heretic2-sdk/Toolkit/Programming/GameCode/game/m_mssithra_anim.c
1998-11-24 00:00:00 +00:00

396 lines
18 KiB
C

//==============================================================================
//
// 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};