mirror of
https://github.com/ZDoom/Raze.git
synced 2025-01-19 07:01:09 +00:00
- added extensions to texnames parser to handle fully rotated sprite animations in one line
Also define all sprites for Shadow Warrior.
This commit is contained in:
parent
54335f7215
commit
d7a00b76f1
2 changed files with 623 additions and 0 deletions
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@ -214,6 +214,68 @@ void TilesetBuildInfo::MakeCanvas(int tilenum, int width, int height)
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tile[tilenum].tileimage = nullptr;
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}
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static void GenerateRotations(int firsttileid, const char* basename, int tile, int numframes, int numrotations, int order)
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{
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if (order == 0)
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{
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for (int frame = 0; frame < numframes; frame++)
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{
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for (int rotation = 0; rotation < numrotations; rotation++)
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{
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FStringf str("%s@%c%x", basename, frame + 'A', rotation + 1);
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TexMan.AddAlias(str, FSetTextureID(firsttileid + tile));
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tile++;
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}
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}
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}
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else if (order >= 1)
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{
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for (int rotation = 0; rotation < numrotations; rotation++)
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{
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for (int frame = 0; frame < numframes; frame++)
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{
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FStringf str("%s@%c%x", basename, frame + 'A', rotation + 1);
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TexMan.AddAlias(str, FSetTextureID(firsttileid + tile));
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tile += order;
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}
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}
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}
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}
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static void CompleteRotations(int firsttileid, const char* basename, const char* getname, int numframes, int numrotations)
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{
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for (int rotation = numrotations; ; rotation++)
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{
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for (int frame = 0; frame < numframes; frame++)
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{
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FStringf str("%s@%c%x", getname, frame + 'A', rotation + 1);
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auto texid = TexMan.CheckForTexture(str, ETextureType::Any);
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if (frame == 0 && !texid.isValid())
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{
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// rotation does not exist for the first frame -> we reached the end.
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return;
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}
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str.Format("%s@%c%x", basename, frame + 'A', rotation + 1);
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TexMan.AddAlias(str, texid);
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}
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}
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}
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static void SubstituteRotations(int firsttileid, const char* basename, int numframes, int destrot, int srcrot)
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{
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for (int frame = 0; frame < numframes; frame++)
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{
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FStringf str("%s@%c%x", basename, frame + 'A', srcrot);
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auto texid = TexMan.CheckForTexture(str, ETextureType::Any);
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if (!texid.isValid())
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{
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continue;
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}
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str.Format("%s@%c%x", basename, frame + 'A', destrot);
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TexMan.AddAlias(str, texid);
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}
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}
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void LoadAliases(int firsttileid, int maxarttile)
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{
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int lump, lastlump = 0;
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@ -221,6 +283,7 @@ void LoadAliases(int firsttileid, int maxarttile)
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{
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FScanner sc;
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sc.OpenLumpNum(lump);
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sc.SetCMode(true);
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while (sc.GetNumber())
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{
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int tile = sc.Number;
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@ -228,6 +291,61 @@ void LoadAliases(int firsttileid, int maxarttile)
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sc.MustGetStringName("=");
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sc.MustGetString();
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TexMan.AddAlias(sc.String, FSetTextureID(firsttileid + tile));
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FString basename = sc.String;
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if (sc.CheckString(","))
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{
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sc.MustGetNumber();
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int numframes = sc.Number;
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int numrotations = 1, order = 0;
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if (sc.CheckString(","))
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{
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sc.MustGetNumber();
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numrotations = sc.Number;
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if (sc.CheckString(","))
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{
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sc.MustGetNumber();
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order = sc.Number;
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}
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}
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if (numframes <= 0 || numframes > 26)
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{
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sc.ScriptMessage("%d: Bad number of frames\n", numframes);
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continue;
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}
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if (numrotations >= 16 || numrotations < 1)
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{
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sc.ScriptMessage("%d: Bad number of rotations\n", numrotations);
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continue;
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}
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if (order < 0)
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{
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sc.ScriptMessage("%d: Bad order\n", order);
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continue;
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}
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GenerateRotations(firsttileid, basename, tile, numframes, numrotations, order);
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if (sc.CheckString(","))
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{
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sc.MustGetString();
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if (sc.String[0] != '@')
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{
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CompleteRotations(firsttileid, basename, sc.String, numframes, numrotations);
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}
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else
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{
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sc.UnGet();
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do
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{
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sc.MustGetString();
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int destrot = (int)strtoll(sc.String + 1, nullptr, 10);
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sc.MustGetStringName("=");
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sc.MustGetString();
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int srcrot = (int)strtoll(sc.String + 1, nullptr, 10);
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SubstituteRotations(firsttileid, basename, numframes, destrot, srcrot);
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} while (sc.CheckString(","));
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}
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}
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}
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}
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}
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505
wadsrc/static/filter/shadowwarrior/texnames.txt
Normal file
505
wadsrc/static/filter/shadowwarrior/texnames.txt
Normal file
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@ -0,0 +1,505 @@
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4550 = "BUNNY_RUN", 5, 5, 1 // # of animation frames, # of rotations per frame (either 1, 5, 8), 1: order is frames first, rotation second. Generated name will be "BUNNY_RUN@A1" and up (A = frame, 1 = rotation) - The first frame will also get the base name.
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4575 = "BUNNY_SWIPE", 5, 5, 1
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4580 = "BUNNY_DIE", 3
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4584 = "BUNNY_DEAD"
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4277 = "COOLG_RUN", 4, 5, 1
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1451 = "COOLG_CLUB", 2, 5, 1
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4297 = "COOLG_FIRE", 3, 3, 1, "COOLG_RUN" // this borrows the missing rotations from the COOLG_RUN sequence
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4306 = "COOLG_PAIN"
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4307 = "COOLG_DIE", 6
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4312 = "COOLG_DEAD"
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4268 = "COOLG_BIRTH", 8
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1420 = "COOLIE_CHARGE", 4, 5, 1
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1400 = "COOLIE_RUN", 4, 5, 1
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1420 = "COOLIE_PAIN"
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1440 = "COOLIE_DEAD_NOHEAD"
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4267 = "COOLIE_DEAD_HEAD"
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4260 = "COOLIE_DIE"
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4268 = "COOLIE_DEAD"
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3780 = "EEL_RUN", 3, 5, 1
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3760 = "EEL_FIRE", 3, 4, 1, "EEL_RUN"
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3795 = "EEL_DIE"
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3795 = "EEL_DEAD"
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5162 = "GIRLNINJA_RUN", 4, 5, 1
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5162 = "GIRLNINJA_STAND", 1, 5, 4
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5211 = "GIRLNINJA_CRAWL", 1, 5, 1
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5246 = "GIRLNINJA_THROW", 3, 3, 1, "@4" = "@3", "@5" = "@3" // rotation 3 stands in for the missing ones.
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5192 = "GIRLNINJA_PAIN"
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5226 = "GIRLNINJA_JUMP", 4, 5, 1
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5211 = "GIRLNINJA_KNEEL", 1, 5, 1
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5182 = "GIRLNINJA_FIRE", 2, 5, 1
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5206 = "GIRLNINJA_STAB", 1, 5, 1
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5197 = "GIRLNINJA_DIE", 9
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5205 = "GIRLNINJA_DEAD"
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4227 = "GIRLNINJA_SLICED", 10
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4236 = "GIRLNINJA_DEAD_SLICED"
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1469 = "GORO_RUN", 4, 5, 1
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1489 = "GORO_CHOP", 3, 5, 1
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1489 = "GORO_STAND", 1, 5, 3
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1513 = "GORO_SPELL", 2, 3, 1, "GORO_RUN"
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1504 = "GORO_DIE", 9
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1512 = "GORO_DEAD"
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800 = "HORNET_RUN", 2, 5, 1
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810 = "HORNET_DIE"
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811 = "HORNET_DEAD"
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// hmmmm...
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2355 = "LAVA_RUN", 1, 5, 1
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2355 = "LAVA_THROW"
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2355 = "LAVA_FLAME"
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2355 = "LAVA_DIE"
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2355 = "LAVA_DEAD"
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1562 = "GOREDrip", 4
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3100 = "EXP", 21
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3258 = "RADIATION_CLOUD", 20
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3280 = "MUSHROOM_CLOUD", 20
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3038 = "CHEMBOMB", 1, 5, 1
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2217 = "CALTROPSR", 3
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2520 = "FLAG", 3
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1397 = "PHOSPHORUS", 2
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1685 = "CHUNK1", 6
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1566 = "DRIP", 3
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2540 = TRASHCAN, 7
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618 = PACHINKOLIGHT, 6
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4768 = PACHINKO1, 23
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4792 = PACHINKO2, 23
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4816 = PACHINKO3, 23
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4840 = PACHINKO4, 23
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5023 = TOILETGIRL, 2
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5025 = TOILETGIRL_FIRE, 2
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5032 = WASHGIRL, 2
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5034 = WASHGIRL_FIRE, 2
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4594 = CARGIRL, 2
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4596 = CARGIRL_FIRE, 2
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4590 = MECHANICGIRL, 2
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4592 = MECHANICGIRL_DRILL, 2
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4600 = SAILORGIRL, 2
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4602 = SAILORGIRL_FIRE
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4604 = PRUNEGIRL, 2
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4096 = NINJA_RUN, 4, 5, 1
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4096 = NINJA_STAND, 1, 5, 4
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4162 = NINJA_CRAWL,4, 5, 1
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4122 = NINJA_SWIM, 4, 5, 1
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4211 = NINJA_HARI_KARI, 8
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4182 = NINJA_CLIMB, 4, 5, 1
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4202 = NINJA_THROW, 3, 3, 1, "@4" = "@3", "@5" = "@3"
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4219 = NINJA_PAIN, 2
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4142 = NINJA_JUMP, 4, 5, 1
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4116 = NINJA_FLY, 2, 5, 1
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4116 = NINJA_FIRE, 2, 5, 1
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4219 = NINJA_DIE, 8
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4227 = NINJA_SLICED, 10
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4211 = NINJA_SLICED_HACK, 8
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4237 = NINJA_GRAB_THROAT, 3
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1094 = PLAYER_NINJA_RUN, 4, 5, 1
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1069 = PLAYER_NINJA_SHOOT, 1, 5, 1
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1094 = PLAYER_NINJA_STAND, 1, 5, 4
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1074 = PLAYER_NINJA_JUMP, 4, 5, 1
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1024 = PLAYER_NINJA_CLIMB, 4, 5, 1
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1044 = PLAYER_NINJA_CRAWL, 4, 5, 1
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1114 = PLAYER_NINJA_SWIM, 4, 5, 1
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1161 = PLAYER_NINJA_SWORD, 3, 5, 1
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1176 = PLAYER_NINJA_PUNCH, 2, 5, 1
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1186 = PLAYER_NINJA_KICK, 2, 5, 1
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1152 = PLAYER_NINJA_DIE, 9
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1142 = NINJA_Head, 1, 5, 1
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1147 = NINJA_HeadHurl, 1, 5, 1
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1134 = NINJA_HeadFly, 8
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1200 = PLAYER_NINJA_FLY
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1580 = RIPPER_RUN, 4, 5, 1
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1620 = RIPPER_JUMP, 2, 5, 1
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1621 = RIPPER_FALL, 1, 5, 2
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1620 = RIPPER_STAND, 1, 5, 2
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1600 = RIPPER_SWIPE, 4, 5, 1
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1635 = RIPPER_HEART
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1640 = RIPPER_DIE, 4
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1643 = RIPPER_DEAD
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// these are unordered so we have to define them manually.
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1645 = "RIPPER_HANG@A1"
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1645 = "RIPPER_HANG@A2"
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1639 = "RIPPER_HANG@A3"
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1637 = "RIPPER_HANG@A4"
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1635 = "RIPPER_HANG@A5"
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4320 = RIPPER2_RUN, 4, 5, 1
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4340 = RIPPER2_RUNFAST, 4, 5, 1
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4374 = RIPPER2_JUMP, 4, 5, 1
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4376 = RIPPER2_FALL, 1, 5, 4
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4377 = RIPPER2_STAND, 1, 5, 4
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4369 = RIPPER2_HANG, 1, 5, 1
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4394 = RIPPER2_SWIPE, 4, 5, 1
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4360 = RIPPER2_MEKONG, 3, 5, 1
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4422 = RIPPER2_HEART, 2, 5, 1
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4414 = RIPPER2_DIE, 8
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4421 = RIPPER2_DEAD
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1300 = SERP_RUN, 3, 5, 1
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972 = SERP_SLASH, 5, 5, 1
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997 = SERP_SPELL, 4, 5, 1
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960 = SERP_DIE, 10
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969 = SERP_DEAD
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1367 = SKEL_RUN, 6, 5, 1
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1326 = SKEL_SLASH, 3, 5, 1
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1341 = SKEL_SPELL, 4, 5, 1
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1327 = SKEL_PAIN, 1, 5, 3
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1361 = SKEL_TELEPORT, 6
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1320 = SKEL_DIE, 6
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820 = SKULL, 1, 5, 1
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825 = SKULL_EXPLODE, 14
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817 = BETTY
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740 = RAT_DEBRIS
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423 = CRAB_DEBRIS
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426 = STARFISH_DEBRIS
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2440 = Red_COIN, 8
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2450 = Yellow_COIN, 8
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2460 = Green_COIN, 8
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630 = FIRE_FLY0
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3035 = ICON_FIREBALL_LG_AMMO, 3
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1824 = ICON_HEART, 2
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1820 = ICON_HEART_LG_AMMO, 2
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1880 = ICON_SPELL, 16
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1822 = ICON_ELECTRO, 2
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1782 = ICON_FLY, 8
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2520 = ICON_FLAG, 3
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1210 = SUMO_RUN, 4, 5, 1
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1265 = SUMO_PAIN
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1230 = SUMO_STOMP, 3, 5, 1
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1245 = SUMO_CLAP, 4, 5, 1
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1280 = SUMO_FART, 4
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1270 = SUMO_DIE, 8
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1277 = SUMO_DEAD
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2323 = NOTRESTORED
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1 = SUICIDES
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1160 = DEADLOWANG
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447 = BREAK_LIGHT_ANIM, 6
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453 = BREAK_BARREL, 10
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463 = BREAK_PEDISTAL, 5
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468 = BREAK_BOTTLE1, 7
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475 = BREAK_BOTTLE2, 7
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1748 = PUFF
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3201 = LASER_PUFF
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3969 = RAIL_PUFF, 16, 3, 1, "@4" = "@2", "@5" = "@1"
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3201 = TRACER, 6
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2058 = EMP, 3
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2146 = UZI_SMOKE, 4
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717 = UZI_BULLET
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2140 = UZI_SPARK, 6
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716 = BUBBLE
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772 = SPLASH, 5
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2230 = "CROSSBOLT@A1"
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2232 = "CROSSBOLT@A2"
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2233 = "CROSSBOLT@A3"
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2234 = "CROSSBOLT@A4"
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2231 = "CROSSBOLT@A5"
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2102 = STAR, 4
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2066 = STAR_DOWN, 4
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2196 = LAVA_BOULDER, 10
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2110 = GRENADE, 1, 5, 1
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2223 = MINE, 2
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// This one's messy...
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2098 = "METEOR@A1"
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2099 = "METEOR@B1"
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2100 = "METEOR@C1"
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2101 = "METEOR@D1"
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2090 = "METEOR@A2"
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2091 = "METEOR@B2"
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2192 = "METEOR@C2"
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2193 = "METEOR@D2"
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2094 = "METEOR@A3"
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2095 = "METEOR@B3"
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2196 = "METEOR@C3"
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2197 = "METEOR@D3"
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2090 = "METEOR@A4"
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2091 = "METEOR@B4"
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2192 = "METEOR@C4"
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2193 = "METEOR@D4"
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2098 = "METEOR@A5"
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2099 = "METEOR@B5"
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2100 = "METEOR@C5"
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2101 = "METEOR@D5"
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2115 = METEOR_EXP, 6
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2031 = SERP_METEOR, 4 // correct?
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2030 = SPEAR, 1, 5, 1
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2206 = ROCKET, 1, 5, 1
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4552 = BUNNYROCKET, 1, 5, 1
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2206 = MICRO, 1, 5, 1
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2018 = BOLT_THINMAN, 1, 5, 1
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2102 = BOLT_FATMAN, 4
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2102 = BOLT_SHRAPNEL, 4
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2410 = COOLG_FIRE_DONE, 5
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1720 = COOLG_DRIP
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1710 = GORE_FLOOR_SPLASH, 6
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2410 = GORE_SPLASH, 6
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1562 = PLASMA, 3
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1562 = PLASMA_Drip, 8
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3240 = TELEPORT_EFFECT, 18
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2025 = ELECTRO, 4
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3121 = GRENADE_EXP, 22
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3196 = FIREBALL_DISS, 5
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3072 = NAP_EXP, 22
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3212 = FIREBALL_FLAMES, 14
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2035 = FIREBALL, 4
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2106 = BLOOD_WORM, 4
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1719 = Vomit1
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1721 = Vomit2
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1711 = VomitSplash
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1670 = GORE_Head, 12
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1689 = GORE_Leg, 3
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1692 = GORE_Eye, 4
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1696 = GORE_Torso, 8
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1550 = GORE_Arm, 12
|
||||
903 = GORE_Lung, 12
|
||||
918 = GORE_Liver, 12
|
||||
933 = GORE_SkullCap, 12
|
||||
2430 = GORE_ChunkS, 4
|
||||
1562 = GORE_Drip, 4
|
||||
847 = GORE_Flame, 8
|
||||
2152 = UZI_SHELL, 6
|
||||
2180 = SHOT_SHELL, 8
|
||||
839 = GORE_FlameChunkA, 4
|
||||
843 = GORE_FlameChunkB, 4
|
||||
2530 = COIN_SHRAP, 4
|
||||
5096 = MARBEL
|
||||
3864 = GLASS_SHRAP_A, 8
|
||||
3872 = GLASS_SHRAP_B, 8
|
||||
3880 = GLASS_SHRAP_C, 8
|
||||
3924 = WOOD_SHRAP_A, 8
|
||||
3932 = WOOD_SHRAP_B, 8
|
||||
3941 = WOOD_SHRAP_C, 8
|
||||
3840 = STONE_SHRAP_A, 8
|
||||
3848 = STONE_SHRAP_B, 8
|
||||
3856 = STONE_SHRAP_C, 8
|
||||
3888 = METAL_SHRAP_A, 8
|
||||
3896 = METAL_SHRAP_B, 8
|
||||
3904 = METAL_SHRAP_C, 8
|
||||
3924 = PAPER_SHRAP_A, 4
|
||||
3932 = PAPER_SHRAP_B, 4
|
||||
3941 = PAPER_SHRAP_C, 4
|
||||
|
||||
389 = FLOORBLOOD1
|
||||
2490 = FOOTPRINT1
|
||||
2491 = FOOTPRINT2
|
||||
2492 = FOOTPRINT3
|
||||
2500 = WALLBLOOD1
|
||||
2501 = WALLBLOOD2
|
||||
2502 = WALLBLOOD3
|
||||
2503 = WALLBLOOD4
|
||||
|
||||
|
||||
5426 = ZILLA_RUN, 4, 5, 1
|
||||
5524 = ZILLA_PAIN, 2, 5, 1
|
||||
5446 = ZILLA_ROCKET, 4, 5, 1
|
||||
5466 = ZILLA_RAIL, 4, 5, 1
|
||||
5506 = ZILLA_SHOOT, 4, 5, 1
|
||||
5486 = ZILLA_RECHARGE, 4, 5, 1
|
||||
5510 = ZILLA_DIE, 9
|
||||
5518 = ZILLA_DEAD
|
||||
|
||||
2080 = SWORD_REST
|
||||
2081 = SWORD_SWING0
|
||||
2082 = SWORD_SWING1
|
||||
2083 = SWORD_SWING2
|
||||
|
||||
4090 = BLOODYSWORD_REST
|
||||
4091 = BLOODYSWORD_SWING0
|
||||
4092 = BLOODYSWORD_SWING1
|
||||
4093 = BLOODYSWORD_SWING2
|
||||
|
||||
4070 = FIST_REST
|
||||
4071 = FIST_SWING0
|
||||
4072 = FIST_SWING1
|
||||
4073 = FIST_SWING2
|
||||
|
||||
4077 = BLOODYFIST_REST
|
||||
4074 = BLOODYFIST_SWING0
|
||||
4075 = BLOODYFIST_SWING1
|
||||
4076 = BLOODYFIST_SWING2
|
||||
|
||||
4050 = FIST2_REST
|
||||
4051 = BLOODYFIST2_REST
|
||||
4058 = FIST2_SWING_ALT
|
||||
|
||||
4060 = FIST3_REST
|
||||
4061 = FIST3_SWING0
|
||||
4062 = FIST3_SWING1
|
||||
4063 = FIST3_SWING2
|
||||
|
||||
4064 = BLOODYFIST3_REST
|
||||
4065 = BLOODYFIST3_SWING0
|
||||
4066 = BLOODYFIST3_SWING1
|
||||
4067 = BLOODYFIST3_SWING2
|
||||
|
||||
4080 = KICK0
|
||||
4081 = KICK1
|
||||
|
||||
4082 = BLOODYKICK0
|
||||
4083 = BLOODYKICK1
|
||||
|
||||
2130 = STAR_REST
|
||||
2131 = STAR_DOWN0
|
||||
2132 = STAR_DOWN1
|
||||
2134 = STAR_THROW0
|
||||
2135 = STAR_THROW1
|
||||
2136 = STAR_THROW2
|
||||
2137 = STAR_THROW3
|
||||
2138 = STAR_THROW4
|
||||
|
||||
2510 = DART_REST
|
||||
2511 = DART_DOWN0
|
||||
2512 = DART_DOWN1
|
||||
2514 = DART_THROW0
|
||||
2515 = DART_THROW1
|
||||
2516 = DART_THROW2
|
||||
2517 = DART_THROW3
|
||||
2518 = DART_THROW4
|
||||
|
||||
2004 = UZI_REST
|
||||
2006 = UZI_FIRE_0
|
||||
2008 = UZI_FIRE_1
|
||||
2009 = UZI_EJECT
|
||||
2005 = UZI_CLIP
|
||||
2007 = UZI_RELOAD
|
||||
|
||||
2152 = CON_UZI_SHELL0
|
||||
2153 = CON_UZI_SHELL1
|
||||
2154 = CON_UZI_SHELL2
|
||||
2155 = CON_UZI_SHELL3
|
||||
2156 = CON_UZI_SHELL4
|
||||
2157 = CON_UZI_SHELL5
|
||||
|
||||
2213 = SHOTGUN_REST
|
||||
2214 = SHOTGUN_FIRE0
|
||||
2215 = SHOTGUN_FIRE1
|
||||
2216 = SHOTGUN_RELOAD0
|
||||
2211 = SHOTGUN_RELOAD1
|
||||
2212 = SHOTGUN_RELOAD2
|
||||
|
||||
2227 = SHOTGUN2_REST
|
||||
2227 = SHOTGUN2_RELOAD0
|
||||
2226 = SHOTGUN2_RELOAD1
|
||||
2225 = SHOTGUN2_RELOAD2
|
||||
|
||||
2180 = SHOTGUN_SHELL0
|
||||
2181 = SHOTGUN_SHELL1
|
||||
2182 = SHOTGUN_SHELL2
|
||||
2183 = SHOTGUN_SHELL3
|
||||
2184 = SHOTGUN_SHELL4
|
||||
2185 = SHOTGUN_SHELL5
|
||||
2186 = SHOTGUN_SHELL6
|
||||
2187 = SHOTGUN_SHELL7
|
||||
|
||||
2211 = ROCKET_REST
|
||||
2212 = ROCKET_FIRE
|
||||
|
||||
2010 = RAIL_REST0
|
||||
2011 = RAIL_REST1
|
||||
2012 = RAIL_REST2
|
||||
2013 = RAIL_REST3
|
||||
2014 = RAIL_REST4
|
||||
2015 = RAIL_CHARGE0
|
||||
2016 = RAIL_CHARGE1
|
||||
2017 = RAIL_CHARGE2
|
||||
2018 = RAIL_FIRE0
|
||||
2019 = RAIL_FIRE1
|
||||
|
||||
2048 = HOTHEAD_REST
|
||||
2049 = HOTHEAD_ATTACK
|
||||
2327 = HOTHEAD_CENTER
|
||||
2314 = HOTHEAD_TURN0
|
||||
2315 = HOTHEAD_TURN1
|
||||
2316 = HOTHEAD_TURN2
|
||||
2317 = HOTHEAD_TURN3
|
||||
2318 = HOTHEAD_CHOMP
|
||||
|
||||
3157 = ON_FIRE0
|
||||
3158 = ON_FIRE1
|
||||
3159 = ON_FIRE2
|
||||
3160 = ON_FIRE3
|
||||
3161 = ON_FIRE4
|
||||
3162 = ON_FIRE5
|
||||
3163 = ON_FIRE6
|
||||
3164 = ON_FIRE7
|
||||
3165 = ON_FIRE8
|
||||
3166 = ON_FIRE9
|
||||
3167 = ON_FIRE10
|
||||
3168 = ON_FIRE11
|
||||
3169 = ON_FIRE12
|
||||
|
||||
2070 = MICRO_REST
|
||||
2071 = MICRO_FIRE0
|
||||
2072 = MICRO_FIRE1
|
||||
2073 = MICRO_FIRE2
|
||||
2074 = MICRO_FIRE3
|
||||
|
||||
2121 = GRENADE_REST
|
||||
2122 = GRENADE_FIRE0
|
||||
2123 = GRENADE_FIRE1
|
||||
2124 = GRENADE_FIRE2
|
||||
2125 = GRENADE_RELOAD0
|
||||
2126 = GRENADE_RELOAD1
|
||||
|
||||
2220 = MINE_REST0
|
||||
2221 = MINE_REST1
|
||||
2222 = MINE_THROW
|
||||
|
||||
2050 = HEART_REST0
|
||||
2051 = HEART_REST1
|
||||
2052 = HEART_ATTACK0
|
||||
2053 = HEART_ATTACK1
|
||||
|
||||
2420 = HEART_BLOOD0
|
||||
2421 = HEART_BLOOD1
|
||||
2422 = HEART_BLOOD2
|
||||
2423 = HEART_BLOOD3
|
||||
2424 = HEART_BLOOD4
|
||||
2425 = HEART_BLOOD5
|
||||
|
||||
2397 = PanelEnvironSuit
|
||||
2000 = ChopsRest
|
||||
2001 = ChopsOpen
|
||||
2002 = ChopsClose
|
||||
|
Loading…
Reference in a new issue