96 lines
2.1 KiB
C
96 lines
2.1 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_LOOKIDLE,
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ANIM_IDLE,
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ANIM_DEEPIDLE,
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ANIM_RUN2,
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ANIM_WALK2HANDED,
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ANIM_2HANDSHOT,
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ANIM_CRAWL,
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ANIM_CROUCHIDLE,
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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_RUN,
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ANIM_WALK,
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ANIM_AIM2,
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ANIM_SHOOT2,
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ANIM_AIM1,
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ANIM_SHOOT1,
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ANIM_DIESIMPLE,
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ANIM_DIEBACKWARDS1,
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ANIM_DIEBACKWARDS2,
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ANIM_DIEFORWARD,
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ANIM_DIEHEADSHOT,
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ANIM_DIESPIN,
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ANIM_DIEGUTSHOT,
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ANIM_AIMCROWBAR,
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ANIM_SHOOTCROWBAR,
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ANIM_CR_AIMCROWBAR,
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ANIM_CR_SHOOTCROWBAR,
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ANIM_AIMTRIPMINE,
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ANIM_SHOOTTRIPMINE,
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ANIM_CR_AIMTRIPMINE,
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ANIM_CR_SHOOTTRIPMINE,
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ANIM_AIM1HAND,
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ANIM_SHOOT1HAND,
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ANIM_CR_AIM1HAND,
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ANIM_CR_SHOOT1HAND,
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ANIM_AIMPYTHON,
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ANIM_SHOOTPYTHON,
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ANIM_CR_AIMPYTHON,
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ANIM_CR_SHOOTPYTHON,
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ANIM_AIMSHOTGUN,
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ANIM_SHOOTSHOTGUN,
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ANIM_CR_AIMSHOTGUN,
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ANIM_CR_SHOOTSHOTGUN,
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ANIM_AIMGAUSS,
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ANIM_SHOOTGAUSS,
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ANIM_CR_AIMGAUSS,
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ANIM_CR_SHOOTGAUSS,
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ANIM_AIMMP5,
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ANIM_SHOOTMP5,
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ANIM_CR_AIMMP5,
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ANIM_CR_SHOOTMP5,
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ANIM_AIMRPG,
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ANIM_SHOOTRPG,
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ANIM_CR_AIMRPG,
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ANIM_CR_SHOOTRPG,
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ANIM_AIMEGON,
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ANIM_SHOOTEGON,
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ANIM_CR_AIMEGON,
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ANIM_CR_SHOOTEGON,
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ANIM_AIMSQUEAK,
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ANIM_SHOOTSQUEAK,
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ANIM_CR_AIMSQUEAK,
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ANIM_CR_SHOOTSQUEAK,
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ANIM_AIMHIVE,
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ANIM_SHOOTHIVE,
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ANIM_CR_AIMHIVE,
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ANIM_CR_SHOOTHIVE,
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ANIM_AIMBOW,
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ANIM_SHOOTBOW,
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ANIM_CR_AIMBOW,
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ANIM_CR_SHOOTBOW
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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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