nuclide/Source/shared/valve/animations.h

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2.4 KiB
C

/***
*
* 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);