valve/src/shared/animations.h

96 lines
2.1 KiB
C

/*
* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
*
* 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);