Sync with rpgxEF Repo

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Walter Julius Hennecke 2012-10-15 13:17:19 +02:00
parent 0eec649b90
commit 1357097a35
2 changed files with 2 additions and 894 deletions

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@ -7,713 +7,6 @@
//cg_players_c
#include "../game/q_shared.h"
//#include "../game/bg_public.h"
//This has to wait till the exe source :-(
/*
//This is New and shiny from single player
typedef enum //# animNumber_e
{
//=================================================
//ANIMS IN WHICH UPPER AND LOWER OBJECTS ARE IN MD3
//=================================================
//# #sep BOTH_ DEATHS
BOTH_DEATH1 = 0, //# First Death anim
BOTH_DEATH2, //# Second Death anim
BOTH_DEATH3, //# Third Death anim
BOTH_DEATH4, //# Fourth Death anim
BOTH_DEATH5, //# Fifth Death anim
BOTH_DEATH6, //# Sixth Death anim
BOTH_DEATH7, //# Seventh Death anim
BOTH_DEATHFORWARD1, //# First Death in which they get thrown forward
BOTH_DEATHFORWARD2, //# Second Death in which they get thrown forward
BOTH_DEATHBACKWARD1, //# First Death in which they get thrown backward
BOTH_DEATHBACKWARD2, //# Second Death in which they get thrown backward
BOTH_DEATH1IDLE, //# Idle while close to death
BOTH_LYINGDEATH1, //# Death to play when killed lying down
BOTH_STUMBLEDEATH1, //# Stumble forward and fall face first death
BOTH_FALLDEATH1, //# Fall forward off a high cliff and splat death - start
BOTH_FALLDEATH1INAIR, //# Fall forward off a high cliff and splat death - loop
BOTH_FALLDEATH1LAND, //# Fall forward off a high cliff and splat death - hit bottom
//# #sep BOTH_ DEAD POSES # Should be last frame of corresponding previous anims
BOTH_DEAD1, //# First Death finished pose
BOTH_DEAD2, //# Second Death finished pose
BOTH_DEAD3, //# Third Death finished pose
BOTH_DEAD4, //# Fourth Death finished pose
BOTH_DEAD5, //# Fifth Death finished pose
BOTH_DEAD6, //# Sixth Death finished pose
BOTH_DEAD7, //# Seventh Death finished pose
BOTH_DEADFORWARD1, //# First thrown forward death finished pose
BOTH_DEADFORWARD2, //# Second thrown forward death finished pose
BOTH_DEADBACKWARD1, //# First thrown backward death finished pose
BOTH_DEADBACKWARD2, //# Second thrown backward death finished pose
BOTH_LYINGDEAD1, //# Killed lying down death finished pose
BOTH_STUMBLEDEAD1, //# Stumble forward death finished pose
BOTH_FALLDEAD1LAND, //# Fall forward and splat death finished pose
//# #sep BOTH_ DEAD TWITCH/FLOP # React to being shot from death poses
BOTH_DEAD1_FLOP, //# React to being shot from First Death finished pose
BOTH_DEAD2_FLOP, //# React to being shot from Second Death finished pose
BOTH_DEAD3_FLOP, //# React to being shot from Third Death finished pose
BOTH_DEAD4_FLOP, //# React to being shot from Fourth Death finished pose
BOTH_DEAD5_FLOP, //# React to being shot from Fifth Death finished pose
BOTH_DEADFORWARD1_FLOP, //# React to being shot First thrown forward death finished pose
BOTH_DEADFORWARD2_FLOP, //# React to being shot Second thrown forward death finished pose
BOTH_DEADBACKWARD1_FLOP, //# React to being shot First thrown backward death finished pose
BOTH_DEADBACKWARD2_FLOP, //# React to being shot Second thrown backward death finished pose
BOTH_LYINGDEAD1_FLOP, //# React to being shot Killed lying down death finished pose
BOTH_STUMBLEDEAD1_FLOP, //# React to being shot Stumble forward death finished pose
BOTH_FALLDEAD1_FLOP, //# React to being shot Fall forward and splat death finished pose
//# #sep BOTH_ PAINS
BOTH_PAIN1, //# First take pain anim
BOTH_PAIN2, //# Second take pain anim
BOTH_PAIN3, //# Third take pain anim
BOTH_PAIN4, //# Fourth take pain anim
BOTH_PAIN5, //# Fifth take pain anim - from behind
BOTH_PAIN6, //# Sixth take pain anim - from behind
BOTH_PAIN7, //# Seventh take pain anim - from behind
BOTH_PAIN8, //# Eigth take pain anim - from behind
//# #sep BOTH_ ATTACKS
BOTH_ATTACK1, //# Attack with generic 1-handed weapon
BOTH_ATTACK2, //# Attack with generic 2-handed weapon
BOTH_ATTACK3, //# Attack with heavy 2-handed weapon
BOTH_ATTACK4, //# Attack with ???
BOTH_ATTACK5, //# Attack with rocket launcher
BOTH_MELEE1, //# First melee attack
BOTH_MELEE2, //# Second melee attack
BOTH_MELEE3, //# Third melee attack
BOTH_MELEE4, //# Fourth melee attack
BOTH_MELEE5, //# Fifth melee attack
BOTH_MELEE6, //# Sixth melee attack
//# #sep BOTH_ STANDING
BOTH_STAND1, //# Standing idle, no weapon, hands down
BOTH_STAND1_RANDOM1, //# Random standing idle
BOTH_STAND1_RANDOM2, //# Random standing idle
BOTH_STAND1_RANDOM3, //# Random standing idle
BOTH_STAND1_RANDOM4, //# Random standing idle
BOTH_STAND1_RANDOM5, //# Random standing idle
BOTH_STAND1_RANDOM6, //# Random standing idle
BOTH_STAND1_RANDOM7, //# Random standing idle
BOTH_STAND1_RANDOM8, //# Random standing idle
BOTH_STAND1_RANDOM9, //# Random standing idle
BOTH_STAND1_RANDOM10, //# Random standing idle
BOTH_STAND1_RANDOM11, //# Random standing idle
BOTH_STAND1_RANDOM12, //# Random standing idle
BOTH_STAND1_RANDOM13, //# Random standing idle
BOTH_STAND1_RANDOM14, //# Random standing idle
BOTH_STAND2, //# Standing idle with a weapon
BOTH_STAND2_RANDOM1, //# Random standing idle
BOTH_STAND2_RANDOM2, //# Random standing idle
BOTH_STAND2_RANDOM3, //# Random standing idle
BOTH_STAND2_RANDOM4, //# Random standing idle
BOTH_STAND3, //# Standing hands behind back, at ease, etc.
BOTH_STAND4, //# two handed, gun down, relaxed stand
BOTH_STAND5, //# two handed, gun up, relaxed stand
BOTH_STAND6, //# one handed, gun at side, relaxed stand
BOTH_STAND7, //# (Chell) timid stance while looking around slightly and breathing
BOTH_STAND8, //# breathing after exherting oneself one handed
BOTH_STAND9, //# breathing after exherting oneself two handed
BOTH_STAND1TO3, //# Transition from stand1 to stand3
BOTH_STAND3TO1, //# Transition from stand3 to stand1
BOTH_STAND2TO4, //# Transition from stand2 to stand4
BOTH_STAND4TO2, //# Transition from stand4 to stand2
BOTH_STANDTOWALK1, //# Transition from stand1 to walk1
BOTH_STANDTOCONSOLE1, //# a transition from stand animations to console animations
BOTH_STANDUP1, //# standing up and stumbling
BOTH_TALKGESTURE1, //# standing up and talking
BOTH_TALKGESTURE2, //# standing up and talking
BOTH_TALKGESTURE3, //# standing up and talking
BOTH_HELP1, //# helping hold injured4 man.
BOTH_LEAN1, //# leaning on a railing
BOTH_LEAN1TODROPHELM, //# transition from LEAN1 to DROPHELM
BOTH_CONSOLE1, //# Using a waist-high console with both hands
BOTH_CONSOLE1IDLE, //# Idle of CONSOLE1
BOTH_CONSOLE1RIGHT, //# Reach right from CONSOLE1
BOTH_CONSOLE1LEFT, //# Reach left from CONSOLE1
BOTH_CONSOLE2, //# Using a head-high wall console with the right hand
BOTH_CONSOLE3, //# arms parallel to ground and typing similar to con.1
BOTH_CONSOLE3IDLE, //# arms parallel to ground and typing similar to con.1
BOTH_CONSOLE3RIGHT, //# arms parallel to ground and typing similar to con.1
BOTH_CONSOLE3LEFT, //# arms parallel to ground and typing similar to con.1
BOTH_CONSOLETOSTAND1, //# a transition from console animations to stand animations
BOTH_GUARD_LOOKAROUND1, //# Cradling weapon and looking around
BOTH_GUARD_IDLE1, //# Cradling weapon and standing
BOTH_GUARD_LKRT1, //# cin17, quick glance right to sound of door slamming
BOTH_ALERT1, //# Startled by something while on guard
BOTH_GESTURE1, //# Generic gesture, non-specific
BOTH_GESTURE2, //# Generic gesture, non-specific
BOTH_GESTURE3, //# Generic gesture, non-specific
BOTH_CROWDLOOK1, //# Person staring out into space 1
BOTH_CROWDLOOK2, //# Person staring out into space 2
BOTH_CROWDLOOK3, //# Person staring out into space 3
BOTH_CROWDLOOK4, //# Person staring out into space 4
BOTH_GRAB1, //# Grabbing something from table
BOTH_GRAB2, //# Grabbing something from table
BOTH_GRAB3, //# Grabbing something from table
BOTH_GRABBED1, //# cin9.3 chell being grabbed 180 from munro, 28 pixels away
BOTH_GRABBED2, //# cin9.3 idle grabbed 180 from munro, 28 pixels away
BOTH_SURPRISED1, //# Surprised reaction 1
BOTH_SURPRISED2, //# Surprised reaction 2
BOTH_SURPRISED3, //# Surprised reaction 3
BOTH_SURPRISED4, //# Surprised reaction 4
BOTH_SURPRISED5, //# Surprised reaction 5
BOTH_SCARED1, //# Scared reaction 1
BOTH_SCARED2, //# Scared reaction 2
BOTH_CATCH1, //# Reaching to catch something falling
BOTH_POSSESSED1, //# 7 of 9 possessed
BOTH_POSSESSED2, //# 7 of 9 possessed with hand out
BOTH_SNAPTO1, //# cin.23, 7o9 coming to from borg possession
BOTH_SNAPTO2, //# cin.23, 7o9 coming to from borg possession2
BOTH_DROPANGERWEAP2, //# cin.23, Nelson lowering weapon in anger
BOTH_SHOCK1, //# telsia being zapped by electricity cinematic 9.2
BOTH_PSYCHICSHOCK1, //# having visions of the boss
BOTH_PSYCHICSHOCK2, //# having visions of the boss
BOTH_ASSIMILATED1, //# Cin.18, Foster being assimilated by borg
BOTH_FALSEJUMP1, //# Biessman pretending to jump down on Chell
BOTH_LAUGH1, //# squat pose of Biessman laughing at Chell
BOTH_LAUGH2, //# standing laugh of mocking Biessman
BOTH_ACTIVATEBELT1, //# activating transport buffer on belt
BOTH_GROUNDSHAKE1, //# Bracing self when ground shakes beneath him
BOTH_GROUNDSHAKE2, //# Falling to knees and shileding self, then standing
BOTH_READYWEAPON1, //# cin17, comes from greeting, just before fighting
BOTH_SPAWN1, //# Spawning in to the world
BOTH_TALK1, //# Generic talk anim
BOTH_COVERUP1_LOOP, //# animation of getting in line of friendly fire
BOTH_COVERUP1_START, //# transitions from stand to coverup1_loop
BOTH_COVERUP1_END, //# transitions from coverup1_loop to stand
BOTH_HEROSTANCE1, //# Biessman in the final shootout
BOTH_GUILT1, //# Player has a guilty conscience after shooting a teammate.
BOTH_INJURED4, //# Injured pose 4
BOTH_INJURED4TO5, //# Transition from INJURED4 to INJURED5
BOTH_INJURED5, //# Injured pose 5
//# #sep BOTH_ SITTING/CROUCHING
BOTH_SIT1STAND, //# Stand up from First sitting anim
BOTH_SIT1TO2, //# Trans from sit1 to sit2?
BOTH_SIT1TO3, //# Trans from sit1 to sit3?
BOTH_SIT2TO1, //# Trans from sit2 to sit1?
BOTH_SIT2TO3, //# Trans from sit2 to sit3?
BOTH_SIT3TO1, //# Trans from sit3 to sit1?
BOTH_SIT3TO2, //# Trans from sit3 to sit2?
BOTH_SIT4TO5, //# Trans from sit4 to sit5
BOTH_SIT4TO6, //# Trans from sit4 to sit6
BOTH_SIT5TO4, //# Trans from sit5 to sit4
BOTH_SIT5TO6, //# Trans from sit5 to sit6
BOTH_SIT6TO4, //# Trans from sit6 to sit4
BOTH_SIT6TO5, //# Trans from sit6 to sit5
BOTH_SIT7, //# sitting with arms over knees, no weapon
BOTH_SIT7TOSTAND1, //# getting up from sit7 into stand1
BOTH_TABLE_EAT1, //# Sitting at a table eating
BOTH_TABLE_CHEW1, //# Sitting at a table chewing
BOTH_TABLE_WIPE1, //# Sitting at a table wiping mouth
BOTH_TABLE_DRINK1, //# Sitting at a table drinking
BOTH_TABLE_GETUP1, //# Getting up from table
BOTH_TABLE_DEATH1, //# Dying while sitting at a table
BOTH_TABLE_IDLE1, //# Sitting at table breathing
BOTH_TABLE_TALKGESTURE1,//# Sitting at table gesturing while talking
BOTH_TABLE_GESTURE1, //# Sitting at table gesturing
BOTH_TABLE_GESTURE2, //# Sitting at table gesturing
BOTH_CROUCH1, //# Transition from standing to crouch
BOTH_CROUCH1IDLE, //# Crouching idle
BOTH_CROUCH1WALK, //# Walking while crouched
BOTH_UNCROUCH1, //# Transition from crouch to standing
BOTH_CROUCH2IDLE, //# crouch and resting on back righ heel, no weapon
BOTH_CROUCH2TOSTAND1, //# going from crouch2 to stand1
BOTH_GET_UP1, //# Get up from the ground, face down
BOTH_GET_UP2, //# Get up from the ground, face up
BOTH_BENCHSIT1_IDLE, //# sitting on haz-locker room benches
BOTH_BENCHSIT1TO2, //# Trans from benchsit1 to benchsit2
BOTH_BENCHSIT2TO1, //# Trans from benchsit2 to benchsit1
BOTH_BENCHSIT2STAND, //# Trans from benchsit to standing
BOTH_BENCHSIT2_IDLE, //# sitting on haz-locker room benches
BOTH_BENCHSIT1_2STAND, //# getting up to stand from sitting on haz-benches
BOTH_BENCHSIT1_FIXBOOT, //# sitting on bench - pulling on/adjusting boot top
BOTH_BENCHSTAND1TO2, //# transition from stand to benchstand2
BOTH_BENCHSTAND2, //# standing with right foot up on bench
BOTH_BENCHSTAND2TO1, //# transition from benchstand2 to stand
BOTH_COUCHSIT1_IDLE, //# sitting in couch - haz lounge area
BOTH_COUCHSIT1_TO2, //# sitting in couch - lean back to 2nd position
BOTH_COUCHSIT1_2STAND1, //# getting up from couchsit1 to stand1
BOTH_COUCHSIT1_TALKGESTURE, //# sitting in couch - talking with hands
BOTH_COUCHSIT1_GESTURELEFT, //# sitting in couch - talk gesture to the left
BOTH_COUCHSIT1_GESTURERIGHT,//# sitting in couch - talk gesture to the right
BOTH_KNEELHAND1, //# Jurot puts hand to Munro's face, then pulls away
//# #sep BOTH_ MOVING
BOTH_WALK1, //# Normal walk
BOTH_WALK2, //# Normal walk
BOTH_WALK3, //# Goes with stand3
BOTH_WALK4, //# Walk cycle goes to a stand4
BOTH_WALKTORUN1, //# transition from walk to run
BOTH_RUN1, //# Full run
BOTH_RUN1START, //# Start into full run1
BOTH_RUN1STOP, //# Stop from full run1
BOTH_RUN2, //# Full run
BOTH_RUNINJURED1, //# Run with injured left leg
BOTH_STRAFE_LEFT1, //# Sidestep left, should loop
BOTH_STRAFE_RIGHT1, //# Sidestep right, should loop
BOTH_TURN_LEFT1, //# Turn left, should loop
BOTH_TURN_RIGHT1, //# Turn right, should loop
BOTH_RUNAWAY1, //# Running scared
BOTH_SWIM1, //# Swimming
BOTH_JUMP1, //# Jump - wind-up and leave ground
BOTH_INAIR1, //# In air loop (from jump)
BOTH_LAND1, //# Landing (from in air loop)
BOTH_LAND2, //# Landing Hard (from a great height)
BOTH_JUMPBACK1, //# Jump backwards - wind-up and leave ground
BOTH_INAIRBACK1, //# In air loop (from jump back)
BOTH_LANDBACK1, //# Landing backwards(from in air loop)
BOTH_DIVE1, //# Dive!
BOTH_ROLL1_LEFT, //# Roll to left side
BOTH_ROLL1_RIGHT, //# Roll to right side
BOTH_LADDER_UP1, //# Climbing up a ladder with rungs at 16 unit intervals
BOTH_LADDER_DWN1, //# Climbing down a ladder with rungs at 16 unit intervals
BOTH_LADDER_IDLE, //# Just sitting on the ladder
BOTH_ONLADDER_BOT1, //# Getting on the ladder at the bottom
BOTH_OFFLADDER_BOT1, //# Getting off the ladder at the bottom
BOTH_ONLADDER_TOP1, //# Getting on the ladder at the top
BOTH_OFFLADDER_TOP1, //# Getting off the ladder at the top
BOTH_LIFT1, //# Lifting someone/thing over their shoulder
BOTH_STEP1, //# telsia checking out lake cinematic9.2
BOTH_HITWALL1, //# cin.18, Kenn hit by borg into wall 56 units away
BOTH_AMBUSHLAND1, //# landing from fall on victim
BOTH_BIRTH1, //# birth from jumping through walls
BOTH_SHIELD1, //# cin.6, munro's initial reaction to explosion
BOTH_SHIELD2, //# cin.6, munro in shielding position looping
BOTH_WALKPUSH1, //# man pushing crate
BOTH_PUSHTOSTAND1, //# man coming from pushing crate to stand1
BOTH_HALT1, //# munro being grabbed by telsia before going in core room
//# #sep BOTH_ FLYING IDLE
BOTH_FLY_IDLE1, //# Flying Idle 1
BOTH_FLY_IDLE2, //# Flying Idle 2
//# #sep BOTH_ FLYING MOVING
BOTH_FLY_START1, //# Start flying
BOTH_FLY_STOP1, //# Stop flying
BOTH_FLY_LOOP1, //# Normal flying, should loop
BOTH_FLOAT1, //# Crew floating through space 1
BOTH_FLOAT2, //# Crew floating through space 2
BOTH_FLOATCONSOLE1, //# Crew floating and working on console
//# #sep BOTH_ LYING
BOTH_LIE_DOWN1, //# From a stand position, get down on ground, face down
BOTH_LIE_DOWN2, //# From a stand position, get down on ground, face up
BOTH_LIE_DOWN3, //# reaction to local disnode being destroyed
BOTH_PAIN2WRITHE1, //# Transition from upright position to writhing on ground anim
BOTH_PRONE2RLEG, //# Lying on ground reach to grab right leg
BOTH_PRONE2LLEG, //# Lying on ground reach to grab left leg
BOTH_WRITHING1, //# Lying on ground on back writhing in pain
BOTH_WRITHING1RLEG, //# Lying on ground writhing in pain, holding right leg
BOTH_WRITHING1LLEG, //# Lying on ground writhing in pain, holding left leg
BOTH_WRITHING2, //# Lying on ground on front writhing in pain
BOTH_INJURED1, //# Lying down, against wall - can also be sleeping against wall
BOTH_INJURED2, //# Injured pose 2
BOTH_INJURED3, //# Injured pose 3
BOTH_INJURED6, //# Injured pose 6
BOTH_INJURED6ATTACKSTART, //# Start attack while in injured 6 pose
BOTH_INJURED6ATTACKSTOP, //# End attack while in injured 6 pose
BOTH_INJURED6COMBADGE, //# Hit combadge while in injured 6 pose
BOTH_INJURED6POINT, //# Chang points to door while in injured state
BOTH_INJUREDTOSTAND1, //# Runinjured to stand1
BOTH_CRAWLBACK1, //# Lying on back, crawling backwards with elbows
BOTH_SITWALL1, //# Sitting against a wall
BOTH_SLEEP1, //# laying on back-rknee up-rhand on torso
BOTH_SLEEP2, //# on floor-back against wall-arms crossed
BOTH_SLEEP3, //# Sleeping in a chair
BOTH_SLEEP4, //# Sleeping slumped over table
BOTH_SLEEP5, //# Laying on side sleeping on flat sufrace
BOTH_SLEEP1GETUP, //# alarmed and getting up out of sleep1 pose to stand
BOTH_SLEEP1GETUP2, //#
BOTH_SLEEP2GETUP, //# alarmed and getting up out of sleep2 pose to stand
BOTH_SLEEP3GETUP, //# alarmed and getting up out of sleep3 pose to stand
BOTH_SLEEP3DEATH, //# death in chair, from sleep3 idle
BOTH_SLEEP3DEAD, //# death in chair, from sleep3 idle
BOTH_SLEEP_IDLE1, //# rub face and nose while asleep from sleep pose 1
BOTH_SLEEP_IDLE2, //# shift position while asleep - stays in sleep2
BOTH_SLEEP_IDLE3, //# Idle anim from sleep pose 3
BOTH_SLEEP_IDLE4, //# Idle anim from sleep pose 4
BOTH_SLEEP1_NOSE, //# Scratch nose from SLEEP1 pose
BOTH_SLEEP2_SHIFT, //# Shift in sleep from SLEEP2 pose
BOTH_RESTRAINED1, //# Telsia tied to medical table
BOTH_RESTRAINED1POINT, //# Telsia tied to medical table pointing at Munro
BOTH_LIFTED1, //# Fits with BOTH_LIFT1, lifted on shoulder
BOTH_CARRIED1, //# Fits with TORSO_CARRY1, carried over shoulder
BOTH_CARRIED2, //# Laying over object
//# #sep BOTH_ BORG-SPECIFIC
BOTH_PLUGIN1, //# Borg plugs self in to alcove
BOTH_PLUGGEDIN1, //# Last frame of Borg plug in sequence
BOTH_PLUGOUT1, //# Borg unplugs self from alcove
//# #sep BOTH_ HUNTER-SEEKER BOT-SPECIFIC
BOTH_POWERUP1, //# Wakes up
//=================================================
//ANIMS IN WHICH ONLY THE UPPER OBJECTS ARE IN MD3
//=================================================
//# #sep TORSO_ WEAPON-RELATED
TORSO_DROPWEAP1, //# Put weapon away
TORSO_DROPWEAP2, //# Put weapon away
TORSO_DROPWEAP3, //# Put weapon away
TORSO_RAISEWEAP1, //# Draw Weapon
TORSO_RAISEWEAP2, //# Draw Weapon
TORSO_RAISEWEAP3, //# Draw Weapon
TORSO_WEAPONREADY1, //# Ready to fire 1 handed weapon
TORSO_WEAPONREADY2, //# Ready to fire 2 handed weapon
TORSO_WEAPONREADY3, //# Ready to fire heavy 2 handed weapon
TORSO_WEAPONIDLE1, //# Holding 1 handed weapon
TORSO_WEAPONIDLE2, //# Holding 2 handed weapon
TORSO_WEAPONIDLE3, //# Holding heavy 2 handed weapon
//# #sep TORSO_ USING NON-WEAPON OBJECTS
TORSO_TRICORDER1, //# Using a tricorder
TORSO_MEDICORDER1, //# Using a Medical Tricorder
TORSO_PADD1, //# Using a PADD
TORSO_EQUIPMENT1, //# Twisting pipe with both hands
TORSO_EQUIPMENT2, //# Fidgiting with cylinder with both hands
TORSO_EQUIPMENT3, //# Using equipment one handed
TORSO_WRIST1, //# cin.24, Chang detonating bomb with wrist device
//# #sep TORSO_ MISC
TORSO_COMBADGE1, //# Touch right hand to left breast
TORSO_COMBADGE2, //# Touch left hand to left breast
TORSO_COMBADGE3, //# Combadge touch from stand4
TORSO_REDALERT1, //# Hitting comm button on wall with hand (Kirk-like)
TORSO_HANDGESTURE1, //# gestures to left one hand
TORSO_HANDGESTURE2, //# gestures to right one hand
TORSO_HANDGESTURE3, //# gestures to the left both hands
TORSO_HANDGESTURE4, //# gestures to the right both hands
TORSO_HANDGESTURE5, //# ?
TORSO_HANDGESTURE6, //# pointing (flank right) while talking & holding a weapon
TORSO_HANDGESTURE7, //# pointing (forward) while talking & holding a weapon
TORSO_HANDGESTURE8, //# pointing (flank left) while talking & holding a weapon
TORSO_HANDGESTURE9, //# quick point right from stand 4
TORSO_HANDGESTURE10, //# quick point forward from stand 4
TORSO_HANDGESTURE11, //# quick point left from stand 4
TORSO_HANDGESTURE12, //# gesturing with both hands forward
TORSO_HANDGESTURE13, //# gesturing a shrug as if not knowing answer
TORSO_HEADNOD1, //# nod in affirmation
TORSO_HEADSHAKE1, //# head goes down while shaking left and right in dissapointment
TORSO_HYPOSPRAY1, //# man giving hypo to people
TORSO_HYPOSPRAY4, //# using hypospray on telsia in scav5
TORSO_HANDEXTEND1, //# doctor reaching for hypospray in scav5
TORSO_HANDRETRACT1, //# doctor taking hypospray from player in scav5
TORSO_DROPHELMET1, //# Drop the helmet to the waist
TORSO_RAISEHELMET1, //# Bring the helmet to the head
TORSO_REACHHELMET1, //# reaching for helmet off of 60 tall cabinet
TORSO_GRABLBACKL, //# reach to lower back with left hand
TORSO_GRABUBACKL, //# reach to upper back with left hand
TORSO_GRABLBACKR, //# reach to lower back with right hand
TORSO_GRABUBACKR, //# reach to upper back with right hand
TORSO_STAND2TOWEAPONREADY2, //# cin.23, Nelson raising weapon in alarm and ready to fire
TORSO_HAND1, //# Exchanging items - giver
TORSO_HAND2, //# Exchanging items - receiver
TORSO_POKERIDLE1, //# holding cards
TORSO_POKERIDLE2, //# re-arranging cards
TORSO_POKERIDLE3, //# put card on table
TORSO_SPEECHLESS1, //# hanging head in grief 1
TORSO_SPEECHLESS2, //# hanging head in grief 2
TORSO_SHOUT1, //# left hand to mouth
TORSO_CARRY1, //# Carrying someone/thing over their shoulder (can go from BOTH_LIFT1)
//=================================================
//ANIMS IN WHICH ONLY THE LOWER OBJECTS ARE IN MD3
//=================================================
//# #sep Legs-only anims
LEGS_WALKBACK1, //# Walk1 backwards
LEGS_WALKBACK2, //# Walk2 backwards
LEGS_RUNBACK1, //# Run1 backwards
LEGS_RUNBACK2, //# Run2 backwards
LEGS_TURN1, //# What legs do when you turn your lower body to match your upper body facing
LEGS_TURN2, //# Leg turning from stand2
LEGS_LEAN_LEFT1, //# Lean left
LEGS_LEAN_RIGHT1, //# Lean Right
LEGS_KNEELDOWN1, //# Get down on one knee?
LEGS_KNEELUP1, //# Get up from one knee?
LEGS_CRLEAN_LEFT1, //# Crouch Lean left
LEGS_CRLEAN_RIGHT1, //# Crouch Lean Right
//# #eol
MAX_ANIMATIONS,
} animNumber_t;
*/
// animations
/*typedef enum {
BOTH_ACTIVATEBELT1,
BOTH_ACTIVATEMEDKIT1,
BOTH_ASSIMILATED1,
BOTH_ATTACK1,
BOTH_ATTACK3,
BOTH_BENCHSIT1TO2,
BOTH_BENCHSIT1_2STAND,
BOTH_BENCHSIT1_FIXBOOT,
BOTH_BENCHSIT1_IDLE,
BOTH_BENCHSIT2STAND,
BOTH_BENCHSIT2TO1,
BOTH_BENCHSTAND2,
BOTH_BENCHSTAND2TO1,
BOTH_CATCH1,
BOTH_CONSOLE1,
BOTH_CONSOLE1IDLE,
BOTH_CONSOLE1LEFT,
BOTH_CONSOLE1RIGHT,
BOTH_CONSOLE2,
BOTH_CONSOLE3,
BOTH_CONSOLE3IDLE,
BOTH_CONSOLE3LEFT,
BOTH_CONSOLE3RIGHT,
BOTH_CONSOLETOSTAND1,
BOTH_COUCHSIT1_2STAND1,
BOTH_COUCHSIT1_GESTURELEFT,
BOTH_COUCHSIT1_GESTURERIGHT,
BOTH_COUCHSIT1_IDLE,
BOTH_COUCHSIT1_TALKGESTURE,
BOTH_CRAWLBACK1,
BOTH_CROUCH1,
BOTH_CROUCH1IDLE,
BOTH_CROUCH1WALK,
BOTH_CROUCH2IDLE,
BOTH_CROUCH2TOSTAND1,
BOTH_CROWDLOOK1,
BOTH_CROWDLOOK2,
BOTH_CROWDLOOK3,
BOTH_CROWDLOOK4,
BOTH_DEATH1,
BOTH_DEAD1,
BOTH_DEATH2,
BOTH_DEAD2,
BOTH_DEATHBACKWARD1,
BOTH_DEADBACKWARD1,
BOTH_DEATHBACKWARD2,
BOTH_DEADBACKWARD2,
BOTH_DEATHFORWARD1,
BOTH_DEADFORWARD1,
BOTH_DEATHFORWARD2,
BOTH_DEADFORWARD2,
BOTH_DIVE1,
BOTH_DROPANGERWEAP2,
BOTH_FALLDEATH1,
BOTH_FALLDEATH1INAIR,
BOTH_FALLDEATH1LAND,
BOTH_FALLDEAD1LAND,
BOTH_FALSEJUMP1,
BOTH_FLOAT1,
BOTH_FLOAT2,
BOTH_FLOATCONSOLE1,
BOTH_GET_UP1,
BOTH_GRAB1,
BOTH_GRAB2,
BOTH_GRABBED1,
BOTH_GRABBED2,
BOTH_GROUNDSHAKE1,
BOTH_GROUNDSHAKE2,
BOTH_GUARD_IDLE1,
BOTH_GUARD_LKRT1,
BOTH_GUARD_LOOKAROUND1,
BOTH_HALT1,
BOTH_HITWALL1,
BOTH_INAIR1,
BOTH_INJURED1,
BOTH_INJURED2,
BOTH_INJURED3,
BOTH_INJURED6,
BOTH_INJURED6ATTACKSTART,
BOTH_INJURED6ATTACKSTOP,
BOTH_INJURED6COMBADGE,
BOTH_JUMP1,
BOTH_LADDER_DWN1,
BOTH_LADDER_UP1,
BOTH_LADDER_IDLE,
BOTH_LAND1,
BOTH_LAUGH1,
BOTH_LAUGH2,
BOTH_LEAN1,
BOTH_LEAN1TODROPHELM,
BOTH_LYINGDEATH1,
BOTH_LYINGDEAD1,
BOTH_OFFLADDER_BOT1,
BOTH_OFFLADDER_TOP1,
BOTH_ONLADDER_BOT1,
BOTH_ONLADDER_TOP1,
BOTH_PAIN1,
BOTH_PAIN2,
BOTH_PAIN2WRITHE1,
BOTH_PSYCHICSHOCK1,
BOTH_PUSHTOSTAND1,
BOTH_RUN1,
BOTH_RUN1STOP,
BOTH_RUN2,
BOTH_RUNINJURED1,
BOTH_SCARED1,
BOTH_SCARED2,
BOTH_SHIELD1,
BOTH_SHIELD2,
BOTH_SIT1STAND,
BOTH_SIT1TO2,
BOTH_SIT1TO3,
BOTH_SIT2TO1,
BOTH_SIT2TO3,
BOTH_SIT3TO1,
BOTH_SIT3TO2,
BOTH_SIT4TO5,
BOTH_SIT4TO6,
BOTH_SIT5TO4,
BOTH_SIT5TO6,
BOTH_SIT6TO4,
BOTH_SIT6TO5,
BOTH_SIT7,
BOTH_SIT7TOSTAND1,
BOTH_STAND1,
BOTH_STAND1_RANDOM1,
BOTH_STAND1_RANDOM11,
BOTH_STAND1_RANDOM12,
BOTH_STAND1_RANDOM13,
BOTH_STAND1_RANDOM2,
BOTH_STAND1_RANDOM3,
BOTH_STAND1_RANDOM4,
BOTH_STAND1_RANDOM5,
BOTH_STAND1_RANDOM6,
BOTH_STAND1_RANDOM7,
BOTH_STAND1_RANDOM8,
BOTH_STAND2TO4,
BOTH_STAND2_RANDOM1,
BOTH_STAND2_RANDOM2,
BOTH_STAND2_RANDOM3,
BOTH_STAND3,
BOTH_STAND4,
BOTH_STAND4TO2,
BOTH_STAND5,
BOTH_STAND6,
BOTH_STAND7,
BOTH_STAND8,
BOTH_STAND9,
BOTH_STANDTOCONSOLE1,
BOTH_STANDTOWALK1,
BOTH_SURPRISED1,
BOTH_SURPRISED2,
BOTH_SURPRISED3,
BOTH_SURPRISED4,
BOTH_TABLE_EAT1,
BOTH_TABLE_GETUP1,
BOTH_TABLE_IDLE1,
BOTH_TABLE_TALKGESTURE1,
BOTH_UNCROUCH1,
BOTH_WALK1,
BOTH_WALK2,
BOTH_WALK4,
BOTH_WALKPUSH1,
BOTH_WALKTORUN1,
BOTH_WRITHING1,
BOTH_INJURED6POINT,
BOTH_COVERUP1_START,
BOTH_COVERUP1_LOOP,
BOTH_COVERUP1_END,
BOTH_GESTURE3,
BOTH_GESTURE2,
BOTH_GESTURE1,
BOTH_SURPRISED5,
BOTH_HEROSTANCE1,
BOTH_BENCHSIT2_IDLE,
BOTH_LANDBACK1,
BOTH_JUMPBACK1,
BOTH_GUILT1,
BOTH_WRITHING2,
BOTH_WALK3,
BOTH_WALK7,
BOTH_STAND2,
TORSO_ATTACK2,
TORSO_WEAPONREADY2,
TORSO_COMBADGE1,
TORSO_COMBADGE2,
TORSO_COMBADGE3,
TORSO_DROPHELMET1,
TORSO_DROPWEAP1,
TORSO_EQUIPMENT1,
TORSO_EQUIPMENT2,
TORSO_GRABLBACKL,
TORSO_HAND1,
TORSO_HAND2,
TORSO_HANDGESTURE1,
TORSO_HANDGESTURE10,
TORSO_HANDGESTURE11,
TORSO_HANDGESTURE12,
TORSO_HANDGESTURE13,
TORSO_HANDGESTURE2,
TORSO_HANDGESTURE3,
TORSO_HANDGESTURE4,
TORSO_HANDGESTURE6,
TORSO_HANDGESTURE7,
TORSO_HANDGESTURE8,
TORSO_HANDGESTURE9,
TORSO_HEADNOD1,
TORSO_HEADSHAKE1,
TORSO_HYPOSPRAY1,
TORSO_MEDICORDER1,
TORSO_POKERIDLE1,
TORSO_POKERIDLE2,
TORSO_POKERIDLE3,
TORSO_RAISEHELMET1,
TORSO_RAISEWEAP1,
TORSO_REACHHELMET1,
TORSO_SHOUT1,
TORSO_SPEECHLESS1,
TORSO_SPEECHLESS2,
TORSO_STAND2TOWEAPONREADY2,
TORSO_TRICORDER1,
TORSO_WEAPONIDLE1,
TORSO_WRIST1,
TORSO_PADD1,
TORSO_WEAPONREADY1,
TORSO_COFFEE,
LEGS_KNEELDOWN1,
LEGS_KNEEL1,
LEGS_KNEELUP1,
LEGS_LEAN_LEFT1,
LEGS_LEAN_RIGHT1,
LEGS_TURN1,
LEGS_TURN2,
LEGS_WALKBACK1,
LEGS_BACK,
MAX_ANIMATIONS
} animNumber_t;*/
typedef enum {
BOTH_ASSIMILATED1=0,
@ -752,21 +45,13 @@ typedef enum {
BOTH_COVERUP1_LOOP,
BOTH_COVERUP1_START,
BOTH_COWAR1,
//BOTH_CROUCH1,
BOTH_CROUCH1IDLE,
BOTH_CROUCH1WALK,
BOTH_CROUCH2IDLE,
//BOTH_CROUCH2TOSTAND1,
BOTH_CROWDLOOK1,
BOTH_CROWDLOOK2,
BOTH_CROWDLOOK3,
BOTH_CROWDLOOK4,
//BOTH_DEAD1_FLOP,
//BOTH_DEAD2_FLOP,
//BOTH_DEADBACKWARD1_FLOP,
//BOTH_DEADBACKWARD2_FLOP,
//BOTH_DEADFORWARD1_FLOP,
//BOTH_DEADFORWARD2_FLOP,
BOTH_DEATH1,
BOTH_DEAD1,
BOTH_DEATH2,
@ -780,14 +65,11 @@ typedef enum {
BOTH_DEATHFORWARD2,
BOTH_DEADFORWARD2,
BOTH_DIVE1,
//BOTH_FALLDEAD1_FLOP,
//BOTH_FALLDEATH1,
BOTH_FALLDEATH1INAIR,
BOTH_FALLDEATH1LAND,
BOTH_FALLDEAD1LAND,
BOTH_FLOAT1,
BOTH_FLOAT2,
//BOTH_GESTURE1,
BOTH_GESTURE2,
BOTH_GESTURE3,
BOTH_GET_UP1,
@ -815,7 +97,6 @@ typedef enum {
BOTH_INJURED6,
BOTH_INJURED6COMBADGE,
BOTH_INJURED6POINT,
//BOTH_INJUREDTOSTAND1,
BOTH_JUMP1,
BOTH_JUMPBACK1,
BOTH_KNEELHAND1,
@ -827,7 +108,6 @@ typedef enum {
BOTH_LAUGH1,
BOTH_LAUGH2,
BOTH_LEAN1,
//BOTH_LYINGDEAD1_FLOP,
BOTH_LYINGDEATH1,
BOTH_LYINGDEAD1,
BOTH_OFFLADDER_BOT1,
@ -881,7 +161,6 @@ typedef enum {
BOTH_SNAPTO1,
BOTH_SNAPTO2,
BOTH_STAND1,
//BOTH_STAND1_RANDOM1,
BOTH_STAND1_RANDOM2,
BOTH_STAND1_RANDOM3,
BOTH_STAND1_RANDOM4,
@ -924,8 +203,6 @@ typedef enum {
BOTH_TABLE_TALKGESTURE1,
BOTH_TALKGESTURE1,
BOTH_TALKGESTURE2,
//BOTH_TALKGESTURE3,
//BOTH_UNCROUCH1,
BOTH_WALK1,
BOTH_WALK2,
BOTH_WALK3,
@ -943,7 +220,6 @@ typedef enum {
TORSO_COMBADGE2,
TORSO_COMBADGE3,
TORSO_COMBADGE4,
//TORSO_DROPHELMET1,
TORSO_DROPWEAP1,
TORSO_EQUIPMENT1,
TORSO_EQUIPMENT2,
@ -964,8 +240,6 @@ typedef enum {
TORSO_HANDGESTURE11,
TORSO_HANDGESTURE12,
TORSO_HANDGESTURE13,
//TORSO_HEADNOD1,
//TORSO_HEADSHAKE1,
TORSO_HYPO1,
TORSO_HYPOSPRAY1,
TORSO_MEDICORDER1,
@ -973,19 +247,14 @@ typedef enum {
TORSO_POKERIDLE1,
TORSO_POKERIDLE2,
TORSO_POKERIDLE3,
//TORSO_RAISEHELMET1,
TORSO_RAISEWEAP1,
//TORSO_REACHHELMET1,
TORSO_SHOUT1,
TORSO_SPEECHLESS1,
TORSO_SPEECHLESS2,
TORSO_TALKGESTURE4,
TORSO_TALKGESTURE5,
//TORSO_TALKGESTURE6,
TORSO_TRICORDER1,
TORSO_WEAPONIDLE1,
//TORSO_WEAPONIDLE2,
//TORSO_WEAPONIDLE3,
TORSO_WEAPONREADY1,
TORSO_WEAPONREADY2,
TORSO_WEAPONREADY3,
@ -1265,48 +534,6 @@ stringID_table_t animTable[MAX_ANIMATIONS+1]=
{ ENUM2STRING(LEGS_SWIM) },
{ NULL, -1 }
};
/*
typedef enum {
BOTH_DEATH1,
BOTH_DEAD1,
BOTH_DEATH2,
BOTH_DEAD2,
BOTH_DEATH3,
BOTH_DEAD3,
TORSO_GESTURE,
TORSO_ATTACK,
TORSO_ATTACK2,
TORSO_DROP,
TORSO_RAISE,
TORSO_STAND,
TORSO_STAND2,
LEGS_WALKCR,
LEGS_WALK,
LEGS_RUN,
LEGS_BACK,
LEGS_SWIM,
LEGS_JUMP,
LEGS_LAND,
LEGS_JUMPB,
LEGS_LANDB,
LEGS_IDLE,
LEGS_IDLECR,
LEGS_TURN,
MAX_ANIMATIONS
} animNumber_t;
*/
#endif

View file

@ -11,8 +11,6 @@
#define RPGX_VERSION "RPG-X v2.2 wc18072012"
#define RPGX_COMPILEDATE "20/05/11"
#define RPGX_COMPILEDBY "GSIO01"
//const char GAME_VERSION[] = strcat("RPG-X v",RPGX_VERSION);
//ehem why not:
#define GAME_VERSION "RPG-X v" RPGX_VERSION
#define INJURED_MODE_HEALTH 20 //!<For the injured mode health system.
@ -22,7 +20,6 @@
#define GIB_HEALTH_IMPOSSIBLE -100000//RPG-X: RedTechie - If rpg_medicsrevive is on use this
#define ARMOR_PROTECTION 1.0//0.66
#define PIERCED_ARMOR_PROTECTION 0.50 //!< trek: shields only stop 50% of armor-piercing dmg
// #define SUPER_PIERCED_ARMOR_PROTECTION 0.25 // trek: shields only stop 25% of super-armor-piercing dmg
#define MAX_ITEMS 256
@ -78,29 +75,6 @@ do { \
#define DPRINTF(x) // nothing
#endif
//TiM | Hack coz VC 6 can't understand Thilo's defnitions :S
//typedef int intptr_t;
//RPG-X (J2J) Rank Mask Values (score value is now used as the rank value)
/*#define crewman 1
#define cadet1 2
#define cadet2 4
#define cadet3 8
#define cadet4 16
#define ensign 32
#define ltjg 64
#define lt 128
#define ltcmdr 256
#define cmdr 512
#define cpt 1024
#define cmmdr 2048
#define adm2 4096
#define adm3 8192
#define adm4 16384
#define adm5 32768*/
//TiM - Used globally for hitbox definition
#define DEFAULT_MINS_0 -12
#define DEFAULT_MINS_1 -12
@ -236,13 +210,6 @@ movement on the server game.
===================================================================================
*/
//RPG-X - Player Model System. Anim on or off states
/*typedef enum {
ANIM_ONLADDER,
ANIM_OFFLADDER,
ANIM_DIDFLY
} animtype_t;*/
/** \enum pmtype_t
*
*/
@ -277,7 +244,6 @@ typedef enum {
#define PMF_TIME_WATERJUMP 256 //!< pm_time is waterjump
#define PMF_RESPAWNED 512 //!< clear after attack and jump buttons come up
#define PMF_USE_ITEM_HELD 1024
//#define PMF_GRAPPLE_PULL 2048 //!< pull towards grapple location
#define PMF_FOLLOW 4096 //!< spectate following another player
#define PMF_SCOREBOARD 8192 //!< spectate as a scoreboard
@ -285,7 +251,6 @@ typedef enum {
#define ANIM_DIDFLY 32768
#define ANIM_ALERT 128 //TiM: How was this missed!?
#define ANIM_ALERT2 2048 //TiM: This makes it full I think
//#define ANIM_LOWER_LOOPING 2048
#define PMF_ALL_TIMES (PMF_TIME_WATERJUMP|PMF_TIME_LAND|PMF_TIME_KNOCKBACK)
@ -323,9 +288,6 @@ typedef struct {
qboolean medic;
qboolean borg;
//RPG-X - J2J - Adding a last fire timer for weapon animations
///int LastFireTime;
// callbacks to test the world
// these will be different functions during game and cgame
void (*trace)( trace_t *results, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int passEntityNum, int contentMask );
@ -337,10 +299,6 @@ typedef struct {
void PM_UpdateViewAngles( playerState_t *ps, const usercmd_t *cmd );
void Pmove (pmove_t *pmove);
//RPG-X: J2J - Emote Vars (shared for server and client)
//int CurrentEmote[MAX_CLIENTS];
//QVM HACK!
//===================================================================================
@ -389,13 +347,7 @@ typedef enum {
PERS_REWARD, //!< a reward_t
PERS_ATTACKER, //!< clientnum of last damage inflicter
PERS_KILLED, //!< count of the number of times you died
// these were added for single player awards tracking
//PERS_IMPRESSIVE_COUNT,
//PERS_EXCELLENT_COUNT,
PERS_CLASS,
//PERS_ACCURACY_SHOTS,
//PERS_ACCURACY_HITS,
//PERS_STREAK_COUNT
} persEnum_t;
@ -431,10 +383,6 @@ typedef enum {
#define EF_SHIELD_BOX_Y 0x00400000 //!< tells the client to use special client-collision info, y-axis aligned
#define EF_MOVER_STOP 0x00800000 //!< will push otherwise - 67108864
//#define EF_AWARD_STREAK_MASK (EF_AWARD_ACE|EF_AWARD_EXPERT|EF_AWARD_MASTER|EF_AWARD_CHAMPION)
//#define EF_AWARD_MASK (EF_AWARD_EXCELLENT|EF_AWARD_IMPRESSIVE|EF_AWARD_FIRSTSTRIKE|EF_AWARD_STREAK_MASK)
//===================================================================================
//TiM : Emote system definitions
//===================================================================================
@ -540,7 +488,6 @@ typedef enum {
PW_BEAM_OUT, //TiM - Beam in used to be PW_BEAMING
PW_EVOSUIT, //RPG-X | Phenix | 8/8/2004
//PW_BOLTON, //RPG-X | TiM | 6/9/2005
PW_NUM_POWERUPS
} powerup_t;
@ -623,29 +570,6 @@ typedef enum {
WP_NUM_WEAPONS
} weapon_t;
/*typedef enum {
WP_0,
WP_5, // 3/13/00 kef -- used to be WP_LIGHTNING
WP_6, // 3/13/00 kef -- added
WP_1, // 3/10/00 kef -- used to be WP_RAILGUN
WP_4, // 3/13/00 kef -- used to be WP_PLASMAGUN
WP_10, // 3/13/00 kef -- used to be WP_ROCKET_LAUNCHER
WP_8, // 3/10/00 kef -- used to be...heh...WP_8
WP_7, // 3/13/00 kef -- added
WP_9, // 3/13/00 kef -- added
WP_13, // 3/13/00 kef -- added
WP_12, // 10/6/00 mcg -- added for MP patch/gold
WP_14, // 10/12/00 jtd -- added for MP patch/gold
WP_11, // 10/12/00 jtd -- added for MP patch/gold - merges single player projectile and taser
WP_2, //
WP_3, //
WP_NEUTRINO_PROBE, //
WP_7, // Phenix's Weapon ;)
WP_NUM_WEAPONS
} weapon_t;*/
// reward sounds
typedef enum {
REWARD_BAD,
@ -800,8 +724,8 @@ typedef enum {
EV_FX_FIRE, //RPG-X - Marcin
EV_FX_SHAKE, //RPG-X - Marcin
// Additional ports from SP by Harry Young
// You forgot the , ... I added them for you - GSIO
// Additional ports from SP by Harry Young
// You forgot the , ... I added them for you - GSIO
EV_FX_COOKING_STEAM,
EV_FX_ELECFIRE,
@ -876,48 +800,6 @@ typedef enum {
EV_STASIS_DOOR_CLOSING,
} entity_event_t;
/* THIS IS OLD FROM HOLOMATCH (RPG-X: J2J)
// animations
typedef enum {
BOTH_DEATH1,
BOTH_DEAD1,
BOTH_DEATH2,
BOTH_DEAD2,
BOTH_DEATH3,
BOTH_DEAD3,
TORSO_GESTURE,
TORSO_ATTACK,
TORSO_ATTACK2,
TORSO_DROP,
TORSO_RAISE,
TORSO_STAND,
TORSO_STAND2,
LEGS_WALKCR,
LEGS_WALK,
LEGS_RUN,
LEGS_BACK,
LEGS_SWIM,
LEGS_JUMP,
LEGS_LAND,
LEGS_JUMPB,
LEGS_LANDB,
LEGS_IDLE,
LEGS_IDLECR,
LEGS_TURN,
MAX_ANIMATIONS
} animNumber_t;
*/
//RPG-X: J2J - Moved animation enum list so that the string list can see it, Note special case for cg_players.c.
//#include "../cgame/cg_anims.h"
@ -933,7 +815,6 @@ typedef struct animation_s {
// changes so a restart of the same anim can be detected
//RPG-X: Jason - Last bit in a 2 byte integer is now the flag. (essentailly all we need as 2 byes allows values up to 65536)
//#define ANIM_TOGGLEBIT 32768 //RPG-X: RedTechie - FIXES THE DAMN MODEL SYSTEM YAY! cant be 128 needs to be way higher then actual animation count :D was 128 changing to 1024
#define ANIM_TOGGLEBIT 1024
typedef enum {