📄 anim_sound.cpp
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m_nAnim_CROUCH[1] = pServerDE->GetAnimIndex(m_hObject, ANIM_CROUCH_RIFLE );
m_nAnim_CROUCH[2] = pServerDE->GetAnimIndex(m_hObject, ANIM_CROUCH_1PISTOL );
m_nAnim_CROUCH[3] = pServerDE->GetAnimIndex(m_hObject, ANIM_CROUCH_1PISTOL );
m_nAnim_CROUCH[4] = pServerDE->GetAnimIndex(m_hObject, ANIM_CROUCH_KNIFE );
m_nAnim_CROUCH[5] = pServerDE->GetAnimIndex(m_hObject, ANIM_CROUCH_KNIFE );
m_nAnim_CROUCH[6] = pServerDE->GetAnimIndex(m_hObject, ANIM_CROUCH_KNIFE );
m_nAnim_CROUCH[7] = pServerDE->GetAnimIndex(m_hObject, ANIM_CROUCH_1PISTOL );
m_nAnim_CROUCH[8] = pServerDE->GetAnimIndex(m_hObject, ANIM_CROUCH_1PISTOL );
m_nAnim_CRAWL[0] = pServerDE->GetAnimIndex(m_hObject, ANIM_CRAWL_RIFLE );
m_nAnim_CRAWL[1] = pServerDE->GetAnimIndex(m_hObject, ANIM_CRAWL_RIFLE );
m_nAnim_CRAWL[2] = pServerDE->GetAnimIndex(m_hObject, ANIM_CRAWL_1PISTOL );
m_nAnim_CRAWL[3] = pServerDE->GetAnimIndex(m_hObject, ANIM_CRAWL_1PISTOL );
m_nAnim_CRAWL[4] = pServerDE->GetAnimIndex(m_hObject, ANIM_CRAWL_KNIFE );
m_nAnim_CRAWL[5] = pServerDE->GetAnimIndex(m_hObject, ANIM_CRAWL_KNIFE );
m_nAnim_CRAWL[6] = pServerDE->GetAnimIndex(m_hObject, ANIM_CRAWL_KNIFE );
m_nAnim_CRAWL[7] = pServerDE->GetAnimIndex(m_hObject, ANIM_CRAWL_1PISTOL );
m_nAnim_CRAWL[8] = pServerDE->GetAnimIndex(m_hObject, ANIM_CRAWL_1PISTOL );
m_nAnim_SWIM[0] = pServerDE->GetAnimIndex(m_hObject, ANIM_SWIM_RIFLE );
m_nAnim_SWIM[1] = pServerDE->GetAnimIndex(m_hObject, ANIM_SWIM_RIFLE );
m_nAnim_SWIM[2] = pServerDE->GetAnimIndex(m_hObject, ANIM_SWIM_PISTOL );
m_nAnim_SWIM[3] = pServerDE->GetAnimIndex(m_hObject, ANIM_SWIM_PISTOL );
m_nAnim_SWIM[4] = pServerDE->GetAnimIndex(m_hObject, ANIM_SWIM_KNIFE );
m_nAnim_SWIM[5] = pServerDE->GetAnimIndex(m_hObject, ANIM_SWIM_KNIFE );
m_nAnim_SWIM[6] = pServerDE->GetAnimIndex(m_hObject, ANIM_SWIM_KNIFE );
m_nAnim_SWIM[7] = pServerDE->GetAnimIndex(m_hObject, ANIM_SWIM_PISTOL );
m_nAnim_SWIM[8] = pServerDE->GetAnimIndex(m_hObject, ANIM_SWIM_PISTOL );
m_nAnim_STRAFERIGHT[0] = pServerDE->GetAnimIndex(m_hObject, ANIM_STRAFE_RIGHT_RIFLE );
m_nAnim_STRAFERIGHT[1] = pServerDE->GetAnimIndex(m_hObject, ANIM_STRAFE_RIGHT_RIFLE );
m_nAnim_STRAFERIGHT[2] = pServerDE->GetAnimIndex(m_hObject, ANIM_STRAFE_RIGHT_1PISTOL );
m_nAnim_STRAFERIGHT[3] = pServerDE->GetAnimIndex(m_hObject, ANIM_STRAFE_RIGHT_2PISTOL );
m_nAnim_STRAFERIGHT[4] = pServerDE->GetAnimIndex(m_hObject, ANIM_STRAFE_RIGHT_1PISTOL );
m_nAnim_STRAFELEFT[0] = pServerDE->GetAnimIndex(m_hObject, ANIM_STRAFE_RIGHT_RIFLE );
m_nAnim_STRAFELEFT[1] = pServerDE->GetAnimIndex(m_hObject, ANIM_STRAFE_LEFT_RIFLE );
m_nAnim_STRAFELEFT[2] = pServerDE->GetAnimIndex(m_hObject, ANIM_STRAFE_LEFT_1PISTOL );
m_nAnim_STRAFELEFT[3] = pServerDE->GetAnimIndex(m_hObject, ANIM_STRAFE_LEFT_2PISTOL );
m_nAnim_STRAFELEFT[4] = pServerDE->GetAnimIndex(m_hObject, ANIM_STRAFE_LEFT_1PISTOL );
m_nAnim_PICKUP_WEAPON = pServerDE->GetAnimIndex(m_hObject, ANIM_PICKUP_WEAPON );
m_nAnim_SWITCH_WEAPON[0] = pServerDE->GetAnimIndex(m_hObject, ANIM_SWITCH_WEAPON_RIFLE );
m_nAnim_SWITCH_WEAPON[1] = pServerDE->GetAnimIndex(m_hObject, ANIM_SWITCH_WEAPON_RIFLE );
m_nAnim_SWITCH_WEAPON[2] = pServerDE->GetAnimIndex(m_hObject, ANIM_SWITCH_WEAPON_PISTOL );
m_nAnim_FIRE_STAND[0] = pServerDE->GetAnimIndex(m_hObject, ANIM_FIRE_STAND_RIFLE );
m_nAnim_FIRE_STAND[1] = pServerDE->GetAnimIndex(m_hObject, ANIM_FIRE_STAND_AUTORIFLE );
m_nAnim_FIRE_STAND[2] = pServerDE->GetAnimIndex(m_hObject, ANIM_FIRE_STAND_1PISTOL );
m_nAnim_FIRE_STAND[3] = pServerDE->GetAnimIndex(m_hObject, ANIM_FIRE_STAND_2PISTOL );
m_nAnim_FIRE_STAND[4] = pServerDE->GetAnimIndex(m_hObject, ANIM_FIRE_STAND_KNIFE1 );
m_nAnim_FIRE_STAND[5] = pServerDE->GetAnimIndex(m_hObject, ANIM_FIRE_STAND_KNIFE2 );
m_nAnim_FIRE_STAND[6] = pServerDE->GetAnimIndex(m_hObject, ANIM_FIRE_STAND_KNIFE3 );
m_nAnim_FIRE_STAND[7] = pServerDE->GetAnimIndex(m_hObject, ANIM_FIRE_STAND_GRENADE );
m_nAnim_FIRE_STAND[8] = pServerDE->GetAnimIndex(m_hObject, ANIM_FIRE_STAND_MAGIC );
m_nAnim_FIRE_WALK[0] = pServerDE->GetAnimIndex(m_hObject, ANIM_FIRE_WALK_RIFLE );
m_nAnim_FIRE_WALK[1] = pServerDE->GetAnimIndex(m_hObject, ANIM_FIRE_WALK_AUTORIFLE );
m_nAnim_FIRE_WALK[2] = pServerDE->GetAnimIndex(m_hObject, ANIM_FIRE_WALK_1PISTOL );
m_nAnim_FIRE_WALK[3] = pServerDE->GetAnimIndex(m_hObject, ANIM_FIRE_WALK_2PISTOL );
m_nAnim_FIRE_WALK[4] = pServerDE->GetAnimIndex(m_hObject, ANIM_FIRE_WALK_KNIFE1 );
m_nAnim_FIRE_WALK[5] = pServerDE->GetAnimIndex(m_hObject, ANIM_FIRE_WALK_KNIFE2 );
m_nAnim_FIRE_WALK[6] = pServerDE->GetAnimIndex(m_hObject, ANIM_FIRE_WALK_KNIFE3 );
m_nAnim_FIRE_WALK[7] = pServerDE->GetAnimIndex(m_hObject, ANIM_FIRE_WALK_GRENADE );
m_nAnim_FIRE_WALK[8] = pServerDE->GetAnimIndex(m_hObject, ANIM_FIRE_WALK_MAGIC );
m_nAnim_FIRE_RUN[0] = pServerDE->GetAnimIndex(m_hObject, ANIM_FIRE_RUN_RIFLE );
m_nAnim_FIRE_RUN[1] = pServerDE->GetAnimIndex(m_hObject, ANIM_FIRE_RUN_AUTORIFLE );
m_nAnim_FIRE_RUN[2] = pServerDE->GetAnimIndex(m_hObject, ANIM_FIRE_RUN_1PISTOL );
m_nAnim_FIRE_RUN[3] = pServerDE->GetAnimIndex(m_hObject, ANIM_FIRE_RUN_2PISTOL );
m_nAnim_FIRE_RUN[4] = pServerDE->GetAnimIndex(m_hObject, ANIM_FIRE_RUN_KNIFE1 );
m_nAnim_FIRE_RUN[5] = pServerDE->GetAnimIndex(m_hObject, ANIM_FIRE_RUN_KNIFE2 );
m_nAnim_FIRE_RUN[6] = pServerDE->GetAnimIndex(m_hObject, ANIM_FIRE_RUN_KNIFE3 );
m_nAnim_FIRE_RUN[7] = pServerDE->GetAnimIndex(m_hObject, ANIM_FIRE_RUN_GRENADE );
m_nAnim_FIRE_RUN[8] = pServerDE->GetAnimIndex(m_hObject, ANIM_FIRE_RUN_MAGIC );
m_nAnim_FIRE_JUMP[0] = pServerDE->GetAnimIndex(m_hObject, ANIM_FIRE_JUMP_RIFLE );
m_nAnim_FIRE_JUMP[1] = pServerDE->GetAnimIndex(m_hObject, ANIM_FIRE_JUMP_AUTORIFLE );
m_nAnim_FIRE_JUMP[2] = pServerDE->GetAnimIndex(m_hObject, ANIM_FIRE_JUMP_1PISTOL );
m_nAnim_FIRE_JUMP[3] = pServerDE->GetAnimIndex(m_hObject, ANIM_FIRE_JUMP_2PISTOL );
m_nAnim_FIRE_JUMP[4] = pServerDE->GetAnimIndex(m_hObject, ANIM_FIRE_JUMP_KNIFE1 );
m_nAnim_FIRE_JUMP[5] = pServerDE->GetAnimIndex(m_hObject, ANIM_FIRE_JUMP_KNIFE2 );
m_nAnim_FIRE_JUMP[6] = pServerDE->GetAnimIndex(m_hObject, ANIM_FIRE_JUMP_KNIFE3 );
m_nAnim_FIRE_JUMP[7] = pServerDE->GetAnimIndex(m_hObject, ANIM_FIRE_JUMP_GRENADE );
m_nAnim_FIRE_JUMP[8] = pServerDE->GetAnimIndex(m_hObject, ANIM_FIRE_JUMP_MAGIC );
m_nAnim_FIRE_CROUCH[0] = pServerDE->GetAnimIndex(m_hObject, ANIM_FIRE_CROUCH_RIFLE );
m_nAnim_FIRE_CROUCH[1] = pServerDE->GetAnimIndex(m_hObject, ANIM_FIRE_CROUCH_AUTORIFLE );
m_nAnim_FIRE_CROUCH[2] = pServerDE->GetAnimIndex(m_hObject, ANIM_FIRE_CROUCH_1PISTOL );
m_nAnim_FIRE_CROUCH[3] = pServerDE->GetAnimIndex(m_hObject, ANIM_FIRE_CROUCH_2PISTOL );
m_nAnim_FIRE_CROUCH[4] = pServerDE->GetAnimIndex(m_hObject, ANIM_FIRE_CROUCH_KNIFE1 );
m_nAnim_FIRE_CROUCH[5] = pServerDE->GetAnimIndex(m_hObject, ANIM_FIRE_CROUCH_KNIFE2 );
m_nAnim_FIRE_CROUCH[6] = pServerDE->GetAnimIndex(m_hObject, ANIM_FIRE_CROUCH_KNIFE3 );
m_nAnim_FIRE_CROUCH[7] = pServerDE->GetAnimIndex(m_hObject, ANIM_FIRE_CROUCH_GRENADE );
m_nAnim_FIRE_CROUCH[8] = pServerDE->GetAnimIndex(m_hObject, ANIM_FIRE_CROUCH_MAGIC );
m_nAnim_FIRE_CRAWL[0] = pServerDE->GetAnimIndex(m_hObject, ANIM_FIRE_CRAWL_RIFLE );
m_nAnim_FIRE_CRAWL[1] = pServerDE->GetAnimIndex(m_hObject, ANIM_FIRE_CRAWL_AUTORIFLE );
m_nAnim_FIRE_CRAWL[2] = pServerDE->GetAnimIndex(m_hObject, ANIM_FIRE_CRAWL_1PISTOL );
m_nAnim_FIRE_CRAWL[3] = pServerDE->GetAnimIndex(m_hObject, ANIM_FIRE_CRAWL_2PISTOL );
m_nAnim_FIRE_CRAWL[4] = pServerDE->GetAnimIndex(m_hObject, ANIM_FIRE_CRAWL_KNIFE1 );
m_nAnim_FIRE_CRAWL[5] = pServerDE->GetAnimIndex(m_hObject, ANIM_FIRE_CRAWL_KNIFE2 );
m_nAnim_FIRE_CRAWL[6] = pServerDE->GetAnimIndex(m_hObject, ANIM_FIRE_CRAWL_KNIFE3 );
m_nAnim_FIRE_CRAWL[7] = pServerDE->GetAnimIndex(m_hObject, ANIM_FIRE_CRAWL_GRENADE );
m_nAnim_FIRE_CRAWL[8] = pServerDE->GetAnimIndex(m_hObject, ANIM_FIRE_CRAWL_MAGIC );
m_nAnim_FALLING = pServerDE->GetAnimIndex(m_hObject, ANIM_FALLING );
m_nAnim_FALLING_UNCONTROL = pServerDE->GetAnimIndex(m_hObject, ANIM_FALLING_UNCONTROL );
m_nAnim_ROLL_FORWARD = pServerDE->GetAnimIndex(m_hObject, ANIM_ROLL_FORWARD );
m_nAnim_ROLL_RIGHT = pServerDE->GetAnimIndex(m_hObject, ANIM_ROLL_RIGHT );
m_nAnim_ROLL_LEFT = pServerDE->GetAnimIndex(m_hObject, ANIM_ROLL_LEFT );
m_nAnim_ROLL_BACK = pServerDE->GetAnimIndex(m_hObject, ANIM_ROLL_BACK );
m_nAnim_HANDSPRING_FORWARD = pServerDE->GetAnimIndex(m_hObject, ANIM_HANDSPRING_FORWARD );
m_nAnim_HANDSPRING_RIGHT = pServerDE->GetAnimIndex(m_hObject, ANIM_HANDSPRING_RIGHT );
m_nAnim_HANDSPRING_LEFT = pServerDE->GetAnimIndex(m_hObject, ANIM_HANDSPRING_LEFT );
m_nAnim_HANDSPRING_BACK = pServerDE->GetAnimIndex(m_hObject, ANIM_HANDSPRING_BACK );
m_nAnim_FLIP_FORWARD = pServerDE->GetAnimIndex(m_hObject, ANIM_FLIP_FORWARD );
m_nAnim_FLIP_RIGHT = pServerDE->GetAnimIndex(m_hObject, ANIM_FLIP_RIGHT );
m_nAnim_FLIP_LEFT = pServerDE->GetAnimIndex(m_hObject, ANIM_FLIP_LEFT );
m_nAnim_FLIP_BACK = pServerDE->GetAnimIndex(m_hObject, ANIM_FLIP_BACK );
m_nAnim_DODGE_RIGHT = pServerDE->GetAnimIndex(m_hObject, ANIM_DODGE_RIGHT );
m_nAnim_DODGE_LEFT = pServerDE->GetAnimIndex(m_hObject, ANIM_DODGE_LEFT );
m_nAnim_RECOIL[0] = pServerDE->GetAnimIndex(m_hObject, ANIM_RECOIL_HEAD1 );
m_nAnim_RECOIL[1] = pServerDE->GetAnimIndex(m_hObject, ANIM_RECOIL_CHEST );
m_nAnim_RECOIL[2] = pServerDE->GetAnimIndex(m_hObject, ANIM_RECOIL_RCHEST );
m_nAnim_RECOIL[3] = pServerDE->GetAnimIndex(m_hObject, ANIM_RECOIL_LCHEST );
m_nAnim_RECOIL[4] = pServerDE->GetAnimIndex(m_hObject, ANIM_RECOIL_LLEG1 );
m_nAnim_RECOIL[5] = pServerDE->GetAnimIndex(m_hObject, ANIM_RECOIL_RLEG1 );
m_nAnim_RECOIL[6] = pServerDE->GetAnimIndex(m_hObject, ANIM_RECOIL_HEAD2 );
m_nAnim_RECOIL[7] = pServerDE->GetAnimIndex(m_hObject, ANIM_RECOIL_CHEST2 );
m_nAnim_RECOIL[8] = pServerDE->GetAnimIndex(m_hObject, ANIM_RECOIL_RCHEST2 );
m_nAnim_RECOIL[9] = pServerDE->GetAnimIndex(m_hObject, ANIM_RECOIL_LCHEST2 );
m_nAnim_RECOIL[10] = pServerDE->GetAnimIndex(m_hObject, ANIM_RECOIL_LLEG2 );
m_nAnim_RECOIL[11] = pServerDE->GetAnimIndex(m_hObject, ANIM_RECOIL_RLEG2 );
m_nAnim_TAUNT[0] = pServerDE->GetAnimIndex(m_hObject, ANIM_TAUNT_DANCE1 );
m_nAnim_TAUNT[1] = pServerDE->GetAnimIndex(m_hObject, ANIM_TAUNT_DANCE2 );
m_nAnim_TAUNT[2] = pServerDE->GetAnimIndex(m_hObject, ANIM_TAUNT_DANCE3 );
m_nAnim_TAUNT[3] = pServerDE->GetAnimIndex(m_hObject, ANIM_TAUNT_DANCE4 );
m_nAnim_TAUNT[4] = pServerDE->GetAnimIndex(m_hObject, ANIM_TAUNT_FLIP );
m_nAnim_TAUNT[5] = pServerDE->GetAnimIndex(m_hObject, ANIM_TAUNT_WAVE );
m_nAnim_TAUNT[6] = pServerDE->GetAnimIndex(m_hObject, ANIM_TAUNT_BEG );
m_nAnim_SPOTPLAYER_RIGHT = pServerDE->GetAnimIndex(m_hObject, ANIM_SPOTPLAYER_RIGHT );
m_nAnim_SPOTPLAYER_LEFT = pServerDE->GetAnimIndex(m_hObject, ANIM_SPOTPLAYER_LEFT );
m_nAnim_SPOTPLAYER_POINT = pServerDE->GetAnimIndex(m_hObject, ANIM_SPOTPLAYER_POINT );
// Set the humiliation animations...
m_nAnim_HUMILIATION[0] = pServerDE->GetAnimIndex(m_hObject, ANIM_HUMILIATION_DAZED );
m_nAnim_HUMILIATION[1] = pServerDE->GetAnimIndex(m_hObject, ANIM_HUMILIATION_DIZZY );
m_nAnim_HUMILIATION[2] = pServerDE->GetAnimIndex(m_hObject, ANIM_HUMILIATION_MERCY );
m_nAnim_HUMILIATION[3] = pServerDE->GetAnimIndex(m_hObject, ANIM_HUMILIATION_DEAD );
if (m_nAnim_HUMILIATION[3] == -1)
{
m_nAnim_HUMILIATION[3] = pServerDE->GetAnimIndex(m_hObject, ANIM_HUMILIATION_DEAD2 );
}
// Gabby and Ishmael's humiliation animations are spelled wrong, so deal with that here...
if (m_nAnim_HUMILIATION[0] == -1) m_nAnim_HUMILIATION[0] = pServerDE->GetAnimIndex(m_hObject, "humilation_01");
if (m_nAnim_HUMILIATION[1] == -1) m_nAnim_HUMILIATION[1] = pServerDE->GetAnimIndex(m_hObject, "humilation_02");
if (m_nAnim_HUMILIATION[2] == -1) m_nAnim_HUMILIATION[2] = pServerDE->GetAnimIndex(m_hObject, "humilation_03");
if (m_nAnim_HUMILIATION[3] == -1) m_nAnim_HUMILIATION[3] = pServerDE->GetAnimIndex(m_hObject, "humilation_05");
// Playable enemy characters only have 01, 03, and 05--so fill in index 1 if necessary...
if (m_nAnim_HUMILIATION[1] == -1) m_nAnim_HUMILIATION[1] = pServerDE->GetAnimIndex(m_hObject, ANIM_HUMILIATION_DAZED);
// Continue...
m_nAnim_DEATH[0] = pServerDE->GetAnimIndex(m_hObject, ANIM_DEATH1 );
m_nAnim_DEATH[1] = pServerDE->GetAnimIndex(m_hObject, ANIM_DEATH2 );
m_nAnim_DEATH[2] = pServerDE->GetAnimIndex(m_hObject, ANIM_DEATH3 );
m_nAnim_DEATH[3] = pServerDE->GetAnimIndex(m_hObject, ANIM_DEATH4 );
m_nAnim_DEATH[4] = pServerDE->GetAnimIndex(m_hObject, ANIM_DEATH5 );
m_nAnim_DEATH[5] = pServerDE->GetAnimIndex(m_hObject, ANIM_DEATH6 );
m_nAnim_DEATH[6] = pServerDE->GetAnimIndex(m_hObject, ANIM_DEATH7 );
m_nAnim_DEATH[7] = pServerDE->GetAnimIndex(m_hObject, ANIM_DEATH8 );
m_nAnim_DEATH[8] = pServerDE->GetAnimIndex(m_hObject, ANIM_DEATH9 );
m_nAnim_DEATH[9] = pServerDE->GetAnimIndex(m_hObject, ANIM_DEATH10 );
m_nAnim_DEATH[10] = pServerDE->GetAnimIndex(m_hObject, ANIM_DEATH11 );
m_nAnim_DEATH[11] = pServerDE->GetAnimIndex(m_hObject, ANIM_DEATH12 );
m_nAnim_CORPSE[0] = pServerDE->GetAnimIndex(m_hObject, ANIM_CORPSE1 );
m_nAnim_CORPSE[1] = pServerDE->GetAnimIndex(m_hObject, ANIM_CORPSE2 );
m_nAnim_CORPSE[2] = pServerDE->GetAnimIndex(m_hObject, ANIM_CORPSE3 );
m_nAnim_CORPSE[3] = pServerDE->GetAnimIndex(m_hObject, ANIM_CORPSE4 );
m_nAnim_CORPSE[4] = pServerDE->GetAnimIndex(m_hObject, ANIM_CORPSE5 );
m_nAnim_CORPSE[5] = pServerDE->GetAnimIndex(m_hObject, ANIM_CORPSE6 );
m_nAnim_CORPSE[6] = pServerDE->GetAnimIndex(m_hObject, ANIM_CORPSE7 );
m_nAnim_CORPSE[7] = pServerDE->GetAnimIndex(m_hObject, ANIM_CORPSE8 );
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