree( gpAnimProfiles );
}
void ZeroAnimSurfaceCounts( )
{
INT32 cnt;
for ( cnt = 0; cnt < NUMANIMATIONSURFACETYPES; cnt++ )
{
gAnimSurfaceDatabase[ cnt ].bUsageCount = 0;
gAnimSurfaceDatabase[ cnt ].hVideoObject = NULL;
}
memset( gbAnimUsageHistory, 0, sizeof( gbAnimUsageHistory ) );
}