jedioutcast/utils/Assimilate/anims.h

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2013-04-04 18:02:27 +00:00
// playerAnimations
typedef enum
{
BOTH_DEATH1 = 0, //# special test comment 1 on BOTH_DEATH1
BOTH_DEATH2,
BOTH_DEATH3,
BOTH_DEATH4,
BOTH_DEATH5,
BOTH_DEATHFORWARD,
BOTH_DEATHBACKWARD,
BOTH_DEATHFORWARD2, //# special test comment 2 on BOTH_DEATHFORWARD2
BOTH_DEATHBACK2,
BOTH_WRITHINGDEATH,//if on back
BOTH_STUMBLEDEATH,
BOTH_FALLDEATH,
//# special test comment 3 on <nothing>
BOTH_DEAD1,
BOTH_DEAD2,
BOTH_DEAD3, // next 2 just to check with and without whitespace, but empty otherwise. Will be deleted soon
BOTH_DEAD4, //#
BOTH_DEAD5, //#
BOTH_DEADFORWARD,
BOTH_DEADBACKWARD,
BOTH_DEADFORWARD2,
BOTH_DEADBACK2,
BOTH_WRITHINGDEAD,
BOTH_STUMBLEDEAD,
BOTH_FALLDEAD,
TORSO_DROP,
TORSO_RAISE,
TORSO_ATTACK,
TORSO_STAND2,
TORSO_ATTACK2,
TORSO_GESTURE,
TORSO_STAND,
LEGS_IDLE,
LEGS_IDLECR,
LEGS_WALKCR, //#test1
LEGS_WALK, //# hi there
LEGS_RUN,
LEGS_BACK,
LEGS_SWIM,
LEGS_JUMP,
LEGS_LAND,
LEGS_JUMPB,
LEGS_LANDB,
LEGS_TURN,
COMMON_ANIMS_LAST,
//extra anims
BOTH_PAIN1 = COMMON_ANIMS_LAST,
BOTH_PAIN2,
BOTH_PAIN3,
TORSO_RUN,
TORSO_CONSOLE,
TORSO_CONSOLE2,
TORSO_CROUCH,
TORSO_WALKCR,
TORSO_IDLECR,
TORSO_WALK,
TORSO_PAIN,
TORSO_ASSIMILATE,
TORSO_PLUGIN,
TORSO_PLUGOUT,
TORSO_JUMP,
TORSO_INAIR,
TORSO_LAND,
TORSO_SITTING,
TORSO_WREADY1,
TORSO_WREADY2,
TORSO_TRICORDER,
TORSO_MEDICORDER,
TORSO_INJURED,
TORSO_WRITHING,
TORSO_CRAWLBACK,
TORSO_PAIN2WRITHE,
TORSO_CONSOLE1IDLE,
TORSO_CONSOLE1RIGHT,
TORSO_CONSOLE1LEFT,
TORSO_SITTING1,
TORSO_SITTING2,
TORSO_SITTING3,
TORSO_BENT,
TORSO_GUARD_LOOKAROUND,
TORSO_GUARD_IDLE,
TORSO_WIDLE,
LEGS_ATTACK,
LEGS_ATTACK2,
LEGS_CONSOLE,
LEGS_CONSOLE2,
LEGS_CROUCH,
LEGS_PAIN,
LEGS_ASSIMILATE,
LEGS_PLUGIN,
LEGS_PLUGOUT,
LEGS_INAIR,
LEGS_SITTING,
LEGS_TRICORDER,
LEGS_MEDICORDER,
LEGS_INJURED,
LEGS_WRITHING,
LEGS_CRAWLBACK,
LEGS_PAIN2WRITHE,
LEGS_CONSOLE1IDLE,
LEGS_CONSOLE1RIGHT,
LEGS_CONSOLE1LEFT,
LEGS_SITTING1,
LEGS_SITTING2,
LEGS_SITTING3,
LEGS_SITPOSE,
LEGS_GUARD_LOOKAROUND,
LEGS_GUARD_IDLE,
} animNumber_t;