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📄 anim_sound.h

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// ----------------------------------------------------------------------- //
//
// MODULE  : Anim_Sound.h
//
// PURPOSE : Player and AI animations and sounds.  Anim_Sound.cpp
//
// CREATED : 
//
// ----------------------------------------------------------------------- //

#ifndef __ANIMSOUND_H__
#define __ANIMSOUND_H__

#include <mbstring.h>

//SCHLEGZ 3/6/98 3:31:56 PM: nice little array of node names
#define NUM_ALL_NODES	21
#define NUM_STD_NODES	18

#define NODE_NECK		1
#define NODE_TORSO		2
#define NODE_RARM		4
#define NODE_LARM		7
#define NODE_LLEG		10
#define NODE_RLEG		14

extern char *szNodes[NUM_ALL_NODES];

//
// Animation String names for the 3d models
//

#define ANIM_IDLE1                      "idle1"                 // Idle animations
#define ANIM_IDLE2                      "idle2"                 
#define ANIM_IDLE3                      "idle3"                 
#define ANIM_IDLE4                      "idle4"                 

#define ANIM_TALK1                      "talk1"                 // Idle animations
#define ANIM_TALK2                      "talk2"                 
#define ANIM_TALK3                      "talk3"                 
#define ANIM_TALK4                      "talk4"                 
#define ANIM_TALK5                      "talk5"                 
                                                                
#define ANIM_WALK_NOGUN                 "walk_nogun"            // Walking, no guns
#define ANIM_WALK_RIFLE                 "walk_rifle"            // Walking, one rifle sized gun
#define ANIM_WALK_PISTOL                "walk_pistol"           // Walking, one or two pistols
#define ANIM_WALK_KNIFE					"walk_knife1"
                                                                
#define ANIM_WALK_INJURED_RLEG_RIFLE    "walk_irleg_rifle"      // Walking injured right leg, one rifle sized gun
#define ANIM_WALK_INJURED_RLEG_PISTOL   "walk_irleg_nogun"     // Walking injured right leg, one or two pistols

#define ANIM_WALK_INJURED_LLEG_RIFLE    "walk_illeg_rifle"      // Walking injured left leg, one rifle sized gun
#define ANIM_WALK_INJURED_LLEG_PISTOL   "walk_illeg_nogun"     // Walking injured left leg, one or two pistols
                                                                
#define ANIM_RUN_NOGUN					"run_nogun"
#define ANIM_RUN_RIFLE                  "run_rifle"             // Running, one rifle sized gun
#define ANIM_RUN_PISTOL                 "run_pistol"            // Running, one or two pistols
#define ANIM_RUN_KNIFE					"run_knife1"
                                                                
#define ANIM_JUMP_RIFLE                 "jmp_rifle"             // Jump, rifle sized gun
#define ANIM_JUMP_PISTOL                "jmp_pistol"            // Jump, one or two pistols
#define ANIM_JUMP_KNIFE					"jmp_knife1"

#define ANIM_CROUCH_1PISTOL             "crouch_1pistol"        // no weapon or pistol weapon(s),   no movement
#define ANIM_CROUCH_RIFLE               "crouch_rifle"          // rifle-sized weapon,              no movement
#define ANIM_CROUCH_KNIFE				"crouch_knife1"
                                                                
#define ANIM_CRAWL_1PISTOL              "crawl_1pistol"          // no weapon or pistol weapon(s),   moving
#define ANIM_CRAWL_RIFLE                "crawl_rifle"           // rifle-sized weapon,              moving
#define ANIM_CRAWL_KNIFE				"crawl_knife1"
                                                                
#define ANIM_SWIM_NOGUN                 "swim_nogun"            // Swimming, no guns
#define ANIM_SWIM_RIFLE                 "swim_rifle"            // Swimming, one rifle sized gun
#define ANIM_SWIM_PISTOL                "swim_pistol"           // Swimming, one or two pistols
#define ANIM_SWIM_KNIFE					"swim_knife1"

// Strafe animations

#define ANIM_STRAFE_RIGHT_NOGUN	        "strafe_right_nogun"	// Strafing
#define ANIM_STRAFE_RIGHT_1PISTOL       "strafe_right_1pistol"
#define ANIM_STRAFE_RIGHT_2PISTOL       "strafe_right_2pistol"
#define ANIM_STRAFE_RIGHT_RIFLE         "strafe_right_rifle"

#define ANIM_STRAFE_LEFT_NOGUN	        "strafe_right_nogun"	// Strafing
#define ANIM_STRAFE_LEFT_1PISTOL        "strafe_right_1pistol"
#define ANIM_STRAFE_LEFT_2PISTOL        "strafe_right_2pistol"
#define ANIM_STRAFE_LEFT_RIFLE          "strafe_right_rifle"


#define ANIM_PICKUP_WEAPON              "pickup_weapon"         // Pickup a weapon

#define ANIM_SWITCH_WEAPON_PISTOL       "switch_weapon_2pistol"  // Switch Weapons
#define ANIM_SWITCH_WEAPON_RIFLE        "switch_weapon_rifle"
#define ANIM_SWITCH_WEAPON_KNIFE        "switch_weapon_knife"
#define ANIM_SWITCH_WEAPON_NONE         "switch_weapon_none"

#define ANIM_FIRE_STAND_RIFLE           "fire_stand_rifle"      // Firing, rifle sized weapon,          no movement
#define ANIM_FIRE_STAND_AUTORIFLE       "fire_stand_autorifle"  // Firing, AUTO rifle sized weapon,          no movement
#define ANIM_FIRE_STAND_1PISTOL         "fire_stand_1pistol"    // Firing, single pistol sized weapon,  no movement
#define ANIM_FIRE_STAND_2PISTOL         "fire_stand_2pistol"    // Firing, dual pistol sized weapon,    no movement
#define ANIM_FIRE_STAND_KNIFE1          "fire_stand_knife1"     // Firing, knife strike 1,              no movement
#define ANIM_FIRE_STAND_KNIFE2          "fire_stand_knife2"     // Firing, knife strike 2,              no movement
#define ANIM_FIRE_STAND_KNIFE3          "fire_stand_knife3"     // Firing, knife strike 3,              no movement
#define ANIM_FIRE_STAND_GRENADE         "fire_stand_grenade"    // Firing, Grenade throw                no movement
#define ANIM_FIRE_STAND_MAGIC           "fire_stand_magic"      // Firing, Magic weapon                 no movement

#define ANIM_FIRE_WALK_RIFLE            "fire_walk_rifle"       // Firing, rifle sized weapon,          walking
#define ANIM_FIRE_WALK_AUTORIFLE        "fire_walk_autorifle"   // Firing, AUTO rifle sized weapon,          walking
#define ANIM_FIRE_WALK_1PISTOL          "fire_walk_1pistol"     // Firing, single pistol sized weapon,  walking
#define ANIM_FIRE_WALK_2PISTOL          "fire_walk_2pistol"     // Firing, dual pistol sized weapon,    walking
#define ANIM_FIRE_WALK_KNIFE1           "fire_walk_knife1"      // Firing, knife strike 1,              walking
#define ANIM_FIRE_WALK_KNIFE2           "fire_walk_knife2"      // Firing, knife strike 2,              walking
#define ANIM_FIRE_WALK_KNIFE3           "fire_walk_knife3"      // Firing, knife strike 3,              walking
#define ANIM_FIRE_WALK_GRENADE          "fire_walk_grenade"     // Firing, Grenade throw                walking
#define ANIM_FIRE_WALK_MAGIC            "fire_walk_magic"       // Firing, Magic weapon                 walking

#define ANIM_FIRE_RUN_RIFLE             "fire_run_rifle"        // Firing, rifle sized weapon,          running
#define ANIM_FIRE_RUN_AUTORIFLE         "fire_run_autorifle"    // Firing, AUTO rifle sized weapon,          running
#define ANIM_FIRE_RUN_1PISTOL           "fire_run_1pistol"      // Firing, single pistol sized weapon,  running
#define ANIM_FIRE_RUN_2PISTOL           "fire_run_2pistol"      // Firing, dual pistol sized weapon,    running
#define ANIM_FIRE_RUN_KNIFE1            "fire_run_knife1"       // Firing, knife strike 1,              running
#define ANIM_FIRE_RUN_KNIFE2            "fire_run_knife2"       // Firing, knife strike 2,              running
#define ANIM_FIRE_RUN_KNIFE3            "fire_run_knife3"       // Firing, knife strike 3,              running
#define ANIM_FIRE_RUN_GRENADE           "fire_run_grenade"      // Firing, Grenade throw                running
#define ANIM_FIRE_RUN_MAGIC             "fire_run_magic"        // Firing, Magic weapon                 running

#define ANIM_FIRE_JUMP_RIFLE            "fire_jump_rifle"       // Firing, rifle sized weapon,          Jumping
#define ANIM_FIRE_JUMP_AUTORIFLE        "fire_jump_autorifle"   // Firing, AUTO rifle sized weapon,          Jumping
#define ANIM_FIRE_JUMP_1PISTOL          "fire_jump_1pistol"     // Firing, single pistol sized weapon,  Jumping
#define ANIM_FIRE_JUMP_2PISTOL          "fire_jump_2pistol"     // Firing, dual pistol sized weapon,    Jumping
#define ANIM_FIRE_JUMP_KNIFE1           "fire_jump_knife1"      // Firing, knife strike 1,              Jumping
#define ANIM_FIRE_JUMP_KNIFE2           "fire_jump_knife2"      // Firing, knife strike 2,              Jumping
#define ANIM_FIRE_JUMP_KNIFE3           "fire_jump_knife3"      // Firing, knife strike 3,              Jumping
#define ANIM_FIRE_JUMP_GRENADE          "fire_jump_grenade"     // Firing, Grenade throw                Jumping
#define ANIM_FIRE_JUMP_MAGIC            "fire_jump_magic"       // Firing, Magic weapon                 Jumping

#define ANIM_FIRE_CROUCH_RIFLE          "fire_crouch_rifle"     // Firing, rifle sized weapon,          Crouching, no movement
#define ANIM_FIRE_CROUCH_AUTORIFLE      "fire_crouch_autorifle" // Firing, AUTO rifle sized weapon,          Crouching, no movement
#define ANIM_FIRE_CROUCH_1PISTOL        "fire_crouch_1pistol"   // Firing, single pistol sized weapon,  Crouching, no movement
#define ANIM_FIRE_CROUCH_2PISTOL        "fire_crouch_2pistol"   // Firing, dual pistol sized weapon,    Crouching, no movement
#define ANIM_FIRE_CROUCH_KNIFE1         "fire_crouch_knife1"    // Firing, knife strike 1,              Crouching, no movement
#define ANIM_FIRE_CROUCH_KNIFE2         "fire_crouch_knife2"    // Firing, knife strike 2,              Crouching, no movement
#define ANIM_FIRE_CROUCH_KNIFE3         "fire_crouch_knife3"    // Firing, knife strike 3,              Crouching, no movement
#define ANIM_FIRE_CROUCH_GRENADE		"fire_crouch_grenade"	
#define ANIM_FIRE_CROUCH_MAGIC          "fire_crouch_magic"     // Firing, Magic weapon                 Crouching, no movement

#define ANIM_FIRE_CRAWL_RIFLE           "fire_crawl_rifle"      // Firing, rifle sized weapon,          Crawling, moving
#define ANIM_FIRE_CRAWL_AUTORIFLE       "fire_crawl_autorifle"  // Firing, AUTO rifle sized weapon,          Crawling, moving
#define ANIM_FIRE_CRAWL_1PISTOL         "fire_crawl_1pistol"    // Firing, single pistol sized weapon,  Crawling, moving
#define ANIM_FIRE_CRAWL_2PISTOL         "fire_crawl_2pistol"    // Firing, dual pistol sized weapon,    Crawling, moving
#define ANIM_FIRE_CRAWL_KNIFE1          "fire_crawl_knife1"     // Firing, knife strike 1,              Crawling, moving
#define ANIM_FIRE_CRAWL_KNIFE2          "fire_crawl_knife2"     // Firing, knife strike 2,              Crawling, moving
#define ANIM_FIRE_CRAWL_KNIFE3          "fire_crawl_knife3"     // Firing, knife strike 3,              Crawling, moving
#define ANIM_FIRE_CRAWL_GRENADE         "fire_crawl_grenade"    // Firing, Grenade throw                Crawling, moving
#define ANIM_FIRE_CRAWL_MAGIC           "fire_crawl_magic"      // Firing, Magic weapon                 Crawling, moving


#define ANIM_FALLING                    "falling"               // Falling
#define ANIM_FALLING_UNCONTROL          "falling_uncontrol"     // Falling uncontrolled

#define ANIM_ROLL_FORWARD               "roll_forward"          // Roll forward
#define ANIM_ROLL_RIGHT                 "roll_right"            // Roll right side
#define ANIM_ROLL_LEFT                  "roll_left"             // Roll left side
#define ANIM_ROLL_BACK                  "roll_back"             // Back roll

#define ANIM_HANDSPRING_FORWARD         "handspring_forward"    // Hand spring forward
#define ANIM_HANDSPRING_RIGHT           "handspring_right"      // Hand spring right
#define ANIM_HANDSPRING_LEFT            "handspring_left"       // Hand spring left
#define ANIM_HANDSPRING_BACK            "handspring_back"       // Hand spring back

#define ANIM_FLIP_FORWARD               "flip_forward"          // Flip forward
#define ANIM_FLIP_RIGHT                 "flip_right"            // Flip right
#define ANIM_FLIP_LEFT                  "flip_left"             // Flip left
#define ANIM_FLIP_BACK                  "flip_back"             // Flip back

#define ANIM_DODGE_RIGHT                "dodge_right"            // Dodge right
#define ANIM_DODGE_LEFT                 "dodge_left"             // Dodge left


#define ANIM_RECOIL_HEAD1               "recoil_head1"          // Recoil Head
#define ANIM_RECOIL_CHEST               "recoil_chest1"          // Recoil chest
#define ANIM_RECOIL_RCHEST              "recoil_rchest1"         // Recoil right chest
#define ANIM_RECOIL_LCHEST              "recoil_lchest1"         // Recoil left chest
#define ANIM_RECOIL_LLEG1               "recoil_lleg1"          // Recoil left leg 1
#define ANIM_RECOIL_RLEG1               "recoil_rleg1"          // Recoil right leg 1
#define ANIM_RECOIL_HEAD2               "recoil_head2"          // Recoil Head
#define ANIM_RECOIL_CHEST2              "recoil_chest2"          // Recoil chest
#define ANIM_RECOIL_RCHEST2             "recoil_rchest2"         // Recoil right chest
#define ANIM_RECOIL_LCHEST2             "recoil_lchest2"         // Recoil left chest
#define ANIM_RECOIL_LLEG2               "recoil_lleg2"          // Recoil left leg 1
#define ANIM_RECOIL_RLEG2               "recoil_rleg2"          // Recoil right leg 1


#define ANIM_TAUNT_DANCE1               "taunt_dance1"          // Taunt Dance 1
#define ANIM_TAUNT_DANCE2               "taunt_dance2"          // Taunt Dance 2

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