225 lines
8.7 KiB
C
225 lines
8.7 KiB
C
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typedef enum AnimID_e
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{
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ANIM_DAGGERL,// = {14, assassin_frames_daggerl, assassin_pause},
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ANIM_DAGGERR,//= {15, assassin_frames_daggerr, assassin_pause},
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ANIM_DAGGERB,// = {15, assassin_frames_daggerb, assassin_pause},
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ANIM_DAGGERC,// = {11, assassin_frames_daggerc, assassin_pause},
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ANIM_NEWDAGGER,
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ANIM_NEWDAGGERB,
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ANIM_BACKFLIP,// = {16, assassin_frames_backflip, assassin_pause},
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ANIM_FRONTFLIP,// = {16, assassin_frames_frontflip, assassin_pause},
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ANIM_DODGE_RIGHT,// = {10, assassin_frames_dodge_right, assassin_pause},
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ANIM_DODGE_LEFT,// = {10, assassin_frames_dodge_left, assassin_pause},
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ANIM_DEATHA,// = {14, assassin_frames_deatha, assassin_dead},
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ANIM_DEATHB,// = {14, assassin_frames_deathb, assassin_dead},
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ANIM_JUMP,// = {17, assassin_frames_jump, assassin_pause},
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ANIM_RUN,// = {10, assassin_frames_run, assassin_pause},
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ANIM_PAIN1,// = {5, assassin_frames_pain1, assassin_pause},
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ANIM_PAIN2,// = {4, assassin_frames_pain2, assassin_pause},
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ANIM_DELAY,// = {1, assassin_frames_delay, assassin_pause},
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ANIM_STAND,// = {1, assassin_frames_delay, assassin_pause},
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ANIM_CROUCH,// = {1, assassin_frames_delay, assassin_pause},
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ANIM_UNCROUCH,// = {1, assassin_frames_delay, assassin_pause},
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ANIM_EVJUMP,// = {17, assassin_frames_jump, assassin_pause},
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ANIM_EVBACKFLIP,// = {16, assassin_frames_backflip, assassin_pause},
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ANIM_EVFRONTFLIP,// = {16, assassin_frames_frontflip, assassin_pause},
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ANIM_INAIR,
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ANIM_LAND,
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ANIM_FORCED_JUMP,
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ANIM_FJUMP,
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ANIM_BFINAIR,
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ANIM_BFLAND,
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ANIM_FFINAIR,
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ANIM_FFLAND,
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ANIM_EVINAIR,
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ANIM_TELEPORT,
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ANIM_CLOAK,
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ANIM_WALK,
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ANIM_WALK_LOOP,
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ANIM_BACKSPRING,
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//crouches
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ANIM_CROUCH_TRANS,
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ANIM_CROUCH_IDLE,
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ANIM_CROUCH_LOOK_RIGHT,
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ANIM_CROUCH_LOOK_RIGHT_IDLE,
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ANIM_CROUCH_LOOK_L2R,
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ANIM_CROUCH_LOOK_LEFT,
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ANIM_CROUCH_LOOK_LEFT_IDLE,
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ANIM_CROUCH_LOOK_R2L,
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ANIM_CROUCH_LOOK_R2C,
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ANIM_CROUCH_LOOK_L2C,
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ANIM_CROUCH_POKE,
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ANIM_CROUCH_END,
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ANIM_C_IDLE1,
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ANIM_C_RUN1,
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ANIM_C_ATTACK1,
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ANIM_C_ATTACK2,
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NUM_ANIMS
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} AnimID_t;
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typedef enum SoundID_e
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{
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SND_PAIN1,
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SND_PAIN2,
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SND_DIE1,
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SND_GIB,
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SND_THROW1,
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SND_THROW2,
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SND_DAGHITF,
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SND_DAGHITW,
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SND_JUMP,
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SND_FLIP,
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SND_LAND,
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SND_LANDF,
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SND_SLIDE,
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SND_SLASH1,
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SND_SLASH2,
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SND_GROWL1,
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SND_GROWL2,
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SND_GROWL3,
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SND_CLOAK,
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SND_DECLOAK,
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NUM_SOUNDS
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} SoundID_t;
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extern animmove_t assassin_move_daggerl;// = {14, assassin_frames_daggerl, assassin_pause};
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extern animmove_t assassin_move_daggerr;//= {15, assassin_frames_daggerr, assassin_pause};
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extern animmove_t assassin_move_daggerb;// = {15, assassin_frames_daggerb, assassin_pause};
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extern animmove_t assassin_move_daggerc;// = {11, assassin_frames_daggerc, assassin_pause};
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extern animmove_t assassin_move_newdagger;
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extern animmove_t assassin_move_newdaggerb;
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extern animmove_t assassin_move_backflip;// = {16, assassin_frames_backflip, assassin_pause};
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extern animmove_t assassin_move_frontflip;// = {16, assassin_frames_frontflip, assassin_pause};
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extern animmove_t assassin_move_dodge_right;// = {10, assassin_frames_dodge_right, assassin_pause};
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extern animmove_t assassin_move_dodge_left;// = {10, assassin_frames_dodge_left, assassin_pause};
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extern animmove_t assassin_move_deatha;// = {14, assassin_frames_deatha, assassin_dead};
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extern animmove_t assassin_move_deathb;// = {14, assassin_frames_deathb, assassin_dead};
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extern animmove_t assassin_move_jump;// = {17, assassin_frames_jump, assassin_pause};
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extern animmove_t assassin_move_run;// = {10, assassin_frames_run, assassin_pause};
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extern animmove_t assassin_move_pain1;// = {5, assassin_frames_pain1, assassin_pause};
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extern animmove_t assassin_move_pain2;// = {4, assassin_frames_pain2, assassin_pause};
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extern animmove_t assassin_move_delay;// = {1, assassin_frames_delay, assassin_pause};
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extern animmove_t assassin_move_stand;// = {1, assassin_frames_stand, assassin_pause};
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extern animmove_t assassin_move_crouch;
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extern animmove_t assassin_move_uncrouch;
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extern animmove_t assassin_move_evade_jump;// = {17, assassin_frames_jump, assassin_pause};
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extern animmove_t assassin_move_evade_backflip;// = {16, assassin_frames_backflip, assassin_pause};
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extern animmove_t assassin_move_evade_frontflip;// = {16, assassin_frames_frontflip, assassin_pause};
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extern animmove_t assassin_move_inair;
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extern animmove_t assassin_move_evinair;
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extern animmove_t assassin_move_land;
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extern animmove_t assassin_move_forcedjump;
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extern animmove_t assassin_move_fjump;
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extern animmove_t assassin_move_ffinair;
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extern animmove_t assassin_move_ffland;
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extern animmove_t assassin_move_bfinair;
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extern animmove_t assassin_move_bfland;
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extern animmove_t assassin_move_teleport;
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extern animmove_t assassin_move_cloak;
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extern animmove_t assassin_move_walk;
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extern animmove_t assassin_move_walk_loop;
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extern animmove_t assassin_move_backspring;
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//crouch
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extern animmove_t assassin_move_crouch_trans;
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extern animmove_t assassin_move_crouch_idle;
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extern animmove_t assassin_move_crouch_look_right;
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extern animmove_t assassin_move_crouch_look_right_idle;
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extern animmove_t assassin_move_crouch_look_l2r;
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extern animmove_t assassin_move_crouch_look_left;
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extern animmove_t assassin_move_crouch_look_left_idle;
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extern animmove_t assassin_move_crouch_look_r2l;
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extern animmove_t assassin_move_crouch_look_r2c;
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extern animmove_t assassin_move_crouch_look_l2c;
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extern animmove_t assassin_move_crouch_poke;
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extern animmove_t assassin_move_crouch_end;
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extern animmove_t assassin_move_c_idle1;
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extern animmove_t assassin_move_c_run1;
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extern animmove_t assassin_move_c_attack1;
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extern animmove_t assassin_move_c_attack2;
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void MG_CheckLanded (edict_t *self, float next_anim);
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void MG_InAirMove (edict_t *self, float fwdspd,float upspd,float rtspd);
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void MG_ApplyJump (edict_t *self);
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void MG_InitMoods(edict_t *self);
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void assassin_blocked(edict_t *self, G_Message_t *msg);
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void assassin_death(edict_t *self, G_Message_t *msg);
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void assassin_run(edict_t *self, G_Message_t *msg);
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void assassin_walk(edict_t *self, G_Message_t *msg);
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void assassin_melee(edict_t *self, G_Message_t *msg);
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void assassin_stand(edict_t *self, G_Message_t *msg);
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void assassin_pain(edict_t *self, G_Message_t *msg);
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void assassindagger(edict_t *self, float right_ofs);
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void assassin_dead(edict_t *self);
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void assassindeathsqueal(edict_t *self);
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void assassinsqueal(edict_t *self);
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void assassingrowl(edict_t *self);
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void assassinbite(edict_t *self);
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void assassin_think_pain(edict_t *self);
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void assassin_pause (edict_t *self);
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void assassin_dropweapon (edict_t *self, int whichknives);
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void ai_charge2 (edict_t *self, float dist);
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void assassinCrouchedCheckAttack (edict_t *self, float attack);
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void assassinSetCrouched (edict_t *self);
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void assassinUndoCrouched (edict_t *self);
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void assassinGoJump (edict_t *self, float upspd,float fwdspd,float rtspd);
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void assassinStop (edict_t *self);
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void assassin_go_run(edict_t *self, float dist);
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void mg_ai_charge (edict_t *self, float dist);
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void assassinCheckLoop (edict_t *self, float frame);
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void assassinCheckLanded (edict_t *self, float nextanim);
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void assassin_go_inair(edict_t *self);
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void assassin_go_ffinair(edict_t *self);
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void assassin_go_bfinair(edict_t *self);
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void assassinNodeOn (edict_t *self, float node);
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void assassinApplyJump (edict_t *self);
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void assassinInAirMove (edict_t *self, float fwdspd,float upspd,float rtspd);
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void assassin_go_evinair(edict_t *self);
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void assassin_sound(edict_t *self, float channel, float soundnum, float attn);
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qboolean assassinCheckTeleport (edict_t *self, int type);
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qboolean assassinChooseTeleportDestination(edict_t *self, int type, qboolean imperative, qboolean instant);
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void assassinGone(edict_t *self);
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void assassinSmoke(edict_t *self);
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void SP_monster_assassin (edict_t *self);
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void assassin_post_pain (edict_t *self);
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void assassinCloak (edict_t *self);
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void M_MoveFrame (edict_t *self);
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void assassinInitCloak (edict_t *self);
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void assassinDeCloak (edict_t *self);
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void assassinReadyTeleport (edict_t *self);
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void assassinUnCrouch (edict_t *self);
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void assassinSkipFrameSkillCheck (edict_t *self);
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void MG_CheckEvade (edict_t *self);
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void FoundTarget (edict_t *self, qboolean setsightent);
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void assasin_walk_loop_go (edict_t *self);
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void assassin_ai_walk (edict_t *self, float dist);
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void assassin_crouch_idle_decision (edict_t *self);
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#define BIT_DADDYNULL 0
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#define BIT_TORSOFT 1
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#define BIT_TORSOBK 2
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#define BIT_HEAD 4
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#define BIT_LKNIFE 8
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#define BIT_RKNIFE 16
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#define BIT_R4ARM 32
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#define BIT_L4ARM 64
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#define BIT_HIPS 128
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#define BIT_LCALF 256
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#define BIT_RCALF 512
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#define BIT_RTHIGH 1024
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#define BIT_LTHIGH 2048
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#define BIT_KNIFES 4096
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#define BIT_LUPARM 8192
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#define BIT_RUPARM 16384
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