📄 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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