mirror of
https://github.com/UberGames/rpgxEF.git
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a39565b783
... not quite content with where the project files lie but it is ok for now. ... compiling works fine so far (only tested mingw32 right now)
1798 lines
67 KiB
C
1798 lines
67 KiB
C
/* IMPORTED FROM SINGLE PLAYER BY RPG-X J2J */
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//Quiet the linker problems
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#ifndef stringtableforanims
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#define stringtableforanims
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//cg_players_c
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#include "../game/q_shared.h"
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//#include "../game/bg_public.h"
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//This has to wait till the exe source :-(
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/*
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//This is New and shiny from single player
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typedef enum //# animNumber_e
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{
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//=================================================
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//ANIMS IN WHICH UPPER AND LOWER OBJECTS ARE IN MD3
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//=================================================
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//# #sep BOTH_ DEATHS
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BOTH_DEATH1 = 0, //# First Death anim
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BOTH_DEATH2, //# Second Death anim
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BOTH_DEATH3, //# Third Death anim
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BOTH_DEATH4, //# Fourth Death anim
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BOTH_DEATH5, //# Fifth Death anim
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BOTH_DEATH6, //# Sixth Death anim
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BOTH_DEATH7, //# Seventh Death anim
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BOTH_DEATHFORWARD1, //# First Death in which they get thrown forward
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BOTH_DEATHFORWARD2, //# Second Death in which they get thrown forward
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BOTH_DEATHBACKWARD1, //# First Death in which they get thrown backward
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BOTH_DEATHBACKWARD2, //# Second Death in which they get thrown backward
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BOTH_DEATH1IDLE, //# Idle while close to death
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BOTH_LYINGDEATH1, //# Death to play when killed lying down
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BOTH_STUMBLEDEATH1, //# Stumble forward and fall face first death
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BOTH_FALLDEATH1, //# Fall forward off a high cliff and splat death - start
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BOTH_FALLDEATH1INAIR, //# Fall forward off a high cliff and splat death - loop
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BOTH_FALLDEATH1LAND, //# Fall forward off a high cliff and splat death - hit bottom
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//# #sep BOTH_ DEAD POSES # Should be last frame of corresponding previous anims
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BOTH_DEAD1, //# First Death finished pose
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BOTH_DEAD2, //# Second Death finished pose
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BOTH_DEAD3, //# Third Death finished pose
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BOTH_DEAD4, //# Fourth Death finished pose
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BOTH_DEAD5, //# Fifth Death finished pose
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BOTH_DEAD6, //# Sixth Death finished pose
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BOTH_DEAD7, //# Seventh Death finished pose
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BOTH_DEADFORWARD1, //# First thrown forward death finished pose
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BOTH_DEADFORWARD2, //# Second thrown forward death finished pose
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BOTH_DEADBACKWARD1, //# First thrown backward death finished pose
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BOTH_DEADBACKWARD2, //# Second thrown backward death finished pose
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BOTH_LYINGDEAD1, //# Killed lying down death finished pose
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BOTH_STUMBLEDEAD1, //# Stumble forward death finished pose
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BOTH_FALLDEAD1LAND, //# Fall forward and splat death finished pose
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//# #sep BOTH_ DEAD TWITCH/FLOP # React to being shot from death poses
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BOTH_DEAD1_FLOP, //# React to being shot from First Death finished pose
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BOTH_DEAD2_FLOP, //# React to being shot from Second Death finished pose
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BOTH_DEAD3_FLOP, //# React to being shot from Third Death finished pose
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BOTH_DEAD4_FLOP, //# React to being shot from Fourth Death finished pose
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BOTH_DEAD5_FLOP, //# React to being shot from Fifth Death finished pose
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BOTH_DEADFORWARD1_FLOP, //# React to being shot First thrown forward death finished pose
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BOTH_DEADFORWARD2_FLOP, //# React to being shot Second thrown forward death finished pose
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BOTH_DEADBACKWARD1_FLOP, //# React to being shot First thrown backward death finished pose
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BOTH_DEADBACKWARD2_FLOP, //# React to being shot Second thrown backward death finished pose
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BOTH_LYINGDEAD1_FLOP, //# React to being shot Killed lying down death finished pose
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BOTH_STUMBLEDEAD1_FLOP, //# React to being shot Stumble forward death finished pose
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BOTH_FALLDEAD1_FLOP, //# React to being shot Fall forward and splat death finished pose
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//# #sep BOTH_ PAINS
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BOTH_PAIN1, //# First take pain anim
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BOTH_PAIN2, //# Second take pain anim
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BOTH_PAIN3, //# Third take pain anim
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BOTH_PAIN4, //# Fourth take pain anim
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BOTH_PAIN5, //# Fifth take pain anim - from behind
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BOTH_PAIN6, //# Sixth take pain anim - from behind
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BOTH_PAIN7, //# Seventh take pain anim - from behind
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BOTH_PAIN8, //# Eigth take pain anim - from behind
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//# #sep BOTH_ ATTACKS
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BOTH_ATTACK1, //# Attack with generic 1-handed weapon
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BOTH_ATTACK2, //# Attack with generic 2-handed weapon
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BOTH_ATTACK3, //# Attack with heavy 2-handed weapon
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BOTH_ATTACK4, //# Attack with ???
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BOTH_ATTACK5, //# Attack with rocket launcher
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BOTH_MELEE1, //# First melee attack
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BOTH_MELEE2, //# Second melee attack
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BOTH_MELEE3, //# Third melee attack
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BOTH_MELEE4, //# Fourth melee attack
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BOTH_MELEE5, //# Fifth melee attack
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BOTH_MELEE6, //# Sixth melee attack
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//# #sep BOTH_ STANDING
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BOTH_STAND1, //# Standing idle, no weapon, hands down
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BOTH_STAND1_RANDOM1, //# Random standing idle
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BOTH_STAND1_RANDOM2, //# Random standing idle
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BOTH_STAND1_RANDOM3, //# Random standing idle
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BOTH_STAND1_RANDOM4, //# Random standing idle
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BOTH_STAND1_RANDOM5, //# Random standing idle
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BOTH_STAND1_RANDOM6, //# Random standing idle
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BOTH_STAND1_RANDOM7, //# Random standing idle
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BOTH_STAND1_RANDOM8, //# Random standing idle
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BOTH_STAND1_RANDOM9, //# Random standing idle
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BOTH_STAND1_RANDOM10, //# Random standing idle
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BOTH_STAND1_RANDOM11, //# Random standing idle
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BOTH_STAND1_RANDOM12, //# Random standing idle
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BOTH_STAND1_RANDOM13, //# Random standing idle
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BOTH_STAND1_RANDOM14, //# Random standing idle
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BOTH_STAND2, //# Standing idle with a weapon
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BOTH_STAND2_RANDOM1, //# Random standing idle
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BOTH_STAND2_RANDOM2, //# Random standing idle
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BOTH_STAND2_RANDOM3, //# Random standing idle
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BOTH_STAND2_RANDOM4, //# Random standing idle
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BOTH_STAND3, //# Standing hands behind back, at ease, etc.
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BOTH_STAND4, //# two handed, gun down, relaxed stand
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BOTH_STAND5, //# two handed, gun up, relaxed stand
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BOTH_STAND6, //# one handed, gun at side, relaxed stand
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BOTH_STAND7, //# (Chell) timid stance while looking around slightly and breathing
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BOTH_STAND8, //# breathing after exherting oneself one handed
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BOTH_STAND9, //# breathing after exherting oneself two handed
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BOTH_STAND1TO3, //# Transition from stand1 to stand3
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BOTH_STAND3TO1, //# Transition from stand3 to stand1
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BOTH_STAND2TO4, //# Transition from stand2 to stand4
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BOTH_STAND4TO2, //# Transition from stand4 to stand2
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BOTH_STANDTOWALK1, //# Transition from stand1 to walk1
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BOTH_STANDTOCONSOLE1, //# a transition from stand animations to console animations
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BOTH_STANDUP1, //# standing up and stumbling
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BOTH_TALKGESTURE1, //# standing up and talking
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BOTH_TALKGESTURE2, //# standing up and talking
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BOTH_TALKGESTURE3, //# standing up and talking
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BOTH_HELP1, //# helping hold injured4 man.
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BOTH_LEAN1, //# leaning on a railing
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BOTH_LEAN1TODROPHELM, //# transition from LEAN1 to DROPHELM
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BOTH_CONSOLE1, //# Using a waist-high console with both hands
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BOTH_CONSOLE1IDLE, //# Idle of CONSOLE1
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BOTH_CONSOLE1RIGHT, //# Reach right from CONSOLE1
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BOTH_CONSOLE1LEFT, //# Reach left from CONSOLE1
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BOTH_CONSOLE2, //# Using a head-high wall console with the right hand
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BOTH_CONSOLE3, //# arms parallel to ground and typing similar to con.1
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BOTH_CONSOLE3IDLE, //# arms parallel to ground and typing similar to con.1
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BOTH_CONSOLE3RIGHT, //# arms parallel to ground and typing similar to con.1
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BOTH_CONSOLE3LEFT, //# arms parallel to ground and typing similar to con.1
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BOTH_CONSOLETOSTAND1, //# a transition from console animations to stand animations
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BOTH_GUARD_LOOKAROUND1, //# Cradling weapon and looking around
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BOTH_GUARD_IDLE1, //# Cradling weapon and standing
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BOTH_GUARD_LKRT1, //# cin17, quick glance right to sound of door slamming
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BOTH_ALERT1, //# Startled by something while on guard
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BOTH_GESTURE1, //# Generic gesture, non-specific
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BOTH_GESTURE2, //# Generic gesture, non-specific
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BOTH_GESTURE3, //# Generic gesture, non-specific
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BOTH_CROWDLOOK1, //# Person staring out into space 1
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BOTH_CROWDLOOK2, //# Person staring out into space 2
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BOTH_CROWDLOOK3, //# Person staring out into space 3
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BOTH_CROWDLOOK4, //# Person staring out into space 4
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BOTH_GRAB1, //# Grabbing something from table
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BOTH_GRAB2, //# Grabbing something from table
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BOTH_GRAB3, //# Grabbing something from table
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BOTH_GRABBED1, //# cin9.3 chell being grabbed 180 from munro, 28 pixels away
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BOTH_GRABBED2, //# cin9.3 idle grabbed 180 from munro, 28 pixels away
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BOTH_SURPRISED1, //# Surprised reaction 1
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BOTH_SURPRISED2, //# Surprised reaction 2
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BOTH_SURPRISED3, //# Surprised reaction 3
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BOTH_SURPRISED4, //# Surprised reaction 4
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BOTH_SURPRISED5, //# Surprised reaction 5
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BOTH_SCARED1, //# Scared reaction 1
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BOTH_SCARED2, //# Scared reaction 2
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BOTH_CATCH1, //# Reaching to catch something falling
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BOTH_POSSESSED1, //# 7 of 9 possessed
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BOTH_POSSESSED2, //# 7 of 9 possessed with hand out
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BOTH_SNAPTO1, //# cin.23, 7o9 coming to from borg possession
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BOTH_SNAPTO2, //# cin.23, 7o9 coming to from borg possession2
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BOTH_DROPANGERWEAP2, //# cin.23, Nelson lowering weapon in anger
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BOTH_SHOCK1, //# telsia being zapped by electricity cinematic 9.2
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BOTH_PSYCHICSHOCK1, //# having visions of the boss
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BOTH_PSYCHICSHOCK2, //# having visions of the boss
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BOTH_ASSIMILATED1, //# Cin.18, Foster being assimilated by borg
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BOTH_FALSEJUMP1, //# Biessman pretending to jump down on Chell
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BOTH_LAUGH1, //# squat pose of Biessman laughing at Chell
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BOTH_LAUGH2, //# standing laugh of mocking Biessman
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BOTH_ACTIVATEBELT1, //# activating transport buffer on belt
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BOTH_GROUNDSHAKE1, //# Bracing self when ground shakes beneath him
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BOTH_GROUNDSHAKE2, //# Falling to knees and shileding self, then standing
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BOTH_READYWEAPON1, //# cin17, comes from greeting, just before fighting
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BOTH_SPAWN1, //# Spawning in to the world
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BOTH_TALK1, //# Generic talk anim
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BOTH_COVERUP1_LOOP, //# animation of getting in line of friendly fire
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BOTH_COVERUP1_START, //# transitions from stand to coverup1_loop
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BOTH_COVERUP1_END, //# transitions from coverup1_loop to stand
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BOTH_HEROSTANCE1, //# Biessman in the final shootout
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BOTH_GUILT1, //# Player has a guilty conscience after shooting a teammate.
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BOTH_INJURED4, //# Injured pose 4
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BOTH_INJURED4TO5, //# Transition from INJURED4 to INJURED5
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BOTH_INJURED5, //# Injured pose 5
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//# #sep BOTH_ SITTING/CROUCHING
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BOTH_SIT1STAND, //# Stand up from First sitting anim
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BOTH_SIT1TO2, //# Trans from sit1 to sit2?
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BOTH_SIT1TO3, //# Trans from sit1 to sit3?
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BOTH_SIT2TO1, //# Trans from sit2 to sit1?
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BOTH_SIT2TO3, //# Trans from sit2 to sit3?
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BOTH_SIT3TO1, //# Trans from sit3 to sit1?
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BOTH_SIT3TO2, //# Trans from sit3 to sit2?
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BOTH_SIT4TO5, //# Trans from sit4 to sit5
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BOTH_SIT4TO6, //# Trans from sit4 to sit6
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BOTH_SIT5TO4, //# Trans from sit5 to sit4
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BOTH_SIT5TO6, //# Trans from sit5 to sit6
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BOTH_SIT6TO4, //# Trans from sit6 to sit4
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BOTH_SIT6TO5, //# Trans from sit6 to sit5
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BOTH_SIT7, //# sitting with arms over knees, no weapon
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BOTH_SIT7TOSTAND1, //# getting up from sit7 into stand1
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BOTH_TABLE_EAT1, //# Sitting at a table eating
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BOTH_TABLE_CHEW1, //# Sitting at a table chewing
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BOTH_TABLE_WIPE1, //# Sitting at a table wiping mouth
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BOTH_TABLE_DRINK1, //# Sitting at a table drinking
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BOTH_TABLE_GETUP1, //# Getting up from table
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BOTH_TABLE_DEATH1, //# Dying while sitting at a table
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BOTH_TABLE_IDLE1, //# Sitting at table breathing
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BOTH_TABLE_TALKGESTURE1,//# Sitting at table gesturing while talking
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BOTH_TABLE_GESTURE1, //# Sitting at table gesturing
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BOTH_TABLE_GESTURE2, //# Sitting at table gesturing
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BOTH_CROUCH1, //# Transition from standing to crouch
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BOTH_CROUCH1IDLE, //# Crouching idle
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BOTH_CROUCH1WALK, //# Walking while crouched
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BOTH_UNCROUCH1, //# Transition from crouch to standing
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BOTH_CROUCH2IDLE, //# crouch and resting on back righ heel, no weapon
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BOTH_CROUCH2TOSTAND1, //# going from crouch2 to stand1
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BOTH_GET_UP1, //# Get up from the ground, face down
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BOTH_GET_UP2, //# Get up from the ground, face up
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BOTH_BENCHSIT1_IDLE, //# sitting on haz-locker room benches
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BOTH_BENCHSIT1TO2, //# Trans from benchsit1 to benchsit2
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BOTH_BENCHSIT2TO1, //# Trans from benchsit2 to benchsit1
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BOTH_BENCHSIT2STAND, //# Trans from benchsit to standing
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BOTH_BENCHSIT2_IDLE, //# sitting on haz-locker room benches
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BOTH_BENCHSIT1_2STAND, //# getting up to stand from sitting on haz-benches
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BOTH_BENCHSIT1_FIXBOOT, //# sitting on bench - pulling on/adjusting boot top
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BOTH_BENCHSTAND1TO2, //# transition from stand to benchstand2
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BOTH_BENCHSTAND2, //# standing with right foot up on bench
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BOTH_BENCHSTAND2TO1, //# transition from benchstand2 to stand
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BOTH_COUCHSIT1_IDLE, //# sitting in couch - haz lounge area
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BOTH_COUCHSIT1_TO2, //# sitting in couch - lean back to 2nd position
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BOTH_COUCHSIT1_2STAND1, //# getting up from couchsit1 to stand1
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BOTH_COUCHSIT1_TALKGESTURE, //# sitting in couch - talking with hands
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BOTH_COUCHSIT1_GESTURELEFT, //# sitting in couch - talk gesture to the left
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BOTH_COUCHSIT1_GESTURERIGHT,//# sitting in couch - talk gesture to the right
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BOTH_KNEELHAND1, //# Jurot puts hand to Munro's face, then pulls away
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//# #sep BOTH_ MOVING
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BOTH_WALK1, //# Normal walk
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BOTH_WALK2, //# Normal walk
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BOTH_WALK3, //# Goes with stand3
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BOTH_WALK4, //# Walk cycle goes to a stand4
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BOTH_WALKTORUN1, //# transition from walk to run
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BOTH_RUN1, //# Full run
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BOTH_RUN1START, //# Start into full run1
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BOTH_RUN1STOP, //# Stop from full run1
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BOTH_RUN2, //# Full run
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BOTH_RUNINJURED1, //# Run with injured left leg
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BOTH_STRAFE_LEFT1, //# Sidestep left, should loop
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BOTH_STRAFE_RIGHT1, //# Sidestep right, should loop
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BOTH_TURN_LEFT1, //# Turn left, should loop
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BOTH_TURN_RIGHT1, //# Turn right, should loop
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BOTH_RUNAWAY1, //# Running scared
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BOTH_SWIM1, //# Swimming
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BOTH_JUMP1, //# Jump - wind-up and leave ground
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BOTH_INAIR1, //# In air loop (from jump)
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BOTH_LAND1, //# Landing (from in air loop)
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BOTH_LAND2, //# Landing Hard (from a great height)
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BOTH_JUMPBACK1, //# Jump backwards - wind-up and leave ground
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BOTH_INAIRBACK1, //# In air loop (from jump back)
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BOTH_LANDBACK1, //# Landing backwards(from in air loop)
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BOTH_DIVE1, //# Dive!
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BOTH_ROLL1_LEFT, //# Roll to left side
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BOTH_ROLL1_RIGHT, //# Roll to right side
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BOTH_LADDER_UP1, //# Climbing up a ladder with rungs at 16 unit intervals
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BOTH_LADDER_DWN1, //# Climbing down a ladder with rungs at 16 unit intervals
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BOTH_LADDER_IDLE, //# Just sitting on the ladder
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BOTH_ONLADDER_BOT1, //# Getting on the ladder at the bottom
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BOTH_OFFLADDER_BOT1, //# Getting off the ladder at the bottom
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BOTH_ONLADDER_TOP1, //# Getting on the ladder at the top
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BOTH_OFFLADDER_TOP1, //# Getting off the ladder at the top
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BOTH_LIFT1, //# Lifting someone/thing over their shoulder
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BOTH_STEP1, //# telsia checking out lake cinematic9.2
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BOTH_HITWALL1, //# cin.18, Kenn hit by borg into wall 56 units away
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BOTH_AMBUSHLAND1, //# landing from fall on victim
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BOTH_BIRTH1, //# birth from jumping through walls
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BOTH_SHIELD1, //# cin.6, munro's initial reaction to explosion
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BOTH_SHIELD2, //# cin.6, munro in shielding position looping
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BOTH_WALKPUSH1, //# man pushing crate
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BOTH_PUSHTOSTAND1, //# man coming from pushing crate to stand1
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BOTH_HALT1, //# munro being grabbed by telsia before going in core room
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//# #sep BOTH_ FLYING IDLE
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BOTH_FLY_IDLE1, //# Flying Idle 1
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BOTH_FLY_IDLE2, //# Flying Idle 2
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//# #sep BOTH_ FLYING MOVING
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BOTH_FLY_START1, //# Start flying
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BOTH_FLY_STOP1, //# Stop flying
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BOTH_FLY_LOOP1, //# Normal flying, should loop
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BOTH_FLOAT1, //# Crew floating through space 1
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BOTH_FLOAT2, //# Crew floating through space 2
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BOTH_FLOATCONSOLE1, //# Crew floating and working on console
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//# #sep BOTH_ LYING
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BOTH_LIE_DOWN1, //# From a stand position, get down on ground, face down
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BOTH_LIE_DOWN2, //# From a stand position, get down on ground, face up
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BOTH_LIE_DOWN3, //# reaction to local disnode being destroyed
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BOTH_PAIN2WRITHE1, //# Transition from upright position to writhing on ground anim
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BOTH_PRONE2RLEG, //# Lying on ground reach to grab right leg
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BOTH_PRONE2LLEG, //# Lying on ground reach to grab left leg
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BOTH_WRITHING1, //# Lying on ground on back writhing in pain
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BOTH_WRITHING1RLEG, //# Lying on ground writhing in pain, holding right leg
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BOTH_WRITHING1LLEG, //# Lying on ground writhing in pain, holding left leg
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BOTH_WRITHING2, //# Lying on ground on front writhing in pain
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BOTH_INJURED1, //# Lying down, against wall - can also be sleeping against wall
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BOTH_INJURED2, //# Injured pose 2
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BOTH_INJURED3, //# Injured pose 3
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BOTH_INJURED6, //# Injured pose 6
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BOTH_INJURED6ATTACKSTART, //# Start attack while in injured 6 pose
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BOTH_INJURED6ATTACKSTOP, //# End attack while in injured 6 pose
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BOTH_INJURED6COMBADGE, //# Hit combadge while in injured 6 pose
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BOTH_INJURED6POINT, //# Chang points to door while in injured state
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BOTH_INJUREDTOSTAND1, //# Runinjured to stand1
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BOTH_CRAWLBACK1, //# Lying on back, crawling backwards with elbows
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BOTH_SITWALL1, //# Sitting against a wall
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BOTH_SLEEP1, //# laying on back-rknee up-rhand on torso
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|
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,
|
|
BOTH_ATTACK1,
|
|
BOTH_ATTACK2,
|
|
BOTH_ATTACK3,
|
|
BOTH_BENCHSIT1_2STAND,
|
|
BOTH_BENCHSIT1_FIXBOOT,
|
|
BOTH_BENCHSIT1_IDLE,
|
|
BOTH_BENCHSIT1TO2,
|
|
BOTH_BENCHSIT2_IDLE,
|
|
BOTH_BENCHSIT2TO1,
|
|
BOTH_BENCHSTAND1TO2,
|
|
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_CONSOLE4,
|
|
BOTH_CONSOLE5,
|
|
BOTH_COUCHSIT1_2STAND1,
|
|
BOTH_COUCHSIT1_GESTURELEFT,
|
|
BOTH_COUCHSIT1_GESTURERIGHT,
|
|
BOTH_COUCHSIT1_IDLE,
|
|
BOTH_COUCHSIT1_TALKGESTURE,
|
|
BOTH_COUCHSIT1_TO2,
|
|
BOTH_COUCHSIT2,
|
|
BOTH_COVERUP1_END,
|
|
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,
|
|
BOTH_DEAD2,
|
|
BOTH_DEATHBACKWARD1,
|
|
BOTH_DEADBACKWARD1,
|
|
BOTH_DEATHBACKWARD2,
|
|
BOTH_DEADBACKWARD2,
|
|
BOTH_DEATHFORWARD1,
|
|
BOTH_DEADFORWARD1,
|
|
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,
|
|
BOTH_GRAB1,
|
|
BOTH_GRAB2,
|
|
BOTH_GRAB3,
|
|
BOTH_GRAB4,
|
|
BOTH_GRABBED1,
|
|
BOTH_GRABBED2,
|
|
BOTH_GROUNDSHAKE1,
|
|
BOTH_GROUNDSHAKE1LOOP,
|
|
BOTH_GROUNDSHAKE2,
|
|
BOTH_GUARD_IDLE1,
|
|
BOTH_GUARD_LKRT1,
|
|
BOTH_GUARD_LOOKAROUND1,
|
|
BOTH_GUILT1,
|
|
BOTH_HITWALL1,
|
|
BOTH_HELP1,
|
|
BOTH_INJURED1,
|
|
BOTH_INJURED2,
|
|
BOTH_INJURED3,
|
|
BOTH_INJURED4,
|
|
BOTH_INJURED4TO5,
|
|
BOTH_INJURED5,
|
|
BOTH_INJURED6,
|
|
BOTH_INJURED6COMBADGE,
|
|
BOTH_INJURED6POINT,
|
|
//BOTH_INJUREDTOSTAND1,
|
|
BOTH_JUMP1,
|
|
BOTH_JUMPBACK1,
|
|
BOTH_KNEELHAND1,
|
|
BOTH_LADDER_DWN1,
|
|
BOTH_LADDER_UP1,
|
|
BOTH_LADDER_IDLE,
|
|
BOTH_LAND1,
|
|
BOTH_LANDBACK1,
|
|
BOTH_LAUGH1,
|
|
BOTH_LAUGH2,
|
|
BOTH_LEAN1,
|
|
//BOTH_LYINGDEAD1_FLOP,
|
|
BOTH_LYINGDEATH1,
|
|
BOTH_LYINGDEAD1,
|
|
BOTH_OFFLADDER_BOT1,
|
|
//BOTH_OFFLADDER_TOP1,
|
|
BOTH_ONLADDER_BOT1,
|
|
//BOTH_ONLADDER_TOP1,
|
|
BOTH_PAIN2WRITHE1,
|
|
BOTH_POSSESSED1,
|
|
BOTH_POSSESSED2,
|
|
BOTH_PSYCHICSHOCK1,
|
|
BOTH_PSYCHICSHOCK2,
|
|
BOTH_RUN1,
|
|
BOTH_RUN1STOP,
|
|
BOTH_RUN2,
|
|
BOTH_RUNAWAY1,
|
|
BOTH_RUNINJURED1,
|
|
BOTH_SCARED2,
|
|
BOTH_SHIELD1,
|
|
BOTH_SHIELD2,
|
|
BOTH_SIT1STAND,
|
|
BOTH_SIT1TO2,
|
|
BOTH_SIT1TO3,
|
|
BOTH_SIT1,
|
|
BOTH_SIT2TO1,
|
|
BOTH_SIT2TO3,
|
|
BOTH_SIT2,
|
|
BOTH_SIT3TO1,
|
|
BOTH_SIT3TO2,
|
|
BOTH_SIT3,
|
|
BOTH_SIT4TO5,
|
|
BOTH_SIT4TO6,
|
|
BOTH_SIT4,
|
|
BOTH_SIT5TO4,
|
|
BOTH_SIT5TO6,
|
|
BOTH_SIT5,
|
|
BOTH_SIT6TO4,
|
|
BOTH_SIT6TO5,
|
|
BOTH_SIT6,
|
|
BOTH_SIT7,
|
|
BOTH_SIT7TOSTAND1,
|
|
BOTH_SLEEP1,
|
|
BOTH_SLEEP1_NOSE,
|
|
BOTH_SLEEP1GETUP,
|
|
BOTH_SLEEP2,
|
|
BOTH_SLEEP2_SHIFT,
|
|
BOTH_SLEEP2GETUP,
|
|
BOTH_SLEEP3,
|
|
BOTH_SLEEP3DEATH,
|
|
BOTH_SLEEP3DEAD,
|
|
BOTH_SLEEP3GETUP,
|
|
BOTH_SNAPTO1,
|
|
BOTH_SNAPTO2,
|
|
BOTH_STAND1,
|
|
//BOTH_STAND1_RANDOM1,
|
|
BOTH_STAND1_RANDOM2,
|
|
BOTH_STAND1_RANDOM3,
|
|
BOTH_STAND1_RANDOM4,
|
|
BOTH_STAND1_RANDOM5,
|
|
BOTH_STAND1_RANDOM6,
|
|
BOTH_STAND1_RANDOM7,
|
|
BOTH_STAND1_RANDOM8,
|
|
BOTH_STAND1_RANDOM9,
|
|
BOTH_STAND1_RANDOM10,
|
|
BOTH_STAND1_RANDOM11,
|
|
BOTH_STAND2,
|
|
BOTH_STAND2_RANDOM1,
|
|
BOTH_STAND2_RANDOM2,
|
|
BOTH_STAND2_RANDOM3,
|
|
BOTH_STAND2_RANDOM4,
|
|
BOTH_STAND2_RANDOM5,
|
|
BOTH_STAND2_RANDOM6,
|
|
BOTH_STAND2_RANDOM7,
|
|
BOTH_STAND2_RANDOM8,
|
|
BOTH_STAND2_RANDOM9,
|
|
BOTH_STAND2_RANDOM10,
|
|
BOTH_STAND2_RANDOM11,
|
|
BOTH_STAND2_RANDOM12,
|
|
BOTH_STAND3,
|
|
BOTH_STAND4,
|
|
BOTH_STAND5,
|
|
BOTH_STAND6,
|
|
BOTH_STAND7,
|
|
BOTH_STAND8,
|
|
BOTH_STAND9,
|
|
BOTH_STANDUP1,
|
|
BOTH_SURPRISED1,
|
|
BOTH_SURPRISED2,
|
|
BOTH_SURPRISED3,
|
|
BOTH_SURPRISED4,
|
|
BOTH_SURPRISED5,
|
|
BOTH_TABLE_EAT1,
|
|
BOTH_TABLE_GETUP1,
|
|
BOTH_TABLE_IDLE1,
|
|
BOTH_TABLE_TALKGESTURE1,
|
|
BOTH_TALKGESTURE1,
|
|
BOTH_TALKGESTURE2,
|
|
//BOTH_TALKGESTURE3,
|
|
//BOTH_UNCROUCH1,
|
|
BOTH_WALK1,
|
|
BOTH_WALK2,
|
|
BOTH_WALK3,
|
|
BOTH_WALK4,
|
|
BOTH_WALK7,
|
|
BOTH_WRITHING1,
|
|
BOTH_SQUIRM1,
|
|
BOTH_SQUIRM1GETUP,
|
|
BOTH_SHAKE1,
|
|
BOTH_SHAKE2,
|
|
BOTH_WRITHING2,
|
|
TORSO_ACTIVATEMEDKIT1,
|
|
TORSO_COFFEE,
|
|
TORSO_COMBADGE1,
|
|
TORSO_COMBADGE2,
|
|
TORSO_COMBADGE3,
|
|
TORSO_COMBADGE4,
|
|
//TORSO_DROPHELMET1,
|
|
TORSO_DROPWEAP1,
|
|
TORSO_EQUIPMENT1,
|
|
TORSO_EQUIPMENT2,
|
|
TORSO_EQUIPMENT3,
|
|
TORSO_GRABLBACKL,
|
|
TORSO_HAND1,
|
|
TORSO_HAND2,
|
|
TORSO_HANDGESTURE1,
|
|
TORSO_HANDGESTURE2,
|
|
TORSO_HANDGESTURE3,
|
|
TORSO_HANDGESTURE4,
|
|
TORSO_HANDGESTURE5,
|
|
TORSO_HANDGESTURE6,
|
|
TORSO_HANDGESTURE7,
|
|
TORSO_HANDGESTURE8,
|
|
TORSO_HANDGESTURE9,
|
|
TORSO_HANDGESTURE10,
|
|
TORSO_HANDGESTURE11,
|
|
TORSO_HANDGESTURE12,
|
|
TORSO_HANDGESTURE13,
|
|
//TORSO_HEADNOD1,
|
|
//TORSO_HEADSHAKE1,
|
|
TORSO_HYPO1,
|
|
TORSO_HYPOSPRAY1,
|
|
TORSO_MEDICORDER1,
|
|
TORSO_PADD1,
|
|
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,
|
|
TORSO_WEAPONPOSE1,
|
|
TORSO_WRIST1,
|
|
TORSO_GESTURE,
|
|
LEGS_KNEEL1,
|
|
LEGS_RUNBACK2,
|
|
LEGS_TURN1,
|
|
LEGS_TURN2,
|
|
LEGS_WALKBACK1,
|
|
LEGS_SWIM,
|
|
|
|
MAX_ANIMATIONS
|
|
} animNumber_t;
|
|
|
|
|
|
#ifndef cg_players_c
|
|
extern stringID_table_t animTable [MAX_ANIMATIONS+1];
|
|
#else
|
|
stringID_table_t animTable[MAX_ANIMATIONS+1]=
|
|
{
|
|
{ ENUM2STRING(BOTH_ASSIMILATED1) },
|
|
{ ENUM2STRING(BOTH_ATTACK1) },
|
|
{ ENUM2STRING(BOTH_ATTACK2) },
|
|
{ ENUM2STRING(BOTH_ATTACK3) },
|
|
{ ENUM2STRING(BOTH_BENCHSIT1_2STAND) },
|
|
{ ENUM2STRING(BOTH_BENCHSIT1_FIXBOOT) },
|
|
{ ENUM2STRING(BOTH_BENCHSIT1_IDLE) },
|
|
{ ENUM2STRING(BOTH_BENCHSIT1TO2) },
|
|
{ ENUM2STRING(BOTH_BENCHSIT2_IDLE) },
|
|
{ ENUM2STRING(BOTH_BENCHSIT2TO1) },
|
|
{ ENUM2STRING(BOTH_BENCHSTAND1TO2) },
|
|
{ ENUM2STRING(BOTH_BENCHSTAND2) },
|
|
{ ENUM2STRING(BOTH_BENCHSTAND2TO1) },
|
|
{ ENUM2STRING(BOTH_CATCH1) },
|
|
{ ENUM2STRING(BOTH_CONSOLE1) },
|
|
{ ENUM2STRING(BOTH_CONSOLE1IDLE) },
|
|
{ ENUM2STRING(BOTH_CONSOLE1LEFT) },
|
|
{ ENUM2STRING(BOTH_CONSOLE1RIGHT) },
|
|
{ ENUM2STRING(BOTH_CONSOLE2) },
|
|
{ ENUM2STRING(BOTH_CONSOLE3) },
|
|
{ ENUM2STRING(BOTH_CONSOLE3IDLE) },
|
|
{ ENUM2STRING(BOTH_CONSOLE3LEFT) },
|
|
{ ENUM2STRING(BOTH_CONSOLE3RIGHT) },
|
|
{ ENUM2STRING(BOTH_CONSOLE4) },
|
|
{ ENUM2STRING(BOTH_CONSOLE5) },
|
|
{ ENUM2STRING(BOTH_COUCHSIT1_2STAND1) },
|
|
{ ENUM2STRING(BOTH_COUCHSIT1_GESTURELEFT) },
|
|
{ ENUM2STRING(BOTH_COUCHSIT1_GESTURERIGHT) },
|
|
{ ENUM2STRING(BOTH_COUCHSIT1_IDLE) },
|
|
{ ENUM2STRING(BOTH_COUCHSIT1_TALKGESTURE) },
|
|
{ ENUM2STRING(BOTH_COUCHSIT1_TO2) },
|
|
{ ENUM2STRING(BOTH_COUCHSIT2) },
|
|
{ ENUM2STRING(BOTH_COVERUP1_END) },
|
|
{ ENUM2STRING(BOTH_COVERUP1_LOOP) },
|
|
{ ENUM2STRING(BOTH_COVERUP1_START) },
|
|
{ ENUM2STRING(BOTH_COWAR1) },
|
|
{ ENUM2STRING(BOTH_CROUCH1IDLE) },
|
|
{ ENUM2STRING(BOTH_CROUCH1WALK) },
|
|
{ ENUM2STRING(BOTH_CROUCH2IDLE) },
|
|
{ ENUM2STRING(BOTH_CROWDLOOK1) },
|
|
{ ENUM2STRING(BOTH_CROWDLOOK2) },
|
|
{ ENUM2STRING(BOTH_CROWDLOOK3) },
|
|
{ ENUM2STRING(BOTH_CROWDLOOK4) },
|
|
{ ENUM2STRING(BOTH_DEATH1) },
|
|
{ ENUM2STRING(BOTH_DEAD1) },
|
|
{ ENUM2STRING(BOTH_DEATH2) },
|
|
{ ENUM2STRING(BOTH_DEAD2) },
|
|
{ ENUM2STRING(BOTH_DEATHBACKWARD1) },
|
|
{ ENUM2STRING(BOTH_DEADBACKWARD1) },
|
|
{ ENUM2STRING(BOTH_DEATHBACKWARD2) },
|
|
{ ENUM2STRING(BOTH_DEADBACKWARD2) },
|
|
{ ENUM2STRING(BOTH_DEATHFORWARD1) },
|
|
{ ENUM2STRING(BOTH_DEADFORWARD1) },
|
|
{ ENUM2STRING(BOTH_DEATHFORWARD2) },
|
|
{ ENUM2STRING(BOTH_DEADFORWARD2) },
|
|
{ ENUM2STRING(BOTH_DIVE1) },
|
|
{ ENUM2STRING(BOTH_FALLDEATH1INAIR) },
|
|
{ ENUM2STRING(BOTH_FALLDEATH1LAND) },
|
|
{ ENUM2STRING(BOTH_FALLDEAD1LAND) },
|
|
{ ENUM2STRING(BOTH_FLOAT1) },
|
|
{ ENUM2STRING(BOTH_FLOAT2) },
|
|
{ ENUM2STRING(BOTH_GESTURE2) },
|
|
{ ENUM2STRING(BOTH_GESTURE3) },
|
|
{ ENUM2STRING(BOTH_GET_UP1) },
|
|
{ ENUM2STRING(BOTH_GRAB1) },
|
|
{ ENUM2STRING(BOTH_GRAB2) },
|
|
{ ENUM2STRING(BOTH_GRAB3) },
|
|
{ ENUM2STRING(BOTH_GRAB4) },
|
|
{ ENUM2STRING(BOTH_GRABBED1) },
|
|
{ ENUM2STRING(BOTH_GRABBED2) },
|
|
{ ENUM2STRING(BOTH_GROUNDSHAKE1) },
|
|
{ ENUM2STRING(BOTH_GROUNDSHAKE2) },
|
|
{ ENUM2STRING(BOTH_GUARD_IDLE1) },
|
|
{ ENUM2STRING(BOTH_GUARD_LKRT1) },
|
|
{ ENUM2STRING(BOTH_GUARD_LOOKAROUND1) },
|
|
{ ENUM2STRING(BOTH_GUILT1) },
|
|
{ ENUM2STRING(BOTH_HITWALL1) },
|
|
{ ENUM2STRING(BOTH_HELP1) },
|
|
{ ENUM2STRING(BOTH_INJURED1) },
|
|
{ ENUM2STRING(BOTH_INJURED2) },
|
|
{ ENUM2STRING(BOTH_INJURED3) },
|
|
{ ENUM2STRING(BOTH_INJURED4) },
|
|
{ ENUM2STRING(BOTH_INJURED4TO5) },
|
|
{ ENUM2STRING(BOTH_INJURED5) },
|
|
{ ENUM2STRING(BOTH_INJURED6) },
|
|
{ ENUM2STRING(BOTH_INJURED6COMBADGE) },
|
|
{ ENUM2STRING(BOTH_INJURED6POINT) },
|
|
{ ENUM2STRING(BOTH_JUMP1) },
|
|
{ ENUM2STRING(BOTH_JUMPBACK1) },
|
|
{ ENUM2STRING(BOTH_KNEELHAND1) },
|
|
{ ENUM2STRING(BOTH_LADDER_DWN1) },
|
|
{ ENUM2STRING(BOTH_LADDER_UP1) },
|
|
{ ENUM2STRING(BOTH_LADDER_IDLE) },
|
|
{ ENUM2STRING(BOTH_LAND1) },
|
|
{ ENUM2STRING(BOTH_LANDBACK1) },
|
|
{ ENUM2STRING(BOTH_LAUGH1) },
|
|
{ ENUM2STRING(BOTH_LAUGH2) },
|
|
{ ENUM2STRING(BOTH_LEAN1) },
|
|
{ ENUM2STRING(BOTH_LYINGDEATH1) },
|
|
{ ENUM2STRING(BOTH_LYINGDEAD1) },
|
|
{ ENUM2STRING(BOTH_OFFLADDER_BOT1) },
|
|
{ ENUM2STRING(BOTH_ONLADDER_BOT1) },
|
|
{ ENUM2STRING(BOTH_PAIN2WRITHE1) },
|
|
{ ENUM2STRING(BOTH_POSSESSED1) },
|
|
{ ENUM2STRING(BOTH_POSSESSED2) },
|
|
{ ENUM2STRING(BOTH_PSYCHICSHOCK1) },
|
|
{ ENUM2STRING(BOTH_PSYCHICSHOCK2) },
|
|
{ ENUM2STRING(BOTH_RUN1) },
|
|
{ ENUM2STRING(BOTH_RUN1STOP) },
|
|
{ ENUM2STRING(BOTH_RUN2) },
|
|
{ ENUM2STRING(BOTH_RUNAWAY1) },
|
|
{ ENUM2STRING(BOTH_RUNINJURED1) },
|
|
{ ENUM2STRING(BOTH_SCARED2) },
|
|
{ ENUM2STRING(BOTH_SHIELD1) },
|
|
{ ENUM2STRING(BOTH_SHIELD2) },
|
|
{ ENUM2STRING(BOTH_SIT1STAND) },
|
|
{ ENUM2STRING(BOTH_SIT1TO2) },
|
|
{ ENUM2STRING(BOTH_SIT1TO3) },
|
|
{ ENUM2STRING(BOTH_SIT1) },
|
|
{ ENUM2STRING(BOTH_SIT2TO1) },
|
|
{ ENUM2STRING(BOTH_SIT2TO3) },
|
|
{ ENUM2STRING(BOTH_SIT2) },
|
|
{ ENUM2STRING(BOTH_SIT3TO1) },
|
|
{ ENUM2STRING(BOTH_SIT3TO2) },
|
|
{ ENUM2STRING(BOTH_SIT3) },
|
|
{ ENUM2STRING(BOTH_SIT4TO5) },
|
|
{ ENUM2STRING(BOTH_SIT4TO6) },
|
|
{ ENUM2STRING(BOTH_SIT4) },
|
|
{ ENUM2STRING(BOTH_SIT5TO4) },
|
|
{ ENUM2STRING(BOTH_SIT5TO6) },
|
|
{ ENUM2STRING(BOTH_SIT5) },
|
|
{ ENUM2STRING(BOTH_SIT6TO4) },
|
|
{ ENUM2STRING(BOTH_SIT6TO5) },
|
|
{ ENUM2STRING(BOTH_SIT6) },
|
|
{ ENUM2STRING(BOTH_SIT7) },
|
|
{ ENUM2STRING(BOTH_SIT7TOSTAND1) },
|
|
{ ENUM2STRING(BOTH_SLEEP1) },
|
|
{ ENUM2STRING(BOTH_SLEEP1_NOSE) },
|
|
{ ENUM2STRING(BOTH_SLEEP1GETUP) },
|
|
{ ENUM2STRING(BOTH_SLEEP2) },
|
|
{ ENUM2STRING(BOTH_SLEEP2_SHIFT) },
|
|
{ ENUM2STRING(BOTH_SLEEP2GETUP) },
|
|
{ ENUM2STRING(BOTH_SLEEP3) },
|
|
{ ENUM2STRING(BOTH_SLEEP3DEATH) },
|
|
{ ENUM2STRING(BOTH_SLEEP3DEAD) },
|
|
{ ENUM2STRING(BOTH_SLEEP3GETUP) },
|
|
{ ENUM2STRING(BOTH_SNAPTO1) },
|
|
{ ENUM2STRING(BOTH_SNAPTO2) },
|
|
{ ENUM2STRING(BOTH_STAND1) },
|
|
{ ENUM2STRING(BOTH_STAND1_RANDOM2) },
|
|
{ ENUM2STRING(BOTH_STAND1_RANDOM3) },
|
|
{ ENUM2STRING(BOTH_STAND1_RANDOM4) },
|
|
{ ENUM2STRING(BOTH_STAND1_RANDOM5) },
|
|
{ ENUM2STRING(BOTH_STAND1_RANDOM6) },
|
|
{ ENUM2STRING(BOTH_STAND1_RANDOM7) },
|
|
{ ENUM2STRING(BOTH_STAND1_RANDOM8) },
|
|
{ ENUM2STRING(BOTH_STAND1_RANDOM9) },
|
|
{ ENUM2STRING(BOTH_STAND1_RANDOM10) },
|
|
{ ENUM2STRING(BOTH_STAND1_RANDOM11) },
|
|
{ ENUM2STRING(BOTH_STAND2) },
|
|
{ ENUM2STRING(BOTH_STAND2_RANDOM1) },
|
|
{ ENUM2STRING(BOTH_STAND2_RANDOM2) },
|
|
{ ENUM2STRING(BOTH_STAND2_RANDOM3) },
|
|
{ ENUM2STRING(BOTH_STAND2_RANDOM4) },
|
|
{ ENUM2STRING(BOTH_STAND2_RANDOM5) },
|
|
{ ENUM2STRING(BOTH_STAND2_RANDOM6) },
|
|
{ ENUM2STRING(BOTH_STAND2_RANDOM7) },
|
|
{ ENUM2STRING(BOTH_STAND2_RANDOM8) },
|
|
{ ENUM2STRING(BOTH_STAND2_RANDOM9) },
|
|
{ ENUM2STRING(BOTH_STAND2_RANDOM10) },
|
|
{ ENUM2STRING(BOTH_STAND2_RANDOM11) },
|
|
{ ENUM2STRING(BOTH_STAND2_RANDOM12) },
|
|
{ ENUM2STRING(BOTH_STAND3) },
|
|
{ ENUM2STRING(BOTH_STAND4) },
|
|
{ ENUM2STRING(BOTH_STAND5) },
|
|
{ ENUM2STRING(BOTH_STAND6) },
|
|
{ ENUM2STRING(BOTH_STAND7) },
|
|
{ ENUM2STRING(BOTH_STAND8) },
|
|
{ ENUM2STRING(BOTH_STAND9) },
|
|
{ ENUM2STRING(BOTH_STANDUP1) },
|
|
{ ENUM2STRING(BOTH_SURPRISED1) },
|
|
{ ENUM2STRING(BOTH_SURPRISED2) },
|
|
{ ENUM2STRING(BOTH_SURPRISED3) },
|
|
{ ENUM2STRING(BOTH_SURPRISED4) },
|
|
{ ENUM2STRING(BOTH_SURPRISED5) },
|
|
{ ENUM2STRING(BOTH_TABLE_EAT1) },
|
|
{ ENUM2STRING(BOTH_TABLE_GETUP1) },
|
|
{ ENUM2STRING(BOTH_TABLE_IDLE1) },
|
|
{ ENUM2STRING(BOTH_TABLE_TALKGESTURE1) },
|
|
{ ENUM2STRING(BOTH_TALKGESTURE1) },
|
|
{ ENUM2STRING(BOTH_TALKGESTURE2) },
|
|
{ ENUM2STRING(BOTH_WALK1) },
|
|
{ ENUM2STRING(BOTH_WALK2) },
|
|
{ ENUM2STRING(BOTH_WALK3) },
|
|
{ ENUM2STRING(BOTH_WALK4) },
|
|
{ ENUM2STRING(BOTH_WALK7) },
|
|
{ ENUM2STRING(BOTH_WRITHING1) },
|
|
{ ENUM2STRING(BOTH_SQUIRM1) },
|
|
{ ENUM2STRING(BOTH_SQUIRM1GETUP) },
|
|
{ ENUM2STRING(BOTH_SHAKE1) },
|
|
{ ENUM2STRING(BOTH_SHAKE2) },
|
|
{ ENUM2STRING(BOTH_WRITHING2) },
|
|
{ ENUM2STRING(TORSO_ACTIVATEMEDKIT1) },
|
|
{ ENUM2STRING(TORSO_COFFEE) },
|
|
{ ENUM2STRING(TORSO_COMBADGE1) },
|
|
{ ENUM2STRING(TORSO_COMBADGE2) },
|
|
{ ENUM2STRING(TORSO_COMBADGE3) },
|
|
{ ENUM2STRING(TORSO_COMBADGE4) },
|
|
{ ENUM2STRING(TORSO_DROPWEAP1) },
|
|
{ ENUM2STRING(TORSO_EQUIPMENT1) },
|
|
{ ENUM2STRING(TORSO_EQUIPMENT2) },
|
|
{ ENUM2STRING(TORSO_EQUIPMENT3) },
|
|
{ ENUM2STRING(TORSO_GRABLBACKL) },
|
|
{ ENUM2STRING(TORSO_HAND1) },
|
|
{ ENUM2STRING(TORSO_HAND2) },
|
|
{ ENUM2STRING(TORSO_HANDGESTURE1) },
|
|
{ ENUM2STRING(TORSO_HANDGESTURE2) },
|
|
{ ENUM2STRING(TORSO_HANDGESTURE3) },
|
|
{ ENUM2STRING(TORSO_HANDGESTURE4) },
|
|
{ ENUM2STRING(TORSO_HANDGESTURE5) },
|
|
{ ENUM2STRING(TORSO_HANDGESTURE6) },
|
|
{ ENUM2STRING(TORSO_HANDGESTURE7) },
|
|
{ ENUM2STRING(TORSO_HANDGESTURE8) },
|
|
{ ENUM2STRING(TORSO_HANDGESTURE9) },
|
|
{ ENUM2STRING(TORSO_HANDGESTURE10) },
|
|
{ ENUM2STRING(TORSO_HANDGESTURE11) },
|
|
{ ENUM2STRING(TORSO_HANDGESTURE12) },
|
|
{ ENUM2STRING(TORSO_HANDGESTURE13) },
|
|
{ ENUM2STRING(TORSO_HYPO1) },
|
|
{ ENUM2STRING(TORSO_HYPOSPRAY1) },
|
|
{ ENUM2STRING(TORSO_MEDICORDER1) },
|
|
{ ENUM2STRING(TORSO_PADD1) },
|
|
{ ENUM2STRING(TORSO_POKERIDLE1) },
|
|
{ ENUM2STRING(TORSO_POKERIDLE2) },
|
|
{ ENUM2STRING(TORSO_POKERIDLE3) },
|
|
{ ENUM2STRING(TORSO_RAISEWEAP1) },
|
|
{ ENUM2STRING(TORSO_SHOUT1) },
|
|
{ ENUM2STRING(TORSO_SPEECHLESS1) },
|
|
{ ENUM2STRING(TORSO_SPEECHLESS2) },
|
|
{ ENUM2STRING(TORSO_TALKGESTURE4) },
|
|
{ ENUM2STRING(TORSO_TALKGESTURE5) },
|
|
{ ENUM2STRING(TORSO_TRICORDER1) },
|
|
{ ENUM2STRING(TORSO_WEAPONIDLE1) },
|
|
{ ENUM2STRING(TORSO_WEAPONREADY1) },
|
|
{ ENUM2STRING(TORSO_WEAPONREADY2) },
|
|
{ ENUM2STRING(TORSO_WEAPONREADY3) },
|
|
{ ENUM2STRING(TORSO_WEAPONPOSE1) },
|
|
{ ENUM2STRING(TORSO_WRIST1) },
|
|
{ ENUM2STRING(TORSO_GESTURE) },
|
|
{ ENUM2STRING(LEGS_KNEEL1) },
|
|
{ ENUM2STRING(LEGS_RUNBACK2) },
|
|
{ ENUM2STRING(LEGS_TURN1) },
|
|
{ ENUM2STRING(LEGS_TURN2) },
|
|
{ ENUM2STRING(LEGS_WALKBACK1) },
|
|
{ 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
|
|
|
|
|
|
//RPG-X: J2J - Added to help solve LNK2005 errors (special case for cg_players.c)
|
|
//#ifndef cg_players_c
|
|
/*
|
|
extern stringID_table_t animTable [MAX_ANIMATIONS+1];
|
|
|
|
#else
|
|
/////////////////////////////////////////////////////////////////////////////////
|
|
|
|
//And this is used to load in the animation.cfg file.
|
|
stringID_table_t animTable [MAX_ANIMATIONS+1] =
|
|
{
|
|
//=================================================
|
|
//ANIMS IN WHICH UPPER AND LOWER OBJECTS ARE IN MD3
|
|
//=================================================
|
|
//# DEATHS
|
|
ENUM2STRING(BOTH_DEATH1), //# First Death anim
|
|
ENUM2STRING(BOTH_DEATH2), //# Second Death anim
|
|
ENUM2STRING(BOTH_DEATH3), //# Third Death anim
|
|
ENUM2STRING(BOTH_DEATH4), //# Fourth Death anim
|
|
ENUM2STRING(BOTH_DEATH5), //# Fifth Death anim
|
|
ENUM2STRING(BOTH_DEATH6), //# Sixth Death anim
|
|
ENUM2STRING(BOTH_DEATH7), //# Seventh Death anim
|
|
|
|
ENUM2STRING(BOTH_DEATH1IDLE), //# Idle while close to death
|
|
|
|
ENUM2STRING(BOTH_DEATHFORWARD1), //# First Death in which they get thrown forward
|
|
ENUM2STRING(BOTH_DEATHFORWARD2), //# Second Death in which they get thrown forward
|
|
ENUM2STRING(BOTH_DEATHBACKWARD1), //# First Death in which they get thrown backward
|
|
ENUM2STRING(BOTH_DEATHBACKWARD2), //# Second Death in which they get thrown backward
|
|
ENUM2STRING(BOTH_LYINGDEATH1), //# Death to play when killed lying down
|
|
ENUM2STRING(BOTH_STUMBLEDEATH1), //# Stumble forward and fall face first death
|
|
ENUM2STRING(BOTH_FALLDEATH1), //# Fall forward off a high cliff and splat death - start
|
|
ENUM2STRING(BOTH_FALLDEATH1INAIR), //# Fall forward off a high cliff and splat death - loop
|
|
ENUM2STRING(BOTH_FALLDEATH1LAND), //# Fall forward off a high cliff and splat death - hit bottom
|
|
//# DEAD POSES # Should be last frame of corresponding previous anims
|
|
ENUM2STRING(BOTH_DEAD1), //# First Death finished pose
|
|
ENUM2STRING(BOTH_DEAD2), //# Second Death finished pose
|
|
ENUM2STRING(BOTH_DEAD3), //# Third Death finished pose
|
|
ENUM2STRING(BOTH_DEAD4), //# Fourth Death finished pose
|
|
ENUM2STRING(BOTH_DEAD5), //# Fifth Death finished pose
|
|
ENUM2STRING(BOTH_DEAD6), //# Sixth Death finished pose
|
|
ENUM2STRING(BOTH_DEAD7), //# Seventh Death finished pose
|
|
ENUM2STRING(BOTH_DEADFORWARD1), //# First thrown forward death finished pose
|
|
ENUM2STRING(BOTH_DEADFORWARD2), //# Second thrown forward death finished pose
|
|
ENUM2STRING(BOTH_DEADBACKWARD1), //# First thrown backward death finished pose
|
|
ENUM2STRING(BOTH_DEADBACKWARD2), //# Second thrown backward death finished pose
|
|
ENUM2STRING(BOTH_LYINGDEAD1), //# Killed lying down death finished pose
|
|
ENUM2STRING(BOTH_STUMBLEDEAD1), //# Stumble forward death finished pose
|
|
ENUM2STRING(BOTH_FALLDEAD1LAND), //# Fall forward and splat death finished pose
|
|
//# #sep BOTH_ DEAD TWITCH/FLOP # React to being shot from death poses
|
|
ENUM2STRING(BOTH_DEAD1_FLOP), //# React to being shot from First Death finished pose
|
|
ENUM2STRING(BOTH_DEAD2_FLOP), //# React to being shot from Second Death finished pose
|
|
ENUM2STRING(BOTH_DEAD3_FLOP), //# React to being shot from Third Death finished pose
|
|
ENUM2STRING(BOTH_DEAD4_FLOP), //# React to being shot from Fourth Death finished pose
|
|
ENUM2STRING(BOTH_DEAD5_FLOP), //# React to being shot from Fifth Death finished pose
|
|
ENUM2STRING(BOTH_DEADFORWARD1_FLOP), //# React to being shot First thrown forward death finished pose
|
|
ENUM2STRING(BOTH_DEADFORWARD2_FLOP), //# React to being shot Second thrown forward death finished pose
|
|
ENUM2STRING(BOTH_DEADBACKWARD1_FLOP), //# React to being shot First thrown backward death finished pose
|
|
ENUM2STRING(BOTH_DEADBACKWARD2_FLOP), //# React to being shot Second thrown backward death finished pose
|
|
ENUM2STRING(BOTH_LYINGDEAD1_FLOP), //# React to being shot Killed lying down death finished pose
|
|
ENUM2STRING(BOTH_STUMBLEDEAD1_FLOP), //# React to being shot Stumble forward death finished pose
|
|
ENUM2STRING(BOTH_FALLDEAD1_FLOP), //# React to being shot Fall forward and splat death finished pose
|
|
|
|
//# PAINS
|
|
ENUM2STRING(BOTH_PAIN1), //# First take pain anim
|
|
ENUM2STRING(BOTH_PAIN2), //# Second take pain anim
|
|
ENUM2STRING(BOTH_PAIN3), //# Third take pain anim
|
|
ENUM2STRING(BOTH_PAIN4), //# First take pain anim
|
|
ENUM2STRING(BOTH_PAIN5), //# Second take pain anim
|
|
ENUM2STRING(BOTH_PAIN6), //# Third take pain anim
|
|
ENUM2STRING(BOTH_PAIN7), //# First take pain anim
|
|
ENUM2STRING(BOTH_PAIN8), //# Second take pain anim
|
|
|
|
//# ATTACKS
|
|
ENUM2STRING(BOTH_ATTACK1), //# Attack with generic 1-handed weapon
|
|
ENUM2STRING(BOTH_ATTACK2), //# Attack with generic 2-handed weapon
|
|
ENUM2STRING(BOTH_ATTACK3), //#
|
|
ENUM2STRING(BOTH_ATTACK4), //# Attack with ???
|
|
ENUM2STRING(BOTH_ATTACK5), //# Attack with rocket launcher
|
|
|
|
ENUM2STRING(BOTH_MELEE1), //# First melee attack
|
|
ENUM2STRING(BOTH_MELEE2), //# Second melee attack
|
|
ENUM2STRING(BOTH_MELEE3), //# Third melee attack
|
|
ENUM2STRING(BOTH_MELEE4), //# Fourth melee attack
|
|
ENUM2STRING(BOTH_MELEE5), //# Fifth melee attack
|
|
ENUM2STRING(BOTH_MELEE6), //# Sixth melee attack
|
|
|
|
//# STANDING
|
|
ENUM2STRING(BOTH_STAND1), //# Standing idle 1
|
|
ENUM2STRING(BOTH_STAND1_RANDOM1), //# Random standing idle
|
|
ENUM2STRING(BOTH_STAND1_RANDOM2), //# Random standing idle
|
|
ENUM2STRING(BOTH_STAND1_RANDOM3), //# Random standing idle
|
|
ENUM2STRING(BOTH_STAND1_RANDOM4), //# Random standing idle
|
|
ENUM2STRING(BOTH_STAND1_RANDOM5), //# Random standing idle
|
|
ENUM2STRING(BOTH_STAND1_RANDOM6), //# Random standing idle
|
|
ENUM2STRING(BOTH_STAND1_RANDOM7), //# Random standing idle
|
|
ENUM2STRING(BOTH_STAND1_RANDOM8), //# Random standing idle
|
|
ENUM2STRING(BOTH_STAND1_RANDOM9), //# Random standing idle
|
|
ENUM2STRING(BOTH_STAND1_RANDOM10), //# Random standing idle
|
|
ENUM2STRING(BOTH_STAND1_RANDOM11), //# Random standing idle
|
|
ENUM2STRING(BOTH_STAND1_RANDOM12), //# Random standing idle
|
|
ENUM2STRING(BOTH_STAND1_RANDOM13), //# Random standing idle
|
|
ENUM2STRING(BOTH_STAND1_RANDOM14), //# Random standing idle
|
|
ENUM2STRING(BOTH_STAND2), //# Standing idle 2
|
|
ENUM2STRING(BOTH_STAND2_RANDOM1), //# Random standing idle
|
|
ENUM2STRING(BOTH_STAND2_RANDOM2), //# Random standing idle
|
|
ENUM2STRING(BOTH_STAND2_RANDOM3), //# Random standing idle
|
|
ENUM2STRING(BOTH_STAND2_RANDOM4), //# Random standing idle
|
|
|
|
ENUM2STRING(BOTH_STAND3), //# Standing idle 3
|
|
ENUM2STRING(BOTH_STAND4), //# two handed, gun down, relaxed stand
|
|
ENUM2STRING(BOTH_STAND5), //# two handed, gun up, relaxed stand
|
|
ENUM2STRING(BOTH_STAND6), //# one handed, gun at side, relaxed stand
|
|
ENUM2STRING(BOTH_STAND7), //# (Chell) timid stance while looking around slightly and breathing
|
|
ENUM2STRING(BOTH_STAND8), //# breathing after exherting oneself one handed
|
|
ENUM2STRING(BOTH_STAND9), //# breathing after exherting oneself two handed
|
|
ENUM2STRING(BOTH_STAND1TO3), //# Transition from stand1 to stand3
|
|
ENUM2STRING(BOTH_STAND3TO1), //# Transition from stand3 to stand1
|
|
|
|
ENUM2STRING(BOTH_STAND2TO4), //# Transition from stand2 to stand4
|
|
ENUM2STRING(BOTH_STAND4TO2), //# Transition from stand4 to stand2
|
|
ENUM2STRING(BOTH_STANDTOWALK1), //# Transition from stand1 to walk1
|
|
ENUM2STRING(BOTH_STANDTOCONSOLE1), //# a transition from stand animations to console animations
|
|
ENUM2STRING(BOTH_STANDUP1), //# standing up and stumbling
|
|
ENUM2STRING(BOTH_TALKGESTURE1), //# standing up and talking
|
|
ENUM2STRING(BOTH_TALKGESTURE2), //# standing up and talking
|
|
ENUM2STRING(BOTH_TALKGESTURE3), //# standing up and talking
|
|
|
|
ENUM2STRING(BOTH_HELP1), //# helping hold injured4 man.
|
|
|
|
ENUM2STRING(BOTH_LEAN1), //# leaning on a railing
|
|
ENUM2STRING(BOTH_LEAN1TODROPHELM), //# transition from LEAN1 to DROPHELM
|
|
|
|
ENUM2STRING(BOTH_CONSOLE1), //# Using a waist-high console with both hands
|
|
ENUM2STRING(BOTH_CONSOLE1IDLE), //# Idle of CONSOLE1
|
|
ENUM2STRING(BOTH_CONSOLE1RIGHT), //# Reach right from CONSOLE1
|
|
ENUM2STRING(BOTH_CONSOLE1LEFT), //# Reach left from CONSOLE1
|
|
ENUM2STRING(BOTH_CONSOLE2), //# Using a head-high wall console with the right hand
|
|
ENUM2STRING(BOTH_CONSOLE3), //# arms parallel to ground and typing similar to con.1
|
|
ENUM2STRING(BOTH_CONSOLE3IDLE), //# arms parallel to ground and typing similar to con.1
|
|
ENUM2STRING(BOTH_CONSOLE3RIGHT), //# arms parallel to ground and typing similar to con.1
|
|
ENUM2STRING(BOTH_CONSOLE3LEFT), //# arms parallel to ground and typing similar to con.1
|
|
ENUM2STRING(BOTH_CONSOLETOSTAND1), //# a transition from console animations to stand animations
|
|
|
|
ENUM2STRING(BOTH_GUARD_LOOKAROUND1),//# Cradling weapon and looking around
|
|
ENUM2STRING(BOTH_GUARD_IDLE1), //# Cradling weapon and standing
|
|
ENUM2STRING(BOTH_GUARD_LKRT1), //# cin17, quick glance right to sound of door slamming
|
|
|
|
ENUM2STRING(BOTH_ALERT1), //# Startled by something when on guard
|
|
ENUM2STRING(BOTH_GESTURE1), //# Generic gesture, non-specific
|
|
ENUM2STRING(BOTH_GESTURE2), //# Generic gesture, non-specific
|
|
ENUM2STRING(BOTH_GESTURE3), //# Generic gesture, non-specific
|
|
|
|
ENUM2STRING(BOTH_CROWDLOOK1), //# Person staring out into space 1
|
|
ENUM2STRING(BOTH_CROWDLOOK2), //# Person staring out into space 2
|
|
ENUM2STRING(BOTH_CROWDLOOK3), //# Person staring out into space 3
|
|
ENUM2STRING(BOTH_CROWDLOOK4), //# Person staring out into space 4
|
|
ENUM2STRING(BOTH_GRAB1), //# Grabbing something from table
|
|
ENUM2STRING(BOTH_GRAB2), //# Grabbing something
|
|
ENUM2STRING(BOTH_GRAB3), //# Grabbing something
|
|
|
|
ENUM2STRING(BOTH_GRABBED1), //# cin9.3 chell being grabbed 180 from munro, 28 pixels away
|
|
ENUM2STRING(BOTH_GRABBED2), //# cin9.3 idle grabbed 180 from munro, 28 pixels away
|
|
|
|
ENUM2STRING(BOTH_SURPRISED1), //# Surprised reaction 1
|
|
ENUM2STRING(BOTH_SURPRISED2), //# Surprised reaction 2
|
|
ENUM2STRING(BOTH_SURPRISED3), //# Surprised reaction 3
|
|
ENUM2STRING(BOTH_SURPRISED4), //# Surprised reaction 4
|
|
ENUM2STRING(BOTH_SURPRISED5), //# Surprised reaction 5
|
|
|
|
ENUM2STRING(BOTH_SCARED1), //# Scared reaction 1
|
|
ENUM2STRING(BOTH_SCARED2), //# Scared reaction 2
|
|
ENUM2STRING(BOTH_CATCH1), //# Reaching to catch something falling
|
|
ENUM2STRING(BOTH_POSSESSED1), //# 7 of 9 possessed
|
|
ENUM2STRING(BOTH_POSSESSED2), //# 7 of 9 possessed with hand out
|
|
|
|
ENUM2STRING(BOTH_SNAPTO1), //# cin.23, 7o9 coming to from borg possession
|
|
ENUM2STRING(BOTH_SNAPTO2), //# cin.23, 7o9 coming to from borg possession2
|
|
ENUM2STRING(BOTH_DROPANGERWEAP2), //# cin.23, Nelson lowering weapon in anger
|
|
ENUM2STRING(BOTH_SHOCK1), //# telsia being zapped by electricity cinematic 9.2
|
|
|
|
ENUM2STRING(BOTH_PSYCHICSHOCK1), //# having visions of the boss
|
|
ENUM2STRING(BOTH_PSYCHICSHOCK2), //# having visions of the boss
|
|
ENUM2STRING(BOTH_ASSIMILATED1), //# Cin.18, Foster being assimilated by borg
|
|
ENUM2STRING(BOTH_FALSEJUMP1), //# Biessman pretending to jump down on Chell
|
|
ENUM2STRING(BOTH_LAUGH1), //# squat pose of Biessman laughing at Chell
|
|
ENUM2STRING(BOTH_LAUGH2), //# standing laugh of mocking Biessman
|
|
ENUM2STRING(BOTH_ACTIVATEBELT1), //# activating transport buffer on belt
|
|
|
|
ENUM2STRING(BOTH_GROUNDSHAKE1), //# Bracing self when ground shakes beneath him
|
|
ENUM2STRING(BOTH_GROUNDSHAKE2), //# Falling to knees and shileding self, then standing
|
|
|
|
ENUM2STRING(BOTH_READYWEAPON1), //# cin17, comes from greeting, just before fighting
|
|
|
|
ENUM2STRING(BOTH_SPAWN1), //# Spawning in to the world
|
|
ENUM2STRING(BOTH_TALK1), //# Generic talk anim
|
|
|
|
ENUM2STRING(BOTH_COVERUP1_LOOP), //# animation of getting in line of friendly fire
|
|
ENUM2STRING(BOTH_COVERUP1_START), //# transitions from stand to coverup1_loop
|
|
ENUM2STRING(BOTH_COVERUP1_END), //# transitions from coverup1_loop to stand
|
|
ENUM2STRING(BOTH_HEROSTANCE1), //# Biessman in the final shootout
|
|
ENUM2STRING(BOTH_GUILT1), //# Player has a guilty conscience after shooting a teammate.
|
|
|
|
//# SITTING/CROUCHING
|
|
ENUM2STRING(BOTH_SIT1STAND), //# Stand up from First sitting anim
|
|
ENUM2STRING(BOTH_SIT1TO2), //# Trans from sit1 to sit2?
|
|
ENUM2STRING(BOTH_SIT1TO3), //# Trans from sit1 to sit3?
|
|
ENUM2STRING(BOTH_SIT2TO1), //# Trans from sit2 to sit1?
|
|
ENUM2STRING(BOTH_SIT2TO3), //# Trans from sit2 to sit3?
|
|
ENUM2STRING(BOTH_SIT3TO1), //# Trans from sit3 to sit1?
|
|
ENUM2STRING(BOTH_SIT3TO2), //# Trans from sit3 to sit2?
|
|
|
|
ENUM2STRING(BOTH_SIT4TO5), //# Trans from sit4 to sit5
|
|
ENUM2STRING(BOTH_SIT4TO6), //# Trans from sit4 to sit6
|
|
ENUM2STRING(BOTH_SIT5TO4), //# Trans from sit5 to sit4
|
|
ENUM2STRING(BOTH_SIT5TO6), //# Trans from sit5 to sit6
|
|
ENUM2STRING(BOTH_SIT6TO4), //# Trans from sit6 to sit4
|
|
ENUM2STRING(BOTH_SIT6TO5), //# Trans from sit6 to sit5
|
|
|
|
ENUM2STRING(BOTH_SIT7), //# sitting with arms over knees, no weapon
|
|
ENUM2STRING(BOTH_SIT7TOSTAND1), //# getting up from sit7 into stand1
|
|
|
|
ENUM2STRING(BOTH_TABLE_EAT1), //# Sitting at a table eating
|
|
ENUM2STRING(BOTH_TABLE_CHEW1), //# Sitting at a table chewing
|
|
ENUM2STRING(BOTH_TABLE_WIPE1), //# Sitting at a table wiping mouth
|
|
ENUM2STRING(BOTH_TABLE_DRINK1), //# Sitting at a table drinking
|
|
ENUM2STRING(BOTH_TABLE_GETUP1), //# Getting up from table
|
|
ENUM2STRING(BOTH_TABLE_DEATH1), //# Dying while sitting at a table
|
|
ENUM2STRING(BOTH_TABLE_IDLE1), //# Sitting at table breathing
|
|
ENUM2STRING(BOTH_TABLE_TALKGESTURE1), //# Sitting at table gesturing while talking
|
|
ENUM2STRING(BOTH_TABLE_GESTURE1), //# Sitting at table gesturing
|
|
ENUM2STRING(BOTH_TABLE_GESTURE2), //# Sitting at table gesturing
|
|
|
|
ENUM2STRING(BOTH_CROUCH1), //# Transition from standing to crouch
|
|
ENUM2STRING(BOTH_CROUCH1IDLE), //# Crouching idle
|
|
ENUM2STRING(BOTH_CROUCH1WALK), //# Walking while crouched
|
|
ENUM2STRING(BOTH_UNCROUCH1), //# Transition from crouch to standing
|
|
ENUM2STRING(BOTH_CROUCH2IDLE), //# crouch and resting on back righ heel, no weapon
|
|
ENUM2STRING(BOTH_CROUCH2TOSTAND1), //# going from crouch2 to stand1
|
|
ENUM2STRING(BOTH_GET_UP1), //# Get up from ground, face down
|
|
ENUM2STRING(BOTH_GET_UP2), //# Get up from ground, face up
|
|
|
|
ENUM2STRING(BOTH_BENCHSIT1_IDLE), //# sitting on haz-locker room benches
|
|
ENUM2STRING(BOTH_BENCHSIT1TO2), //# Trans from benchsit1 to benchsit2
|
|
ENUM2STRING(BOTH_BENCHSIT2TO1), //# Trans from benchsit2 to benchsit1
|
|
ENUM2STRING(BOTH_BENCHSIT2STAND), //# Trans from benchsit to standing
|
|
ENUM2STRING(BOTH_BENCHSIT2_IDLE), //# sitting on haz-locker room benches
|
|
ENUM2STRING(BOTH_BENCHSIT1_2STAND), //# getting up to stand from sitting on haz-benches
|
|
ENUM2STRING(BOTH_BENCHSIT1_FIXBOOT),//# sitting on bench - pulling on/adjusting boot top
|
|
ENUM2STRING(BOTH_BENCHSTAND1TO2), //# transition from stand to benchstand2
|
|
ENUM2STRING(BOTH_BENCHSTAND2), //# standing with right foot up on bench
|
|
ENUM2STRING(BOTH_BENCHSTAND2TO1), //# transition from benchstand2 to stand
|
|
|
|
ENUM2STRING(BOTH_COUCHSIT1_IDLE), //# sitting in couch - haz lounge area
|
|
ENUM2STRING(BOTH_COUCHSIT1_TO2), //# sitting in couch - lean back to 2nd position
|
|
ENUM2STRING(BOTH_COUCHSIT1_2STAND1),//# getting up from couchsit1 to stand1
|
|
ENUM2STRING(BOTH_COUCHSIT1_TALKGESTURE),//# sitting in couch - talking with hands
|
|
ENUM2STRING(BOTH_COUCHSIT1_GESTURELEFT),//# sitting in couch - talk gesture to the left
|
|
ENUM2STRING(BOTH_COUCHSIT1_GESTURERIGHT),//# sitting in couch - talk gesture to the right
|
|
ENUM2STRING(BOTH_KNEELHAND1), //# Jurot puts hand to Munro's face, then pulls away
|
|
ENUM2STRING(BOTH_HALT1), //# munro being grabbed by telsia before going in core room
|
|
|
|
//# MOVING
|
|
ENUM2STRING(BOTH_WALK1), //# Normal walk
|
|
ENUM2STRING(BOTH_WALK2), //# Normal walk
|
|
ENUM2STRING(BOTH_WALK3), //# Goes with stand 3
|
|
ENUM2STRING(BOTH_WALK4), //# Walk cycle goes to a stand4
|
|
ENUM2STRING(BOTH_WALKTORUN1), //# transition from walk to run
|
|
|
|
ENUM2STRING(BOTH_RUN1), //# Full run
|
|
ENUM2STRING(BOTH_RUN1START), //# Start into full run1
|
|
ENUM2STRING(BOTH_RUN1STOP), //# Stop from full run1
|
|
ENUM2STRING(BOTH_RUN2), //# Full run
|
|
ENUM2STRING(BOTH_RUNINJURED1), //# Run with injured left leg
|
|
ENUM2STRING(BOTH_STRAFE_LEFT1), //# Sidestep left, should loop
|
|
ENUM2STRING(BOTH_STRAFE_RIGHT1), //# Sidestep right, should loop
|
|
ENUM2STRING(BOTH_TURN_LEFT1), //# Turn left, should loop
|
|
ENUM2STRING(BOTH_TURN_RIGHT1), //# Turn right, should loop
|
|
ENUM2STRING(BOTH_RUNAWAY1), //# Runningf scared
|
|
ENUM2STRING(BOTH_SWIM1), //# Swimming
|
|
ENUM2STRING(BOTH_JUMP1), //# Jump - wind-up and leave ground
|
|
ENUM2STRING(BOTH_INAIR1), //# In air loop (from jump)
|
|
ENUM2STRING(BOTH_LAND1), //# Landing (from in air loop)
|
|
ENUM2STRING(BOTH_LAND2), //# Landing Hard (from a great height)
|
|
|
|
ENUM2STRING(BOTH_JUMPBACK1), //# Jump - wind-up and leave ground
|
|
ENUM2STRING(BOTH_INAIRBACK1), //# In air loop (from jump)
|
|
ENUM2STRING(BOTH_LANDBACK1), //# Landing (from in air loop)
|
|
ENUM2STRING(BOTH_DIVE1), //# Dive!
|
|
ENUM2STRING(BOTH_ROLL1_LEFT), //# Roll to left side
|
|
ENUM2STRING(BOTH_ROLL1_RIGHT), //# Roll to right side
|
|
ENUM2STRING(BOTH_LADDER_UP1), //# Climbing up a ladder with rungs at 16 unit intervals
|
|
ENUM2STRING(BOTH_LADDER_DWN1), //# Climbing down a ladder with rungs at 16 unit intervals
|
|
ENUM2STRING(BOTH_LADDER_IDLE), //# Holding onto ladder
|
|
ENUM2STRING(BOTH_ONLADDER_BOT1), //# Getting on the ladder at the bottom
|
|
ENUM2STRING(BOTH_OFFLADDER_BOT1), //# Getting off the ladder at the bottom
|
|
ENUM2STRING(BOTH_ONLADDER_TOP1), //# Getting on the ladder at the top
|
|
ENUM2STRING(BOTH_OFFLADDER_TOP1), //# Getting off the ladder at the top
|
|
ENUM2STRING(BOTH_LIFT1), //# Lifting someone/thing over their shoulder
|
|
ENUM2STRING(BOTH_STEP1), //# telsia checking out lake cinematic9.2
|
|
ENUM2STRING(BOTH_HITWALL1), //# cin.18, Kenn hit by borg into wall 56 units away
|
|
ENUM2STRING(BOTH_AMBUSHLAND1), //# landing from fall on victim
|
|
ENUM2STRING(BOTH_BIRTH1), //# birth from jumping through walls
|
|
|
|
ENUM2STRING(BOTH_SHIELD1), //# cin.6, munro's initial reaction to explosion
|
|
ENUM2STRING(BOTH_SHIELD2), //# cin.6, munro in shielding position looping
|
|
ENUM2STRING(BOTH_WALKPUSH1), //# man pushing crate
|
|
ENUM2STRING(BOTH_PUSHTOSTAND1), //# man coming from pushing crate to stand1
|
|
|
|
//# FLY - IDLE
|
|
ENUM2STRING(BOTH_FLY_IDLE1), //# Idle while flying
|
|
ENUM2STRING(BOTH_FLY_IDLE2), //# Idle while flying
|
|
|
|
//# FLY - MOVING
|
|
ENUM2STRING(BOTH_FLY_START1), //# Start flying
|
|
ENUM2STRING(BOTH_FLY_STOP1), //# Stop flying
|
|
ENUM2STRING(BOTH_FLY_LOOP1), //# Normal flying, should loop
|
|
|
|
ENUM2STRING(BOTH_FLOAT1), //# Crew floating through space 1
|
|
ENUM2STRING(BOTH_FLOAT2), //# Crew floating through space 2
|
|
ENUM2STRING(BOTH_FLOATCONSOLE1), //# Crew floating and working on console
|
|
|
|
//# LYING
|
|
ENUM2STRING(BOTH_LIE_DOWN1),
|
|
ENUM2STRING(BOTH_LIE_DOWN2),
|
|
ENUM2STRING(BOTH_LIE_DOWN3), //# reaction to local disnode being destroyed
|
|
|
|
ENUM2STRING(BOTH_PAIN2WRITHE1), //# Transition from upright position to writhing on ground anim
|
|
ENUM2STRING(BOTH_PRONE2RLEG), //# Lying on ground reach to grab right leg
|
|
ENUM2STRING(BOTH_PRONE2LLEG), //# Lying on ground reach to grab left leg
|
|
ENUM2STRING(BOTH_WRITHING1), //# Lying on ground writhing in pain
|
|
ENUM2STRING(BOTH_WRITHING1RLEG), //# Lying on ground writhing in pain, holding right leg
|
|
ENUM2STRING(BOTH_WRITHING1LLEG), //# Lying on ground writhing in pain, holding left leg
|
|
ENUM2STRING(BOTH_WRITHING2), //# Lying on ground writhing in pain in a different way
|
|
|
|
ENUM2STRING(BOTH_INJURED1), //# Lying down), against wall - can also be sleeping
|
|
ENUM2STRING(BOTH_INJURED2), //# Injured pose 2
|
|
ENUM2STRING(BOTH_INJURED3), //# Injured pose 3
|
|
ENUM2STRING(BOTH_INJURED4), //# Injured pose 4
|
|
ENUM2STRING(BOTH_INJURED4TO5), //# Transition from INJURED4 to INJURED5
|
|
ENUM2STRING(BOTH_INJURED5), //# Injured pose 5
|
|
ENUM2STRING(BOTH_INJURED6), //# Injured pose 5
|
|
ENUM2STRING(BOTH_INJURED6ATTACKSTART), //# Start attack while in injured 6 pose
|
|
ENUM2STRING(BOTH_INJURED6ATTACKSTOP), //# End attack while in injured 6 pose
|
|
|
|
ENUM2STRING(BOTH_INJURED6COMBADGE), //# Hit combadge while in injured 6 pose
|
|
|
|
ENUM2STRING(BOTH_INJURED6POINT), //# Chang points to door while in injured state
|
|
|
|
ENUM2STRING(BOTH_INJUREDTOSTAND1), //# Runinjured to stand1
|
|
|
|
ENUM2STRING(BOTH_CRAWLBACK1), //# Lying on back), crawling backwards with elbows
|
|
ENUM2STRING(BOTH_SITWALL1), //# Sitting against a wall
|
|
ENUM2STRING(BOTH_SLEEP1), //# laying on back-rknee up-rhand on torso
|
|
ENUM2STRING(BOTH_SLEEP2), //# on floor-back against wall-arms crossed
|
|
ENUM2STRING(BOTH_SLEEP3), //# Sleeping in a chair
|
|
ENUM2STRING(BOTH_SLEEP4), //# Slumped over table
|
|
ENUM2STRING(BOTH_SLEEP5), //# Laying on side sleeping on flat sufrace
|
|
ENUM2STRING(BOTH_SLEEP1GETUP), //# alarmed and getting up out of sleep1 pose to stand
|
|
ENUM2STRING(BOTH_SLEEP1GETUP2), //#
|
|
ENUM2STRING(BOTH_SLEEP2GETUP), //# alarmed and getting up out of sleep2 pose to stand
|
|
ENUM2STRING(BOTH_SLEEP3GETUP), //# alarmed and getting up out of sleep3 pose to stand
|
|
ENUM2STRING(BOTH_SLEEP3DEATH), //# death in chair, from sleep3 idle
|
|
ENUM2STRING(BOTH_SLEEP3DEAD), //# death in chair, from sleep3 idle
|
|
|
|
ENUM2STRING(BOTH_SLEEP_IDLE1), //# rub face and nose while asleep
|
|
ENUM2STRING(BOTH_SLEEP_IDLE2), //# shift position while asleep - stays in sleep2
|
|
ENUM2STRING(BOTH_SLEEP_IDLE3), //# Sleep idle 3
|
|
ENUM2STRING(BOTH_SLEEP_IDLE4), //# Sleep idle 4
|
|
ENUM2STRING(BOTH_SLEEP1_NOSE), //# Scratch nose from SLEEP1 pose
|
|
ENUM2STRING(BOTH_SLEEP2_SHIFT), //# Shift in sleep from SLEEP2 pose
|
|
ENUM2STRING(BOTH_RESTRAINED1), //# Telsia tied to medical table
|
|
ENUM2STRING(BOTH_RESTRAINED1POINT), //# Telsia tied to medical table pointing at Munro
|
|
|
|
ENUM2STRING(BOTH_LIFTED1), //#
|
|
ENUM2STRING(BOTH_CARRIED1), //# Fits with TORSO_CARRY1, carried over shoulder
|
|
ENUM2STRING(BOTH_CARRIED2), //# Laying over object
|
|
|
|
|
|
//# BORG-SPECIFIC
|
|
ENUM2STRING(BOTH_PLUGIN1), //# Borg plugs self in to alcove
|
|
ENUM2STRING(BOTH_PLUGGEDIN1), //# Last frame of Borg plug in sequence
|
|
ENUM2STRING(BOTH_PLUGOUT1), //# Borg unplugs self from alcove
|
|
//# HUNTER-SEEKER BOT-SPECIFIC
|
|
ENUM2STRING(BOTH_POWERUP1), //# Wakes up
|
|
|
|
//=================================================
|
|
//ANIMS IN WHICH ONLY THE UPPER OBJECTS ARE IN MD3
|
|
//=================================================
|
|
//# WEAPON-RELATED
|
|
ENUM2STRING(TORSO_DROPWEAP1), //# Put weapon away
|
|
ENUM2STRING(TORSO_DROPWEAP2), //# Put weapon away
|
|
ENUM2STRING(TORSO_DROPWEAP3), //# Put weapon away
|
|
ENUM2STRING(TORSO_RAISEWEAP1), //# Draw Weapon
|
|
ENUM2STRING(TORSO_RAISEWEAP2), //# Draw Weapon
|
|
ENUM2STRING(TORSO_RAISEWEAP3), //# Draw Weapon
|
|
ENUM2STRING(TORSO_WEAPONREADY1), //# Ready to fire 1 handed weapon
|
|
ENUM2STRING(TORSO_WEAPONREADY2), //# Ready to fire 2 handed weapon
|
|
ENUM2STRING(TORSO_WEAPONREADY3), //# Ready to fire 2 handed weapon
|
|
ENUM2STRING(TORSO_WEAPONIDLE1), //# Holding 1 handed weapon
|
|
ENUM2STRING(TORSO_WEAPONIDLE2), //# Holding 2 handed weapon
|
|
ENUM2STRING(TORSO_WEAPONIDLE3), //# Holding 2 handed weapon
|
|
//# USING NON-WEAPON OBJECTS
|
|
ENUM2STRING(TORSO_TRICORDER1), //# Using a tricorder
|
|
ENUM2STRING(TORSO_MEDICORDER1), //# Using a Medical Tricorder
|
|
ENUM2STRING(TORSO_PADD1), //# Using a PADD
|
|
|
|
ENUM2STRING(TORSO_EQUIPMENT1), //# Twisting pipe with both hands
|
|
ENUM2STRING(TORSO_EQUIPMENT2), //# Fidgiting with cylinder with both hands
|
|
ENUM2STRING(TORSO_EQUIPMENT3), //# Using equipment one handed
|
|
ENUM2STRING(TORSO_WRIST1), //# cin.24, Chang detonating bomb with wrist device
|
|
|
|
|
|
//# MISC
|
|
ENUM2STRING(TORSO_COMBADGE1), //# Right hand to left breast
|
|
ENUM2STRING(TORSO_COMBADGE2), //# Left hand to left breast
|
|
ENUM2STRING(TORSO_COMBADGE3), //# Combadge touch from stand4
|
|
|
|
ENUM2STRING(TORSO_REDALERT1), //# Hitting comm button on wall with hand (Kirk-like)
|
|
ENUM2STRING(TORSO_HANDGESTURE1), //# gestures to left one hand
|
|
ENUM2STRING(TORSO_HANDGESTURE2), //# gestures to right one hand
|
|
ENUM2STRING(TORSO_HANDGESTURE3), //# gestures to the left both hands
|
|
ENUM2STRING(TORSO_HANDGESTURE4), //# gestures to the right both hands
|
|
ENUM2STRING(TORSO_HANDGESTURE5), //# ?
|
|
ENUM2STRING(TORSO_HANDGESTURE6), //# pointing (flank right) while talking & holding a weapon
|
|
ENUM2STRING(TORSO_HANDGESTURE7), //# pointing (forward) while talking & holding a weapon
|
|
ENUM2STRING(TORSO_HANDGESTURE8), //# pointing (flank left) while talking & holding a weapon
|
|
ENUM2STRING(TORSO_HANDGESTURE9), //# quick point right from stand 4
|
|
ENUM2STRING(TORSO_HANDGESTURE10), //# quick point forward from stand 4
|
|
ENUM2STRING(TORSO_HANDGESTURE11), //# quick point left from stand 4
|
|
ENUM2STRING(TORSO_HANDGESTURE12), //# gesturing with both hands forward
|
|
ENUM2STRING(TORSO_HANDGESTURE13), //# gesturing a shrug as if not knowing answer
|
|
|
|
ENUM2STRING(TORSO_HEADNOD1), //# nod in affirmation
|
|
ENUM2STRING(TORSO_HEADSHAKE1), //# head goes down while shaking left and right in dissapointment
|
|
|
|
ENUM2STRING(TORSO_HYPOSPRAY1), //# man giving hypo to people
|
|
ENUM2STRING(TORSO_HYPOSPRAY4), //# using hypospray on telsia in scav5
|
|
|
|
ENUM2STRING(TORSO_HANDEXTEND1), //# doctor reaching for hypospray in scav5
|
|
ENUM2STRING(TORSO_HANDRETRACT1), //# doctor taking hypospray from player in scav5
|
|
|
|
ENUM2STRING(TORSO_DROPHELMET1), //# Drop the helmet to the waist
|
|
ENUM2STRING(TORSO_RAISEHELMET1), //# Bring the helmet to the head
|
|
ENUM2STRING(TORSO_REACHHELMET1), //# reaching for helmet off of 60 tall cabinet
|
|
ENUM2STRING(TORSO_GRABLBACKL), //# reach to lower back with left hand
|
|
ENUM2STRING(TORSO_GRABUBACKL), //# reach to upper back with left hand
|
|
ENUM2STRING(TORSO_GRABLBACKR), //# reach to lower back with right hand
|
|
ENUM2STRING(TORSO_GRABUBACKR), //# reach to upper back with right hand
|
|
|
|
ENUM2STRING(TORSO_STAND2TOWEAPONREADY2), //# cin.23, Nelson raising weapon in alarm and ready to fire
|
|
|
|
ENUM2STRING(TORSO_HAND1), //# Exchanging items - giver
|
|
ENUM2STRING(TORSO_HAND2), //# Exchanging items - receiver
|
|
|
|
ENUM2STRING(TORSO_POKERIDLE1), //# holding cards
|
|
ENUM2STRING(TORSO_POKERIDLE2), //# re-arranging cards
|
|
ENUM2STRING(TORSO_POKERIDLE3), //# put card on table
|
|
|
|
ENUM2STRING(TORSO_SPEECHLESS1), //# hanging head in grief 1
|
|
ENUM2STRING(TORSO_SPEECHLESS2), //# hanging head in grief 2
|
|
ENUM2STRING(TORSO_SHOUT1), //# left hand to mouth
|
|
ENUM2STRING(TORSO_CARRY1), //# Carrying someone/thing over their shoulder (can go from BOTH_LIFT1)
|
|
|
|
//=================================================
|
|
//ANIMS IN WHICH ONLY THE LOWER OBJECTS ARE IN MD3
|
|
//=================================================
|
|
ENUM2STRING(LEGS_WALKBACK1), //# Walk1 backwards
|
|
ENUM2STRING(LEGS_WALKBACK2), //# Walk2 backwards
|
|
ENUM2STRING(LEGS_RUNBACK1), //# Run1 backwards
|
|
ENUM2STRING(LEGS_RUNBACK2), //# Run2 backwards
|
|
ENUM2STRING(LEGS_TURN1), //# What legs do when you turn your lower body to match your upper body facing
|
|
ENUM2STRING(LEGS_TURN2), //# Leg turning from stand2
|
|
ENUM2STRING(LEGS_LEAN_LEFT1), //# Lean left
|
|
ENUM2STRING(LEGS_LEAN_RIGHT1), //# Lean Right
|
|
ENUM2STRING(LEGS_KNEELDOWN1), //# Get down on one knee?
|
|
ENUM2STRING(LEGS_KNEELUP1), //# Get up from one knee?
|
|
|
|
ENUM2STRING(LEGS_CRLEAN_LEFT1), //# Crouch Lean left
|
|
ENUM2STRING(LEGS_CRLEAN_RIGHT1), //# Crouch Lean Right
|
|
//must be terminated
|
|
NULL,-1
|
|
};*/
|
|
//#endif //cg_players_h
|
|
|
|
#endif
|