📄 anim_sound.h
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#define ANIM_TAUNT_DANCE3 "taunt_dance3" // Taunt Dance 3
#define ANIM_TAUNT_DANCE4 "taunt_dance4" // Taunt Dance 4
#define ANIM_TAUNT_FLIP "taunt_flip" // Taunt flip off
#define ANIM_TAUNT_WAVE "taunt_wave" // Taunt Wave
#define ANIM_TAUNT_BEG "taunt_beg" // Taunt begging for mercy
#define ANIM_SPOTPLAYER_RIGHT "spot_right" // Spot player to the right
#define ANIM_SPOTPLAYER_LEFT "spot_left" // Spot player to the left
#define ANIM_SPOTPLAYER_POINT "spot_point" // Spot player and point
#define ANIM_DEATH1 "death_head1" // Death, head
#define ANIM_DEATH2 "death_chest1" // Death, torso
#define ANIM_DEATH3 "death_rchest1" // Death, r_arm
#define ANIM_DEATH4 "death_lchest1" // Death, l_arm
#define ANIM_DEATH5 "death_lleg1" // Death, l_leg
#define ANIM_DEATH6 "death_rleg1" // Death, r_leg
#define ANIM_DEATH7 "death_head2" // Death, head2
#define ANIM_DEATH8 "death_chest2" // Death, torso2
#define ANIM_DEATH9 "death_rchest2" // Death, r_arm2
#define ANIM_DEATH10 "death_lchest2" // Death, l_arm2
#define ANIM_DEATH11 "death_lleg2" // Death, l_leg2
#define ANIM_DEATH12 "death_rleg2" // Death, r_leg2
#define ANIM_HUMILIATION_DAZED "humiliation_01" // Humiliation: on knees and dazed
#define ANIM_HUMILIATION_DIZZY "humiliation_02" // Humiliation: on knees and dizzy
#define ANIM_HUMILIATION_MERCY "humiliation_03" // Humiliation: on knees begging for mercy
#define ANIM_HUMILIATION_DEAD "humiliation_04" // Humiliation: on knees and dead
#define ANIM_HUMILIATION_DEAD2 "humiliation_05" // Humiliation: on knees and dead
// Use these for anything out of the norm
#define ANIM_SPECIAL1 "special1" // Special Animation 1
#define ANIM_SPECIAL2 "special2" // Special Animation 2
#define ANIM_SPECIAL3 "special3" // Special Animation 3
#define ANIM_SPECIAL4 "special4" // Special Animation 4
#define ANIM_SPECIAL5 "special5" // Special Animation 5
#define ANIM_SPECIAL6 "special6" // Special Animation 6
#define ANIM_SPECIAL7 "special7" // Special Animation 7
#define ANIM_SPECIAL8 "special8" // Special Animation 8
#define ANIM_SPECIAL9 "special9" // Special Animation 9
#define ANIM_CORPSE1 "corpse_head1" // Death, head
#define ANIM_CORPSE2 "corpse_chest" // Death, torso
#define ANIM_CORPSE3 "corpse_rchest" // Death, r_arm
#define ANIM_CORPSE4 "corpse_lchest" // Death, l_arm
#define ANIM_CORPSE5 "corpse_lleg1" // Death, l_leg
#define ANIM_CORPSE6 "corpse_rleg1" // Death, r_leg
#define ANIM_CORPSE7 "corpse_head2" // Death, head2
#define ANIM_CORPSE8 "corpse_chest2" // Death, torso2
#define ANIM_CORPSE9 "corpse_rchest2" // Death, r_arm2
#define ANIM_CORPSE10 "corpse_lchest2" // Death, l_arm2
#define ANIM_CORPSE11 "corpse_lleg2" // Death, l_leg2
#define ANIM_CORPSE12 "corpse_rleg2" // Death, r_leg2
#define ANIM_LIMB_HEAD "limb_head" //
#define ANIM_LIMB_ARM "limb_arm" //
#define ANIM_LIMB_LEG "limb_leg" //
//SOUNDS
#define SOUND_SPOT "spot"
#define SOUND_IDLE "idle"
#define SOUND_BATTLE_CRY "battle_cry"
#define SOUND_LAUGH "laugh"
#define SOUND_SCREAM "scream"
#define SOUND_FEAR "fear"
#define SOUND_ANGER "anger"
#define SOUND_PAIN "pain"
#define SOUND_FIRE "fire"
#define SOUND_DEATH "death"
#define SOUND_ATTACK "attack"
#define SOUND_INSANE "insane"
#define SOUND_FOOTSTEP "footstep.wav"
#define SOUND_SPIT "spit.wav"
#define SOUND_HOWL "howl.wav"
#define SOUND_RUN "run.wav"
#define SOUND_EAT "eat.wav"
#define SOUND_BODY_CRUMPLE "body_crumple.wav"
class CAnim_Sound
{
public :
CAnim_Sound();
~CAnim_Sound();
// 02/10/98
// Replace this function with
// SetAnimationIndexes(m_hObject);
// This will set the animation based on the string name.
void SetAnimationIndexes(HOBJECT m_hObject);
void ForceAnimation(HOBJECT m_hObject, DDWORD nAni);
void GenerateHitSpheres(HOBJECT hObject);
void SetSoundRoot(char* szRoot) {_mbscpy((unsigned char*)m_szSoundRoot,(const unsigned char*)szRoot);}
char* GetSoundRoot() {return m_szSoundRoot;}
void SetSilent(DBOOL bSilent) { m_bSilent = bSilent; }
void GetSoundPath(char* szSound, int nIndex = 0);
DBOOL PlayVoice(HOBJECT hObject, char* szSound, DFLOAT fRadius, int nVol);
HSOUNDDE PlaySound(HOBJECT hObject, char* szSound, DFLOAT fRadius, int nVol, DBOOL bGetHandle = DFALSE );
// Used for each Animation Index
DDWORD m_nAnim_IDLE[4];
DDWORD m_nAnim_TALK[5];
DDWORD m_nAnim_WALK[9];
DDWORD m_nAnim_WALK_INJURED_RLEG_RIFLE;
DDWORD m_nAnim_WALK_INJURED_RLEG_PISTOL;
DDWORD m_nAnim_WALK_INJURED_LLEG_RIFLE;
DDWORD m_nAnim_WALK_INJURED_LLEG_PISTOL;
DDWORD m_nAnim_RUN[9];
DDWORD m_nAnim_JUMP[9];
DDWORD m_nAnim_CROUCH[9];
DDWORD m_nAnim_CRAWL[9];
DDWORD m_nAnim_SWIM[9];
DDWORD m_nAnim_STRAFERIGHT[9];
DDWORD m_nAnim_STRAFELEFT[9];
DDWORD m_nAnim_PICKUP_WEAPON;
DDWORD m_nAnim_SWITCH_WEAPON[3];
DDWORD m_nAnim_FIRE_STAND[9];
DDWORD m_nAnim_FIRE_WALK[9];
DDWORD m_nAnim_FIRE_RUN[9];
DDWORD m_nAnim_FIRE_JUMP[9];
DDWORD m_nAnim_FIRE_CROUCH[9];
DDWORD m_nAnim_FIRE_CRAWL[9];
DDWORD m_nAnim_FALLING;
DDWORD m_nAnim_FALLING_UNCONTROL;
DDWORD m_nAnim_ROLL_FORWARD;
DDWORD m_nAnim_ROLL_RIGHT;
DDWORD m_nAnim_ROLL_LEFT;
DDWORD m_nAnim_ROLL_BACK;
DDWORD m_nAnim_HANDSPRING_FORWARD;
DDWORD m_nAnim_HANDSPRING_RIGHT;
DDWORD m_nAnim_HANDSPRING_LEFT;
DDWORD m_nAnim_HANDSPRING_BACK;
DDWORD m_nAnim_FLIP_FORWARD;
DDWORD m_nAnim_FLIP_RIGHT;
DDWORD m_nAnim_FLIP_LEFT;
DDWORD m_nAnim_FLIP_BACK;
DDWORD m_nAnim_DODGE_RIGHT;
DDWORD m_nAnim_DODGE_LEFT;
DDWORD m_nAnim_RECOIL[12];
DDWORD m_nAnim_TAUNT[7];
DDWORD m_nAnim_SPOTPLAYER_RIGHT;
DDWORD m_nAnim_SPOTPLAYER_LEFT;
DDWORD m_nAnim_SPOTPLAYER_POINT;
DDWORD m_nAnim_HUMILIATION[10];
DDWORD m_nAnim_DEATH[12];
DDWORD m_nAnim_CORPSE[12];
DDWORD m_nAnim_LIMB[3];
DDWORD m_nAnim_SPECIAL[9];
// Sounds
char m_szSoundRoot[256];
char m_szLastSound[256];
HSOUNDDE m_hVoxSound;
DBOOL m_bSilent; // This object should play no sounds for now
DFLOAT m_fHitSpheres[NUM_STD_NODES];
protected : // Member Variables
};
#endif // __ANIMSOUND_H__
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