diff --git a/code/cgame/cg_anims.h b/code/cgame/cg_anims.h index 0709fdf..e45ef5b 100644 --- a/code/cgame/cg_anims.h +++ b/code/cgame/cg_anims.h @@ -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 diff --git a/code/game/bg_public.h b/code/game/bg_public.h index 0cfaae1..0c37fd8 100644 --- a/code/game/bg_public.h +++ b/code/game/bg_public.h @@ -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 //!