/*** * * Copyright (c) 2016-2019 Marco 'eukara' Hladik. All rights reserved. * * See the file LICENSE attached with the sources for usage details. * ****/ enum { ANIM_LOOKIDLE, ANIM_IDLE, ANIM_DEEPIDLE, ANIM_RUN2, ANIM_WALK2HANDED, ANIM_2HANDSHOT, ANIM_CRAWL, ANIM_CROUCHIDLE, ANIM_JUMP, ANIM_LONGJUMP, ANIM_SWIM, ANIM_TREADWATER, ANIM_RUN, ANIM_WALK, ANIM_AIM2, ANIM_SHOOT2, ANIM_AIM1, ANIM_SHOOT1, ANIM_DIESIMPLE, ANIM_DIEBACKWARDS1, ANIM_DIEBACKWARDS2, ANIM_DIEFORWARD, ANIM_DIEHEADSHOT, ANIM_DIESPIN, ANIM_DIEGUTSHOT, ANIM_AIMCROWBAR, ANIM_SHOOTCROWBAR, ANIM_CR_AIMCROWBAR, ANIM_CR_SHOOTCROWBAR, ANIM_AIMTRIPMINE, ANIM_SHOOTTRIPMINE, ANIM_CR_AIMTRIPMINE, ANIM_CR_SHOOTTRIPMINE, ANIM_AIM1HAND, ANIM_SHOOT1HAND, ANIM_CR_AIM1HAND, ANIM_CR_SHOOT1HAND, ANIM_AIMPYTHON, ANIM_SHOOTPYTHON, ANIM_CR_AIMPYTHON, ANIM_CR_SHOOTPYTHON, ANIM_AIMSHOTGUN, ANIM_SHOOTSHOTGUN, ANIM_CR_AIMSHOTGUN, ANIM_CR_SHOOTSHOTGUN, ANIM_AIMGAUSS, ANIM_SHOOTGAUSS, ANIM_CR_AIMGAUSS, ANIM_CR_SHOOTGAUSS, ANIM_AIMMP5, ANIM_SHOOTMP5, ANIM_CR_AIMMP5, ANIM_CR_SHOOTMP5, ANIM_AIMRPG, ANIM_SHOOTRPG, ANIM_CR_AIMRPG, ANIM_CR_SHOOTRPG, ANIM_AIMEGON, ANIM_SHOOTEGON, ANIM_CR_AIMEGON, ANIM_CR_SHOOTEGON, ANIM_AIMSQUEAK, ANIM_SHOOTSQUEAK, ANIM_CR_AIMSQUEAK, ANIM_CR_SHOOTSQUEAK, ANIM_AIMHIVE, ANIM_SHOOTHIVE, ANIM_CR_AIMHIVE, ANIM_CR_SHOOTHIVE, ANIM_AIMBOW, ANIM_SHOOTBOW, ANIM_CR_AIMBOW, ANIM_CR_SHOOTBOW }; typedef struct { string name; float start; float end; } q2_anim_t; q2_anim_t q2_anims[] = { { "stand", 0, 39 }, { "run", 40, 45 }, { "attack", 46, 53 }, { "pain1", 54, 57 }, { "pain2", 58, 65 }, { "jump", 66, 71 }, { "flip", 72, 83 }, { "salute", 84, 94 }, { "taunt", 95, 111 }, { "wave", 112, 122 }, { "point", 123, 134 }, { "cr_stand", 135, 153 }, { "cr_walk", 154, 159 }, { "cr_attack", 160, 168 }, { "cr_pain", 169, 172 }, { "cr_death", 173, 177 }, { "death1", 178, 183 }, { "death2", 184, 189 }, { "death2", 190, 197 } }; enum { Q2ANIM_STAND, Q2ANIM_RUN, Q2ANIM_ATTACK, Q2ANIM_PAIN1, Q2ANIM_PAIN2, Q2ANIM_JUMP, Q2ANIM_FLIP, Q2ANIM_SALUTE, Q2ANIM_TAUNT, Q2ANIM_WAVE, Q2ANIM_POINT, Q2ANIM_CR_STAND, Q2ANIM_CR_WALK, Q2ANIM_CR_ATTACK, Q2ANIM_CR_PAIN, Q2ANIM_CR_DEATH, Q2ANIM_DEATH1, Q2ANIM_DEATH2, Q2ANIM_DEATH3, }; enum { PLAYERTYPE_HL, PLAYERTYPE_Q2 }; void Animation_PlayerTop(float); void Animation_PlayerTopTemp(float, float);