Files
source/Tactical/Animation Data.cpp
T
Overhaul 7a27e7105d New attack busy system
Added missing #includes

Added LUA scripting and console

Changed the way tracers are visualized, so they work more like real tracers instead of a light fountain

Fixed signedness of many grid variables used in GetMouseMapPos calls

Fixed enemy weapon choosing:  Sometimes a mortar is chosen but later rejected, but the grenade class was not reset.  Caused assertion failure

Added checks so enemies don't try to chuck RPG grenades with their hands

Now possible to shoot a someone in the head if he's in water

Fixed InitSightArrays to also clear soldier interrupt duel points.  This was causing an assertion failure elsewhere in the code because the interrupt list still had soldiers on it sometimes when this function was called.

Soldiers are much less willing to forfeit their turn over an attempt to use more APs than they have

Removed early setting of muzzle flash.  This would allow enemies to get an interrupt before you even fired.

Fixed item dropping by AI.  If AI tried to drop something while standing it would cause deadlock

Change to greatly speed up closing the sector inventory window in an unloaded sector

Added conditional compile flag to always give robot weapon ready advantage, even for 360 degree sighting


Check builddefines.h for the conditional flags.  Of greatest interest might be LUA_CONSOLE.  This will cause the game to bring up a command console when run.  However this console is severely lacking in many areas.  If anybody knows of an open-source terminal/console that could be used instead, it would be appreciated.  The existing console does bad things when you try to close it, and since it counts as a separate app, it pauses the game while it has focus.

LUA scripting is very limited, basically just proof of concept.  There is one global variable, the Soldiers array.  An array index gives you the soldier in that slot in the currently loaded sector.  The soldier has a few things that can be accessed:  name (short name); fullname (long name); grid (current grid #, can be changed); walkto(grid) (function to walk to another grid); runto(grid) (function to run to another grid)


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@924 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2007-06-09 09:01:04 +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( UINT16 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( UINT16 usSoldierID, UINT16 usSurfaceIndex, UINT16 usAnimState )
{
return( InternalGetAnimationStructureRef( usSoldierID, usSurfaceIndex, usAnimState, FALSE ) );
}
STRUCTURE_FILE_REF *GetDefaultStructureRef( UINT16 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 ) );
}