141 lines
No EOL
2.4 KiB
C
141 lines
No EOL
2.4 KiB
C
/***
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*
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* Copyright (c) 2016-2019 Marco 'eukara' Hladik. All rights reserved.
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*
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* See the file LICENSE attached with the sources for usage details.
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*
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****/
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enum {
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ANIM_LOOKIDLE,
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ANIM_IDLE,
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ANIM_DEEPIDLE,
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ANIM_RUN2,
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ANIM_WALK2HANDED,
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ANIM_2HANDSHOT,
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ANIM_CRAWL,
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ANIM_CROUCHIDLE,
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ANIM_JUMP,
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ANIM_LONGJUMP,
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ANIM_SWIM,
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ANIM_TREADWATER,
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ANIM_RUN,
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ANIM_WALK,
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ANIM_AIM2,
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ANIM_SHOOT2,
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ANIM_AIM1,
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ANIM_SHOOT1,
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ANIM_DIESIMPLE,
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ANIM_DIEBACKWARDS1,
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ANIM_DIEBACKWARDS2,
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ANIM_DIEFORWARD,
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ANIM_DIEHEADSHOT,
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ANIM_DIESPIN,
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ANIM_DIEGUTSHOT,
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ANIM_AIMCROWBAR,
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ANIM_SHOOTCROWBAR,
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ANIM_CR_AIMCROWBAR,
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ANIM_CR_SHOOTCROWBAR,
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ANIM_AIMTRIPMINE,
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ANIM_SHOOTTRIPMINE,
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ANIM_CR_AIMTRIPMINE,
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ANIM_CR_SHOOTTRIPMINE,
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ANIM_AIM1HAND,
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ANIM_SHOOT1HAND,
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ANIM_CR_AIM1HAND,
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ANIM_CR_SHOOT1HAND,
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ANIM_AIMPYTHON,
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ANIM_SHOOTPYTHON,
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ANIM_CR_AIMPYTHON,
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ANIM_CR_SHOOTPYTHON,
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ANIM_AIMSHOTGUN,
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ANIM_SHOOTSHOTGUN,
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ANIM_CR_AIMSHOTGUN,
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ANIM_CR_SHOOTSHOTGUN,
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ANIM_AIMGAUSS,
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ANIM_SHOOTGAUSS,
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ANIM_CR_AIMGAUSS,
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ANIM_CR_SHOOTGAUSS,
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ANIM_AIMMP5,
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ANIM_SHOOTMP5,
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ANIM_CR_AIMMP5,
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ANIM_CR_SHOOTMP5,
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ANIM_AIMRPG,
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ANIM_SHOOTRPG,
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ANIM_CR_AIMRPG,
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ANIM_CR_SHOOTRPG,
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ANIM_AIMEGON,
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ANIM_SHOOTEGON,
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ANIM_CR_AIMEGON,
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ANIM_CR_SHOOTEGON,
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ANIM_AIMSQUEAK,
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ANIM_SHOOTSQUEAK,
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ANIM_CR_AIMSQUEAK,
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ANIM_CR_SHOOTSQUEAK,
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ANIM_AIMHIVE,
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ANIM_SHOOTHIVE,
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ANIM_CR_AIMHIVE,
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ANIM_CR_SHOOTHIVE,
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ANIM_AIMBOW,
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ANIM_SHOOTBOW,
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ANIM_CR_AIMBOW,
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ANIM_CR_SHOOTBOW
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};
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typedef struct {
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string name;
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float start;
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float end;
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} q2_anim_t;
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q2_anim_t q2_anims[] = {
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{ "stand", 0, 39 },
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{ "run", 40, 45 },
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{ "attack", 46, 53 },
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{ "pain1", 54, 57 },
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{ "pain2", 58, 65 },
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{ "jump", 66, 71 },
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{ "flip", 72, 83 },
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{ "salute", 84, 94 },
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{ "taunt", 95, 111 },
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{ "wave", 112, 122 },
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{ "point", 123, 134 },
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{ "cr_stand", 135, 153 },
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{ "cr_walk", 154, 159 },
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{ "cr_attack", 160, 168 },
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{ "cr_pain", 169, 172 },
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{ "cr_death", 173, 177 },
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{ "death1", 178, 183 },
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{ "death2", 184, 189 },
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{ "death2", 190, 197 }
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};
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enum {
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Q2ANIM_STAND,
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Q2ANIM_RUN,
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Q2ANIM_ATTACK,
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Q2ANIM_PAIN1,
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Q2ANIM_PAIN2,
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Q2ANIM_JUMP,
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Q2ANIM_FLIP,
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Q2ANIM_SALUTE,
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Q2ANIM_TAUNT,
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Q2ANIM_WAVE,
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Q2ANIM_POINT,
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Q2ANIM_CR_STAND,
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Q2ANIM_CR_WALK,
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Q2ANIM_CR_ATTACK,
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Q2ANIM_CR_PAIN,
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Q2ANIM_CR_DEATH,
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Q2ANIM_DEATH1,
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Q2ANIM_DEATH2,
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Q2ANIM_DEATH3,
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};
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enum {
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PLAYERTYPE_HL,
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PLAYERTYPE_Q2
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};
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void Animation_PlayerTop(float);
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void Animation_PlayerTopTemp(float, float); |