118 lines
2.8 KiB
C
118 lines
2.8 KiB
C
/*
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* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
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*
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* Permission to use, copy, modify, and distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
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* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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enum
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{
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ANIM_DUMMY1,
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ANIM_IDLE,
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ANIM_IDLE_CROUCH,
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ANIM_WALK,
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ANIM_RUN,
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ANIM_RUN_CROUCH,
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ANIM_JUMP,
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ANIM_LONGJUMP,
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ANIM_SWIM,
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ANIM_TREADWATER,
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ANIM_CROUCH_AIM_CARBINE,
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ANIM_CROUCH_SHOOT_CARBINE,
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ANIM_CROUCH_RELOAD_CARBINE,
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ANIM_AIM_CARBINE,
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ANIM_SHOOT_CARBINE,
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ANIM_RELOAD_CARBINE,
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ANIM_CROUCH_AIM_ONEHAND,
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ANIM_CROUCH_SHOOT_ONEHAND,
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ANIM_CROUCH_RELOAD_ONEHAND,
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ANIM_AIM_ONEHAND,
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ANIM_SHOOT_ONEHAND,
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ANIM_RELOAD_ONEHAND,
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ANIM_CROUCH_AIM_DUALPISTOLS,
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ANIM_CROUCH_SHOOT_DUALPISTOLS,
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ANIM_CROUCH_SHOOT2_DUALPISTOLS,
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ANIM_CROUCH_RELOAD_DUALPISTOLS,
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ANIM_AIM_DUALPISTOLS,
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ANIM_SHOOT_DUALPISTOLS,
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ANIM_SHOOT2_DUALPISTOLS,
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ANIM_RELOAD_DUALPISTOLS,
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ANIM_CROUCH_AIM_RIFLE,
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ANIM_CROUCH_SHOOT_RIFLE,
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ANIM_CROUCH_RELOAD_RIFLE,
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ANIM_AIM_RIFLE,
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ANIM_SHOOT_RIFLE,
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ANIM_RELOAD_RIFLE,
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ANIM_CROUCH_AIM_MP5,
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ANIM_CROUCH_SHOOT_MP5,
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ANIM_CROUCH_RELOAD_MP5,
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ANIM_AIM_MP5,
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ANIM_SHOOT_MP5,
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ANIM_RELOAD_MP5,
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ANIM_CROUCH_AIM_SHOTGUN,
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ANIM_CROUCH_SHOOT_SHOTGUN,
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ANIM_CROUCH_RELOAD_SHOTGUN,
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ANIM_AIM_SHOTGUN,
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ANIM_SHOOT_SHOTGUN,
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ANIM_RELOAD_SHOTGUN,
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ANIM_CROUCH_AIM_PARA,
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ANIM_CROUCH_SHOOT_PARA,
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ANIM_CROUCH_RELOAD_PARA,
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ANIM_AIM_PARA,
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ANIM_SHOOT_PARA,
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ANIM_RELOAD_PARA,
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ANIM_DUMMY2,
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ANIM_DUMMY3,
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ANIM_AIM_GRENADE,
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ANIM_SHOOT_GRENADE,
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ANIM_CROUCH_AIM_GRENADE,
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ANIM_CROUCH_SHOOT_GRENADE,
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ANIM_CROUCH_AIM_C4,
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ANIM_CROUCH_SHOOT_C4,
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ANIM_AIM_C4,
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ANIM_SHOOT_C4,
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ANIM_RELOAD_C4,
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ANIM_DUPLICATE1,
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ANIM_DUPLICATE2,
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ANIM_DUPLICATE3,
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ANIM_DUPLICATE4,
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ANIM_DUPLICATE5,
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ANIM_DUPLICATE6,
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ANIM_DUPLICATE7,
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ANIM_DUPLICATE8,
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ANIM_CROUCH_AIM_KNIFE,
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ANIM_CROUCH_SHOOT_KNIFE,
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ANIM_AIM_KNIFE,
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ANIM_SHOOT_KNIFE,
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ANIM_CROUCH_AIM_AK47,
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ANIM_CROUCH_SHOOT_AK47,
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ANIM_CROUCH_RELOAD_AK47,
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ANIM_AIM_AK47,
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ANIM_SHOOT_AK47,
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ANIM_RELOAD_AK47,
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ANIM_GUT_FLINCH,
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ANIM_HEAD_FLINCH,
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ANIM_DEATH1,
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ANIM_DEATH2,
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ANIM_DEATH3,
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ANIM_DIE_HEAD,
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ANIM_DIE_GUT,
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ANIM_DIE_LEFT,
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ANIM_DIE_BACK,
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ANIM_DIE_RIGHT,
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ANIM_DIE_FORWARD,
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ANIM_CROUCH_DIE
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};
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void Animation_PlayerTop(float);
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void Animation_PlayerTopTemp(float, float);
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