//------------------------------------------------------------------------- /* Copyright (C) 1997, 2005 - 3D Realms Entertainment This file is part of Shadow Warrior version 1.2 Shadow Warrior is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. Original Source: 1997 - Frank Maddin and Jim Norwood Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms */ //------------------------------------------------------------------------- #ifndef NAMES2_H #define NAMES2_H #include "names.h" // Rotation info // 4 // 5 3 // 6 2 // 7 1 // 0 enum STAT_ENUMS { STAT_DEFAULT= 0, STAT_MISC= 1, #define STAT_SKIP2_START 2 STAT_ENEMY= 2, STAT_DEAD_ACTOR= 3, //misc actor stuff - dead guys etc STAT_MISSILE= 4, STAT_SHRAP= 5, #define STAT_SKIP2_END 5 #define STAT_SKIP2_INTERP_END 5 #define STAT_SKIP4_START 6 STAT_SKIP4= 6, STAT_MISSILE_SKIP4= 7, STAT_MINE_STUCK= 8, //solely for mines STAT_ENEMY_SKIP4= 9, #define STAT_SKIP4_INTERP_END 9 STAT_ITEM= 10, #define STAT_SKIP4_END 10 STAT_FAF_COPY, STAT_MAX=20, // everything below here can move STAT_PLAYER0, STAT_PLAYER1, STAT_PLAYER2, STAT_PLAYER3, STAT_PLAYER4, STAT_PLAYER5, STAT_PLAYER6, STAT_PLAYER7, STAT_PLAYER_UNDER0, STAT_PLAYER_UNDER1, STAT_PLAYER_UNDER2, STAT_PLAYER_UNDER3, STAT_PLAYER_UNDER4, STAT_PLAYER_UNDER5, STAT_PLAYER_UNDER6, STAT_PLAYER_UNDER7, STAT_GENERIC_QUEUE, STAT_OBJECT_SPRITE, // sprites that move with objects STAT_WALLBLOOD_QUEUE, STAT_FLOORBLOOD_QUEUE, STAT_NO_STATE, // sprites that don't need state control STAT_STATIC_FIRE, STAT_STAR_QUEUE, STAT_HOLE_QUEUE, STAT_BREAKABLE, STAT_SPRITE_HIT_MATCH, // TAG_SPRITE_HIT_MATCH // // Everything from here down does not get drawn // STAT_DONT_DRAW, STAT_SUICIDE, STAT_DIVE_AREA, STAT_UNDERWATER, STAT_UNDERWATER2, STAT_CEILING_FLOOR_PIC_OVERRIDE, STAT_CLIMB_MARKER, STAT_ALL, STAT_SO_SHOOT_POINT, // operational SO shooting point STAT_SPAWN_TRIGGER, // triggers spawn sprites STAT_TRAP, // triggered traps - spear/fireball etc STAT_TRIGGER, // attempt to replace tagging sectors - use ST1 sprites STAT_DEMO_CAMERA, // demo camera placement STAT_FAF, // floor above floor stat STAT_SO_SP_CHILD, STAT_WARP, STAT_WARP_COPY_SPRITE1, STAT_WARP_COPY_SPRITE2, STAT_SOUND_SPOT, STAT_STOP_SOUND_SPOT, STAT_SPAWN_SPOT, STAT_AMBIENT, STAT_ECHO, STAT_VATOR, STAT_ROTATOR, STAT_ROTATOR_PIVOT, STAT_SLIDOR, STAT_FLOOR_SLOPE_DONT_DRAW, STAT_EXPLODING_CEIL_FLOOR, STAT_COPY_SOURCE, STAT_COPY_DEST, STAT_WALL_MOVE, STAT_WALL_MOVE_CANSEE, STAT_SPAWN_ITEMS, STAT_DELETE_SPRITE, STAT_SPIKE, STAT_LIGHTING, STAT_LIGHTING_DIFFUSE, STAT_WALL_DONT_MOVE_UPPER, STAT_WALL_DONT_MOVE_LOWER, STAT_FLOOR_PAN, STAT_CEILING_PAN, STAT_WALL_PAN, STAT_NO_RIDE, STAT_QUAKE_SPOT, STAT_QUAKE_ON, STAT_VIS_ON, STAT_CHANGOR, STAT_TRACK=200, STAT_ST1=500, STAT_QUICK_JUMP, STAT_QUICK_JUMP_DOWN, STAT_QUICK_SUPER_JUMP, STAT_QUICK_SCAN, STAT_QUICK_EXIT, STAT_QUICK_LADDER, STAT_QUICK_OPERATE, STAT_QUICK_DUCK, STAT_QUICK_DEFEND }; // multi player start #define STAT_MULTI_START 600 #define STAT_MULTI_START1 601 #define STAT_MULTI_START2 602 #define STAT_MULTI_START3 603 #define STAT_MULTI_START4 604 #define STAT_MULTI_START5 605 #define STAT_MULTI_START6 606 #define STAT_MULTI_START7 607 #define STAT_CO_OP_START 610 #define STAT_CO_OP_START1 611 #define STAT_CO_OP_START2 612 #define STAT_CO_OP_START3 613 #define STAT_CO_OP_START4 614 #define STAT_CO_OP_START5 615 #define STAT_CO_OP_START6 616 #define STAT_CO_OP_START7 617 //****************************************************************************** #define SWITCH_ON 562 #define SWITCH_OFF 561 #define TRACK_SPRITE 1900 //start of track sprites #define ST1 2307 #define ST2 2308 #define ST_QUICK_JUMP 2309 #define ST_QUICK_JUMP_DOWN 2310 #define ST_QUICK_SUPER_JUMP 2311 #define ST_QUICK_SCAN 2312 #define ST_QUICK_EXIT 2313 #define ST_QUICK_OPERATE 2314 #define ST_QUICK_DUCK 2315 #define ST_QUICK_DEFEND 2316 ////////////////////// // // TIMERS // ////////////////////// #define TICS_PER_SEC 120 #define FLY_INVENTORY_TIME 30 #define CLOAK_INVENTORY_TIME 30 #define ENVIRON_SUIT_INVENTORY_TIME 30 #define DAMAGE_TIME (1 * TICS_PER_SEC) ////////////////////// // // BLADES // ////////////////////// #define BLADE1 360 #define BLADE2 361 #define BLADE3 362 #define HORIZ_BLADES BLADE1 : BLADE2 : BLADE3 ////////////////////// // // WEAPON RELATED // ////////////////////// #define ICON_STAR 1793 #define ICON_UZI 1797 #define ICON_UZIFLOOR 1807 #define ICON_LG_UZI_AMMO 1799 #define ICON_HEART 1824 #define ICON_HEART_LG_AMMO 1820 #define ICON_GUARD_HEAD 1814 #define ICON_FIREBALL_LG_AMMO 3035 #define NAPALM_MIN_AMMO 10 #define RING_MIN_AMMO 30 #define ICON_ROCKET 1843 #define ICON_SHOTGUN 1794 #define ICON_LG_ROCKET 1796 #define ICON_LG_SHOTSHELL 1823 #define ICON_AUTORIOT 1822 #define ICON_MICRO_GUN 1818 #define ICON_MICRO_BATTERY 1800 #define ICON_GRENADE_LAUNCHER 1817 #define ICON_LG_GRENADE 1831 #define ICON_LG_MINE 1842 #define ICON_RAIL_GUN 1811 #define ICON_RAIL_AMMO 1812 // not used now #define ICON_SPELL 1880 #define ICON_ELECTRO 1822 #define ICON_EXPLOSIVE_BOX 1801 #define ICON_ENVIRON_SUIT 1837 #define ICON_FLY 1782 #define ICON_CLOAK 1804 #define ICON_NIGHT_VISION 3031 #define ICON_NAPALM 3046 #define ICON_RING 3050 #define ICON_GOROAMMO 3035 #define ICON_HEARTAMMO 1820 #define ICON_RINGAMMO 3054 #define ICON_NAPALMAMMO 3058 #define ICON_GRENADE 3059 #define ICON_OXYGEN 1800 #define ICON_ARMOR 3030 #define ICON_SM_MEDKIT 1802 #define ICON_BOOSTER 1810 #define ICON_HEAT_CARD 1819 #define ICON_REPAIR_KIT 1813 #define ICON_MEDKIT 1803 #define ICON_CHEMBOMB 1808 #define ICON_FLASHBOMB 1805 #define ICON_NUKE 1809 #define ICON_CALTROPS 1829 #define ICON_FLAG 2520 #define STAR 2039 #define ELECTRO 2025 #define UZI_SMOKE 2146 #define UZI_SPARK 2140 #define SPIKES 2092 #define GRENADE 2019 #define BLANK 2200 #define BODY 1002 #define BODY_BURN 1003 #define BODY_SIZZLE 1011 #define DART_R0 2130 #define DART_R1 2131 #define DART_R2 2132 #define DART_R3 2133 #define DART_R4 2134 #define DART_R5 2135 #define DART_R6 2136 #define DART_R7 2137 #define BOLT_THINMAN_FRAMES 1 #define BOLT_THINMAN_R0 2018 #define BOLT_THINMAN_R1 BOLT_THINMAN_R0 - (BOLT_THINMAN_FRAMES * 1) #define BOLT_THINMAN_R2 BOLT_THINMAN_R0 - (BOLT_THINMAN_FRAMES * 2) #define BOLT_THINMAN_R3 BOLT_THINMAN_R0 - (BOLT_THINMAN_FRAMES * 3) #define BOLT_THINMAN_R4 BOLT_THINMAN_R0 - (BOLT_THINMAN_FRAMES * 4) #define SPEAR_FRAMES 1 #define SPEAR_R0 2030 #define SPEAR_R1 SPEAR_R0 + (SPEAR_FRAMES * 1) #define SPEAR_R2 SPEAR_R0 + (SPEAR_FRAMES * 2) #define SPEAR_R3 SPEAR_R0 + (SPEAR_FRAMES * 3) #define SPEAR_R4 SPEAR_R0 + (SPEAR_FRAMES * 4) #define STAR1 2049 #define EXP 3100 // Use new digitized explosion for big stuff #define EXP2 2160 // My old explosion is still used for goro head #define FIREBALL 2035 #define FIREBALL_FLAMES 3212 ////////////////////// // // MISC // ////////////////////// #define COINCURSOR 2440 // Jim uses this for a text input cursor #define STARTALPHANUM 4608 // New SW font for typing in stuff, It's in ASCII order. #define ENDALPHANUM 4701 #define STATUS_BAR 2434 #define STATUS_KEYS 2881 #define STATUS_NUMBERS 2887 #define BORDER_TILE 2604 #define BLUE_KEY 1766 #define RED_KEY 1770 #define GREEN_KEY 1774 #define YELLOW_KEY 1778 #define GOLD_SKELKEY 1765 #define SILVER_SKELKEY 1769 #define BRONZE_SKELKEY 1773 #define RED_SKELKEY 1777 #define BLUE_CARD 1767 #define RED_CARD 1771 #define GREEN_CARD 1775 #define YELLOW_CARD 1779 #define BLUE_KEY_STATUE BLUE_KEY+2 #define RED_KEY_STATUE RED_KEY+2 #define GREEN_KEY_STATUE GREEN_KEY+2 #define YELLOW_KEY_STATUE YELLOW_KEY+2 #define SKEL_LOCKED 1846 #define SKEL_UNLOCKED 1847 #define RAMCARD_LOCKED 1850 #define RAMCARD_UNLOCKED 1851 #define CARD_LOCKED 1852 #define CARD_UNLOCKED 1853 #define WATER_BEGIN 320 #define WATER_END 320+8 #define WATER_BOIL 2305 #define FIRE_FLY0 630 #define FIRE_FLY1 631 #define FIRE_FLY2 632 #define FIRE_FLY3 633 #define FIRE_FLY4 634 #define FIRE_FLY_RATE 50 #define BREAK_LIGHT 443 #define BREAK_LIGHT_ANIM 447 #define BREAK_BARREL 453 #define BREAK_PEDISTAL 463 #define BREAK_BOTTLE1 468 #define BREAK_BOTTLE2 475 #define BREAK_MUSHROOM 666 ////////////////////// // // COOLIE // ////////////////////// #define COOLIE_CHARGE_FRAMES 4 #define COOLIE_CHARGE_R0 1420 #define COOLIE_CHARGE_R1 COOLIE_CHARGE_R0 + (COOLIE_CHARGE_FRAMES * 1) #define COOLIE_CHARGE_R2 COOLIE_CHARGE_R0 + (COOLIE_CHARGE_FRAMES * 2) #define COOLIE_CHARGE_R3 COOLIE_CHARGE_R0 + (COOLIE_CHARGE_FRAMES * 3) #define COOLIE_CHARGE_R4 COOLIE_CHARGE_R0 + (COOLIE_CHARGE_FRAMES * 4) #define COOLIE_RUN_FRAMES 4 #define COOLIE_RUN_R0 1400 #define COOLIE_RUN_R1 COOLIE_RUN_R0 + (COOLIE_RUN_FRAMES * 1) #define COOLIE_RUN_R2 COOLIE_RUN_R0 + (COOLIE_RUN_FRAMES * 2) #define COOLIE_RUN_R3 COOLIE_RUN_R0 + (COOLIE_RUN_FRAMES * 3) #define COOLIE_RUN_R4 COOLIE_RUN_R0 + (COOLIE_RUN_FRAMES * 4) #define COOLIE_PAIN_FRAMES 1 #define COOLIE_PAIN_R0 1420 #define COOLIE_PAIN_R1 COOLIE_PAIN_R0 //+ (COOLIE_PAIN_FRAMES * 1) #define COOLIE_PAIN_R2 COOLIE_PAIN_R0 //+ (COOLIE_PAIN_FRAMES * 2) #define COOLIE_PAIN_R3 COOLIE_PAIN_R0 //+ (COOLIE_PAIN_FRAMES * 3) #define COOLIE_PAIN_R4 COOLIE_PAIN_R0 //+ (COOLIE_PAIN_FRAMES * 4) #define COOLG_RUN_FRAMES 4 #define COOLG_RUN_R0 4277 #define COOLG_RUN_R1 COOLG_RUN_R0 + (COOLG_RUN_FRAMES * 1) #define COOLG_RUN_R2 COOLG_RUN_R0 + (COOLG_RUN_FRAMES * 2) #define COOLG_RUN_R3 COOLG_RUN_R0 + (COOLG_RUN_FRAMES * 3) #define COOLG_RUN_R4 COOLG_RUN_R0 + (COOLG_RUN_FRAMES * 4) #define COOLG_CLUB_FRAMES 2 #define COOLG_CLUB_R0 1451 #define COOLG_CLUB_R1 COOLG_CLUB_R0 + (COOLG_CLUB_FRAMES * 1) #define COOLG_CLUB_R2 COOLG_CLUB_R0 + (COOLG_CLUB_FRAMES * 2) #define COOLG_CLUB_R3 COOLG_CLUB_R0 + (COOLG_CLUB_FRAMES * 3) #define COOLG_CLUB_R4 COOLG_CLUB_R0 + (COOLG_CLUB_FRAMES * 4) #define COOLG_FIRE_FRAMES 3 #define COOLG_FIRE_R0 4297 #define COOLG_FIRE_R1 COOLG_FIRE_R0 + (COOLG_FIRE_FRAMES * 1) #define COOLG_FIRE_R2 COOLG_FIRE_R0 + (COOLG_FIRE_FRAMES * 2) //#define COOLG_FIRE_R3 COOLG_FIRE_R0 + (COOLG_FIRE_FRAMES * 3) //#define COOLG_FIRE_R4 COOLG_FIRE_R0 + (COOLG_FIRE_FRAMES * 4) #define COOLG_PAIN_FRAMES 1 #define COOLG_PAIN_R0 4306 #define COOLG_PAIN_R1 COOLG_PAIN_R0 //+ (COOLIE_PAIN_FRAMES * 1) #define COOLG_PAIN_R2 COOLG_PAIN_R0 //+ (COOLIE_PAIN_FRAMES * 2) #define COOLG_PAIN_R3 COOLG_PAIN_R0 //+ (COOLIE_PAIN_FRAMES * 3) #define COOLG_PAIN_R4 COOLG_PAIN_R0 //+ (COOLIE_PAIN_FRAMES * 4) #define COOLIE_DEAD_NOHEAD 1440 #define COOLIE_DIE 4260 #define COOLIE_DEAD 4268 ////////////////////// // // PLAYER NINJA // ////////////////////// #define PLAYER_NINJA_SHOOT_FRAMES 1 #define PLAYER_NINJA_SHOOT_R0 1069 #define PLAYER_NINJA_SHOOT_R1 PLAYER_NINJA_SHOOT_R0 + (PLAYER_NINJA_SHOOT_FRAMES * 2) #define PLAYER_NINJA_SHOOT_R2 PLAYER_NINJA_SHOOT_R0 + (PLAYER_NINJA_SHOOT_FRAMES * 3) #define PLAYER_NINJA_SHOOT_R3 PLAYER_NINJA_SHOOT_R0 + (PLAYER_NINJA_SHOOT_FRAMES * 4) #define PLAYER_NINJA_SHOOT_R4 PLAYER_NINJA_SHOOT_R0 + (PLAYER_NINJA_SHOOT_FRAMES * 1) #define PLAYER_NINJA_RUN_FRAMES 4 #define PLAYER_NINJA_RUN_R0 1094 #define PLAYER_NINJA_RUN_R1 PLAYER_NINJA_RUN_R0 + (PLAYER_NINJA_RUN_FRAMES * 1) #define PLAYER_NINJA_RUN_R2 PLAYER_NINJA_RUN_R0 + (PLAYER_NINJA_RUN_FRAMES * 2) #define PLAYER_NINJA_RUN_R3 PLAYER_NINJA_RUN_R0 + (PLAYER_NINJA_RUN_FRAMES * 3) #define PLAYER_NINJA_RUN_R4 PLAYER_NINJA_RUN_R0 + (PLAYER_NINJA_RUN_FRAMES * 4) #define ZOMBIE_RUN_R0 PLAYER_NINJA_RUN_R0+1 #define PLAYER_NINJA_STAND_FRAMES 1 #define PLAYER_NINJA_STAND_R0 PLAYER_NINJA_RUN_R0 #define PLAYER_NINJA_STAND_R1 PLAYER_NINJA_RUN_R1 #define PLAYER_NINJA_STAND_R2 PLAYER_NINJA_RUN_R2 #define PLAYER_NINJA_STAND_R3 PLAYER_NINJA_RUN_R3 #define PLAYER_NINJA_STAND_R4 PLAYER_NINJA_RUN_R4 #define PLAYER_NINJA_JUMP_FRAMES 4 #define PLAYER_NINJA_JUMP_R0 1074 #define PLAYER_NINJA_JUMP_R1 PLAYER_NINJA_JUMP_R0 + (PLAYER_NINJA_JUMP_FRAMES * 1) #define PLAYER_NINJA_JUMP_R2 PLAYER_NINJA_JUMP_R0 + (PLAYER_NINJA_JUMP_FRAMES * 2) #define PLAYER_NINJA_JUMP_R3 PLAYER_NINJA_JUMP_R0 + (PLAYER_NINJA_JUMP_FRAMES * 3) #define PLAYER_NINJA_JUMP_R4 PLAYER_NINJA_JUMP_R0 + (PLAYER_NINJA_JUMP_FRAMES * 4) #define PLAYER_NINJA_FALL_R0 PLAYER_NINJA_JUMP_R0+2 #define PLAYER_NINJA_FALL_R1 PLAYER_NINJA_JUMP_R1+2 #define PLAYER_NINJA_FALL_R2 PLAYER_NINJA_JUMP_R2+2 #define PLAYER_NINJA_FALL_R3 PLAYER_NINJA_JUMP_R3+2 #define PLAYER_NINJA_FALL_R4 PLAYER_NINJA_JUMP_R4+2 #define PLAYER_NINJA_CLIMB_FRAMES 4 #define PLAYER_NINJA_CLIMB_R0 1024 #define PLAYER_NINJA_CLIMB_R1 PLAYER_NINJA_CLIMB_R0 + (PLAYER_NINJA_CLIMB_FRAMES * 1) #define PLAYER_NINJA_CLIMB_R2 PLAYER_NINJA_CLIMB_R0 + (PLAYER_NINJA_CLIMB_FRAMES * 2) #define PLAYER_NINJA_CLIMB_R3 PLAYER_NINJA_CLIMB_R0 + (PLAYER_NINJA_CLIMB_FRAMES * 3) #define PLAYER_NINJA_CLIMB_R4 PLAYER_NINJA_CLIMB_R0 + (PLAYER_NINJA_CLIMB_FRAMES * 4) #define PLAYER_NINJA_CRAWL_FRAMES 4 #define PLAYER_NINJA_CRAWL_R0 1044 #define PLAYER_NINJA_CRAWL_R1 PLAYER_NINJA_CRAWL_R0 + (PLAYER_NINJA_CRAWL_FRAMES * 1) #define PLAYER_NINJA_CRAWL_R2 PLAYER_NINJA_CRAWL_R0 + (PLAYER_NINJA_CRAWL_FRAMES * 2) #define PLAYER_NINJA_CRAWL_R3 PLAYER_NINJA_CRAWL_R0 + (PLAYER_NINJA_CRAWL_FRAMES * 3) #define PLAYER_NINJA_CRAWL_R4 PLAYER_NINJA_CRAWL_R0 + (PLAYER_NINJA_CRAWL_FRAMES * 4) #define PLAYER_NINJA_SWIM_FRAMES 4 #define PLAYER_NINJA_SWIM_R0 1114 #define PLAYER_NINJA_SWIM_R1 PLAYER_NINJA_SWIM_R0 + (PLAYER_NINJA_SWIM_FRAMES * 1) #define PLAYER_NINJA_SWIM_R2 PLAYER_NINJA_SWIM_R0 + (PLAYER_NINJA_SWIM_FRAMES * 2) #define PLAYER_NINJA_SWIM_R3 PLAYER_NINJA_SWIM_R0 + (PLAYER_NINJA_SWIM_FRAMES * 3) #define PLAYER_NINJA_SWIM_R4 PLAYER_NINJA_SWIM_R0 + (PLAYER_NINJA_SWIM_FRAMES * 4) #define PLAYER_NINJA_SWORD_FRAMES 3 #define PLAYER_NINJA_SWORD_R0 1161 #define PLAYER_NINJA_SWORD_R1 PLAYER_NINJA_SWORD_R0 + (PLAYER_NINJA_SWORD_FRAMES * 1) #define PLAYER_NINJA_SWORD_R2 PLAYER_NINJA_SWORD_R0 + (PLAYER_NINJA_SWORD_FRAMES * 2) #define PLAYER_NINJA_SWORD_R3 PLAYER_NINJA_SWORD_R0 + (PLAYER_NINJA_SWORD_FRAMES * 3) #define PLAYER_NINJA_SWORD_R4 PLAYER_NINJA_SWORD_R0 + (PLAYER_NINJA_SWORD_FRAMES * 4) #define PLAYER_NINJA_PUNCH_FRAMES 2 #define PLAYER_NINJA_PUNCH_R0 1176 #define PLAYER_NINJA_PUNCH_R1 PLAYER_NINJA_PUNCH_R0 + (PLAYER_NINJA_PUNCH_FRAMES * 1) #define PLAYER_NINJA_PUNCH_R2 PLAYER_NINJA_PUNCH_R0 + (PLAYER_NINJA_PUNCH_FRAMES * 2) #define PLAYER_NINJA_PUNCH_R3 PLAYER_NINJA_PUNCH_R0 + (PLAYER_NINJA_PUNCH_FRAMES * 3) #define PLAYER_NINJA_PUNCH_R4 PLAYER_NINJA_PUNCH_R0 + (PLAYER_NINJA_PUNCH_FRAMES * 4) #define PLAYER_NINJA_KICK_FRAMES 2 #define PLAYER_NINJA_KICK_R0 1186 #define PLAYER_NINJA_KICK_R1 PLAYER_NINJA_KICK_R0 + (PLAYER_NINJA_KICK_FRAMES * 1) #define PLAYER_NINJA_KICK_R2 PLAYER_NINJA_KICK_R0 + (PLAYER_NINJA_KICK_FRAMES * 2) #define PLAYER_NINJA_KICK_R3 PLAYER_NINJA_KICK_R0 + (PLAYER_NINJA_KICK_FRAMES * 3) #define PLAYER_NINJA_KICK_R4 PLAYER_NINJA_KICK_R0 + (PLAYER_NINJA_KICK_FRAMES * 4) #define PLAYER_NINJA_DIE 1152 #define PLAYER_NINJA_FLY 1069 ////////////////////// // // EVIL NINJA // ////////////////////// #define NINJA_RUN_FRAMES 4 #define NINJA_RUN_R0 4096 #define NINJA_RUN_R1 NINJA_RUN_R0 + (NINJA_RUN_FRAMES * 1) #define NINJA_RUN_R2 NINJA_RUN_R0 + (NINJA_RUN_FRAMES * 2) #define NINJA_RUN_R3 NINJA_RUN_R0 + (NINJA_RUN_FRAMES * 3) #define NINJA_RUN_R4 NINJA_RUN_R0 + (NINJA_RUN_FRAMES * 4) #define NINJA_STAND_FRAMES 1 #define NINJA_STAND_R0 NINJA_RUN_R0 #define NINJA_STAND_R1 NINJA_RUN_R1 #define NINJA_STAND_R2 NINJA_RUN_R2 #define NINJA_STAND_R3 NINJA_RUN_R3 #define NINJA_STAND_R4 NINJA_RUN_R4 #define NINJA_CRAWL_FRAMES 4 #define NINJA_CRAWL_R0 4162 #define NINJA_CRAWL_R1 NINJA_CRAWL_R0 + (NINJA_CRAWL_FRAMES * 1) #define NINJA_CRAWL_R2 NINJA_CRAWL_R0 + (NINJA_CRAWL_FRAMES * 2) #define NINJA_CRAWL_R3 NINJA_CRAWL_R0 + (NINJA_CRAWL_FRAMES * 3) #define NINJA_CRAWL_R4 NINJA_CRAWL_R0 + (NINJA_CRAWL_FRAMES * 4) #define NINJA_SWIM_FRAMES 4 #define NINJA_SWIM_R0 4122 #define NINJA_SWIM_R1 NINJA_SWIM_R0 + (NINJA_SWIM_FRAMES * 1) #define NINJA_SWIM_R2 NINJA_SWIM_R0 + (NINJA_SWIM_FRAMES * 2) #define NINJA_SWIM_R3 NINJA_SWIM_R0 + (NINJA_SWIM_FRAMES * 3) #define NINJA_SWIM_R4 NINJA_SWIM_R0 + (NINJA_SWIM_FRAMES * 4) #define NINJA_HARI_KARI_FRAMES 8 #define NINJA_HARI_KARI_R0 4211 #define NINJA_HARI_KARI_R1 NINJA_HARI_KARI_R0 #define NINJA_HARI_KARI_R2 NINJA_HARI_KARI_R0 #define NINJA_HARI_KARI_R3 NINJA_HARI_KARI_R0 #define NINJA_HARI_KARI_R4 NINJA_HARI_KARI_R0 #define NINJA_CLIMB_FRAMES 4 #define NINJA_CLIMB_R0 4182 #define NINJA_CLIMB_R1 NINJA_CLIMB_R0 + (NINJA_CLIMB_FRAMES * 1) #define NINJA_CLIMB_R2 NINJA_CLIMB_R0 + (NINJA_CLIMB_FRAMES * 2) #define NINJA_CLIMB_R3 NINJA_CLIMB_R0 + (NINJA_CLIMB_FRAMES * 3) #define NINJA_CLIMB_R4 NINJA_CLIMB_R0 + (NINJA_CLIMB_FRAMES * 4) #define NINJA_THROW_FRAMES 3 #define NINJA_THROW_R0 4202 #define NINJA_THROW_R1 NINJA_THROW_R0 + (NINJA_THROW_FRAMES * 1) #define NINJA_THROW_R2 NINJA_THROW_R0 + (NINJA_THROW_FRAMES * 2) // don't have rotations for pain frames currently #if 1 #define NINJA_PAIN_FRAMES 2 #define NINJA_PAIN_R0 4219 //4164 #define NINJA_PAIN_R1 NINJA_PAIN_R0 #define NINJA_PAIN_R2 NINJA_PAIN_R0 #define NINJA_PAIN_R3 NINJA_PAIN_R0 #define NINJA_PAIN_R4 NINJA_PAIN_R0 #endif #define NINJA_JUMP_FRAMES 4 #define NINJA_JUMP_R0 4142 #define NINJA_JUMP_R1 NINJA_JUMP_R0 + (NINJA_JUMP_FRAMES * 1) #define NINJA_JUMP_R2 NINJA_JUMP_R0 + (NINJA_JUMP_FRAMES * 2) #define NINJA_JUMP_R3 NINJA_JUMP_R0 + (NINJA_JUMP_FRAMES * 3) #define NINJA_JUMP_R4 NINJA_JUMP_R0 + (NINJA_JUMP_FRAMES * 4) #define NINJA_FALL_R0 NINJA_JUMP_R0+2 #define NINJA_FALL_R1 NINJA_JUMP_R1+2 #define NINJA_FALL_R2 NINJA_JUMP_R2+2 #define NINJA_FALL_R3 NINJA_JUMP_R3+2 #define NINJA_FALL_R4 NINJA_JUMP_R4+2 #define NINJA_LAND_R0 NINJA_JUMP_R0+3 #define NINJA_LAND_R1 NINJA_JUMP_R1+3 #define NINJA_LAND_R2 NINJA_JUMP_R2+3 #define NINJA_LAND_R3 NINJA_JUMP_R3+3 #define NINJA_LAND_R4 NINJA_JUMP_R4+3 #define NINJA_KNEEL_R0 NINJA_CRAWL_R0 #define NINJA_KNEEL_R1 NINJA_CRAWL_R1 #define NINJA_KNEEL_R2 NINJA_CRAWL_R2 #define NINJA_KNEEL_R3 NINJA_CRAWL_R3 #define NINJA_KNEEL_R4 NINJA_CRAWL_R4 #define NINJA_FLY_FRAMES 2 #define NINJA_FLY_R0 4116 #define NINJA_FLY_R1 NINJA_FLY_R0 + (NINJA_FLY_FRAMES * 1) #define NINJA_FLY_R2 NINJA_FLY_R0 + (NINJA_FLY_FRAMES * 2) #define NINJA_FLY_R3 NINJA_FLY_R0 + (NINJA_FLY_FRAMES * 3) #define NINJA_FLY_R4 NINJA_FLY_R0 + (NINJA_FLY_FRAMES * 4) #define NINJA_FIRE_FRAMES 2 #define NINJA_FIRE_R0 4116 #define NINJA_FIRE_R1 NINJA_FIRE_R0 + (NINJA_FIRE_FRAMES * 1) #define NINJA_FIRE_R2 NINJA_FIRE_R0 + (NINJA_FIRE_FRAMES * 2) #define NINJA_FIRE_R3 NINJA_FIRE_R0 + (NINJA_FIRE_FRAMES * 3) #define NINJA_FIRE_R4 NINJA_FIRE_R0 + (NINJA_FIRE_FRAMES * 4) #define NINJA_DIE 4219 #define NINJA_DEAD NINJA_DIE+8 #define NINJA_SLICED 4227 #define NINJA_DEAD_SLICED NINJA_SLICED+9 #define NINJA_Head_FRAMES 1 #define NINJA_Head_R0 1142 #define NINJA_Head_R1 NINJA_Head_R0 + (NINJA_Head_FRAMES * 1) #define NINJA_Head_R2 NINJA_Head_R0 + (NINJA_Head_FRAMES * 2) #define NINJA_Head_R3 NINJA_Head_R0 + (NINJA_Head_FRAMES * 3) #define NINJA_Head_R4 NINJA_Head_R0 + (NINJA_Head_FRAMES * 4) #define NINJA_HeadHurl_FRAMES 1 #define NINJA_HeadHurl_R0 1147 #define NINJA_HeadHurl_R1 NINJA_HeadHurl_R0 + (NINJA_HeadHurl_FRAMES * 1) #define NINJA_HeadHurl_R2 NINJA_HeadHurl_R0 + (NINJA_HeadHurl_FRAMES * 2) #define NINJA_HeadHurl_R3 NINJA_HeadHurl_R0 + (NINJA_HeadHurl_FRAMES * 3) #define NINJA_HeadHurl_R4 NINJA_HeadHurl_R0 + (NINJA_HeadHurl_FRAMES * 4) ////////////////////// // // SERP BOSS // ////////////////////// #define SERP_RUN_FRAMES 3 #define SERP_RUN_R0 1300 #define SERP_RUN_R1 SERP_RUN_R0 + (SERP_RUN_FRAMES * 1) #define SERP_RUN_R2 SERP_RUN_R0 + (SERP_RUN_FRAMES * 2) #define SERP_RUN_R3 SERP_RUN_R0 + (SERP_RUN_FRAMES * 3) #define SERP_RUN_R4 SERP_RUN_R0 + (SERP_RUN_FRAMES * 4) #define SERP_SLASH_FRAMES 5 #define SERP_SLASH_R0 972 #define SERP_SLASH_R1 SERP_SLASH_R0 + (SERP_SLASH_FRAMES * 1) #define SERP_SLASH_R2 SERP_SLASH_R0 + (SERP_SLASH_FRAMES * 2) #define SERP_SLASH_R3 SERP_SLASH_R0 + (SERP_SLASH_FRAMES * 3) #define SERP_SLASH_R4 SERP_SLASH_R0 + (SERP_SLASH_FRAMES * 4) #define SERP_SPELL_FRAMES 4 #define SERP_SPELL_R0 997 #define SERP_SPELL_R1 SERP_SPELL_R0 + (SERP_SPELL_FRAMES * 1) #define SERP_SPELL_R2 SERP_SPELL_R0 + (SERP_SPELL_FRAMES * 2) #define SERP_SPELL_R3 SERP_SPELL_R0 + (SERP_SPELL_FRAMES * 3) #define SERP_SPELL_R4 SERP_SPELL_R0 + (SERP_SPELL_FRAMES * 4) #define SERP_DIE 960 #define SERP_DEAD 969 ////////////////////// // // LAVA BOSS // ////////////////////// #define LAVA_RUN_FRAMES 1 #define LAVA_RUN_R0 2355 #define LAVA_RUN_R1 LAVA_RUN_R0 //+ (LAVA_RUN_FRAMES * 1) #define LAVA_RUN_R2 LAVA_RUN_R0 //+ (LAVA_RUN_FRAMES * 2) #define LAVA_RUN_R3 LAVA_RUN_R0 //+ (LAVA_RUN_FRAMES * 3) #define LAVA_RUN_R4 LAVA_RUN_R0 //+ (LAVA_RUN_FRAMES * 4) #define LAVA_THROW_FRAMES 1 #define LAVA_THROW_R0 2355 #define LAVA_THROW_R1 LAVA_THROW_R0 //+ (LAVA_THROW_FRAMES * 1) #define LAVA_THROW_R2 LAVA_THROW_R0 //+ (LAVA_THROW_FRAMES * 2) #define LAVA_THROW_R3 LAVA_THROW_R0 //+ (LAVA_THROW_FRAMES * 3) #define LAVA_THROW_R4 LAVA_THROW_R0 //+ (LAVA_THROW_FRAMES * 4) #define LAVA_FLAME_FRAMES 1 #define LAVA_FLAME_R0 2355 #define LAVA_FLAME_R1 LAVA_FLAME_R0 //+ (LAVA_FLAME_FRAMES * 1) #define LAVA_FLAME_R2 LAVA_FLAME_R0 //+ (LAVA_FLAME_FRAMES * 2) #define LAVA_FLAME_R3 LAVA_FLAME_R0 //+ (LAVA_FLAME_FRAMES * 3) #define LAVA_FLAME_R4 LAVA_FLAME_R0 //+ (LAVA_FLAME_FRAMES * 4) #define LAVA_DIE 2355 #define LAVA_DEAD 2355 // 10 frames #define LAVA_BOULDER 2196 ////////////////////// // // SKEL // ////////////////////// #define SKEL_RUN_FRAMES 6 #define SKEL_RUN_R0 1367 #define SKEL_RUN_R1 SKEL_RUN_R0 + (SKEL_RUN_FRAMES * 1) #define SKEL_RUN_R2 SKEL_RUN_R0 + (SKEL_RUN_FRAMES * 2) #define SKEL_RUN_R3 SKEL_RUN_R0 + (SKEL_RUN_FRAMES * 3) #define SKEL_RUN_R4 SKEL_RUN_R0 + (SKEL_RUN_FRAMES * 4) #define SKEL_SLASH_FRAMES 3 #define SKEL_SLASH_R0 1326 #define SKEL_SLASH_R1 SKEL_SLASH_R0 + (SKEL_SLASH_FRAMES * 1) #define SKEL_SLASH_R2 SKEL_SLASH_R0 + (SKEL_SLASH_FRAMES * 2) #define SKEL_SLASH_R3 SKEL_SLASH_R0 + (SKEL_SLASH_FRAMES * 3) #define SKEL_SLASH_R4 SKEL_SLASH_R0 + (SKEL_SLASH_FRAMES * 4) #define SKEL_SPELL_FRAMES 4 #define SKEL_SPELL_R0 1341 #define SKEL_SPELL_R1 SKEL_SPELL_R0 + (SKEL_SPELL_FRAMES * 1) #define SKEL_SPELL_R2 SKEL_SPELL_R0 + (SKEL_SPELL_FRAMES * 2) #define SKEL_SPELL_R3 SKEL_SPELL_R0 + (SKEL_SPELL_FRAMES * 3) #define SKEL_SPELL_R4 SKEL_SPELL_R0 + (SKEL_SPELL_FRAMES * 4) #define SKEL_PAIN_FRAMES 1 #define SKEL_PAIN_R0 SKEL_SLASH_R0+1 #define SKEL_PAIN_R1 SKEL_SLASH_R1+1 #define SKEL_PAIN_R2 SKEL_SLASH_R2+1 #define SKEL_PAIN_R3 SKEL_SLASH_R3+1 #define SKEL_PAIN_R4 SKEL_SLASH_R4+1 #define SKEL_TELEPORT 1361 #define SKEL_DIE 1320 ////////////////////// // // GORO // ////////////////////// #define GORO_RUN_FRAMES 4 #define GORO_RUN_R0 1469 #define GORO_RUN_R1 GORO_RUN_R0 + (GORO_RUN_FRAMES * 1) #define GORO_RUN_R2 GORO_RUN_R0 + (GORO_RUN_FRAMES * 2) #define GORO_RUN_R3 GORO_RUN_R0 + (GORO_RUN_FRAMES * 3) #define GORO_RUN_R4 GORO_RUN_R0 + (GORO_RUN_FRAMES * 4) #define GORO_CHOP_FRAMES 3 #define GORO_CHOP_R0 1489 #define GORO_CHOP_R1 GORO_CHOP_R0 + (GORO_CHOP_FRAMES * 1) #define GORO_CHOP_R2 GORO_CHOP_R0 + (GORO_CHOP_FRAMES * 2) #define GORO_CHOP_R3 GORO_RUN_R3 #define GORO_CHOP_R4 GORO_RUN_R4 #define GORO_STAND_R0 GORO_CHOP_R0 #define GORO_STAND_R1 GORO_CHOP_R1 #define GORO_STAND_R2 GORO_CHOP_R2 #define GORO_STAND_R3 GORO_CHOP_R3 #define GORO_STAND_R4 GORO_CHOP_R4 #define GORO_SPELL_FRAMES 2 #define GORO_SPELL_R0 1513 #define GORO_SPELL_R1 GORO_SPELL_R0 + (GORO_SPELL_FRAMES * 1) #define GORO_SPELL_R2 GORO_SPELL_R0 + (GORO_SPELL_FRAMES * 2) #define GORO_SPELL_R3 GORO_RUN_R3 #define GORO_SPELL_R4 GORO_RUN_R4 #define GORO_DIE 1504 #define GORO_DEAD 1504+8 ////////////////////// // // FIREBALL // ////////////////////// #define FIREBALL_FRAMES 4 #define FIREBALL_R0 3192 #define FIREBALL_R1 FIREBALL_R0 + (FIREBALL_FRAMES * 1) #define FIREBALL_R2 FIREBALL_R0 + (FIREBALL_FRAMES * 2) #define FIREBALL_R3 FIREBALL_R0 + (FIREBALL_FRAMES * 3) #define FIREBALL_R4 FIREBALL_R0 + (FIREBALL_FRAMES * 4) ////////////////////// // // HORNET // ////////////////////// #define HORNET_RUN_FRAMES 2 #define HORNET_RUN_R0 800 #define HORNET_RUN_R1 HORNET_RUN_R0 + (HORNET_RUN_FRAMES * 1) #define HORNET_RUN_R2 HORNET_RUN_R0 + (HORNET_RUN_FRAMES * 2) #define HORNET_RUN_R3 HORNET_RUN_R0 + (HORNET_RUN_FRAMES * 3) #define HORNET_RUN_R4 HORNET_RUN_R0 + (HORNET_RUN_FRAMES * 4) #define HORNET_DIE 810 #define HORNET_DEAD 811 ////////////////////// // // SKULL // ////////////////////// #define SKULL_FRAMES 1 #define SKULL_R0 820 #define SKULL_R1 SKULL_R0 + (SKULL_FRAMES * 1) #define SKULL_R2 SKULL_R0 + (SKULL_FRAMES * 2) #define SKULL_R3 SKULL_R0 + (SKULL_FRAMES * 3) #define SKULL_R4 SKULL_R0 + (SKULL_FRAMES * 4) #define SKULL_DIE 825 #define SKULL_EXPLODE 825 #define SKULL_SERP (SKULL_R0 + 2) // MECHANICAL BETTY VERSION #define BETTY_FRAMES 3 #define BETTY_R0 817 #define BETTY_R1 BETTY_R0 #define BETTY_R2 BETTY_R0 #define BETTY_R3 BETTY_R0 #define BETTY_R4 BETTY_R0 ////////////////////// // // RIPPER // ////////////////////// #define RIPPER_RUN_FRAMES 4 #define RIPPER_RUN_R0 1580 #define RIPPER_RUN_R1 RIPPER_RUN_R0 + (RIPPER_RUN_FRAMES * 1) #define RIPPER_RUN_R2 RIPPER_RUN_R0 + (RIPPER_RUN_FRAMES * 2) #define RIPPER_RUN_R3 RIPPER_RUN_R0 + (RIPPER_RUN_FRAMES * 3) #define RIPPER_RUN_R4 RIPPER_RUN_R0 + (RIPPER_RUN_FRAMES * 4) #define RIPPER_JUMP_FRAMES 2 #define RIPPER_JUMP_R0 1620 #define RIPPER_JUMP_R1 RIPPER_JUMP_R0 + (RIPPER_JUMP_FRAMES * 1) #define RIPPER_JUMP_R2 RIPPER_JUMP_R0 + (RIPPER_JUMP_FRAMES * 2) #define RIPPER_JUMP_R3 RIPPER_JUMP_R0 + (RIPPER_JUMP_FRAMES * 3) #define RIPPER_JUMP_R4 RIPPER_JUMP_R0 + (RIPPER_JUMP_FRAMES * 4) #define RIPPER_FALL_R0 RIPPER_JUMP_R0+1 #define RIPPER_FALL_R1 RIPPER_JUMP_R1+1 #define RIPPER_FALL_R2 RIPPER_JUMP_R2+1 #define RIPPER_FALL_R3 RIPPER_JUMP_R3+1 #define RIPPER_FALL_R4 RIPPER_JUMP_R4+1 #define RIPPER_STAND_R0 RIPPER_JUMP_R0 #define RIPPER_STAND_R1 RIPPER_JUMP_R1 #define RIPPER_STAND_R2 RIPPER_JUMP_R2 #define RIPPER_STAND_R3 RIPPER_JUMP_R3 #define RIPPER_STAND_R4 RIPPER_JUMP_R4 #define RIPPER_HANG_FRAMES 1 #define RIPPER_HANG_R0 1645 #define RIPPER_HANG_R1 1645 #define RIPPER_HANG_R2 1639 #define RIPPER_HANG_R3 1637 #define RIPPER_HANG_R4 1635 #define RIPPER_SWIPE_FRAMES 4 #define RIPPER_SWIPE_R0 1600 #define RIPPER_SWIPE_R1 RIPPER_SWIPE_R0 + (RIPPER_SWIPE_FRAMES * 1) #define RIPPER_SWIPE_R2 RIPPER_SWIPE_R0 + (RIPPER_SWIPE_FRAMES * 2) #define RIPPER_SWIPE_R3 RIPPER_SWIPE_R0 + (RIPPER_SWIPE_FRAMES * 3) #define RIPPER_SWIPE_R4 RIPPER_SWIPE_R0 + (RIPPER_SWIPE_FRAMES * 4) #define RIPPER_HEART_FRAMES 1 #define RIPPER_HEART_R0 1635 #define RIPPER_HEART_R1 RIPPER_HEART_R0 #define RIPPER_HEART_R2 RIPPER_HEART_R0 #define RIPPER_HEART_R3 RIPPER_HEART_R0 #define RIPPER_HEART_R4 RIPPER_HEART_R0 #define RIPPER_DIE 1640 #define RIPPER_DEAD 1643 // The new Ripper #define RIPPER2_RUN_FRAMES 4 #define RIPPER2_RUN_R0 4320 #define RIPPER2_RUN_R1 RIPPER2_RUN_R0 + (RIPPER2_RUN_FRAMES * 1) #define RIPPER2_RUN_R2 RIPPER2_RUN_R0 + (RIPPER2_RUN_FRAMES * 2) #define RIPPER2_RUN_R3 RIPPER2_RUN_R0 + (RIPPER2_RUN_FRAMES * 3) #define RIPPER2_RUN_R4 RIPPER2_RUN_R0 + (RIPPER2_RUN_FRAMES * 4) #define RIPPER2_RUNFAST_FRAMES 4 #define RIPPER2_RUNFAST_R0 4340 #define RIPPER2_RUNFAST_R1 RIPPER2_RUNFAST_R0 + (RIPPER2_RUNFAST_FRAMES * 1) #define RIPPER2_RUNFAST_R2 RIPPER2_RUNFAST_R0 + (RIPPER2_RUNFAST_FRAMES * 2) #define RIPPER2_RUNFAST_R3 RIPPER2_RUNFAST_R0 + (RIPPER2_RUNFAST_FRAMES * 3) #define RIPPER2_RUNFAST_R4 RIPPER2_RUNFAST_R0 + (RIPPER2_RUNFAST_FRAMES * 4) #define RIPPER2_JUMP_FRAMES 4 #define RIPPER2_JUMP_R0 4374 #define RIPPER2_JUMP_R1 RIPPER2_JUMP_R0 + (RIPPER2_JUMP_FRAMES * 1) #define RIPPER2_JUMP_R2 RIPPER2_JUMP_R0 + (RIPPER2_JUMP_FRAMES * 2) #define RIPPER2_JUMP_R3 RIPPER2_JUMP_R0 + (RIPPER2_JUMP_FRAMES * 3) #define RIPPER2_JUMP_R4 RIPPER2_JUMP_R0 + (RIPPER2_JUMP_FRAMES * 4) #define RIPPER2_FALL_R0 RIPPER2_JUMP_R0+2 #define RIPPER2_FALL_R1 RIPPER2_JUMP_R1+2 #define RIPPER2_FALL_R2 RIPPER2_JUMP_R2+2 #define RIPPER2_FALL_R3 RIPPER2_JUMP_R3+2 #define RIPPER2_FALL_R4 RIPPER2_JUMP_R4+2 #define RIPPER2_STAND_R0 RIPPER2_JUMP_R0+3 #define RIPPER2_STAND_R1 RIPPER2_JUMP_R1+3 #define RIPPER2_STAND_R2 RIPPER2_JUMP_R2+3 #define RIPPER2_STAND_R3 RIPPER2_JUMP_R3+3 #define RIPPER2_STAND_R4 RIPPER2_JUMP_R4+3 #define RIPPER2_HANG_FRAMES 1 #define RIPPER2_HANG_R0 4369 #define RIPPER2_HANG_R1 RIPPER2_HANG_R0 + (RIPPER2_HANG_FRAMES * 1) #define RIPPER2_HANG_R2 RIPPER2_HANG_R0 + (RIPPER2_HANG_FRAMES * 2) #define RIPPER2_HANG_R3 RIPPER2_HANG_R0 + (RIPPER2_HANG_FRAMES * 3) #define RIPPER2_HANG_R4 RIPPER2_HANG_R0 + (RIPPER2_HANG_FRAMES * 4) #define RIPPER2_SWIPE_FRAMES 4 #define RIPPER2_SWIPE_R0 4394 #define RIPPER2_SWIPE_R1 RIPPER2_SWIPE_R0 + (RIPPER2_SWIPE_FRAMES * 1) #define RIPPER2_SWIPE_R2 RIPPER2_SWIPE_R0 + (RIPPER2_SWIPE_FRAMES * 2) #define RIPPER2_SWIPE_R3 RIPPER2_SWIPE_R0 + (RIPPER2_SWIPE_FRAMES * 3) #define RIPPER2_SWIPE_R4 RIPPER2_SWIPE_R0 + (RIPPER2_SWIPE_FRAMES * 4) #define RIPPER2_MEKONG_FRAMES 3 #define RIPPER2_MEKONG_R0 4360 #define RIPPER2_MEKONG_R1 RIPPER2_MEKONG_R0 + (RIPPER2_MEKONG_FRAMES * 1) #define RIPPER2_MEKONG_R2 RIPPER2_MEKONG_R0 + (RIPPER2_MEKONG_FRAMES * 2) #define RIPPER2_MEKONG_R3 RIPPER2_MEKONG_R0 + (RIPPER2_MEKONG_FRAMES * 3) #define RIPPER2_MEKONG_R4 RIPPER2_MEKONG_R0 + (RIPPER2_MEKONG_FRAMES * 4) #define RIPPER2_HEART_FRAMES 2 #define RIPPER2_HEART_R0 4422 #define RIPPER2_HEART_R1 RIPPER2_HEART_R0 #define RIPPER2_HEART_R2 RIPPER2_HEART_R0 #define RIPPER2_HEART_R3 RIPPER2_HEART_R0 #define RIPPER2_HEART_R4 RIPPER2_HEART_R0 #define RIPPER2_DIE 4414 // Has 8 frames now #define RIPPER2_DEAD 4421 ////////////////////// // // EEL // ////////////////////// #define EEL_RUN_FRAMES 3 #define EEL_RUN_R0 3780 #define EEL_RUN_R1 EEL_RUN_R0 + (EEL_RUN_FRAMES * 1) #define EEL_RUN_R2 EEL_RUN_R0 + (EEL_RUN_FRAMES * 2) #define EEL_RUN_R3 EEL_RUN_R0 + (EEL_RUN_FRAMES * 3) #define EEL_RUN_R4 EEL_RUN_R0 + (EEL_RUN_FRAMES * 4) #define EEL_FIRE_FRAMES 3 #define EEL_FIRE_R0 3760 #define EEL_FIRE_R1 EEL_FIRE_R0 + (EEL_FIRE_FRAMES * 1) #define EEL_FIRE_R2 EEL_FIRE_R0 + (EEL_FIRE_FRAMES * 2) #define EEL_FIRE_R3 EEL_FIRE_R0 + (EEL_FIRE_FRAMES * 3) #define EEL_FIRE_R4 EEL_RUN_R0 + (EEL_RUN_FRAMES * 4) #define EEL_DIE 3795 #define EEL_DEAD 3795 ////////////////////// // // SUMO // ////////////////////// #define SUMO_RUN_FRAMES 4 #define SUMO_RUN_R0 1210 #define SUMO_RUN_R1 SUMO_RUN_R0 + (SUMO_RUN_FRAMES * 1) #define SUMO_RUN_R2 SUMO_RUN_R0 + (SUMO_RUN_FRAMES * 2) #define SUMO_RUN_R3 SUMO_RUN_R0 + (SUMO_RUN_FRAMES * 3) #define SUMO_RUN_R4 SUMO_RUN_R0 + (SUMO_RUN_FRAMES * 4) #define SUMO_PAIN_FRAMES 1 #define SUMO_PAIN_R0 1265 #define SUMO_PAIN_R1 SUMO_PAIN_R0 //+ (SUMO_PAIN_FRAMES * 1) #define SUMO_PAIN_R2 SUMO_PAIN_R0 //+ (SUMO_PAIN_FRAMES * 2) #define SUMO_PAIN_R3 SUMO_PAIN_R0 //+ (SUMO_PAIN_FRAMES * 3) #define SUMO_PAIN_R4 SUMO_PAIN_R0 //+ (SUMO_PAIN_FRAMES * 4) #define SUMO_STOMP_FRAMES 3 #define SUMO_STOMP_R0 1230 #define SUMO_STOMP_R1 SUMO_STOMP_R0 + (SUMO_STOMP_FRAMES * 1) #define SUMO_STOMP_R2 SUMO_STOMP_R0 + (SUMO_STOMP_FRAMES * 2) #define SUMO_STOMP_R3 SUMO_STOMP_R0 + (SUMO_STOMP_FRAMES * 3) #define SUMO_STOMP_R4 SUMO_STOMP_R0 + (SUMO_STOMP_FRAMES * 4) #define SUMO_CLAP_FRAMES 4 #define SUMO_CLAP_R0 1245 #define SUMO_CLAP_R1 SUMO_CLAP_R0 + (SUMO_CLAP_FRAMES * 1) #define SUMO_CLAP_R2 SUMO_CLAP_R0 + (SUMO_CLAP_FRAMES * 2) #define SUMO_CLAP_R3 SUMO_CLAP_R0 + (SUMO_CLAP_FRAMES * 3) #define SUMO_CLAP_R4 SUMO_CLAP_R0 + (SUMO_CLAP_FRAMES * 4) #define SUMO_FART_FRAMES 4 #define SUMO_FART_R0 1280 #define SUMO_FART_R1 SUMO_FART_R0 #define SUMO_FART_R2 SUMO_FART_R0 #define SUMO_FART_R3 SUMO_FART_R0 #define SUMO_FART_R4 SUMO_FART_R0 #define SUMO_DIE 1270 #define SUMO_DEAD 1277 #define TRASHCAN 2540 ////////////////////// // // GIRLS // ////////////////////// #define TOILETGIRL_R0 5023 #define WASHGIRL_R0 5032 #define MECHANICGIRL_R0 4590 #define CARGIRL_R0 4594 #define SAILORGIRL_R0 4600 #define PRUNEGIRL_R0 4604 // Pachinko machines #define PACHINKO1 4768 #define PACHINKO2 4792 #define PACHINKO3 4816 #define PACHINKO4 4840 ///////////////////////////////////////////////////////////////////////////////// ////////////////////// // // BUNNY // ////////////////////// #define BUNNY_RUN_FRAMES 5 #define BUNNY_RUN_R0 4550 #define BUNNY_RUN_R1 BUNNY_RUN_R0 + (BUNNY_RUN_FRAMES * 1) #define BUNNY_RUN_R2 BUNNY_RUN_R0 + (BUNNY_RUN_FRAMES * 2) #define BUNNY_RUN_R3 BUNNY_RUN_R0 + (BUNNY_RUN_FRAMES * 3) #define BUNNY_RUN_R4 BUNNY_RUN_R0 + (BUNNY_RUN_FRAMES * 4) #define BUNNY_STAND_R0 BUNNY_RUN_R0 #define BUNNY_STAND_R1 BUNNY_RUN_R1 #define BUNNY_STAND_R2 BUNNY_RUN_R2 #define BUNNY_STAND_R3 BUNNY_RUN_R3 #define BUNNY_STAND_R4 BUNNY_RUN_R4 #define BUNNY_SWIPE_FRAMES 5 #define BUNNY_SWIPE_R0 4575 #define BUNNY_SWIPE_R1 BUNNY_SWIPE_R0 + (BUNNY_SWIPE_FRAMES * 1) #define BUNNY_SWIPE_R2 BUNNY_SWIPE_R0 + (BUNNY_SWIPE_FRAMES * 1) #define BUNNY_SWIPE_R3 BUNNY_SWIPE_R0 + (BUNNY_SWIPE_FRAMES * 1) #define BUNNY_SWIPE_R4 BUNNY_SWIPE_R0 + (BUNNY_SWIPE_FRAMES * 1) #define BUNNY_DIE 4580 #define BUNNY_DEAD 4584 ////////////////////// // // EVIL GIRLNINJA // ////////////////////// #define GIRLNINJA_RUN_FRAMES 4 #define GIRLNINJA_RUN_R0 5162 #define GIRLNINJA_RUN_R1 GIRLNINJA_RUN_R0 + (GIRLNINJA_RUN_FRAMES * 1) #define GIRLNINJA_RUN_R2 GIRLNINJA_RUN_R0 + (GIRLNINJA_RUN_FRAMES * 2) #define GIRLNINJA_RUN_R3 GIRLNINJA_RUN_R0 + (GIRLNINJA_RUN_FRAMES * 3) #define GIRLNINJA_RUN_R4 GIRLNINJA_RUN_R0 + (GIRLNINJA_RUN_FRAMES * 4) #define GIRLNINJA_STAND_FRAMES 1 #define GIRLNINJA_STAND_R0 GIRLNINJA_RUN_R0 #define GIRLNINJA_STAND_R1 GIRLNINJA_RUN_R1 #define GIRLNINJA_STAND_R2 GIRLNINJA_RUN_R2 #define GIRLNINJA_STAND_R3 GIRLNINJA_RUN_R3 #define GIRLNINJA_STAND_R4 GIRLNINJA_RUN_R4 #define GIRLNINJA_CRAWL_FRAMES 1 #define GIRLNINJA_CRAWL_R0 5211 #define GIRLNINJA_CRAWL_R1 GIRLNINJA_CRAWL_R0 + (GIRLNINJA_CRAWL_FRAMES * 1) #define GIRLNINJA_CRAWL_R2 GIRLNINJA_CRAWL_R0 + (GIRLNINJA_CRAWL_FRAMES * 2) #define GIRLNINJA_CRAWL_R3 GIRLNINJA_CRAWL_R0 + (GIRLNINJA_CRAWL_FRAMES * 3) #define GIRLNINJA_CRAWL_R4 GIRLNINJA_CRAWL_R0 + (GIRLNINJA_CRAWL_FRAMES * 4) #define GIRLNINJA_THROW_FRAMES 3 #define GIRLNINJA_THROW_R0 5246 #define GIRLNINJA_THROW_R1 GIRLNINJA_THROW_R0 + (GIRLNINJA_THROW_FRAMES * 1) #define GIRLNINJA_THROW_R2 GIRLNINJA_THROW_R0 + (GIRLNINJA_THROW_FRAMES * 2) // don't have rotations for pain frames currently #if 1 #define GIRLNINJA_PAIN_FRAMES 1 #define GIRLNINJA_PAIN_R0 5192 #define GIRLNINJA_PAIN_R1 GIRLNINJA_PAIN_R0 #define GIRLNINJA_PAIN_R2 GIRLNINJA_PAIN_R0 #define GIRLNINJA_PAIN_R3 GIRLNINJA_PAIN_R0 #define GIRLNINJA_PAIN_R4 GIRLNINJA_PAIN_R0 #endif #define GIRLNINJA_JUMP_FRAMES 4 #define GIRLNINJA_JUMP_R0 5226 #define GIRLNINJA_JUMP_R1 GIRLNINJA_JUMP_R0 + (GIRLNINJA_JUMP_FRAMES * 1) #define GIRLNINJA_JUMP_R2 GIRLNINJA_JUMP_R0 + (GIRLNINJA_JUMP_FRAMES * 2) #define GIRLNINJA_JUMP_R3 GIRLNINJA_JUMP_R0 + (GIRLNINJA_JUMP_FRAMES * 3) #define GIRLNINJA_JUMP_R4 GIRLNINJA_JUMP_R0 + (GIRLNINJA_JUMP_FRAMES * 4) #define GIRLNINJA_FALL_R0 GIRLNINJA_JUMP_R0+2 #define GIRLNINJA_FALL_R1 GIRLNINJA_JUMP_R1+2 #define GIRLNINJA_FALL_R2 GIRLNINJA_JUMP_R2+2 #define GIRLNINJA_FALL_R3 GIRLNINJA_JUMP_R3+2 #define GIRLNINJA_FALL_R4 GIRLNINJA_JUMP_R4+2 #define GIRLNINJA_LAND_R0 GIRLNINJA_JUMP_R0+3 #define GIRLNINJA_LAND_R1 GIRLNINJA_JUMP_R1+3 #define GIRLNINJA_LAND_R2 GIRLNINJA_JUMP_R2+3 #define GIRLNINJA_LAND_R3 GIRLNINJA_JUMP_R3+3 #define GIRLNINJA_LAND_R4 GIRLNINJA_JUMP_R4+3 #define GIRLNINJA_KNEEL_R0 GIRLNINJA_CRAWL_R0 #define GIRLNINJA_KNEEL_R1 GIRLNINJA_CRAWL_R1 #define GIRLNINJA_KNEEL_R2 GIRLNINJA_CRAWL_R2 #define GIRLNINJA_KNEEL_R3 GIRLNINJA_CRAWL_R3 #define GIRLNINJA_KNEEL_R4 GIRLNINJA_CRAWL_R4 #define GIRLNINJA_FIRE_FRAMES 2 #define GIRLNINJA_FIRE_R0 5182 #define GIRLNINJA_FIRE_R1 GIRLNINJA_FIRE_R0 + (GIRLNINJA_FIRE_FRAMES * 1) #define GIRLNINJA_FIRE_R2 GIRLNINJA_FIRE_R0 + (GIRLNINJA_FIRE_FRAMES * 2) #define GIRLNINJA_FIRE_R3 GIRLNINJA_FIRE_R0 + (GIRLNINJA_FIRE_FRAMES * 3) #define GIRLNINJA_FIRE_R4 GIRLNINJA_FIRE_R0 + (GIRLNINJA_FIRE_FRAMES * 4) #define GIRLNINJA_STAB_FRAMES 1 #define GIRLNINJA_STAB_R0 5206 #define GIRLNINJA_STAB_R1 GIRLNINJA_STAB_R0 + (GIRLNINJA_STAB_FRAMES * 1) #define GIRLNINJA_STAB_R2 GIRLNINJA_STAB_R0 + (GIRLNINJA_STAB_FRAMES * 2) #define GIRLNINJA_STAB_R3 GIRLNINJA_STAB_R0 + (GIRLNINJA_STAB_FRAMES * 3) #define GIRLNINJA_STAB_R4 GIRLNINJA_STAB_R0 + (GIRLNINJA_STAB_FRAMES * 4) #define GIRLNINJA_DIE 5197 #define GIRLNINJA_DEAD GIRLNINJA_DIE+8 #define GIRLNINJA_SLICED 4227 #define GIRLNINJA_DEAD_SLICED GIRLNINJA_SLICED+9 ////////////////////// // // ZILLA // ////////////////////// #define ZILLA_RUN_FRAMES 4 #define ZILLA_RUN_R0 5426 #define ZILLA_RUN_R1 ZILLA_RUN_R0 - (ZILLA_RUN_FRAMES * 1) #define ZILLA_RUN_R2 ZILLA_RUN_R0 - (ZILLA_RUN_FRAMES * 2) #define ZILLA_RUN_R3 ZILLA_RUN_R0 - (ZILLA_RUN_FRAMES * 3) #define ZILLA_RUN_R4 ZILLA_RUN_R0 - (ZILLA_RUN_FRAMES * 4) #define ZILLA_PAIN_FRAMES 1 #define ZILLA_PAIN_R0 5524 #define ZILLA_PAIN_R1 ZILLA_PAIN_R0 - (ZILLA_PAIN_FRAMES * 1) #define ZILLA_PAIN_R2 ZILLA_PAIN_R0 - (ZILLA_PAIN_FRAMES * 2) #define ZILLA_PAIN_R3 ZILLA_PAIN_R0 - (ZILLA_PAIN_FRAMES * 3) #define ZILLA_PAIN_R4 ZILLA_PAIN_R0 - (ZILLA_PAIN_FRAMES * 4) #define ZILLA_ROCKET_FRAMES 4 #define ZILLA_ROCKET_R0 5446 #define ZILLA_ROCKET_R1 ZILLA_ROCKET_R0 - (ZILLA_ROCKET_FRAMES * 1) #define ZILLA_ROCKET_R2 ZILLA_ROCKET_R0 - (ZILLA_ROCKET_FRAMES * 2) #define ZILLA_ROCKET_R3 ZILLA_ROCKET_R0 - (ZILLA_ROCKET_FRAMES * 3) #define ZILLA_ROCKET_R4 ZILLA_ROCKET_R0 - (ZILLA_ROCKET_FRAMES * 4) #define ZILLA_RAIL_FRAMES 4 #define ZILLA_RAIL_R0 5466 #define ZILLA_RAIL_R1 ZILLA_RAIL_R0 - (ZILLA_RAIL_FRAMES * 1) #define ZILLA_RAIL_R2 ZILLA_RAIL_R0 - (ZILLA_RAIL_FRAMES * 2) #define ZILLA_RAIL_R3 ZILLA_RAIL_R0 - (ZILLA_RAIL_FRAMES * 3) #define ZILLA_RAIL_R4 ZILLA_RAIL_R0 - (ZILLA_RAIL_FRAMES * 4) #define ZILLA_SHOOT_FRAMES 4 #define ZILLA_SHOOT_R0 5506 #define ZILLA_SHOOT_R1 ZILLA_SHOOT_R0 - (ZILLA_SHOOT_FRAMES * 1) #define ZILLA_SHOOT_R2 ZILLA_SHOOT_R0 - (ZILLA_SHOOT_FRAMES * 2) #define ZILLA_SHOOT_R3 ZILLA_SHOOT_R0 - (ZILLA_SHOOT_FRAMES * 3) #define ZILLA_SHOOT_R4 ZILLA_SHOOT_R0 - (ZILLA_SHOOT_FRAMES * 4) #define ZILLA_RECHARGE_FRAMES 4 #define ZILLA_RECHARGE_R0 5486 #define ZILLA_RECHARGE_R1 ZILLA_RECHARGE_R0 - (ZILLA_RECHARGE_FRAMES * 1) #define ZILLA_RECHARGE_R2 ZILLA_RECHARGE_R0 - (ZILLA_RECHARGE_FRAMES * 2) #define ZILLA_RECHARGE_R3 ZILLA_RECHARGE_R0 - (ZILLA_RECHARGE_FRAMES * 3) #define ZILLA_RECHARGE_R4 ZILLA_RECHARGE_R0 - (ZILLA_RECHARGE_FRAMES * 4) #define ZILLA_DIE 5510 #define ZILLA_DEAD 5518 //////////////////////////////////// #define TRASHCAN 2540 #define SCROLL 516 #define SCROLL_FIRE 524 #endif