//============================================================================== // // m_plagueSsitra_anim.c // // Heretic II // Copyright 1998 Raven Software // //============================================================================== #include "g_local.h" #include "m_mssithra_anim.h" #include "m_mssithra.h" /*---------------------------------------------------------------------- mssithra Idle - looking around and standing -----------------------------------------------------------------------*/ animframe_t mssithra_frames_idle1 [] = { FRAME_idle1, NULL, 0, 0, 0, ai_stand, 0, NULL, FRAME_idle2, NULL, 0, 0, 0, ai_stand, 0, NULL, FRAME_idle3, NULL, 0, 0, 0, ai_stand, 0, NULL, FRAME_idle4, NULL, 0, 0, 0, ai_stand, 0, NULL, FRAME_idle5, NULL, 0, 0, 0, ai_stand, 0, NULL, FRAME_idle6, NULL, 0, 0, 0, ai_stand, 0, NULL, FRAME_idle7, NULL, 0, 0, 0, ai_stand, 0, NULL, FRAME_idle8, NULL, 0, 0, 0, ai_stand, 0, NULL, FRAME_idle9, NULL, 0, 0, 0, ai_stand, 0, NULL, FRAME_idle10, NULL, 0, 0, 0, ai_stand, 0, NULL, FRAME_idle11, NULL, 0, 0, 0, ai_stand, 0, NULL, FRAME_idle12, NULL, 0, 0, 0, ai_stand, 0, NULL, FRAME_idle13, NULL, 0, 0, 0, ai_stand, 0, NULL, FRAME_idle14, NULL, 0, 0, 0, ai_stand, 0, NULL, FRAME_idle15, NULL, 0, 0, 0, ai_stand, 0, NULL, FRAME_idle16, NULL, 0, 0, 0, ai_stand, 0, NULL, FRAME_idle17, NULL, 0, 0, 0, ai_stand, 0, NULL, FRAME_idle18, NULL, 0, 0, 0, ai_stand, 0, NULL, FRAME_idle19, NULL, 0, 0, 0, ai_stand, 0, NULL, FRAME_idle20, NULL, 0, 0, 0, ai_stand, 0, NULL, FRAME_idle21, NULL, 0, 0, 0, ai_stand, 0, NULL, }; animmove_t mssithra_move_idle1 = {21, mssithra_frames_idle1, mssithraCheckMood}; /*---------------------------------------------------------------------- mssithra Walk - walking along -----------------------------------------------------------------------*/ animframe_t mssithra_frames_walk1 [] = { FRAME_walk1, NULL, 0, 0, 0, ai_walk, 8, NULL, FRAME_walk2, NULL, 0, 0, 0, ai_walk, 8, NULL, FRAME_walk3, NULL, 0, 0, 0, ai_walk, 8, NULL, FRAME_walk4, NULL, 0, 0, 0, ai_walk, 8, NULL, FRAME_walk5, NULL, 0, 0, 0, ai_walk, 9, NULL, FRAME_walk6, NULL, 0, 0, 0, ai_walk, 9, NULL, FRAME_walk7, NULL, 0, 0, 0, ai_walk, 9, NULL, FRAME_walk8, NULL, 0, 0, 0, ai_walk, 10, NULL, FRAME_walk9, NULL, 0, 0, 0, ai_walk, 10, NULL, FRAME_walk10, NULL, 0, 0, 0, ai_walk, 10, NULL, FRAME_walk11, NULL, 0, 0, 0, ai_walk, 10, NULL, FRAME_walk12, NULL, 0, 0, 0, ai_walk, 10, NULL, FRAME_walk13, NULL, 0, 0, 0, ai_walk, 9, NULL, FRAME_walk14, NULL, 0, 0, 0, ai_walk, 9, NULL, FRAME_walk15, NULL, 0, 0, 0, ai_walk, 9, NULL, FRAME_walk16, NULL, 0, 0, 0, ai_walk, 8, NULL, }; animmove_t mssithra_move_walk1 = {16, mssithra_frames_walk1, NULL};//mssithraCheckMood}; /*---------------------------------------------------------------------- mssithra Walk - walking along -----------------------------------------------------------------------*/ animframe_t mssithra_frames_run1 [] = { FRAME_walk1, NULL, 0, 0, 0, ai_run, 8, NULL, FRAME_walk2, NULL, 0, 0, 0, ai_run, 8, NULL, FRAME_walk3, NULL, 0, 0, 0, ai_run, 8, NULL, FRAME_walk4, NULL, 0, 0, 0, ai_run, 8, NULL, FRAME_walk5, NULL, 0, 0, 0, ai_run, 9, NULL, FRAME_walk6, NULL, 0, 0, 0, ai_run, 9, NULL, FRAME_walk7, NULL, 0, 0, 0, ai_run, 9, NULL, FRAME_walk8, NULL, 0, 0, 0, ai_run, 9, NULL, FRAME_walk9, NULL, 0, 0, 0, ai_run, 10, NULL, FRAME_walk10, NULL, 0, 0, 0, ai_run, 10, NULL, FRAME_walk11, NULL, 0, 0, 0, ai_run, 10, NULL, FRAME_walk12, NULL, 0, 0, 0, ai_run, 10, NULL, FRAME_walk13, NULL, 0, 0, 0, ai_run, 9, NULL, FRAME_walk14, NULL, 0, 0, 0, ai_run, 9, NULL, FRAME_walk15, NULL, 0, 0, 0, ai_run, 9, NULL, FRAME_walk16, NULL, 0, 0, 0, ai_run, 9, NULL, }; animmove_t mssithra_move_run1 = {16, mssithra_frames_run1, NULL};//mssithra_decide_gallop}; /*---------------------------------------------------------------------- mssithra backpedal - looking around and standing -----------------------------------------------------------------------*/ animframe_t mssithra_frames_backpedal1 [] = { FRAME_walk16, NULL, 0, 0, 0, ai_charge2, -8, NULL, FRAME_walk15, NULL, 0, 0, 0, ai_charge2, -8, NULL, FRAME_walk14, NULL, 0, 0, 0, ai_charge2, -8, NULL,//mssithraArrow, FRAME_walk13, NULL, 0, 0, 0, ai_charge2, -8, NULL, FRAME_walk12, NULL, 0, 0, 0, ai_charge2, -9, NULL, FRAME_walk11, NULL, 0, 0, 0, ai_charge2, -9, NULL, FRAME_walk10, NULL, 0, 0, 0, ai_charge2, -9, NULL,//mssithraArrow, FRAME_walk9, NULL, 0, 0, 0, ai_charge2, -9, NULL, FRAME_walk8, NULL, 0, 0, 0, ai_charge2, -10, NULL, FRAME_walk7, NULL, 0, 0, 0, ai_charge2, -10, NULL, FRAME_walk6, NULL, 0, 0, 0, ai_charge2, -10, NULL, FRAME_walk5, NULL, 0, 0, 0, ai_charge2, -10, NULL, FRAME_walk4, NULL, 0, 0, 0, ai_charge2, -9, NULL,//mssithraArrow, FRAME_walk3, NULL, 0, 0, 0, ai_charge2, -9, NULL, FRAME_walk2, NULL, 0, 0, 0, ai_charge2, -9, NULL, FRAME_walk1, NULL, 0, 0, 0, ai_charge2, -9, NULL, }; animmove_t mssithra_move_backpedal1 = {16, mssithra_frames_backpedal1, NULL};//mssithra_decide_backpedal}; /*---------------------------------------------------------------------- mssithra death_b - looking around and standing -----------------------------------------------------------------------*/ animframe_t mssithra_frames_death1 [] = { FRAME_death1, NULL, 0, 0, 0, NULL, 0, NULL, FRAME_death2, NULL, 0, 0, 0, NULL, 0, NULL, FRAME_death3, NULL, 0, 0, 0, NULL, 0, NULL, FRAME_death4, NULL, 0, 0, 0, NULL, 0, NULL, FRAME_death5, NULL, 0, 0, 0, NULL, 0, NULL, FRAME_death6, NULL, 0, 0, 0, NULL, 0, NULL, FRAME_death7, NULL, 0, 0, 0, NULL, 0, NULL, FRAME_death8, NULL, 0, 0, 0, NULL, 0, NULL, FRAME_death9, NULL, 0, 0, 0, NULL, 0, NULL, FRAME_death10, NULL, 0, 0, 0, NULL, 0, NULL, FRAME_death11, NULL, 0, 0, 0, NULL, 0, NULL, FRAME_death12, NULL, 0, 0, 0, NULL, 0, NULL, FRAME_death13, NULL, 0, 0, 0, NULL, 0, NULL, FRAME_death14, NULL, 0, 0, 0, NULL, 0, NULL, FRAME_death15, NULL, 0, 0, 0, NULL, 0, NULL, FRAME_death16, NULL, 0, 0, 0, NULL, 0, NULL, FRAME_death17, NULL, 0, 0, 0, NULL, 0, NULL, FRAME_death18, NULL, 0, 0, 0, NULL, 0, NULL, FRAME_death19, NULL, 0, 0, 0, NULL, 0, NULL, FRAME_death20, NULL, 0, 0, 0, NULL, 0, NULL, FRAME_death21, NULL, 0, 0, 0, NULL, 0, NULL, FRAME_death22, NULL, 0, 0, 0, NULL, 0, NULL, FRAME_death23, NULL, 0, 0, 0, NULL, 0, NULL, FRAME_death24, NULL, 0, 0, 0, NULL, 0, NULL, FRAME_death25, NULL, 0, 0, 0, NULL, 0, NULL, FRAME_death26, NULL, 0, 0, 0, NULL, 0, NULL, FRAME_death27, NULL, 0, 0, 0, NULL, 0, NULL, FRAME_death28, NULL, 0, 0, 0, NULL, 0, NULL, FRAME_death29, NULL, 0, 0, 0, NULL, 0, NULL, FRAME_death30, NULL, 0, 0, 0, NULL, 0, NULL, FRAME_death31, NULL, 0, 0, 0, NULL, 0, NULL, FRAME_death32, NULL, 0, 0, 0, NULL, 0, NULL, FRAME_death33, NULL, 0, 0, 0, NULL, 0, NULL, FRAME_death34, NULL, 0, 0, 0, NULL, 0, NULL, FRAME_death35, NULL, 0, 0, 0, NULL, 0, NULL, FRAME_death36, NULL, 0, 0, 0, NULL, 0, NULL, FRAME_death37, NULL, 0, 0, 0, NULL, 0, NULL, FRAME_death38, NULL, 0, 0, 0, NULL, 0, NULL, FRAME_death39, NULL, 0, 0, 0, NULL, 0, NULL, FRAME_death40, NULL, 0, 0, 0, NULL, 0, NULL, FRAME_death41, NULL, 0, 0, 0, NULL, 0, NULL, FRAME_death42, NULL, 0, 0, 0, NULL, 0, NULL, FRAME_death43, NULL, 0, 0, 0, NULL, 0, NULL, FRAME_death44, NULL, 0, 0, 0, NULL, 0, NULL, FRAME_death45, NULL, 0, 0, 0, NULL, 0, NULL, }; animmove_t mssithra_move_death1 = {45, mssithra_frames_death1, mssithra_dead}; /*---------------------------------------------------------------------- mssithra melee - looking around and standing -----------------------------------------------------------------------*/ animframe_t mssithra_frames_claw1 [] = { FRAME_claw1, NULL, 0, 0, 0, ai_charge2, 20, NULL, FRAME_claw2, NULL, 0, 0, 0, ai_charge2, 10, mmssithraRandomGrowlSound, FRAME_claw3, NULL, 0, 0, 0, ai_charge2, 8, NULL, FRAME_claw4, NULL, 0, 0, 0, ai_charge2, 6, NULL, FRAME_claw5, NULL, 0, 0, 0, ai_charge2, 4, mssithraSwipe, FRAME_claw6, NULL, 0, 0, 0, ai_charge2, 3, NULL, FRAME_claw7, NULL, 0, 0, 0, ai_charge2, 3, NULL, FRAME_claw8, NULL, 0, 0, 0, ai_charge2, 4, mssithraSwipe, FRAME_claw9, NULL, 0, 0, 0, ai_charge2, 3, NULL, FRAME_claw10, NULL, 0, 0, 0, ai_charge2, 3, NULL, }; animmove_t mssithra_move_claw1 = {7, mssithra_frames_claw1, mssithraCheckMood};//mssithra_decide_gallop}; /*---------------------------------------------------------------------- mssithra jump -----------------------------------------------------------------------*/ animframe_t mssithra_frames_jump1 [] = { FRAME_jump1, NULL, 0, 0, 0, NULL, 0, NULL, FRAME_jump2, NULL, 0, 0, 0, NULL, 0, NULL, FRAME_jump3, NULL, 0, 0, 0, NULL, 0, NULL, FRAME_jump4, NULL, 0, 0, 0, NULL, 0, NULL, FRAME_jump5, NULL, 0, 0, 0, NULL, 0, NULL, FRAME_jump6, NULL, 0, 0, 0, NULL, 0, NULL, FRAME_jump7, NULL, 0, 0, 0, NULL, 0, NULL, FRAME_jump8, NULL, 0, 0, 0, NULL, 0, NULL, FRAME_jump9, NULL, 0, 0, 0, NULL, 0, NULL, FRAME_jump10, NULL, 0, 0, 0, NULL, 0, NULL, FRAME_jump11, NULL, 0, 0, 0, NULL, 0, NULL, FRAME_jump12, NULL, 0, 0, 0, NULL, 0, NULL, FRAME_jump13, NULL, 0, 0, 0, NULL, 0, NULL, FRAME_jump14, NULL, 0, 0, 0, NULL, 0, NULL, }; animmove_t mssithra_move_jump1 = {14, mssithra_frames_jump1, mssithraCheckMood};//mssithra_decide_gallop}; /*---------------------------------------------------------------------- mssithra forced jump -----------------------------------------------------------------------*/ animframe_t mssithra_frames_fjump [] = { FRAME_jump1, NULL, 0, 0, 0, NULL, 0, NULL, FRAME_jump2, NULL, 0, 0, 0, NULL, 0, NULL, FRAME_jump3, NULL, 0, 0, 0, NULL, 0, NULL, FRAME_jump4, NULL, 0, 0, 0, NULL, 0, NULL, FRAME_jump5, NULL, 0, 0, 0, NULL, 0, NULL, FRAME_jump6, NULL, 0, 0, 0, NULL, 0, NULL, FRAME_jump7, NULL, 0, 0, 0, NULL, 0, NULL, FRAME_jump8, NULL, 0, 0, 0, NULL, 0, NULL, FRAME_jump9, NULL, 0, 0, 0, NULL, 0, NULL,//mmssithraRandomGrowlSound, FRAME_jump10, NULL, 0, 0, 0, NULL, 0, NULL, FRAME_jump11, NULL, 0, 0, 0, NULL, 0, NULL, FRAME_jump12, NULL, 0, 0, 0, NULL, 0, NULL, FRAME_jump13, NULL, 0, 0, 0, NULL, 0, NULL, FRAME_jump14, NULL, 0, 0, 0, NULL, 0, NULL, }; animmove_t mssithra_move_fjump = {14, mssithra_frames_fjump, mssithraCheckMood};//mssithra_decide_gallop}; /*---------------------------------------------------------------------- mssithra pain_a - looking around and standing -----------------------------------------------------------------------*/ /* animframe_t mssithra_frames_pain1 [] = { FRAME_pain1, NULL, 0, 0, 0, NULL, 0, NULL, FRAME_pain2, NULL, 0, 0, 0, NULL, 0, NULL, FRAME_pain3, NULL, 0, 0, 0, NULL, 0, NULL, FRAME_pain4, NULL, 0, 0, 0, NULL, 0, NULL, FRAME_pain5, NULL, 0, 0, 0, NULL, 0, NULL, }; animmove_t mssithra_move_pain1 = {5, mssithra_frames_pain1, mssithra_pain_react}; */ /*---------------------------------------------------------------------- mssithra shoot -----------------------------------------------------------------------*/ animframe_t mssithra_frames_shoota1 [] = { FRAME_shoota1, NULL, 0, 0, 0, ai_charge2, 0, NULL,//0 FRAME_shoota2, NULL, 0, 0, 0, ai_charge2, 0, NULL, FRAME_shoota3, NULL, 0, 0, 0, ai_charge2, 0, NULL, FRAME_shoota4, NULL, 0, 0, 0, ai_charge2, 0, mmssithraRandomGrowlSound, FRAME_shoota5, NULL, 0, 0, 0, ai_charge2, 0, NULL, FRAME_shoota6, NULL, 0, 0, 0, ai_charge2, 0, NULL, FRAME_shoota7, NULL, 0, 0, 0, ai_charge2, 0, NULL, FRAME_shoota8, NULL, 0, 0, 0, ai_charge2, 0, NULL, FRAME_shoota9, NULL, 0, 0, 0, ai_charge2, 0, mssithraArrow,//8: arrow here FRAME_shoota10, NULL, 0, 0, 0, ai_charge2, 0, NULL, FRAME_shoota11, NULL, 0, 0, 0, ai_charge2, 0, NULL, FRAME_shoota12, NULL, 0, 0, 0, ai_charge2, 0, NULL, FRAME_shoota13, NULL, 0, 0, 0, ai_charge2, 0, NULL, FRAME_shoota14, NULL, 0, 0, 0, ai_charge2, 0, NULL, FRAME_shoota15, NULL, 0, 0, 0, ai_charge2, 0, NULL, FRAME_shoota16, NULL, 0, 0, 0, ai_charge2, 0, NULL, FRAME_shoota17, NULL, 0, 0, 0, ai_charge2, 0, NULL,//check here to loop back to 8 FRAME_shoota18, NULL, 0, 0, 0, ai_charge2, 0, mssithraArrow, FRAME_shoota19, NULL, 0, 0, 0, ai_charge2, 0, NULL, FRAME_shoota20, NULL, 0, 0, 0, ai_charge2, 0, NULL, FRAME_shoota21, NULL, 0, 0, 0, ai_charge2, 0, NULL, FRAME_shoota22, NULL, 0, 0, 0, ai_charge2, 0, mmssithraRandomGrowlSound, FRAME_shoota23, NULL, 0, 0, 0, ai_charge2, 0, NULL, }; animmove_t mssithra_move_shoota1 = {23, mssithra_frames_shoota1, mssithraCheckMood};//mssithra_decide_gallop}; /*---------------------------------------------------------------------- mssithra shoot -----------------------------------------------------------------------*/ animframe_t mssithra_frames_shootb1 [] = { FRAME_shootb1, NULL, 0, 0, 0, ai_charge2, 0, NULL,//0 FRAME_shootb2, NULL, 0, 0, 0, ai_charge2, 0, NULL, FRAME_shootb3, NULL, 0, 0, 0, ai_charge2, 0, NULL, FRAME_shootb4, NULL, 0, 0, 0, ai_charge2, 0, NULL, FRAME_shootb5, NULL, 0, 0, 0, ai_charge2, 0, NULL, FRAME_shootb6, NULL, 0, 0, 0, ai_charge2, 0, NULL, FRAME_shootb7, NULL, 0, 0, 0, ai_charge2, 0, mmssithraRandomGrowlSound, FRAME_shootb8, NULL, 0, 0, 0, ai_charge2, 0, mssithraArrow,//7: shoot here FRAME_shootb9, NULL, 0, 0, 0, ai_charge2, 0, NULL, FRAME_shootb10, NULL, 0, 0, 0, ai_charge2, 0, NULL, FRAME_shootb11, NULL, 0, 0, 0, ai_charge2, 0, NULL, FRAME_shootb12, NULL, 0, 0, 0, ai_charge2, 0, NULL, FRAME_shootb13, NULL, 0, 0, 0, ai_charge2, 0, mmssithraRandomGrowlSound, FRAME_shootb14, NULL, 0, 0, 0, ai_charge2, 0, NULL, FRAME_shootb15, NULL, 0, 0, 0, ai_charge2, 0, NULL, FRAME_shootb16, NULL, 0, 0, 0, ai_charge2, 0, NULL,//check here to loop back to 7 FRAME_shootb17, NULL, 0, 0, 0, ai_charge2, 0, mssithraArrow, FRAME_shootb18, NULL, 0, 0, 0, ai_charge2, 0, NULL, FRAME_shootb19, NULL, 0, 0, 0, ai_charge2, 0, NULL, FRAME_shootb20, NULL, 0, 0, 0, ai_charge2, 0, NULL, FRAME_shootb21, NULL, 0, 0, 0, ai_charge2, 0, NULL, FRAME_shootb22, NULL, 0, 0, 0, ai_charge2, 0, NULL, }; animmove_t mssithra_move_shootb1 = {22, mssithra_frames_shootb1, mssithraCheckMood};//mssithra_decide_gallop}; /*---------------------------------------------------------------------- mssithra roar -----------------------------------------------------------------------*/ animframe_t mssithra_frames_roar [] = { FRAME_roar1, NULL, 0, 0, 0, NULL, 0, NULL, FRAME_roar2, NULL, 0, 0, 0, NULL, 0, NULL, FRAME_roar3, NULL, 0, 0, 0, NULL, 0, NULL, FRAME_roar4, NULL, 0, 0, 0, NULL, 0, NULL, FRAME_roar5, NULL, 0, 0, 0, NULL, 0, NULL, FRAME_roar6, NULL, 0, 0, 0, NULL, 0, NULL, FRAME_roar7, NULL, 0, 0, 0, NULL, 0, NULL, FRAME_roar8, NULL, 0, 0, 0, NULL, 0, NULL, FRAME_roar9, NULL, 0, 0, 0, NULL, 0, NULL, FRAME_roar10, NULL, 0, 0, 0, NULL, 0, NULL, FRAME_roar11, NULL, 0, 0, 0, NULL, 0, NULL, FRAME_roar12, NULL, 0, 0, 0, NULL, 0, NULL, FRAME_roar13, NULL, 0, 0, 0, NULL, 0, NULL, FRAME_roar14, NULL, 0, 0, 0, NULL, 0, NULL, FRAME_roar15, NULL, 0, 0, 0, NULL, 0, NULL, FRAME_roar16, NULL, 0, 0, 0, NULL, 0, NULL, FRAME_roar17, NULL, 0, 0, 0, NULL, 0, NULL, FRAME_roar18, NULL, 0, 0, 0, NULL, 0, NULL, FRAME_roar19, NULL, 0, 0, 0, NULL, 0, NULL, FRAME_roar20, NULL, 0, 0, 0, NULL, 0, NULL, FRAME_roar21, NULL, 0, 0, 0, NULL, 0, NULL, FRAME_roar22, NULL, 0, 0, 0, NULL, 0, NULL, FRAME_roar23, NULL, 0, 0, 0, NULL, 0, NULL, FRAME_roar24, NULL, 0, 0, 0, NULL, 0, NULL, }; animmove_t mssithra_move_roar = {24, mssithra_frames_roar, mssithraCheckMood};//mssithra_decide_gallop}; animframe_t mssithra_frames_delay [] = { FRAME_idle1, NULL, 0, 0, 0, NULL, 0, NULL, FRAME_idle2, NULL, 0, 0, 0, NULL, 0, NULL, FRAME_idle3, NULL, 0, 0, 0, NULL, 0, NULL, FRAME_idle4, NULL, 0, 0, 0, NULL, 0, NULL, FRAME_idle5, NULL, 0, 0, 0, NULL, 0, NULL, FRAME_idle6, NULL, 0, 0, 0, NULL, 0, NULL, FRAME_idle7, NULL, 0, 0, 0, NULL, 0, NULL, FRAME_idle8, NULL, 0, 0, 0, NULL, 0, NULL, FRAME_idle9, NULL, 0, 0, 0, NULL, 0, NULL, FRAME_idle10, NULL, 0, 0, 0, NULL, 0, NULL, FRAME_idle11, NULL, 0, 0, 0, NULL, 0, NULL, FRAME_idle12, NULL, 0, 0, 0, NULL, 0, NULL, FRAME_idle13, NULL, 0, 0, 0, NULL, 0, NULL, FRAME_idle14, NULL, 0, 0, 0, NULL, 0, NULL, FRAME_idle15, NULL, 0, 0, 0, NULL, 0, NULL, FRAME_idle16, NULL, 0, 0, 0, NULL, 0, NULL, FRAME_idle17, NULL, 0, 0, 0, NULL, 0, NULL, FRAME_idle18, NULL, 0, 0, 0, NULL, 0, NULL, FRAME_idle19, NULL, 0, 0, 0, NULL, 0, NULL, FRAME_idle20, NULL, 0, 0, 0, NULL, 0, NULL, FRAME_idle21, NULL, 0, 0, 0, NULL, 0, NULL, }; animmove_t mssithra_move_delay = {21, mssithra_frames_delay, NULL};//mssithraCheckMood}; //New shooting animations animframe_t mssithra_frames_shoot1_trans [] = { FRAME_newshot1, NULL, 0, 0, 0, ai_charge2, 0, NULL, FRAME_newshot2, NULL, 0, 0, 0, ai_charge2, 0, NULL, FRAME_newshot3, NULL, 0, 0, 0, ai_charge2, 0, NULL, }; animmove_t mssithra_move_shoot1_trans = {3, mssithra_frames_shoot1_trans, mssithra_ShotLoop}; animframe_t mssithra_frames_shoot1_loop [] = { FRAME_newshot4, NULL, 0, 0, 0, ai_charge2, 0, mssithraArrow, FRAME_newshot5, NULL, 0, 0, 0, ai_charge2, 0, NULL, FRAME_newshot6, NULL, 0, 0, 0, ai_charge2, 0, NULL, FRAME_newshot7, NULL, 0, 0, 0, ai_charge2, 0, NULL, FRAME_newshot8, NULL, 0, 0, 0, ai_charge2, 0, NULL, FRAME_newshot9, NULL, 0, 0, 0, ai_charge2, 0, NULL, }; animmove_t mssithra_move_shoot1_loop = {6, mssithra_frames_shoot1_loop, mssithraCheckShotLoop}; animframe_t mssithra_frames_shoot1_detrans [] = { FRAME_newshot3, NULL, 0, 0, 0, ai_charge2, 0, NULL, FRAME_newshot2, NULL, 0, 0, 0, ai_charge2, 0, NULL, FRAME_newshot1, NULL, 0, 0, 0, ai_charge2, 0, NULL, }; animmove_t mssithra_move_shoot1_detrans = {3, mssithra_frames_shoot1_detrans, mssithraCheckMood};