/* * Copyright (c) 2016-2020 Marco Hladik * * Permission to use, copy, modify, and distribute this software for any * purpose with or without fee is hereby granted, provided that the above * copyright notice and this permission notice appear in all copies. * * THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES * WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF * MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR * ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES * WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER * IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING * OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE. */ enum { ANIM_LOOKIDLE, ANIM_IDLE, ANIM_DEEPIDLE, ANIM_RUN2, ANIM_WALK2HANDED, ANIM_2HANDSHOT, ANIM_CRAWL, ANIM_CROUCHIDLE, ANIM_JUMP, ANIM_LONGJUMP, ANIM_SWIM, ANIM_TREADWATER, ANIM_RUN, ANIM_WALK, ANIM_AIM2, ANIM_SHOOT2, ANIM_AIM1, ANIM_SHOOT1, ANIM_DIESIMPLE, ANIM_DIEBACKWARDS1, ANIM_DIEBACKWARDS2, ANIM_DIEFORWARD, ANIM_DIEHEADSHOT, ANIM_DIESPIN, ANIM_DIEGUTSHOT, ANIM_AIMCROWBAR, ANIM_SHOOTCROWBAR, ANIM_CR_AIMCROWBAR, ANIM_CR_SHOOTCROWBAR, ANIM_AIMTRIPMINE, ANIM_SHOOTTRIPMINE, ANIM_CR_AIMTRIPMINE, ANIM_CR_SHOOTTRIPMINE, ANIM_AIM1HAND, ANIM_SHOOT1HAND, ANIM_CR_AIM1HAND, ANIM_CR_SHOOT1HAND, ANIM_AIMPYTHON, ANIM_SHOOTPYTHON, ANIM_CR_AIMPYTHON, ANIM_CR_SHOOTPYTHON, ANIM_AIMSHOTGUN, ANIM_SHOOTSHOTGUN, ANIM_CR_AIMSHOTGUN, ANIM_CR_SHOOTSHOTGUN, ANIM_AIMGAUSS, ANIM_SHOOTGAUSS, ANIM_CR_AIMGAUSS, ANIM_CR_SHOOTGAUSS, ANIM_AIMMP5, ANIM_SHOOTMP5, ANIM_CR_AIMMP5, ANIM_CR_SHOOTMP5, ANIM_AIMRPG, ANIM_SHOOTRPG, ANIM_CR_AIMRPG, ANIM_CR_SHOOTRPG, ANIM_AIMEGON, ANIM_SHOOTEGON, ANIM_CR_AIMEGON, ANIM_CR_SHOOTEGON, ANIM_AIMSQUEAK, ANIM_SHOOTSQUEAK, ANIM_CR_AIMSQUEAK, ANIM_CR_SHOOTSQUEAK, ANIM_AIMHIVE, ANIM_SHOOTHIVE, ANIM_CR_AIMHIVE, ANIM_CR_SHOOTHIVE, ANIM_AIMBOW, ANIM_SHOOTBOW, ANIM_CR_AIMBOW, ANIM_CR_SHOOTBOW }; void Animation_PlayerTop(float); void Animation_PlayerTopTemp(float, float);