Shared: Add extra defines for different reload types

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Ian 2022-12-20 02:09:33 -05:00 committed by GitHub
parent d5235469cf
commit 4e366c62bd
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@ -138,29 +138,33 @@ const float EVENT_ACHIEVEMENTPROGRESS = 36;
#define W_CUSTOM4 73
#define BASE_FRAME 1
#define FIRE_START 2
#define FIRE_END 3
#define RELOAD_START 4
#define RELOAD_END 5
#define SPRINT_IN_START 12
#define SPRINT_IN_END 13
#define SPRINT_START 10
#define SPRINT_END 11
#define SPRINT_OUT_START 14
#define SPRINT_OUT_END 15
#define TAKE_OUT_START 16
#define TAKE_OUT_END 17
#define PUT_OUT_START 18
#define PUT_OUT_END 19
#define RELOAD_CANCEL 20
#define AIM_IN_START 30
#define AIM_IN_END 31
#define AIM_LOOP 33
#define AIM_OUT_START 34
#define AIM_OUT_END 35
#define AIM_FIRE_START 36
#define AIM_FIRE_END 37
#define BASE_FRAME 1 // The frame the Weapon idles at
#define FIRE_START 2 // Start of firing animation
#define FIRE_END 3 // End of firing animation
#define RELOAD_START 4 // Start of normal (one-way) reloads
#define RELOAD_END 5 // End of normal (one-way) reloads
#define RELOAD_EMPTY_START 6 // Start of empty reloading
#define RELOAD_EMPTY_END 7 // End of empty reloading
#define RELOAD_PART_START 8 // Start of partial full reloading
#define RELOAD_PART_END 9 // End of partial full reloading
#define SPRINT_IN_START 12 // Start of preparation to sprint
#define SPRINT_IN_END 13 // End of preparation to sprint
#define SPRINT_START 10 // Start of sprint loop
#define SPRINT_END 11 // End of sprint loop
#define SPRINT_OUT_START 14 // Start of sprint stop
#define SPRINT_OUT_END 15 // End of sprint stop
#define TAKE_OUT_START 16 // Start of taking out weapon
#define TAKE_OUT_END 17 // End of taking out weapon
#define PUT_OUT_START 18 // Start of putting away weapon
#define PUT_OUT_END 19 // End of putting away weapon
#define RELOAD_CANCEL 20 // Frame where mag variable is filled
#define AIM_IN_START 30 // Start of animation-based ADS
#define AIM_IN_END 31 // End of animation-based ADS
#define AIM_LOOP 33 // ADS stuck loop frame
#define AIM_OUT_START 34 // Start of ADS end
#define AIM_OUT_END 35 // End of ADS end
#define AIM_FIRE_START 36 // Start of firing while ADS
#define AIM_FIRE_END 37 // End of firing while ADS
//Animation types
#define RELOAD 1
@ -173,6 +177,8 @@ const float EVENT_ACHIEVEMENTPROGRESS = 36;
#define PERK 8
#define KNIFE2 9
#define REVIVE 10
#define RELOAD_EMP 11
#define RELOAD_PAR 12
#define S_HEADSHOT 1
#define S_KNIFE 2