- Blood: Re-add interpolated weapon QAVs in an externalised, disabled-by-default fashion.

This commit is contained in:
Mitchell Richters 2021-08-23 10:55:00 +10:00
parent 6975997ae3
commit d7450e12f0
133 changed files with 851 additions and 34 deletions

View file

@ -84,7 +84,8 @@ CVARD(Bool, cl_exhumedoldturn, false, CVAR_ARCHIVE, "enable/disable legacy turni
CVARD(Bool, cl_hudinterpolation, true, CVAR_ARCHIVE, "enable/disable HUD (weapon drawer) interpolation")
CVARD(Bool, cl_bloodvanillarun, true, CVAR_ARCHIVE, "enable/disable Blood's vanilla run mode")
CVARD(Bool, cl_bloodvanillabobbing, true, CVAR_ARCHIVE, "enable/disable Blood's vanilla bobbing while not using vanilla run mode")
CVARD(Bool, cl_bloodqavinterp, false, CVAR_ARCHIVE, "enable/disable Blood's HUD interpolation")
CVARD(Bool, cl_bloodqavinterp, true, CVAR_ARCHIVE, "enable/disable Blood's QAV interpolation")
CVARD(Bool, cl_bloodweapinterp, false, CVAR_ARCHIVE, "enable/disable Blood's weapon interpolation. Depends on 'cl_bloodqavinterp'")
CVARD(Bool, cl_bloodoldweapbalance, false, CVAR_ARCHIVE, "enable/disable legacy 1.0 weapon handling for Blood")

View file

@ -30,6 +30,7 @@ EXTERN_CVAR(Bool, cl_hudinterpolation)
EXTERN_CVAR(Bool, cl_bloodvanillarun)
EXTERN_CVAR(Bool, cl_bloodvanillabobbing)
EXTERN_CVAR(Bool, cl_bloodqavinterp)
EXTERN_CVAR(Bool, cl_bloodweapinterp)
EXTERN_CVAR(Bool, cl_bloodoldweapbalance)
EXTERN_CVAR(Bool, demorec_seeds_cvar)

View file

@ -258,4 +258,15 @@ QAV* getQAV(int res_id);
void qavProcessTicker(QAV* const pQAV, int* duration, int* lastTick);
void qavProcessTimer(PLAYER* const pPlayer, QAV* const pQAV, int* duration, double* smoothratio, bool const fixedduration = false);
inline bool qavIsOriginal(const int& res_id)
{
auto const lump = fileSystem.FindResource(res_id, "QAV");
return lump >= 0 && fileSystem.GetFileContainer(lump) < fileSystem.GetMaxIwadNum();
}
inline int qavGetCorrectID(const int& res_id)
{
return cl_bloodweapinterp && qavIsOriginal(res_id) && fileSystem.FindResource(res_id + 10000, "QAV") != -1 ? res_id + 10000 : res_id;
}
END_BLD_NS

View file

@ -280,8 +280,9 @@ void WeaponPlay(PLAYER *pPlayer)
static void StartQAV(PLAYER *pPlayer, int nWeaponQAV, int callback = -1, bool looped = false)
{
assert(nWeaponQAV < kQAVEnd);
auto pQAV = getQAV(nWeaponQAV);
pPlayer->weaponQav = nWeaponQAV;
auto res_id = qavGetCorrectID(nWeaponQAV);
auto pQAV = getQAV(res_id);
pPlayer->weaponQav = res_id;
pPlayer->weaponTimer = pQAV->duration;
pPlayer->qavCallback = callback;
pPlayer->qavLoop = looped;
@ -828,7 +829,7 @@ void WeaponUpdateState(PLAYER *pPlayer)
switch (lastWeapon)
{
case kWeapPitchFork:
pPlayer->weaponQav = kQAVFORKIDLE;
pPlayer->weaponQav = qavGetCorrectID(kQAVFORKIDLE);
break;
case kWeapSpraycan:
switch (vb)
@ -844,15 +845,15 @@ void WeaponUpdateState(PLAYER *pPlayer)
StartQAV(pPlayer, kQAVCANPREF);
}
else
pPlayer->weaponQav = kQAVLITEIDLE;
pPlayer->weaponQav = qavGetCorrectID(kQAVLITEIDLE);
break;
case 3:
pPlayer->weaponQav = kQAVCANIDLE;
pPlayer->weaponQav = qavGetCorrectID(kQAVCANIDLE);
break;
case 4:
if (CheckAmmo(pPlayer, 6, 1))
{
pPlayer->weaponQav = kQAVCANIDLE;
pPlayer->weaponQav = qavGetCorrectID(kQAVCANIDLE);
pPlayer->weaponState = 3;
}
else
@ -885,10 +886,10 @@ void WeaponUpdateState(PLAYER *pPlayer)
StartQAV(pPlayer, kQAVBUNUP);
}
else
pPlayer->weaponQav = kQAVLITEIDLE;
pPlayer->weaponQav = qavGetCorrectID(kQAVLITEIDLE);
break;
case 3:
pPlayer->weaponQav = kQAVBUNIDLE;
pPlayer->weaponQav = qavGetCorrectID(kQAVBUNIDLE);
break;
}
break;
@ -896,7 +897,7 @@ void WeaponUpdateState(PLAYER *pPlayer)
switch (vb)
{
case 7:
pPlayer->weaponQav = kQAVPROXIDLE;
pPlayer->weaponQav = qavGetCorrectID(kQAVPROXIDLE);
break;
case 8:
pPlayer->weaponState = 7;
@ -908,10 +909,10 @@ void WeaponUpdateState(PLAYER *pPlayer)
switch (vb)
{
case 10:
pPlayer->weaponQav = kQAVREMIDLE1;
pPlayer->weaponQav = qavGetCorrectID(kQAVREMIDLE1);
break;
case 11:
pPlayer->weaponQav = kQAVREMIDLE2;
pPlayer->weaponQav = qavGetCorrectID(kQAVREMIDLE2);
break;
case 12:
if (pPlayer->ammoCount[11] > 0)
@ -934,7 +935,7 @@ void WeaponUpdateState(PLAYER *pPlayer)
pPlayer->weaponState = 1;
break;
case 7:
pPlayer->weaponQav = kQAV2SHOTI;
pPlayer->weaponQav = qavGetCorrectID(kQAV2SHOTI);
break;
case 1:
if (CheckAmmo(pPlayer, 2, 1))
@ -947,25 +948,25 @@ void WeaponUpdateState(PLAYER *pPlayer)
pPlayer->weaponState = 2;
}
else
pPlayer->weaponQav = kQAVSHOTI3;
pPlayer->weaponQav = qavGetCorrectID(kQAVSHOTI3);
break;
case 2:
pPlayer->weaponQav = kQAVSHOTI2;
pPlayer->weaponQav = qavGetCorrectID(kQAVSHOTI2);
break;
case 3:
pPlayer->weaponQav = kQAVSHOTI1;
pPlayer->weaponQav = qavGetCorrectID(kQAVSHOTI1);
break;
}
break;
case kWeapTommyGun:
if (powerupCheck(pPlayer, kPwUpTwoGuns) && checkAmmo2(pPlayer, 3, 2))
{
pPlayer->weaponQav = kQAV2TOMIDLE;
pPlayer->weaponQav = qavGetCorrectID(kQAV2TOMIDLE);
pPlayer->weaponState = 1;
}
else
{
pPlayer->weaponQav = kQAVTOMIDLE;
pPlayer->weaponQav = qavGetCorrectID(kQAVTOMIDLE);
pPlayer->weaponState = 0;
}
break;
@ -973,33 +974,33 @@ void WeaponUpdateState(PLAYER *pPlayer)
if (powerupCheck(pPlayer, kPwUpTwoGuns))
{
if (vb == 3 && checkAmmo2(pPlayer, 1, 2))
pPlayer->weaponQav = kQAVFLAR2I;
pPlayer->weaponQav = qavGetCorrectID(kQAVFLAR2I);
else
{
pPlayer->weaponQav = kQAVFLARIDLE;
pPlayer->weaponQav = qavGetCorrectID(kQAVFLARIDLE);
pPlayer->weaponState = 2;
}
}
else
pPlayer->weaponQav = kQAVFLARIDLE;
pPlayer->weaponQav = qavGetCorrectID(kQAVFLARIDLE);
break;
case kWeapVoodooDoll:
if (pXSprite->height < 256 && pPlayer->swayHeight != 0)
StartQAV(pPlayer, kQAVVDIDLE2);
else
pPlayer->weaponQav = kQAVVDIDLE1;
pPlayer->weaponQav = qavGetCorrectID(kQAVVDIDLE1);
break;
case kWeapTeslaCannon:
switch (vb)
{
case 2:
if (checkAmmo2(pPlayer, 7, 10) && powerupCheck(pPlayer, kPwUpTwoGuns))
pPlayer->weaponQav = kQAV2SGUNIDL;
pPlayer->weaponQav = qavGetCorrectID(kQAV2SGUNIDL);
else
pPlayer->weaponQav = kQAVSGUNIDL1;
pPlayer->weaponQav = qavGetCorrectID(kQAVSGUNIDL1);
break;
case 3:
pPlayer->weaponQav = kQAVSGUNIDL2;
pPlayer->weaponQav = qavGetCorrectID(kQAVSGUNIDL2);
break;
}
break;
@ -1008,12 +1009,12 @@ void WeaponUpdateState(PLAYER *pPlayer)
{
case 3:
if (powerupCheck(pPlayer, kPwUpTwoGuns) && (gInfiniteAmmo || CheckAmmo(pPlayer,4, 4)))
pPlayer->weaponQav = kQAV2NAPIDLE;
pPlayer->weaponQav = qavGetCorrectID(kQAV2NAPIDLE);
else
pPlayer->weaponQav = kQAVNAPIDLE;
pPlayer->weaponQav = qavGetCorrectID(kQAVNAPIDLE);
break;
case 2:
pPlayer->weaponQav = kQAVNAPIDLE;
pPlayer->weaponQav = qavGetCorrectID(kQAVNAPIDLE);
break;
}
break;
@ -1021,12 +1022,12 @@ void WeaponUpdateState(PLAYER *pPlayer)
switch (vb)
{
case 2:
pPlayer->weaponQav = kQAVSTAFIDL1;
pPlayer->weaponQav = qavGetCorrectID(kQAVSTAFIDL1);
break;
}
break;
case kWeapBeast:
pPlayer->weaponQav = kQAVBSTIDLE;
pPlayer->weaponQav = qavGetCorrectID(kQAVBSTIDLE);
break;
}
}
@ -1581,7 +1582,7 @@ void FireTesla(int nTrigger, PLAYER *pPlayer)
if (!checkAmmo2(pPlayer, 7, pMissile->ammouse))
{
pPlayer->weaponState = -1;
pPlayer->weaponQav = kQAVSGUNIDL2;
pPlayer->weaponQav = qavGetCorrectID(kQAVSGUNIDL2);
pPlayer->flashEffect = 0;
return;
}
@ -2024,7 +2025,7 @@ void WeaponProcess(PLAYER *pPlayer) {
pPlayer->weaponTimer -= 4;
bool bShoot = pPlayer->input.actions & SB_FIRE;
bool bShoot2 = pPlayer->input.actions & SB_ALTFIRE;
if ((bShoot || bShoot2) && pPlayer->weaponQav == kQAVVDIDLE2) pPlayer->weaponTimer = 0;
if ((bShoot || bShoot2) && pPlayer->weaponQav == qavGetCorrectID(kQAVVDIDLE2)) pPlayer->weaponTimer = 0;
if (pPlayer->qavLoop && pPlayer->pXSprite->health > 0)
{
if (bShoot && CheckAmmo(pPlayer, pPlayer->weaponAmmo, 1))
@ -2317,7 +2318,7 @@ void WeaponProcess(PLAYER *pPlayer) {
switch (pPlayer->weaponState)
{
case 7:
pPlayer->weaponQav = kQAVPROXIDLE;
pPlayer->weaponQav = qavGetCorrectID(kQAVPROXIDLE);
pPlayer->weaponState = 9;
pPlayer->throwTime = PlayClock;
return;
@ -2327,7 +2328,7 @@ void WeaponProcess(PLAYER *pPlayer) {
switch (pPlayer->weaponState)
{
case 10:
pPlayer->weaponQav = kQAVREMIDLE1;
pPlayer->weaponQav = qavGetCorrectID(kQAVREMIDLE1);
pPlayer->weaponState = 13;
pPlayer->throwTime = PlayClock;
return;

View file

@ -71,3 +71,800 @@ tilefromtexture 9306 { file "tiles/9306(3240+3229).png" }
tilefromtexture 9307 { file "tiles/9307(3240+3230).png" }
tilefromtexture 9308 { file "tiles/9308(3240+3231).png" }
tilefromtexture 9309 { file "tiles/9309(3240+3232).png" }
// Interpolatable QAV files.
defineqav 10000 {
file "qavs/FORKUP.QAV"
interpolate {
type "index"
}
}
defineqav 10001 {
file "qavs/FORKIDLE.QAV"
interpolate {
type "index"
}
}
defineqav 10002 {
file "qavs/PFORK.QAV"
interpolate {
type "index"
loopable
}
}
defineqav 10003 {
file "qavs/FORKDOWN.QAV"
interpolate {
type "index"
}
}
defineqav 10004 {
file "qavs/LITEOPEN.QAV"
interpolate {
type "index"
}
}
defineqav 10005 {
file "qavs/LITEFLAM.QAV"
interpolate {
type "index"
ignore {
frames 3-6 tiles 1
}
}
}
defineqav 10006 {
file "qavs/LITEIDLE.QAV"
interpolate {
type "index"
}
}
defineqav 10007 {
file "qavs/LITECLO2.QAV"
interpolate {
type "index"
}
}
defineqav 10008 {
file "qavs/CANPREF.QAV"
interpolate {
type "index"
}
}
defineqav 10009 {
file "qavs/CANIDLE.QAV"
interpolate {
type "index"
}
}
defineqav 10010 {
file "qavs/CANFIRE.QAV"
interpolate {
type "index"
}
}
defineqav 10011 {
file "qavs/CANDOWN.QAV"
interpolate {
type "index"
}
}
defineqav 10012 {
file "qavs/CANFIRE2.QAV"
interpolate {
type "index"
ignore {
frames 14-99 tiles 2-3
}
}
}
defineqav 10013 {
file "qavs/CANDROP.QAV"
interpolate {
type "index"
}
}
defineqav 10014 {
file "qavs/CANTHRO.QAV"
interpolate {
type "index"
}
}
defineqav 10015 {
file "qavs/CANBOOM.QAV"
interpolate {
type "index"
}
}
defineqav 10016 {
file "qavs/BUNUP.QAV"
interpolate {
type "index"
}
}
defineqav 10017 {
file "qavs/BUNDOWN.QAV"
interpolate {
type "index"
}
}
defineqav 10018 {
file "qavs/BUNUP2.QAV"
interpolate {
type "index"
}
}
defineqav 10019 {
file "qavs/BUNDOWN2.QAV"
interpolate {
type "index"
}
}
defineqav 10020 {
file "qavs/BUNIDLE.QAV"
interpolate {
type "index"
}
}
defineqav 10021 {
file "qavs/BUNFUSE.QAV"
interpolate {
type "index"
ignore {
frames 6-65 tiles 0-7
}
}
}
defineqav 10022 {
file "qavs/BUNDROP.QAV"
interpolate {
type "index"
}
}
defineqav 10023 {
file "qavs/BUNTHRO.QAV"
interpolate {
type "index"
}
}
defineqav 10024 {
file "qavs/DYNEXPLO.QAV"
interpolate {
type "index"
}
}
defineqav 10025 {
file "qavs/PROXUP.QAV"
interpolate {
type "index"
}
}
defineqav 10026 {
file "qavs/PROXDOWN.QAV"
interpolate {
type "index"
}
}
defineqav 10027 {
file "qavs/PROXIDLE.QAV"
interpolate {
type "index"
}
}
defineqav 10028 {
file "qavs/PROXDROP.QAV"
interpolate {
type "index"
}
}
defineqav 10029 {
file "qavs/PROXTHRO.QAV"
interpolate {
type "index"
}
}
defineqav 10030 {
file "qavs/REMUP1.QAV"
interpolate {
type "index"
}
}
defineqav 10031 {
file "qavs/REMUP2.QAV"
interpolate {
type "index"
}
}
defineqav 10032 {
file "qavs/REMUP3.QAV"
interpolate {
type "index"
}
}
defineqav 10033 {
file "qavs/REMDOWN1.QAV"
interpolate {
type "index"
}
}
defineqav 10034 {
file "qavs/REMDOWN2.QAV"
interpolate {
type "index"
}
}
defineqav 10035 {
file "qavs/REMDOWN3.QAV"
interpolate {
type "index"
}
}
defineqav 10036 {
file "qavs/REMIDLE1.QAV"
interpolate {
type "index"
loopable
}
}
defineqav 10037 {
file "qavs/REMIDLE2.QAV"
interpolate {
type "index"
loopable
}
}
defineqav 10038 {
file "qavs/REMDROP.QAV"
interpolate {
type "index"
}
}
defineqav 10039 {
file "qavs/REMTHRO.QAV"
interpolate {
type "index"
}
}
defineqav 10040 {
file "qavs/REMFIRE.QAV"
interpolate {
type "index"
}
}
defineqav 10041 {
file "qavs/FLARUP.QAV"
interpolate {
type "index"
}
}
defineqav 10042 {
file "qavs/FLARIDLE.QAV"
interpolate {
type "index"
}
}
defineqav 10043 {
file "qavs/FLARFIR2.QAV"
interpolate {
type "index"
loopable
}
}
defineqav 10044 {
file "qavs/FLARDOWN.QAV"
interpolate {
type "index"
}
}
defineqav 10045 {
file "qavs/FLAR2UP.QAV"
interpolate {
type "index"
}
}
defineqav 10046 {
file "qavs/FLAR2I.QAV"
interpolate {
type "index"
}
}
defineqav 10047 {
file "qavs/FLAR2F.QAV"
interpolate {
type "index"
}
}
defineqav 10048 {
file "qavs/FLAR2FIR.QAV"
interpolate {
type "index"
}
}
defineqav 10049 {
file "qavs/FLAR2DWN.QAV"
interpolate {
type "index"
}
}
defineqav 10050 {
file "qavs/SHOTUP.QAV"
interpolate {
type "index"
}
}
defineqav 10051 {
file "qavs/SHOTI3.QAV"
interpolate {
type "index"
}
}
defineqav 10052 {
file "qavs/SHOTI2.QAV"
interpolate {
type "index"
}
}
defineqav 10053 {
file "qavs/SHOTI1.QAV"
interpolate {
type "index"
}
}
defineqav 10054 {
file "qavs/SHOTF1.QAV"
interpolate {
type "index"
}
}
defineqav 10055 {
file "qavs/SHOTF2.QAV"
interpolate {
type "index"
}
}
defineqav 10056 {
file "qavs/SHOTF3.QAV"
interpolate {
type "index"
}
}
defineqav 10057 {
file "qavs/SHOTL1.QAV"
interpolate {
type "picnum"
}
}
defineqav 10058 {
file "qavs/SHOTDOWN.QAV"
interpolate {
type "index"
}
}
defineqav 10059 {
file "qavs/2SHOTUP.QAV"
interpolate {
type "index"
}
}
defineqav 10060 {
file "qavs/2SHOTI.QAV"
interpolate {
type "index"
}
}
defineqav 10061 {
file "qavs/2SHOTF2.QAV"
interpolate {
type "index"
}
}
defineqav 10062 {
file "qavs/2SHOTFIR.QAV"
interpolate {
type "index"
}
}
defineqav 10063 {
file "qavs/2SHOTDWN.QAV"
interpolate {
type "index"
}
}
defineqav 10064 {
file "qavs/TOMUP.QAV"
interpolate {
type "index"
}
}
defineqav 10065 {
file "qavs/TOMIDLE.QAV"
interpolate {
type "index"
}
}
defineqav 10066 {
file "qavs/TOMFIRE.QAV"
interpolate {
type "index"
loopable
ignore {
frames 0-7 tiles 0
}
}
}
defineqav 10067 {
file "qavs/TOMSPRED.QAV"
interpolate {
type "index"
loopable
}
}
defineqav 10068 {
file "qavs/TOMDOWN.QAV"
interpolate {
type "index"
}
}
defineqav 10069 {
file "qavs/2TOMUP.QAV"
interpolate {
type "index"
}
}
defineqav 10070 {
file "qavs/2TOMIDLE.QAV"
interpolate {
type "index"
}
}
defineqav 10071 {
file "qavs/2TOMFIRE.QAV"
interpolate {
type "index"
loopable
ignore {
frames 0-7 tiles 0
}
ignore {
frames 0-7 tiles 2
}
}
}
defineqav 10072 {
file "qavs/2TOMDOWN.QAV"
interpolate {
type "index"
}
}
defineqav 10073 {
file "qavs/2TOMALT.QAV"
interpolate {
type "index"
loopable
}
}
defineqav 10074 {
file "qavs/SGUNUP.QAV"
interpolate {
type "index"
}
}
defineqav 10075 {
file "qavs/SGUNIDL1.QAV"
interpolate {
type "index"
}
}
defineqav 10076 {
file "qavs/SGUNIDL2.QAV"
interpolate {
type "index"
}
}
defineqav 10077 {
file "qavs/SGUNFIR1.QAV"
interpolate {
type "index"
loopable
}
}
defineqav 10078 {
file "qavs/SGUNFIR4.QAV"
interpolate {
type "index"
}
}
defineqav 10079 {
file "qavs/SGUNPRE.QAV"
interpolate {
type "index"
}
}
defineqav 10080 {
file "qavs/SGUNPOST.QAV"
interpolate {
type "index"
}
}
defineqav 10081 {
file "qavs/SGUNDOWN.QAV"
interpolate {
type "index"
}
}
defineqav 10082 {
file "qavs/2SGUNUP.QAV"
interpolate {
type "index"
}
}
defineqav 10083 {
file "qavs/2SGUNIDL.QAV"
interpolate {
type "index"
}
}
defineqav 10084 {
file "qavs/2SGUNFIR.QAV"
interpolate {
type "index"
loopable
}
}
defineqav 10085 {
file "qavs/2SGUNALT.QAV"
interpolate {
type "index"
}
}
defineqav 10086 {
file "qavs/2SGUNPRE.QAV"
interpolate {
type "index"
}
}
defineqav 10087 {
file "qavs/2SGUNPST.QAV"
interpolate {
type "index"
}
}
defineqav 10088 {
file "qavs/2SGUNDWN.QAV"
interpolate {
type "index"
}
}
defineqav 10089 {
file "qavs/NAPUP.QAV"
interpolate {
type "index"
}
}
defineqav 10090 {
file "qavs/NAPIDLE.QAV"
interpolate {
type "index"
}
}
defineqav 10091 {
file "qavs/NAPFIRE.QAV"
interpolate {
type "index"
loopable
}
}
defineqav 10092 {
file "qavs/NAPDOWN.QAV"
interpolate {
type "index"
}
}
defineqav 10093 {
file "qavs/BSTUP.QAV"
interpolate {
type "index"
}
}
defineqav 10094 {
file "qavs/BSTIDLE.QAV"
interpolate {
type "index"
}
}
defineqav 10095 {
file "qavs/BSTATAK1.QAV"
interpolate {
type "index"
}
}
defineqav 10096 {
file "qavs/BSTATAK2.QAV"
interpolate {
type "index"
}
}
defineqav 10097 {
file "qavs/BSTATAK3.QAV"
interpolate {
type "index"
}
}
defineqav 10098 {
file "qavs/BSTATAK4.QAV"
interpolate {
type "index"
}
}
defineqav 10099 {
file "qavs/BSTDOWN.QAV"
interpolate {
type "index"
}
}
defineqav 10100 {
file "qavs/VDUP.QAV"
interpolate {
type "index"
}
}
defineqav 10101 {
file "qavs/VDIDLE1.QAV"
interpolate {
type "index"
}
}
defineqav 10102 {
file "qavs/VDIDLE2.QAV"
interpolate {
type "index"
loopable
}
}
defineqav 10103 {
file "qavs/VDFIRE1.QAV"
interpolate {
type "index"
}
}
defineqav 10104 {
file "qavs/VDFIRE2.QAV"
interpolate {
type "index"
}
}
defineqav 10105 {
file "qavs/VDFIRE3.QAV"
interpolate {
type "index"
}
}
defineqav 10106 {
file "qavs/VDFIRE4.QAV"
interpolate {
type "index"
}
}
defineqav 10107 {
file "qavs/VDFIRE5.QAV"
interpolate {
type "index"
}
}
defineqav 10108 {
file "qavs/VDFIRE6.QAV"
interpolate {
type "index"
}
}
defineqav 10109 {
file "qavs/VDDOWN.QAV"
interpolate {
type "index"
}
}
defineqav 10110 {
file "qavs/VDSPEL1.QAV"
interpolate {
type "index"
}
}
defineqav 10111 {
file "qavs/STAFUP.QAV"
interpolate {
type "index"
}
}
defineqav 10112 {
file "qavs/STAFIDL1.QAV"
interpolate {
type "index"
}
}
defineqav 10113 {
file "qavs/STAFIDL3.QAV"
interpolate {
type "index"
}
}
defineqav 10114 {
file "qavs/STAFIRE1.QAV"
interpolate {
type "index"
}
}
defineqav 10115 {
file "qavs/STAFIRE2.QAV"
interpolate {
type "index"
}
}
defineqav 10116 {
file "qavs/STAFIRE4.QAV"
interpolate {
type "index"
}
}
defineqav 10117 {
file "qavs/STAFPRE.QAV"
interpolate {
type "index"
}
}
defineqav 10118 {
file "qavs/STAFPOST.QAV"
interpolate {
type "index"
}
}
defineqav 10119 {
file "qavs/STAFDOWN.QAV"
interpolate {
type "index"
}
}
defineqav 10120 {
file "qavs/2NAPUP.QAV"
interpolate {
type "index"
}
}
defineqav 10121 {
file "qavs/2NAPIDLE.QAV"
interpolate {
type "index"
}
}
defineqav 10122 {
file "qavs/2NAPFIRE.QAV"
interpolate {
type "index"
}
}
defineqav 10123 {
file "qavs/2NAPFIR2.QAV"
interpolate {
type "index"
}
}
defineqav 10124 {
file "qavs/2NAPDOWN.QAV"
interpolate {
type "index"
}
}
defineqav 10256 {
file "qavs/BDRIP.QAV"
interpolate {
type "x"
ignore {
frames 0-23 tiles 0
}
}
}
defineqav 10257 {
file "qavs/CREDITS.QAV"
interpolate {
type "index"
}
}

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