2020-05-27 20:16:20 +01:00
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//
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// Copyright 2020 Electronic Arts Inc.
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//
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// TiberianDawn.DLL and RedAlert.dll and corresponding source code is free
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// software: you can redistribute it and/or modify it under the terms of
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// the GNU General Public License as published by the Free Software Foundation,
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// either version 3 of the License, or (at your option) any later version.
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// TiberianDawn.DLL and RedAlert.dll and corresponding source code is distributed
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// in the hope that it will be useful, but with permitted additional restrictions
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// under Section 7 of the GPL. See the GNU General Public License in LICENSE.TXT
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// distributed with this program. You should have received a copy of the
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// GNU General Public License along with permitted additional restrictions
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// with this program. If not, see https://github.com/electronicarts/CnC_Remastered_Collection
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/* $Header: /CounterStrike/ADATA.CPP 3 3/07/97 4:27p Joe_bostic $ */
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/***********************************************************************************************
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*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
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***********************************************************************************************
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* *
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* Project Name : Command & Conquer *
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* *
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* File Name : ADATA.CPP *
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* *
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* Programmer : Joe L. Bostic *
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* *
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* Start Date : May 30, 1994 *
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* *
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* Last Update : July 9, 1996 [JLB] *
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* AnimTypeClass::AnimTypeClass -- Constructor for animation types. *
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* AnimTypeClass::One_Time -- Performs one time action for animation types. *
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* AnimTypeClass::Init -- Load any animation artwork that is theater specific. *
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* Anim_Name -- Fetches the ASCII name of the animation type specified. *
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* AnimTypeClass::As_Reference -- Fetch a reference to the animation type specified. *
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* AnimTypeClass::Init_Heap -- Initialize the animation type system. *
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* AnimTypeClass::operator new -- Allocate an animation type object from private pool. *
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* AnimTypeClass::operator delete -- Returns an anim type class object back to the pool. *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "function.h"
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static AnimTypeClass const AtomBomb(
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ANIM_ATOM_BLAST, // Animation number.
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"ATOMSFX", // Data name of animation.
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72, // Maximum dimension of animation.
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19, // Biggest animation stage.
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false, // Theater specific art imagery?
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false, // Normalized animation rate?
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false, // Uses white translucent table?
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true, // Scorches the ground?
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true, // Forms a crater?
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false, // Sticks to unit in square?
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false, // Ground level animation?
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false, // Translucent colors in this animation?
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false, // Is this a flame thrower animation?
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0, // Damage to apply per tick (fixed point).
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1, // Delay between frames.
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0, // Starting frame number.
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0, // Loop start frame number.
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0, // Ending frame of loop back.
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-1, // Number of animation stages.
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0, // Number of times the animation loops.
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VOC_NONE, // Sound effect to play.
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ANIM_NONE,
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75, // Virtual stages
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0x300 // Virtual scale
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);
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static AnimTypeClass const SputDoor(
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ANIM_SPUTDOOR, // Animation number.
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"SPUTDOOR", // Data name of animation.
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42, // Maximum dimension of animation.
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1, // Biggest animation stage.
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false, // Theater specific art imagery?
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true, // Normalized animation rate?
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false, // Uses white translucent table?
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false, // Scorches the ground?
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false, // Forms a crater?
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false, // Sticks to unit in square?
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false, // Ground level animation?
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false, // Translucent colors in this animation?
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false, // Is this a flame thrower animation?
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0, // Damage to apply per tick (fixed point).
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1, // Delay between frames.
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0, // Starting frame number.
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0, // Loop start frame number.
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-1, // Ending frame of loop back.
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-1, // Number of animation stages.
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1, // Number of times the animation loops.
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VOC_NONE, // Sound effect to play.
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ANIM_NONE
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);
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// Electrocution death anim from Tesla coil
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static AnimTypeClass const ElectricDie(
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ANIM_ELECT_DIE, // Animation number.
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"ELECTRO", // Data name of animation.
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16, // Maximum dimension of animation.
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0, // Biggest animation stage.
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true, // Theater specific art imagery?
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false, // Normalized animation rate?
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false, // Uses white translucent table?
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true, // Scorches the ground?
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false, // Forms a crater?
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false, // Sticks to unit in square?
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true, // Ground level animation?
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false, // Translucent colors in this animation?
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false, // Is this a flame thrower animation?
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0, // Damage to apply per tick (fixed point).
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1, // Delay between frames.
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0, // Starting frame number.
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0, // Loop start frame number.
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3, // Ending frame of loop back.
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-1, // Number of animation stages.
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5, // Number of times the animation loops.
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VOC_NONE, // Sound effect to play.
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ANIM_FIRE_MED
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);
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// Electrocution death anim from Tesla coil for dog
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static AnimTypeClass const DogElectricDie(
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ANIM_DOG_ELECT_DIE, // Animation number.
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"ELECTDOG", // Data name of animation.
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17, // Maximum dimension of animation.
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0, // Biggest animation stage.
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false, // Theater specific art imagery?
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false, // Normalized animation rate?
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false, // Uses white translucent table?
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true, // Scorches the ground?
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false, // Forms a crater?
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false, // Sticks to unit in square?
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true, // Ground level animation?
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false, // Translucent colors in this animation?
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false, // Is this a flame thrower animation?
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0, // Damage to apply per tick (fixed point).
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1, // Delay between frames.
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0, // Starting frame number.
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0, // Loop start frame number.
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3, // Ending frame of loop back.
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-1, // Number of animation stages.
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5, // Number of times the animation loops.
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VOC_NONE, // Sound effect to play.
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ANIM_FIRE_MED
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);
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static AnimTypeClass const SAMN(
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ANIM_SAM_N, // Animation number.
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"SAMFIRE", // Data name of animation.
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55, // Maximum dimension of animation.
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4, // Biggest animation stage.
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false, // Theater specific art imagery?
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false, // Normalized animation rate?
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false, // Uses white translucent table?
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false, // Scorches the ground?
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false, // Forms a crater?
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false, // Sticks to unit in square?
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false, // Ground level animation?
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false, // Translucent colors in this animation?
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false, // Is this a flame thrower animation?
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0, // Damage to apply per tick (fixed point).
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1, // Delay between frames.
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18*0, // Starting frame number.
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0, // Loop start frame number.
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0, // Ending frame of loop back.
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18, // Number of animation stages.
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0, // Number of times the animation loops.
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VOC_NONE, // Sound effect to play.
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ANIM_NONE
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);
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static AnimTypeClass const SAMNW(
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ANIM_SAM_NW, // Animation number.
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"SAMFIRE", // Data name of animation.
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55, // Maximum dimension of animation.
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22, // Biggest animation stage.
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false, // Theater specific art imagery?
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false, // Normalized animation rate?
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false, // Uses white translucent table?
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false, // Scorches the ground?
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false, // Forms a crater?
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false, // Sticks to unit in square?
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false, // Ground level animation?
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false, // Translucent colors in this animation?
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false, // Is this a flame thrower animation?
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0, // Damage to apply per tick (fixed point).
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1, // Delay between frames.
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18*1, // Starting frame number.
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0, // Loop start frame number.
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0, // Ending frame of loop back.
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18, // Number of animation stages.
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0, // Number of times the animation loops.
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VOC_NONE, // Sound effect to play.
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ANIM_NONE
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);
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static AnimTypeClass const SAMW(
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ANIM_SAM_W, // Animation number.
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"SAMFIRE", // Data name of animation.
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55, // Maximum dimension of animation.
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40, // Biggest animation stage.
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false, // Theater specific art imagery?
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false, // Normalized animation rate?
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false, // Uses white translucent table?
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false, // Scorches the ground?
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false, // Forms a crater?
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false, // Sticks to unit in square?
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false, // Ground level animation?
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false, // Translucent colors in this animation?
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false, // Is this a flame thrower animation?
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0, // Damage to apply per tick (fixed point).
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1, // Delay between frames.
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18*2, // Starting frame number.
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0, // Loop start frame number.
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0, // Ending frame of loop back.
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18, // Number of animation stages.
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0, // Number of times the animation loops.
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VOC_NONE, // Sound effect to play.
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ANIM_NONE
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);
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static AnimTypeClass const SAMSW(
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ANIM_SAM_SW, // Animation number.
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"SAMFIRE", // Data name of animation.
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55, // Maximum dimension of animation.
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58, // Biggest animation stage.
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false, // Theater specific art imagery?
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false, // Normalized animation rate?
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false, // Uses white translucent table?
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false, // Scorches the ground?
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false, // Forms a crater?
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false, // Sticks to unit in square?
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false, // Ground level animation?
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false, // Translucent colors in this animation?
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false, // Is this a flame thrower animation?
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0, // Damage to apply per tick (fixed point).
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1, // Delay between frames.
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18*3, // Starting frame number.
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0, // Loop start frame number.
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0, // Ending frame of loop back.
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18, // Number of animation stages.
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0, // Number of times the animation loops.
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VOC_NONE, // Sound effect to play.
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ANIM_NONE
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);
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static AnimTypeClass const SAMS(
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ANIM_SAM_S, // Animation number.
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"SAMFIRE", // Data name of animation.
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55, // Maximum dimension of animation.
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76, // Biggest animation stage.
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false, // Theater specific art imagery?
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false, // Normalized animation rate?
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false, // Uses white translucent table?
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false, // Scorches the ground?
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false, // Forms a crater?
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false, // Sticks to unit in square?
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false, // Ground level animation?
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false, // Translucent colors in this animation?
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false, // Is this a flame thrower animation?
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0, // Damage to apply per tick (fixed point).
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1, // Delay between frames.
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18*4, // Starting frame number.
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0, // Loop start frame number.
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0, // Ending frame of loop back.
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18, // Number of animation stages.
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0, // Number of times the animation loops.
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VOC_NONE, // Sound effect to play.
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ANIM_NONE
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);
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static AnimTypeClass const SAMSE(
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ANIM_SAM_SE, // Animation number.
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"SAMFIRE", // Data name of animation.
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55, // Maximum dimension of animation.
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94, // Biggest animation stage.
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false, // Theater specific art imagery?
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false, // Normalized animation rate?
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false, // Uses white translucent table?
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false, // Scorches the ground?
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false, // Forms a crater?
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false, // Sticks to unit in square?
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false, // Ground level animation?
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false, // Translucent colors in this animation?
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false, // Is this a flame thrower animation?
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0, // Damage to apply per tick (fixed point).
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1, // Delay between frames.
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18*5, // Starting frame number.
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0, // Loop start frame number.
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0, // Ending frame of loop back.
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18, // Number of animation stages.
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0, // Number of times the animation loops.
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VOC_NONE, // Sound effect to play.
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ANIM_NONE
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);
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static AnimTypeClass const SAME(
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ANIM_SAM_E, // Animation number.
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"SAMFIRE", // Data name of animation.
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55, // Maximum dimension of animation.
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112, // Biggest animation stage.
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false, // Theater specific art imagery?
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false, // Normalized animation rate?
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false, // Uses white translucent table?
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false, // Scorches the ground?
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false, // Forms a crater?
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false, // Sticks to unit in square?
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false, // Ground level animation?
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false, // Translucent colors in this animation?
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false, // Is this a flame thrower animation?
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0, // Damage to apply per tick (fixed point).
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1, // Delay between frames.
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18*6, // Starting frame number.
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0, // Loop start frame number.
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0, // Ending frame of loop back.
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18, // Number of animation stages.
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0, // Number of times the animation loops.
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VOC_NONE, // Sound effect to play.
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ANIM_NONE
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);
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static AnimTypeClass const SAMNE(
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ANIM_SAM_NE, // Animation number.
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"SAMFIRE", // Data name of animation.
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55, // Maximum dimension of animation.
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130, // Biggest animation stage.
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false, // Theater specific art imagery?
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false, // Normalized animation rate?
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false, // Uses white translucent table?
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false, // Scorches the ground?
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false, // Forms a crater?
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false, // Sticks to unit in square?
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false, // Ground level animation?
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false, // Translucent colors in this animation?
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false, // Is this a flame thrower animation?
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0, // Damage to apply per tick (fixed point).
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1, // Delay between frames.
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18*7, // Starting frame number.
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0, // Loop start frame number.
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0, // Ending frame of loop back.
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18, // Number of animation stages.
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0, // Number of times the animation loops.
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VOC_NONE, // Sound effect to play.
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ANIM_NONE
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);
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static AnimTypeClass const LZSmoke(
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ANIM_LZ_SMOKE, // Animation number.
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"SMOKLAND", // Data name of animation.
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32, // Maximum dimension of animation.
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72, // Biggest animation stage.
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false, // Theater specific art imagery?
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true, // Normalized animation rate?
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false, // Uses white translucent table?
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false, // Scorches the ground?
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false, // Forms a crater?
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false, // Sticks to unit in square?
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true, // Ground level animation?
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false, // Translucent colors in this animation?
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false, // Is this a flame thrower animation?
|
|
|
|
0, // Damage to apply per tick (fixed point).
|
|
|
|
2, // Delay between frames.
|
|
|
|
0, // Starting frame number.
|
|
|
|
72, // Loop start frame number.
|
|
|
|
91, // Ending frame of loop back.
|
|
|
|
-1, // Number of animation stages.
|
2020-08-06 17:44:54 +01:00
|
|
|
127, // Number of times the animation loops.
|
2020-05-27 20:16:20 +01:00
|
|
|
VOC_NONE, // Sound effect to play.
|
|
|
|
ANIM_NONE
|
|
|
|
);
|
|
|
|
|
|
|
|
/*
|
|
|
|
** Flammable object burning animations. Primarily used on trees and buildings.
|
|
|
|
*/
|
|
|
|
static AnimTypeClass const BurnSmall(
|
|
|
|
ANIM_BURN_SMALL, // Animation number.
|
|
|
|
"BURN-S", // Data name of animation.
|
|
|
|
11, // Maximum dimension of animation.
|
|
|
|
13, // Biggest animation stage.
|
|
|
|
false, // Theater specific art imagery?
|
|
|
|
false, // Normalized animation rate?
|
|
|
|
false, // Uses white translucent table?
|
|
|
|
false, // Scorches the ground?
|
|
|
|
false, // Forms a crater?
|
|
|
|
false, // Sticks to unit in square?
|
|
|
|
true, // Ground level animation?
|
|
|
|
false, // Translucent colors in this animation?
|
|
|
|
false, // Is this a flame thrower animation?
|
|
|
|
fixed(1, 32), // Damage to apply per tick (fixed point).
|
|
|
|
2, // Delay between frames.
|
|
|
|
0, // Starting frame number.
|
|
|
|
30, // Loop start frame number.
|
|
|
|
62, // Ending frame of loop back.
|
|
|
|
-1, // Number of animation stages.
|
|
|
|
4, // Number of times the animation loops.
|
|
|
|
VOC_NONE, // Sound effect to play.
|
|
|
|
ANIM_NONE
|
|
|
|
);
|
|
|
|
static AnimTypeClass const BurnMed(
|
|
|
|
ANIM_BURN_MED, // Animation number.
|
|
|
|
"BURN-M", // Data name of animation.
|
|
|
|
14, // Maximum dimension of animation.
|
|
|
|
13, // Biggest animation stage.
|
|
|
|
false, // Theater specific art imagery?
|
|
|
|
false, // Normalized animation rate?
|
|
|
|
false, // Uses white translucent table?
|
|
|
|
false, // Scorches the ground?
|
|
|
|
false, // Forms a crater?
|
|
|
|
false, // Sticks to unit in square?
|
|
|
|
true, // Ground level animation?
|
|
|
|
false, // Translucent colors in this animation?
|
|
|
|
false, // Is this a flame thrower animation?
|
|
|
|
fixed(1, 16), // Damage to apply per tick (fixed point).
|
|
|
|
2, // Delay between frames.
|
|
|
|
0, // Starting frame number.
|
|
|
|
30, // Loop start frame number.
|
|
|
|
62, // Ending frame of loop back.
|
|
|
|
-1, // Number of animation stages.
|
|
|
|
4, // Number of times the animation loops.
|
|
|
|
VOC_NONE, // Sound effect to play.
|
|
|
|
ANIM_NONE
|
|
|
|
);
|
|
|
|
static AnimTypeClass const BurnBig(
|
|
|
|
ANIM_BURN_BIG, // Animation number.
|
|
|
|
"BURN-L", // Data name of animation.
|
|
|
|
23, // Maximum dimension of animation.
|
|
|
|
13, // Biggest animation stage.
|
|
|
|
false, // Theater specific art imagery?
|
|
|
|
false, // Normalized animation rate?
|
|
|
|
false, // Uses white translucent table?
|
|
|
|
true, // Scorches the ground?
|
|
|
|
false, // Forms a crater?
|
|
|
|
false, // Sticks to unit in square?
|
|
|
|
true, // Ground level animation?
|
|
|
|
false, // Translucent colors in this animation?
|
|
|
|
false, // Is this a flame thrower animation?
|
|
|
|
fixed(1, 10), // Damage to apply per tick (fixed point).
|
|
|
|
2, // Delay between frames.
|
|
|
|
0, // Starting frame number.
|
|
|
|
30, // Loop start frame number.
|
|
|
|
62, // Ending frame of loop back.
|
|
|
|
-1, // Number of animation stages.
|
|
|
|
4, // Number of times the animation loops.
|
|
|
|
VOC_NONE, // Sound effect to play.
|
|
|
|
ANIM_NONE
|
|
|
|
);
|
|
|
|
|
|
|
|
/*
|
|
|
|
** Flammable object burning animations that trail into smoke. Used for
|
|
|
|
** buildings and the gunboat.
|
|
|
|
*/
|
|
|
|
static AnimTypeClass const OnFireSmall(
|
|
|
|
ANIM_ON_FIRE_SMALL, // Animation number.
|
|
|
|
"BURN-S", // Data name of animation.
|
|
|
|
11, // Maximum dimension of animation.
|
|
|
|
13, // Biggest animation stage.
|
|
|
|
false, // Theater specific art imagery?
|
|
|
|
false, // Normalized animation rate?
|
|
|
|
false, // Uses white translucent table?
|
|
|
|
false, // Scorches the ground?
|
|
|
|
false, // Forms a crater?
|
|
|
|
false, // Sticks to unit in square?
|
|
|
|
true, // Ground level animation?
|
|
|
|
false, // Translucent colors in this animation?
|
|
|
|
false, // Is this a flame thrower animation?
|
|
|
|
fixed(1, 32), // Damage to apply per tick (fixed point).
|
|
|
|
2, // Delay between frames.
|
|
|
|
0, // Starting frame number.
|
|
|
|
30, // Loop start frame number.
|
|
|
|
62, // Ending frame of loop back.
|
|
|
|
-1, // Number of animation stages.
|
|
|
|
4, // Number of times the animation loops.
|
|
|
|
VOC_NONE, // Sound effect to play.
|
|
|
|
ANIM_SMOKE_M
|
|
|
|
);
|
|
|
|
static AnimTypeClass const OnFireMed(
|
|
|
|
ANIM_ON_FIRE_MED, // Animation number.
|
|
|
|
"BURN-M", // Data name of animation.
|
|
|
|
14, // Maximum dimension of animation.
|
|
|
|
13, // Biggest animation stage.
|
|
|
|
false, // Theater specific art imagery?
|
|
|
|
false, // Normalized animation rate?
|
|
|
|
false, // Uses white translucent table?
|
|
|
|
false, // Scorches the ground?
|
|
|
|
false, // Forms a crater?
|
|
|
|
false, // Sticks to unit in square?
|
|
|
|
true, // Ground level animation?
|
|
|
|
false, // Translucent colors in this animation?
|
|
|
|
false, // Is this a flame thrower animation?
|
|
|
|
fixed(1, 16), // Damage to apply per tick (fixed point).
|
|
|
|
2, // Delay between frames.
|
|
|
|
0, // Starting frame number.
|
|
|
|
30, // Loop start frame number.
|
|
|
|
62, // Ending frame of loop back.
|
|
|
|
-1, // Number of animation stages.
|
|
|
|
4, // Number of times the animation loops.
|
|
|
|
VOC_NONE, // Sound effect to play.
|
|
|
|
ANIM_ON_FIRE_SMALL
|
|
|
|
);
|
|
|
|
static AnimTypeClass const OnFireBig(
|
|
|
|
ANIM_ON_FIRE_BIG, // Animation number.
|
|
|
|
"BURN-L", // Data name of animation.
|
|
|
|
23, // Maximum dimension of animation.
|
|
|
|
13, // Biggest animation stage.
|
|
|
|
false, // Theater specific art imagery?
|
|
|
|
false, // Normalized animation rate?
|
|
|
|
false, // Uses white translucent table?
|
|
|
|
true, // Scorches the ground?
|
|
|
|
false, // Forms a crater?
|
|
|
|
false, // Sticks to unit in square?
|
|
|
|
true, // Ground level animation?
|
|
|
|
false, // Translucent colors in this animation?
|
|
|
|
false, // Is this a flame thrower animation?
|
|
|
|
fixed(1, 10), // Damage to apply per tick (fixed point).
|
|
|
|
2, // Delay between frames.
|
|
|
|
0, // Starting frame number.
|
|
|
|
30, // Loop start frame number.
|
|
|
|
62, // Ending frame of loop back.
|
|
|
|
-1, // Number of animation stages.
|
|
|
|
4, // Number of times the animation loops.
|
|
|
|
VOC_NONE, // Sound effect to play.
|
|
|
|
ANIM_ON_FIRE_MED
|
|
|
|
);
|
|
|
|
static AnimTypeClass const Parachute(
|
|
|
|
ANIM_PARACHUTE, // Animation number.
|
|
|
|
"PARACH", // Data name of animation.
|
|
|
|
32, // Maximum dimension of animation.
|
|
|
|
15, // Biggest animation stage.
|
|
|
|
false, // Theater specific art imagery?
|
|
|
|
false, // Normalized animation rate?
|
|
|
|
false, // Uses white translucent table?
|
|
|
|
false, // Scorches the ground?
|
|
|
|
false, // Forms a crater?
|
|
|
|
false, // Sticks to unit in square?
|
|
|
|
false, // Ground level animation?
|
|
|
|
false, // Translucent colors in this animation?
|
|
|
|
false, // Is this a flame thrower animation?
|
|
|
|
0, // Damage to apply per tick (fixed point).
|
|
|
|
4, // Delay between frames.
|
|
|
|
0, // Starting frame number.
|
|
|
|
7, // Loop start frame number.
|
|
|
|
-1, // Loopback frame number.
|
|
|
|
-1, // Number of animation stages.
|
|
|
|
15, // Number of times the animation loops.
|
|
|
|
VOC_NONE, // Sound effect to play.
|
|
|
|
ANIM_NONE
|
|
|
|
);
|
|
|
|
static AnimTypeClass const ParaBomb(
|
|
|
|
ANIM_PARA_BOMB, // Animation number.
|
|
|
|
"PARABOMB", // Data name of animation.
|
|
|
|
32, // Maximum dimension of animation.
|
|
|
|
8, // Biggest animation stage.
|
|
|
|
false, // Theater specific art imagery?
|
|
|
|
false, // Normalized animation rate?
|
|
|
|
false, // Uses white translucent table?
|
|
|
|
false, // Scorches the ground?
|
|
|
|
false, // Forms a crater?
|
|
|
|
false, // Sticks to unit in square?
|
|
|
|
false, // Ground level animation?
|
|
|
|
false, // Translucent colors in this animation?
|
|
|
|
false, // Is this a flame thrower animation?
|
|
|
|
0, // Damage to apply per tick (fixed point).
|
|
|
|
4, // Delay between frames.
|
|
|
|
0, // Starting frame number.
|
|
|
|
7, // Loop start frame number.
|
|
|
|
-1, // Loopback frame number.
|
|
|
|
-1, // Number of animation stages.
|
|
|
|
15, // Number of times the animation loops.
|
|
|
|
VOC_NONE, // Sound effect to play.
|
|
|
|
ANIM_NONE
|
|
|
|
);
|
|
|
|
|
|
|
|
static AnimTypeClass const FBall1(
|
|
|
|
ANIM_FBALL1, // Animation number.
|
|
|
|
"FBALL1", // Data name of animation.
|
|
|
|
67, // Maximum dimension of animation.
|
|
|
|
6, // Biggest animation stage.
|
|
|
|
false, // Theater specific art imagery?
|
|
|
|
true, // Normalized animation rate?
|
|
|
|
false, // Uses white translucent table?
|
|
|
|
false, // Scorches the ground?
|
|
|
|
true, // Forms a crater?
|
|
|
|
false, // Sticks to unit in square?
|
|
|
|
false, // Ground level animation?
|
|
|
|
false, // Translucent colors in this animation?
|
|
|
|
false, // Is this a flame thrower animation?
|
|
|
|
0, // Damage to apply per tick (fixed point).
|
|
|
|
1, // Delay between frames.
|
|
|
|
0, // Starting frame number.
|
|
|
|
0, // Loop start frame number.
|
|
|
|
-1, // Ending frame of loop back.
|
|
|
|
-1, // Number of animation stages.
|
|
|
|
1, // Number of times the animation loops.
|
|
|
|
VOC_KABOOM25, // Sound effect to play.
|
|
|
|
ANIM_NONE
|
|
|
|
);
|
|
|
|
|
|
|
|
static AnimTypeClass const Frag1(
|
|
|
|
ANIM_FRAG1, // Animation number.
|
|
|
|
"FRAG1", // Data name of animation.
|
|
|
|
45, // Maximum dimension of animation.
|
|
|
|
3, // Biggest animation stage.
|
|
|
|
false, // Theater specific art imagery?
|
|
|
|
true, // Normalized animation rate?
|
|
|
|
false, // Uses white translucent table?
|
|
|
|
false, // Scorches the ground?
|
|
|
|
true, // Forms a crater?
|
|
|
|
true, // Sticks to unit in square?
|
|
|
|
true, // Ground level animation?
|
|
|
|
false, // Translucent colors in this animation?
|
|
|
|
false, // Is this a flame thrower animation?
|
|
|
|
0, // Damage to apply per tick (fixed point).
|
|
|
|
1, // Delay between frames.
|
|
|
|
0, // Starting frame number.
|
|
|
|
0, // Loop start frame number.
|
|
|
|
-1, // Ending frame of loop back.
|
|
|
|
-1, // Number of animation stages.
|
|
|
|
1, // Number of times the animation loops.
|
|
|
|
VOC_KABOOM30, // Sound effect to play.
|
|
|
|
ANIM_NONE,
|
|
|
|
29 // Virtual stages
|
|
|
|
);
|
|
|
|
|
|
|
|
static AnimTypeClass const VehHit1(
|
|
|
|
ANIM_VEH_HIT1, // Animation number.
|
|
|
|
"VEH-HIT1", // Data name of animation.
|
|
|
|
30, // Maximum dimension of animation.
|
|
|
|
4, // Biggest animation stage.
|
|
|
|
false, // Theater specific art imagery?
|
|
|
|
true, // Normalized animation rate?
|
|
|
|
false, // Uses white translucent table?
|
|
|
|
false, // Scorches the ground?
|
|
|
|
true, // Forms a crater?
|
|
|
|
true, // Sticks to unit in square?
|
|
|
|
false, // Ground level animation?
|
|
|
|
false, // Translucent colors in this animation?
|
|
|
|
false, // Is this a flame thrower animation?
|
|
|
|
0, // Damage to apply per tick (fixed point).
|
|
|
|
1, // Delay between frames.
|
|
|
|
0, // Starting frame number.
|
|
|
|
0, // Loop start frame number.
|
|
|
|
-1, // Ending frame of loop back.
|
|
|
|
-1, // Number of animation stages.
|
|
|
|
1, // Number of times the animation loops.
|
|
|
|
VOC_KABOOM25, // Sound effect to play.
|
|
|
|
ANIM_NONE
|
|
|
|
);
|
|
|
|
|
|
|
|
static AnimTypeClass const VehHit2(
|
|
|
|
ANIM_VEH_HIT2, // Animation number.
|
|
|
|
"VEH-HIT2", // Data name of animation.
|
|
|
|
21, // Maximum dimension of animation.
|
|
|
|
1, // Biggest animation stage.
|
|
|
|
false, // Theater specific art imagery?
|
|
|
|
true, // Normalized animation rate?
|
|
|
|
false, // Uses white translucent table?
|
|
|
|
false, // Scorches the ground?
|
|
|
|
true, // Forms a crater?
|
|
|
|
true, // Sticks to unit in square?
|
|
|
|
false, // Ground level animation?
|
|
|
|
false, // Translucent colors in this animation?
|
|
|
|
false, // Is this a flame thrower animation?
|
|
|
|
0, // Damage to apply per tick (fixed point).
|
|
|
|
1, // Delay between frames.
|
|
|
|
0, // Starting frame number.
|
|
|
|
0, // Loop start frame number.
|
|
|
|
-1, // Ending frame of loop back.
|
|
|
|
-1, // Number of animation stages.
|
|
|
|
1, // Number of times the animation loops.
|
|
|
|
VOC_KABOOM12, // Sound effect to play.
|
|
|
|
ANIM_NONE
|
|
|
|
);
|
|
|
|
|
|
|
|
static AnimTypeClass const VehHit3(
|
|
|
|
ANIM_VEH_HIT3, // Animation number.
|
|
|
|
"VEH-HIT3", // Data name of animation.
|
|
|
|
19, // Maximum dimension of animation.
|
|
|
|
3, // Biggest animation stage.
|
|
|
|
false, // Theater specific art imagery?
|
|
|
|
true, // Normalized animation rate?
|
|
|
|
false, // Uses white translucent table?
|
|
|
|
false, // Scorches the ground?
|
|
|
|
false, // Forms a crater?
|
|
|
|
true, // Sticks to unit in square?
|
|
|
|
false, // Ground level animation?
|
|
|
|
false, // Translucent colors in this animation?
|
|
|
|
false, // Is this a flame thrower animation?
|
|
|
|
0, // Damage to apply per tick (fixed point).
|
|
|
|
1, // Delay between frames.
|
|
|
|
0, // Starting frame number.
|
|
|
|
0, // Loop start frame number.
|
|
|
|
-1, // Ending frame of loop back.
|
|
|
|
-1, // Number of animation stages.
|
|
|
|
1, // Number of times the animation loops.
|
|
|
|
VOC_KABOOM12, // Sound effect to play.
|
|
|
|
ANIM_NONE
|
|
|
|
);
|
|
|
|
|
|
|
|
static AnimTypeClass const ArtExp1(
|
|
|
|
ANIM_ART_EXP1, // Animation number.
|
|
|
|
"ART-EXP1", // Data name of animation.
|
|
|
|
41, // Maximum dimension of animation.
|
|
|
|
1, // Biggest animation stage.
|
|
|
|
false, // Theater specific art imagery?
|
|
|
|
true, // Normalized animation rate?
|
|
|
|
false, // Uses white translucent table?
|
|
|
|
false, // Scorches the ground?
|
|
|
|
true, // Forms a crater?
|
|
|
|
false, // Sticks to unit in square?
|
|
|
|
false, // Ground level animation?
|
|
|
|
false, // Translucent colors in this animation?
|
|
|
|
false, // Is this a flame thrower animation?
|
|
|
|
0, // Damage to apply per tick (fixed point).
|
|
|
|
1, // Delay between frames.
|
|
|
|
0, // Starting frame number.
|
|
|
|
0, // Loop start frame number.
|
|
|
|
-1, // Ending frame of loop back.
|
|
|
|
-1, // Number of animation stages.
|
|
|
|
1, // Number of times the animation loops.
|
|
|
|
VOC_KABOOM22, // Sound effect to play.
|
|
|
|
ANIM_NONE
|
|
|
|
);
|
|
|
|
|
|
|
|
static AnimTypeClass const Napalm1(
|
|
|
|
ANIM_NAPALM1, // Animation number.
|
|
|
|
"NAPALM1", // Data name of animation.
|
|
|
|
21, // Maximum dimension of animation.
|
|
|
|
5, // Biggest animation stage.
|
|
|
|
false, // Theater specific art imagery?
|
|
|
|
false, // Normalized animation rate?
|
|
|
|
false, // Uses white translucent table?
|
|
|
|
true, // Scorches the ground?
|
|
|
|
false, // Forms a crater?
|
|
|
|
false, // Sticks to unit in square?
|
|
|
|
false, // Ground level animation?
|
|
|
|
false, // Translucent colors in this animation?
|
|
|
|
false, // Is this a flame thrower animation?
|
|
|
|
0, // Damage to apply per tick (fixed point).
|
|
|
|
1, // Delay between frames.
|
|
|
|
0, // Starting frame number.
|
|
|
|
0, // Loop start frame number.
|
|
|
|
-1, // Ending frame of loop back.
|
|
|
|
-1, // Number of animation stages.
|
|
|
|
1, // Number of times the animation loops.
|
|
|
|
VOC_FIRE_EXPLODE, // Sound effect to play.
|
|
|
|
ANIM_NONE
|
|
|
|
);
|
|
|
|
|
|
|
|
static AnimTypeClass const Napalm2(
|
|
|
|
ANIM_NAPALM2, // Animation number.
|
|
|
|
"NAPALM2", // Data name of animation.
|
|
|
|
41, // Maximum dimension of animation.
|
|
|
|
5, // Biggest animation stage.
|
|
|
|
false, // Theater specific art imagery?
|
|
|
|
false, // Normalized animation rate?
|
|
|
|
false, // Uses white translucent table?
|
|
|
|
true, // Scorches the ground?
|
|
|
|
false, // Forms a crater?
|
|
|
|
false, // Sticks to unit in square?
|
|
|
|
false, // Ground level animation?
|
|
|
|
false, // Translucent colors in this animation?
|
|
|
|
false, // Is this a flame thrower animation?
|
|
|
|
0, // Damage to apply per tick (fixed point).
|
|
|
|
1, // Delay between frames.
|
|
|
|
0, // Starting frame number.
|
|
|
|
0, // Loop start frame number.
|
|
|
|
-1, // Ending frame of loop back.
|
|
|
|
-1, // Number of animation stages.
|
|
|
|
1, // Number of times the animation loops.
|
|
|
|
VOC_FIRE_EXPLODE, // Sound effect to play.
|
|
|
|
ANIM_NONE
|
|
|
|
);
|
|
|
|
|
|
|
|
static AnimTypeClass const Napalm3(
|
|
|
|
ANIM_NAPALM3, // Animation number.
|
|
|
|
"NAPALM3", // Data name of animation.
|
|
|
|
78, // Maximum dimension of animation.
|
|
|
|
5, // Biggest animation stage.
|
|
|
|
false, // Theater specific art imagery?
|
|
|
|
false, // Normalized animation rate?
|
|
|
|
false, // Uses white translucent table?
|
|
|
|
true, // Scorches the ground?
|
|
|
|
false, // Forms a crater?
|
|
|
|
false, // Sticks to unit in square?
|
|
|
|
false, // Ground level animation?
|
|
|
|
false, // Translucent colors in this animation?
|
|
|
|
false, // Is this a flame thrower animation?
|
|
|
|
0, // Damage to apply per tick (fixed point).
|
|
|
|
1, // Delay between frames.
|
|
|
|
0, // Starting frame number.
|
|
|
|
0, // Loop start frame number.
|
|
|
|
-1, // Ending frame of loop back.
|
|
|
|
-1, // Number of animation stages.
|
|
|
|
1, // Number of times the animation loops.
|
|
|
|
VOC_FIRE_LAUNCH, // Sound effect to play.
|
|
|
|
ANIM_NONE
|
|
|
|
);
|
|
|
|
|
|
|
|
static AnimTypeClass const SmokePuff(
|
|
|
|
ANIM_SMOKE_PUFF, // Animation number.
|
|
|
|
"SMOKEY", // Data name of animation.
|
|
|
|
24, // Maximum dimension of animation.
|
|
|
|
2, // Biggest animation stage.
|
|
|
|
false, // Theater specific art imagery?
|
|
|
|
true, // Normalized animation rate?
|
|
|
|
false, // Uses white translucent table?
|
|
|
|
false, // Scorches the ground?
|
|
|
|
false, // Forms a crater?
|
|
|
|
false, // Sticks to unit in square?
|
|
|
|
false, // Ground level animation?
|
|
|
|
true, // Translucent colors in this animation?
|
|
|
|
false, // Is this a flame thrower animation?
|
|
|
|
0, // Damage to apply per tick (fixed point).
|
|
|
|
1, // Delay between frames.
|
|
|
|
0, // Starting frame number.
|
|
|
|
0, // Loop start frame number.
|
|
|
|
-1, // Ending frame of loop back.
|
|
|
|
-1, // Number of animation stages.
|
|
|
|
1, // Number of times the animation loops.
|
|
|
|
VOC_NONE, // Sound effect to play.
|
|
|
|
ANIM_NONE
|
|
|
|
);
|
|
|
|
|
|
|
|
static AnimTypeClass const FireBallFade(
|
|
|
|
ANIM_FBALL_FADE, // Animation number.
|
|
|
|
"FB2", // Data name of animation.
|
|
|
|
24, // Maximum dimension of animation.
|
|
|
|
1, // Biggest animation stage.
|
|
|
|
false, // Theater specific art imagery?
|
|
|
|
true, // Normalized animation rate?
|
|
|
|
false, // Uses white translucent table?
|
|
|
|
false, // Scorches the ground?
|
|
|
|
false, // Forms a crater?
|
|
|
|
false, // Sticks to unit in square?
|
|
|
|
false, // Ground level animation?
|
|
|
|
false, // Translucent colors in this animation?
|
|
|
|
false, // Is this a flame thrower animation?
|
|
|
|
0, // Damage to apply per tick (fixed point).
|
|
|
|
1, // Delay between frames.
|
|
|
|
0, // Starting frame number.
|
|
|
|
0, // Loop start frame number.
|
|
|
|
-1, // Ending frame of loop back.
|
|
|
|
-1, // Number of animation stages.
|
|
|
|
1, // Number of times the animation loops.
|
|
|
|
VOC_NONE, // Sound effect to play.
|
|
|
|
ANIM_NONE
|
|
|
|
);
|
|
|
|
|
|
|
|
static AnimTypeClass const Piff(
|
|
|
|
ANIM_PIFF, // Animation number.
|
|
|
|
"PIFF", // Data name of animation.
|
|
|
|
13, // Maximum dimension of animation.
|
|
|
|
1, // Biggest animation stage.
|
|
|
|
false, // Theater specific art imagery?
|
|
|
|
true, // Normalized animation rate?
|
|
|
|
false, // Uses white translucent table?
|
|
|
|
false, // Scorches the ground?
|
|
|
|
false, // Forms a crater?
|
|
|
|
false, // Sticks to unit in square?
|
|
|
|
false, // Ground level animation?
|
|
|
|
false, // Translucent colors in this animation?
|
|
|
|
false, // Is this a flame thrower animation?
|
|
|
|
0, // Damage to apply per tick (fixed point).
|
|
|
|
1, // Delay between frames.
|
|
|
|
0, // Starting frame number.
|
|
|
|
0, // Loop start frame number.
|
|
|
|
-1, // Ending frame of loop back.
|
|
|
|
-1, // Number of animation stages.
|
|
|
|
1, // Number of times the animation loops.
|
|
|
|
VOC_NONE, // Sound effect to play.
|
|
|
|
ANIM_NONE
|
|
|
|
);
|
|
|
|
|
|
|
|
static AnimTypeClass const PiffPiff(
|
|
|
|
ANIM_PIFFPIFF, // Animation number.
|
|
|
|
"PIFFPIFF", // Data name of animation.
|
|
|
|
20, // Maximum dimension of animation.
|
|
|
|
2, // Biggest animation stage.
|
|
|
|
false, // Theater specific art imagery?
|
|
|
|
true, // Normalized animation rate?
|
|
|
|
false, // Uses white translucent table?
|
|
|
|
false, // Scorches the ground?
|
|
|
|
false, // Forms a crater?
|
|
|
|
false, // Sticks to unit in square?
|
|
|
|
false, // Ground level animation?
|
|
|
|
false, // Translucent colors in this animation?
|
|
|
|
false, // Is this a flame thrower animation?
|
|
|
|
0, // Damage to apply per tick (fixed point).
|
|
|
|
1, // Delay between frames.
|
|
|
|
0, // Starting frame number.
|
|
|
|
0, // Loop start frame number.
|
|
|
|
-1, // Ending frame of loop back.
|
|
|
|
-1, // Number of animation stages.
|
|
|
|
1, // Number of times the animation loops.
|
|
|
|
VOC_NONE, // Sound effect to play.
|
|
|
|
ANIM_NONE
|
|
|
|
);
|
|
|
|
|
|
|
|
static AnimTypeClass const Fire3(
|
|
|
|
ANIM_FIRE_SMALL, // Animation number.
|
|
|
|
"FIRE3", // Data name of animation.
|
|
|
|
23, // Maximum dimension of animation.
|
|
|
|
0, // Biggest animation stage.
|
|
|
|
false, // Theater specific art imagery?
|
|
|
|
false, // Normalized animation rate?
|
|
|
|
false, // Uses white translucent table?
|
|
|
|
false, // Scorches the ground?
|
|
|
|
false, // Forms a crater?
|
|
|
|
false, // Sticks to unit in square?
|
|
|
|
true, // Ground level animation?
|
|
|
|
false, // Translucent colors in this animation?
|
|
|
|
false, // Is this a flame thrower animation?
|
|
|
|
fixed(1, 32), // Damage to apply per tick (fixed point).
|
|
|
|
1, // Delay between frames.
|
|
|
|
0, // Starting frame number.
|
|
|
|
0, // Loop start frame number.
|
|
|
|
-1, // Ending frame of loop back.
|
|
|
|
-1, // Number of animation stages.
|
|
|
|
2, // Number of times the animation loops.
|
|
|
|
VOC_NONE, // Sound effect to play.
|
|
|
|
ANIM_NONE,
|
|
|
|
-1, // Virtual stages
|
|
|
|
0x100, // Virtual scale
|
|
|
|
NULL, // Virtual name
|
|
|
|
ANIM_FIRE_SMALL_VIRTUAL // Virtual anim
|
|
|
|
);
|
|
|
|
|
|
|
|
static AnimTypeClass const Fire3Virtual(
|
|
|
|
ANIM_FIRE_SMALL_VIRTUAL, // Animation number.
|
|
|
|
"FIRE3", // Data name of animation.
|
|
|
|
23, // Maximum dimension of animation.
|
|
|
|
0, // Biggest animation stage.
|
|
|
|
false, // Theater specific art imagery?
|
|
|
|
false, // Normalized animation rate?
|
|
|
|
false, // Uses white translucent table?
|
|
|
|
false, // Scorches the ground?
|
|
|
|
false, // Forms a crater?
|
|
|
|
false, // Sticks to unit in square?
|
|
|
|
true, // Ground level animation?
|
|
|
|
false, // Translucent colors in this animation?
|
|
|
|
false, // Is this a flame thrower animation?
|
|
|
|
0, // Damage to apply per tick (fixed point).
|
|
|
|
1, // Delay between frames.
|
|
|
|
0, // Starting frame number.
|
|
|
|
10, // Loop start frame number.
|
|
|
|
21, // Ending frame of loop back.
|
|
|
|
29, // Number of animation stages.
|
|
|
|
2, // Number of times the animation loops.
|
|
|
|
VOC_NONE, // Sound effect to play.
|
|
|
|
ANIM_NONE
|
|
|
|
);
|
|
|
|
|
|
|
|
static AnimTypeClass const Fire1(
|
|
|
|
ANIM_FIRE_MED2, // Animation number.
|
|
|
|
"FIRE1", // Data name of animation.
|
|
|
|
23, // Maximum dimension of animation.
|
|
|
|
0, // Biggest animation stage.
|
|
|
|
false, // Theater specific art imagery?
|
|
|
|
false, // Normalized animation rate?
|
|
|
|
false, // Uses white translucent table?
|
|
|
|
true, // Scorches the ground?
|
|
|
|
false, // Forms a crater?
|
|
|
|
false, // Sticks to unit in square?
|
|
|
|
true, // Ground level animation?
|
|
|
|
false, // Translucent colors in this animation?
|
|
|
|
false, // Is this a flame thrower animation?
|
|
|
|
fixed(1, 16), // Damage to apply per tick (fixed point).
|
|
|
|
1, // Delay between frames.
|
|
|
|
0, // Starting frame number.
|
|
|
|
0, // Loop start frame number.
|
|
|
|
-1, // Ending frame of loop back.
|
|
|
|
-1, // Number of animation stages.
|
|
|
|
3, // Number of times the animation loops.
|
|
|
|
VOC_NONE, // Sound effect to play.
|
|
|
|
ANIM_NONE,
|
|
|
|
-1, // Virtual stages
|
|
|
|
0x100, // Virtual scale
|
|
|
|
NULL, // Virtual name
|
|
|
|
ANIM_FIRE_MED2_VIRTUAL // Virtual anim
|
|
|
|
);
|
|
|
|
|
|
|
|
static AnimTypeClass const Fire1Virtual(
|
|
|
|
ANIM_FIRE_MED2_VIRTUAL, // Animation number.
|
|
|
|
"FIRE1", // Data name of animation.
|
|
|
|
23, // Maximum dimension of animation.
|
|
|
|
0, // Biggest animation stage.
|
|
|
|
false, // Theater specific art imagery?
|
|
|
|
false, // Normalized animation rate?
|
|
|
|
false, // Uses white translucent table?
|
|
|
|
true, // Scorches the ground?
|
|
|
|
false, // Forms a crater?
|
|
|
|
false, // Sticks to unit in square?
|
|
|
|
true, // Ground level animation?
|
|
|
|
false, // Translucent colors in this animation?
|
|
|
|
false, // Is this a flame thrower animation?
|
|
|
|
0, // Damage to apply per tick (fixed point).
|
|
|
|
1, // Delay between frames.
|
|
|
|
0, // Starting frame number.
|
|
|
|
10, // Loop start frame number.
|
|
|
|
21, // Ending frame of loop back.
|
|
|
|
29, // Number of animation stages.
|
|
|
|
3, // Number of times the animation loops.
|
|
|
|
VOC_NONE, // Sound effect to play.
|
|
|
|
ANIM_NONE
|
|
|
|
);
|
|
|
|
|
|
|
|
static AnimTypeClass const Fire4(
|
|
|
|
ANIM_FIRE_TINY, // Animation number.
|
|
|
|
"FIRE4", // Data name of animation.
|
|
|
|
7, // Maximum dimension of animation.
|
|
|
|
0, // Biggest animation stage.
|
|
|
|
false, // Theater specific art imagery?
|
|
|
|
false, // Normalized animation rate?
|
|
|
|
false, // Uses white translucent table?
|
|
|
|
false, // Scorches the ground?
|
|
|
|
false, // Forms a crater?
|
|
|
|
false, // Sticks to unit in square?
|
|
|
|
true, // Ground level animation?
|
|
|
|
false, // Translucent colors in this animation?
|
|
|
|
false, // Is this a flame thrower animation?
|
|
|
|
fixed(1, 32), // Damage to apply per tick (fixed point).
|
|
|
|
1, // Delay between frames.
|
|
|
|
0, // Starting frame number.
|
|
|
|
0, // Loop start frame number.
|
|
|
|
-1, // Ending frame of loop back.
|
|
|
|
-1, // Number of animation stages.
|
|
|
|
3, // Number of times the animation loops.
|
|
|
|
VOC_NONE, // Sound effect to play.
|
|
|
|
ANIM_NONE,
|
|
|
|
-1, // Virtual stages
|
|
|
|
0x100, // Virtual scale
|
|
|
|
NULL, // Virtual name
|
|
|
|
ANIM_FIRE_TINY_VIRTUAL // Virtual anim
|
|
|
|
);
|
|
|
|
|
|
|
|
static AnimTypeClass const Fire4Virtual(
|
|
|
|
ANIM_FIRE_TINY_VIRTUAL, // Animation number.
|
|
|
|
"FIRE4", // Data name of animation.
|
|
|
|
7, // Maximum dimension of animation.
|
|
|
|
0, // Biggest animation stage.
|
|
|
|
false, // Theater specific art imagery?
|
|
|
|
false, // Normalized animation rate?
|
|
|
|
false, // Uses white translucent table?
|
|
|
|
false, // Scorches the ground?
|
|
|
|
false, // Forms a crater?
|
|
|
|
false, // Sticks to unit in square?
|
|
|
|
true, // Ground level animation?
|
|
|
|
false, // Translucent colors in this animation?
|
|
|
|
false, // Is this a flame thrower animation?
|
|
|
|
0, // Damage to apply per tick (fixed point).
|
|
|
|
1, // Delay between frames.
|
|
|
|
0, // Starting frame number.
|
|
|
|
10, // Loop start frame number.
|
|
|
|
21, // Ending frame of loop back.
|
|
|
|
29, // Number of animation stages.
|
|
|
|
3, // Number of times the animation loops.
|
|
|
|
VOC_NONE, // Sound effect to play.
|
|
|
|
ANIM_NONE
|
|
|
|
);
|
|
|
|
|
|
|
|
static AnimTypeClass const Fire2(
|
|
|
|
ANIM_FIRE_MED, // Animation number.
|
|
|
|
"FIRE2", // Data name of animation.
|
|
|
|
23, // Maximum dimension of animation.
|
|
|
|
0, // Biggest animation stage.
|
|
|
|
false, // Theater specific art imagery?
|
|
|
|
false, // Normalized animation rate?
|
|
|
|
false, // Uses white translucent table?
|
|
|
|
true, // Scorches the ground?
|
|
|
|
false, // Forms a crater?
|
|
|
|
false, // Sticks to unit in square?
|
|
|
|
true, // Ground level animation?
|
|
|
|
false, // Translucent colors in this animation?
|
|
|
|
false, // Is this a flame thrower animation?
|
|
|
|
fixed(1, 16), // Damage to apply per tick (fixed point).
|
|
|
|
1, // Delay between frames.
|
|
|
|
0, // Starting frame number.
|
|
|
|
0, // Loop start frame number.
|
|
|
|
-1, // Ending frame of loop back.
|
|
|
|
-1, // Number of animation stages.
|
|
|
|
3, // Number of times the animation loops.
|
|
|
|
VOC_NONE, // Sound effect to play.
|
|
|
|
ANIM_NONE,
|
|
|
|
-1, // Virtual stages
|
|
|
|
0x100, // Virtual scale
|
|
|
|
NULL, // Virtual name
|
|
|
|
ANIM_FIRE_MED_VIRTUAL // Virtual anim
|
|
|
|
);
|
|
|
|
|
|
|
|
static AnimTypeClass const Fire2Virtual(
|
|
|
|
ANIM_FIRE_MED_VIRTUAL, // Animation number.
|
|
|
|
"FIRE2", // Data name of animation.
|
|
|
|
23, // Maximum dimension of animation.
|
|
|
|
0, // Biggest animation stage.
|
|
|
|
false, // Theater specific art imagery?
|
|
|
|
false, // Normalized animation rate?
|
|
|
|
false, // Uses white translucent table?
|
|
|
|
true, // Scorches the ground?
|
|
|
|
false, // Forms a crater?
|
|
|
|
false, // Sticks to unit in square?
|
|
|
|
true, // Ground level animation?
|
|
|
|
false, // Translucent colors in this animation?
|
|
|
|
false, // Is this a flame thrower animation?
|
|
|
|
0, // Damage to apply per tick (fixed point).
|
|
|
|
1, // Delay between frames.
|
|
|
|
0, // Starting frame number.
|
|
|
|
10, // Loop start frame number.
|
|
|
|
21, // Ending frame of loop back.
|
|
|
|
29, // Number of animation stages.
|
|
|
|
3, // Number of times the animation loops.
|
|
|
|
VOC_NONE, // Sound effect to play.
|
|
|
|
ANIM_NONE
|
|
|
|
);
|
|
|
|
|
|
|
|
static AnimTypeClass const OilFieldBurn(
|
|
|
|
ANIM_OILFIELD_BURN, // Animation number.
|
|
|
|
"FLMSPT", // Data name of animation.
|
|
|
|
42, // Maximum dimension of animation.
|
|
|
|
58, // Biggest animation stage.
|
|
|
|
false, // Theater specific art imagery?
|
|
|
|
true, // Normalized animation rate?
|
|
|
|
false, // Uses white translucent table?
|
|
|
|
false, // Scorches the ground?
|
|
|
|
false, // Forms a crater?
|
|
|
|
false, // Sticks to unit in square?
|
|
|
|
true, // Ground level animation?
|
|
|
|
false, // Translucent colors in this animation?
|
|
|
|
false, // Is this a flame thrower animation?
|
|
|
|
0, // Damage to apply per tick (fixed point).
|
|
|
|
1, // Delay between frames.
|
|
|
|
0, // Starting frame number.
|
|
|
|
33, // Loop start frame number.
|
|
|
|
99, // Ending frame of loop back.
|
|
|
|
66, // Number of animation stages.
|
2020-08-06 17:44:54 +01:00
|
|
|
127, // Number of times the animation loops.
|
2020-05-27 20:16:20 +01:00
|
|
|
VOC_NONE, // Sound effect to play.
|
|
|
|
ANIM_NONE
|
|
|
|
);
|
|
|
|
|
|
|
|
static AnimTypeClass const Gunfire(
|
|
|
|
ANIM_MUZZLE_FLASH, // Animation number.
|
|
|
|
"GUNFIRE", // Data name of animation.
|
|
|
|
16, // Maximum dimension of animation.
|
|
|
|
0, // Biggest animation stage.
|
|
|
|
false, // Theater specific art imagery?
|
|
|
|
false, // Normalized animation rate?
|
|
|
|
false, // Uses white translucent table?
|
|
|
|
false, // Scorches the ground?
|
|
|
|
false, // Forms a crater?
|
|
|
|
false, // Sticks to unit in square?
|
|
|
|
true, // Ground level animation?
|
|
|
|
true, // Translucent colors in this animation?
|
|
|
|
false, // Is this a flame thrower animation?
|
|
|
|
0, // Damage to apply per tick (fixed point).
|
|
|
|
1, // Delay between frames.
|
|
|
|
0, // Starting frame number.
|
|
|
|
0, // Loop start frame number.
|
|
|
|
0, // Number of times the animation loops.
|
|
|
|
1, // Number of animation stages.
|
|
|
|
1, // Ending frame of loop back.
|
|
|
|
VOC_NONE, // Sound effect to play.
|
|
|
|
ANIM_NONE,
|
|
|
|
10 // Virtual stages
|
|
|
|
);
|
|
|
|
|
|
|
|
static AnimTypeClass const SmokeM(
|
|
|
|
ANIM_SMOKE_M, // Animation number.
|
|
|
|
"SMOKE_M", // Data name of animation.
|
|
|
|
28, // Maximum dimension of animation.
|
|
|
|
30, // Biggest animation stage.
|
|
|
|
false, // Theater specific art imagery?
|
|
|
|
true, // Normalized animation rate?
|
|
|
|
false, // Uses white translucent table?
|
|
|
|
false, // Scorches the ground?
|
|
|
|
false, // Forms a crater?
|
|
|
|
false, // Sticks to unit in square?
|
|
|
|
true, // Ground level animation?
|
|
|
|
false, // Translucent colors in this animation?
|
|
|
|
false, // Is this a flame thrower animation?
|
|
|
|
0, // Damage to apply per tick (fixed point).
|
|
|
|
1, // Delay between frames.
|
|
|
|
0, // Starting frame number.
|
|
|
|
67, // Loop start frame number.
|
|
|
|
-1, // Loopback frame number.
|
|
|
|
-1, // Number of animation stages.
|
|
|
|
6, // Number of times the animation loops.
|
|
|
|
VOC_NONE, // Sound effect to play.
|
|
|
|
ANIM_NONE,
|
|
|
|
105 // Virtual stages
|
|
|
|
);
|
|
|
|
|
|
|
|
/*
|
|
|
|
** Mini-gun fire effect -- used by guard towers.
|
|
|
|
*/
|
|
|
|
static AnimTypeClass const GUNN(
|
|
|
|
ANIM_GUN_N, // Animation number.
|
|
|
|
"MINIGUN", // Data name of animation.
|
|
|
|
18, // Maximum dimension of animation.
|
|
|
|
0, // Biggest animation stage.
|
|
|
|
false, // Theater specific art imagery?
|
|
|
|
false, // Normalized animation rate?
|
|
|
|
false, // Uses white translucent table?
|
|
|
|
false, // Scorches the ground?
|
|
|
|
false, // Forms a crater?
|
|
|
|
false, // Sticks to unit in square?
|
|
|
|
false, // Ground level animation?
|
|
|
|
false, // Translucent colors in this animation?
|
|
|
|
false, // Is this a flame thrower animation?
|
|
|
|
0, // Damage to apply per tick (fixed point).
|
|
|
|
1, // Delay between frames.
|
|
|
|
0, // Starting frame number.
|
|
|
|
0, // Loop start frame number.
|
|
|
|
0, // Number of times the animation loops.
|
|
|
|
6, // Number of animation stages.
|
|
|
|
0, // Ending frame of loop back.
|
|
|
|
VOC_NONE, // Sound effect to play.
|
|
|
|
ANIM_NONE
|
|
|
|
);
|
|
|
|
static AnimTypeClass const GUNNW(
|
|
|
|
ANIM_GUN_NW, // Animation number.
|
|
|
|
"MINIGUN", // Data name of animation.
|
|
|
|
18, // Maximum dimension of animation.
|
|
|
|
0, // Biggest animation stage.
|
|
|
|
false, // Theater specific art imagery?
|
|
|
|
false, // Normalized animation rate?
|
|
|
|
false, // Uses white translucent table?
|
|
|
|
false, // Scorches the ground?
|
|
|
|
false, // Forms a crater?
|
|
|
|
false, // Sticks to unit in square?
|
|
|
|
false, // Ground level animation?
|
|
|
|
false, // Translucent colors in this animation?
|
|
|
|
false, // Is this a flame thrower animation?
|
|
|
|
0, // Damage to apply per tick (fixed point).
|
|
|
|
1, // Delay between frames.
|
|
|
|
6, // Starting frame number.
|
|
|
|
0, // Loop start frame number.
|
|
|
|
0, // Number of times the animation loops.
|
|
|
|
6, // Number of animation stages.
|
|
|
|
0, // Ending frame of loop back.
|
|
|
|
VOC_NONE, // Sound effect to play.
|
|
|
|
ANIM_NONE
|
|
|
|
);
|
|
|
|
static AnimTypeClass const GUNW(
|
|
|
|
ANIM_GUN_W, // Animation number.
|
|
|
|
"MINIGUN", // Data name of animation.
|
|
|
|
18, // Maximum dimension of animation.
|
|
|
|
0, // Biggest animation stage.
|
|
|
|
false, // Theater specific art imagery?
|
|
|
|
false, // Normalized animation rate?
|
|
|
|
false, // Uses white translucent table?
|
|
|
|
false, // Scorches the ground?
|
|
|
|
false, // Forms a crater?
|
|
|
|
false, // Sticks to unit in square?
|
|
|
|
false, // Ground level animation?
|
|
|
|
false, // Translucent colors in this animation?
|
|
|
|
false, // Is this a flame thrower animation?
|
|
|
|
0, // Damage to apply per tick (fixed point).
|
|
|
|
1, // Delay between frames.
|
|
|
|
12, // Starting frame number.
|
|
|
|
0, // Loop start frame number.
|
|
|
|
0, // Number of times the animation loops.
|
|
|
|
6, // Number of animation stages.
|
|
|
|
0, // Ending frame of loop back.
|
|
|
|
VOC_NONE, // Sound effect to play.
|
|
|
|
ANIM_NONE
|
|
|
|
);
|
|
|
|
static AnimTypeClass const GUNSW(
|
|
|
|
ANIM_GUN_SW, // Animation number.
|
|
|
|
"MINIGUN", // Data name of animation.
|
|
|
|
18, // Maximum dimension of animation.
|
|
|
|
0, // Biggest animation stage.
|
|
|
|
false, // Theater specific art imagery?
|
|
|
|
false, // Normalized animation rate?
|
|
|
|
false, // Uses white translucent table?
|
|
|
|
false, // Scorches the ground?
|
|
|
|
false, // Forms a crater?
|
|
|
|
false, // Sticks to unit in square?
|
|
|
|
false, // Ground level animation?
|
|
|
|
false, // Translucent colors in this animation?
|
|
|
|
false, // Is this a flame thrower animation?
|
|
|
|
0, // Damage to apply per tick (fixed point).
|
|
|
|
1, // Delay between frames.
|
|
|
|
18, // Starting frame number.
|
|
|
|
0, // Loop start frame number.
|
|
|
|
0, // Number of times the animation loops.
|
|
|
|
6, // Number of animation stages.
|
|
|
|
0, // Ending frame of loop back.
|
|
|
|
VOC_NONE, // Sound effect to play.
|
|
|
|
ANIM_NONE
|
|
|
|
);
|
|
|
|
static AnimTypeClass const GUNS(
|
|
|
|
ANIM_GUN_S, // Animation number.
|
|
|
|
"MINIGUN", // Data name of animation.
|
|
|
|
18, // Maximum dimension of animation.
|
|
|
|
0, // Biggest animation stage.
|
|
|
|
false, // Theater specific art imagery?
|
|
|
|
false, // Normalized animation rate?
|
|
|
|
false, // Uses white translucent table?
|
|
|
|
false, // Scorches the ground?
|
|
|
|
false, // Forms a crater?
|
|
|
|
false, // Sticks to unit in square?
|
|
|
|
false, // Ground level animation?
|
|
|
|
false, // Translucent colors in this animation?
|
|
|
|
false, // Is this a flame thrower animation?
|
|
|
|
0, // Damage to apply per tick (fixed point).
|
|
|
|
1, // Delay between frames.
|
|
|
|
24, // Starting frame number.
|
|
|
|
0, // Loop start frame number.
|
|
|
|
0, // Number of times the animation loops.
|
|
|
|
6, // Number of animation stages.
|
|
|
|
0, // Ending frame of loop back.
|
|
|
|
VOC_NONE, // Sound effect to play.
|
|
|
|
ANIM_NONE
|
|
|
|
);
|
|
|
|
static AnimTypeClass const GUNSE(
|
|
|
|
ANIM_GUN_SE, // Animation number.
|
|
|
|
"MINIGUN", // Data name of animation.
|
|
|
|
18, // Maximum dimension of animation.
|
|
|
|
0, // Biggest animation stage.
|
|
|
|
false, // Theater specific art imagery?
|
|
|
|
false, // Normalized animation rate?
|
|
|
|
false, // Uses white translucent table?
|
|
|
|
false, // Scorches the ground?
|
|
|
|
false, // Forms a crater?
|
|
|
|
false, // Sticks to unit in square?
|
|
|
|
false, // Ground level animation?
|
|
|
|
false, // Translucent colors in this animation?
|
|
|
|
false, // Is this a flame thrower animation?
|
|
|
|
0, // Damage to apply per tick (fixed point).
|
|
|
|
1, // Delay between frames.
|
|
|
|
30, // Starting frame number.
|
|
|
|
0, // Loop start frame number.
|
|
|
|
0, // Number of times the animation loops.
|
|
|
|
6, // Number of animation stages.
|
|
|
|
0, // Ending frame of loop back.
|
|
|
|
VOC_NONE, // Sound effect to play.
|
|
|
|
ANIM_NONE
|
|
|
|
);
|
|
|
|
static AnimTypeClass const GUNE(
|
|
|
|
ANIM_GUN_E, // Animation number.
|
|
|
|
"MINIGUN", // Data name of animation.
|
|
|
|
18, // Maximum dimension of animation.
|
|
|
|
0, // Biggest animation stage.
|
|
|
|
false, // Theater specific art imagery?
|
|
|
|
false, // Normalized animation rate?
|
|
|
|
false, // Uses white translucent table?
|
|
|
|
false, // Scorches the ground?
|
|
|
|
false, // Forms a crater?
|
|
|
|
false, // Sticks to unit in square?
|
|
|
|
false, // Ground level animation?
|
|
|
|
false, // Translucent colors in this animation?
|
|
|
|
false, // Is this a flame thrower animation?
|
|
|
|
0, // Damage to apply per tick (fixed point).
|
|
|
|
1, // Delay between frames.
|
|
|
|
36, // Starting frame number.
|
|
|
|
0, // Loop start frame number.
|
|
|
|
0, // Number of times the animation loops.
|
|
|
|
6, // Number of animation stages.
|
|
|
|
0, // Ending frame of loop back.
|
|
|
|
VOC_NONE, // Sound effect to play.
|
|
|
|
ANIM_NONE
|
|
|
|
);
|
|
|
|
static AnimTypeClass const GUNNE(
|
|
|
|
ANIM_GUN_NE, // Animation number.
|
|
|
|
"MINIGUN", // Data name of animation.
|
|
|
|
18, // Maximum dimension of animation.
|
|
|
|
0, // Biggest animation stage.
|
|
|
|
false, // Theater specific art imagery?
|
|
|
|
false, // Normalized animation rate?
|
|
|
|
false, // Uses white translucent table?
|
|
|
|
false, // Scorches the ground?
|
|
|
|
false, // Forms a crater?
|
|
|
|
false, // Sticks to unit in square?
|
|
|
|
false, // Ground level animation?
|
|
|
|
false, // Translucent colors in this animation?
|
|
|
|
false, // Is this a flame thrower animation?
|
|
|
|
0, // Damage to apply per tick (fixed point).
|
|
|
|
1, // Delay between frames.
|
|
|
|
42, // Starting frame number.
|
|
|
|
0, // Loop start frame number.
|
|
|
|
0, // Number of times the animation loops.
|
|
|
|
6, // Number of animation stages.
|
|
|
|
0, // Ending frame of loop back.
|
|
|
|
VOC_NONE, // Sound effect to play.
|
|
|
|
ANIM_NONE
|
|
|
|
);
|
|
|
|
static AnimTypeClass const CDeviator(
|
|
|
|
ANIM_CRATE_DEVIATOR, // Animation number.
|
|
|
|
"DEVIATOR", // Data name of animation.
|
|
|
|
48, // Maximum dimension of animation.
|
|
|
|
0, // Biggest animation stage.
|
|
|
|
false, // Theater specific art imagery?
|
|
|
|
true, // Normalized animation rate?
|
|
|
|
false, // Uses white translucent table?
|
|
|
|
false, // Scorches the ground?
|
|
|
|
false, // Forms a crater?
|
|
|
|
false, // Sticks to unit in square?
|
|
|
|
false, // Ground level animation?
|
|
|
|
false, // Translucent colors in this animation?
|
|
|
|
false, // Is this a flame thrower animation?
|
|
|
|
0, // Damage to apply per tick (fixed point).
|
|
|
|
2, // Delay between frames.
|
|
|
|
0, // Starting frame number.
|
|
|
|
0, // Loop start frame number.
|
|
|
|
0, // Ending frame of loop back.
|
|
|
|
-1, // Number of animation stages.
|
|
|
|
0, // Number of times the animation loops.
|
|
|
|
VOC_NONE, // Sound effect to play.
|
|
|
|
ANIM_NONE // Follow up animation.
|
|
|
|
);
|
|
|
|
|
|
|
|
static AnimTypeClass const CrateArmor(
|
|
|
|
ANIM_CRATE_ARMOR, // Animation number.
|
|
|
|
"ARMOR", // Data name of animation.
|
|
|
|
48, // Maximum dimension of animation.
|
|
|
|
0, // Biggest animation stage.
|
|
|
|
false, // Theater specific art imagery?
|
|
|
|
true, // Normalized animation rate?
|
|
|
|
false, // Uses white translucent table?
|
|
|
|
false, // Scorches the ground?
|
|
|
|
false, // Forms a crater?
|
|
|
|
false, // Sticks to unit in square?
|
|
|
|
false, // Ground level animation?
|
|
|
|
false, // Translucent colors in this animation?
|
|
|
|
false, // Is this a flame thrower animation?
|
|
|
|
0, // Damage to apply per tick (fixed point).
|
|
|
|
2, // Delay between frames.
|
|
|
|
0, // Starting frame number.
|
|
|
|
0, // Loop start frame number.
|
|
|
|
0, // Ending frame of loop back.
|
|
|
|
-1, // Number of animation stages.
|
|
|
|
0, // Number of times the animation loops.
|
|
|
|
VOC_NONE, // Sound effect to play.
|
|
|
|
ANIM_NONE // Follow up animation.
|
|
|
|
);
|
|
|
|
static AnimTypeClass const CrateSpeed(
|
|
|
|
ANIM_CRATE_SPEED, // Animation number.
|
|
|
|
"SPEED", // Data name of animation.
|
|
|
|
48, // Maximum dimension of animation.
|
|
|
|
0, // Biggest animation stage.
|
|
|
|
false, // Theater specific art imagery?
|
|
|
|
true, // Normalized animation rate?
|
|
|
|
false, // Uses white translucent table?
|
|
|
|
false, // Scorches the ground?
|
|
|
|
false, // Forms a crater?
|
|
|
|
false, // Sticks to unit in square?
|
|
|
|
false, // Ground level animation?
|
|
|
|
false, // Translucent colors in this animation?
|
|
|
|
false, // Is this a flame thrower animation?
|
|
|
|
0, // Damage to apply per tick (fixed point).
|
|
|
|
2, // Delay between frames.
|
|
|
|
0, // Starting frame number.
|
|
|
|
0, // Loop start frame number.
|
|
|
|
0, // Ending frame of loop back.
|
|
|
|
-1, // Number of animation stages.
|
|
|
|
0, // Number of times the animation loops.
|
|
|
|
VOC_NONE, // Sound effect to play.
|
|
|
|
ANIM_NONE // Follow up animation.
|
|
|
|
);
|
|
|
|
|
|
|
|
static AnimTypeClass const CrateFPower(
|
|
|
|
ANIM_CRATE_FPOWER, // Animation number.
|
|
|
|
"FPOWER", // Data name of animation.
|
|
|
|
48, // Maximum dimension of animation.
|
|
|
|
0, // Biggest animation stage.
|
|
|
|
false, // Theater specific art imagery?
|
|
|
|
true, // Normalized animation rate?
|
|
|
|
false, // Uses white translucent table?
|
|
|
|
false, // Scorches the ground?
|
|
|
|
false, // Forms a crater?
|
|
|
|
false, // Sticks to unit in square?
|
|
|
|
false, // Ground level animation?
|
|
|
|
false, // Translucent colors in this animation?
|
|
|
|
false, // Is this a flame thrower animation?
|
|
|
|
0, // Damage to apply per tick (fixed point).
|
|
|
|
2, // Delay between frames.
|
|
|
|
0, // Starting frame number.
|
|
|
|
0, // Loop start frame number.
|
|
|
|
0, // Ending frame of loop back.
|
|
|
|
-1, // Number of animation stages.
|
|
|
|
0, // Number of times the animation loops.
|
|
|
|
VOC_NONE, // Sound effect to play.
|
|
|
|
ANIM_NONE // Follow up animation.
|
|
|
|
);
|
|
|
|
static AnimTypeClass const CrateTQuake(
|
|
|
|
ANIM_CRATE_TQUAKE, // Animation number.
|
|
|
|
"TQUAKE", // Data name of animation.
|
|
|
|
48, // Maximum dimension of animation.
|
|
|
|
0, // Biggest animation stage.
|
|
|
|
false, // Theater specific art imagery?
|
|
|
|
true, // Normalized animation rate?
|
|
|
|
false, // Uses white translucent table?
|
|
|
|
false, // Scorches the ground?
|
|
|
|
false, // Forms a crater?
|
|
|
|
false, // Sticks to unit in square?
|
|
|
|
false, // Ground level animation?
|
|
|
|
false, // Translucent colors in this animation?
|
|
|
|
false, // Is this a flame thrower animation?
|
|
|
|
0, // Damage to apply per tick (fixed point).
|
|
|
|
2, // Delay between frames.
|
|
|
|
0, // Starting frame number.
|
|
|
|
0, // Loop start frame number.
|
|
|
|
0, // Ending frame of loop back.
|
|
|
|
-1, // Number of animation stages.
|
|
|
|
0, // Number of times the animation loops.
|
|
|
|
VOC_NONE, // Sound effect to play.
|
|
|
|
ANIM_NONE // Follow up animation.
|
|
|
|
);
|
|
|
|
|
|
|
|
static AnimTypeClass const CDollar(
|
|
|
|
ANIM_CRATE_DOLLAR, // Animation number.
|
|
|
|
"DOLLAR", // Data name of animation.
|
|
|
|
48, // Maximum dimension of animation.
|
|
|
|
0, // Biggest animation stage.
|
|
|
|
false, // Theater specific art imagery?
|
|
|
|
true, // Normalized animation rate?
|
|
|
|
false, // Uses white translucent table?
|
|
|
|
false, // Scorches the ground?
|
|
|
|
false, // Forms a crater?
|
|
|
|
false, // Sticks to unit in square?
|
|
|
|
false, // Ground level animation?
|
|
|
|
false, // Translucent colors in this animation?
|
|
|
|
false, // Is this a flame thrower animation?
|
|
|
|
0, // Damage to apply per tick (fixed point).
|
|
|
|
2, // Delay between frames.
|
|
|
|
0, // Starting frame number.
|
|
|
|
0, // Loop start frame number.
|
|
|
|
0, // Ending frame of loop back.
|
|
|
|
-1, // Number of animation stages.
|
|
|
|
0, // Number of times the animation loops.
|
|
|
|
VOC_NONE, // Sound effect to play.
|
|
|
|
ANIM_NONE // Follow up animation.
|
|
|
|
);
|
|
|
|
static AnimTypeClass const CEarth(
|
|
|
|
ANIM_CRATE_EARTH, // Animation number.
|
|
|
|
"EARTH", // Data name of animation.
|
|
|
|
48, // Maximum dimension of animation.
|
|
|
|
0, // Biggest animation stage.
|
|
|
|
false, // Theater specific art imagery?
|
|
|
|
true, // Normalized animation rate?
|
|
|
|
false, // Uses white translucent table?
|
|
|
|
false, // Scorches the ground?
|
|
|
|
false, // Forms a crater?
|
|
|
|
false, // Sticks to unit in square?
|
|
|
|
false, // Ground level animation?
|
|
|
|
false, // Translucent colors in this animation?
|
|
|
|
false, // Is this a flame thrower animation?
|
|
|
|
0, // Damage to apply per tick (fixed point).
|
|
|
|
2, // Delay between frames.
|
|
|
|
0, // Starting frame number.
|
|
|
|
0, // Loop start frame number.
|
|
|
|
0, // Ending frame of loop back.
|
|
|
|
-1, // Number of animation stages.
|
|
|
|
0, // Number of times the animation loops.
|
|
|
|
VOC_NONE, // Sound effect to play.
|
|
|
|
ANIM_NONE // Follow up animation.
|
|
|
|
);
|
|
|
|
static AnimTypeClass const CEmpulse(
|
|
|
|
ANIM_CRATE_EMPULSE, // Animation number.
|
|
|
|
"EMPULSE", // Data name of animation.
|
|
|
|
48, // Maximum dimension of animation.
|
|
|
|
0, // Biggest animation stage.
|
|
|
|
false, // Theater specific art imagery?
|
|
|
|
true, // Normalized animation rate?
|
|
|
|
false, // Uses white translucent table?
|
|
|
|
false, // Scorches the ground?
|
|
|
|
false, // Forms a crater?
|
|
|
|
false, // Sticks to unit in square?
|
|
|
|
false, // Ground level animation?
|
|
|
|
false, // Translucent colors in this animation?
|
|
|
|
false, // Is this a flame thrower animation?
|
|
|
|
0, // Damage to apply per tick (fixed point).
|
|
|
|
2, // Delay between frames.
|
|
|
|
0, // Starting frame number.
|
|
|
|
0, // Loop start frame number.
|
|
|
|
0, // Ending frame of loop back.
|
|
|
|
-1, // Number of animation stages.
|
|
|
|
0, // Number of times the animation loops.
|
|
|
|
VOC_NONE, // Sound effect to play.
|
|
|
|
ANIM_NONE // Follow up animation.
|
|
|
|
);
|
|
|
|
static AnimTypeClass const CInvun(
|
|
|
|
ANIM_CRATE_INVUN, // Animation number.
|
|
|
|
"INVUN", // Data name of animation.
|
|
|
|
48, // Maximum dimension of animation.
|
|
|
|
0, // Biggest animation stage.
|
|
|
|
false, // Theater specific art imagery?
|
|
|
|
true, // Normalized animation rate?
|
|
|
|
false, // Uses white translucent table?
|
|
|
|
false, // Scorches the ground?
|
|
|
|
false, // Forms a crater?
|
|
|
|
false, // Sticks to unit in square?
|
|
|
|
false, // Ground level animation?
|
|
|
|
false, // Translucent colors in this animation?
|
|
|
|
false, // Is this a flame thrower animation?
|
|
|
|
0, // Damage to apply per tick (fixed point).
|
|
|
|
2, // Delay between frames.
|
|
|
|
0, // Starting frame number.
|
|
|
|
0, // Loop start frame number.
|
|
|
|
0, // Ending frame of loop back.
|
|
|
|
-1, // Number of animation stages.
|
|
|
|
0, // Number of times the animation loops.
|
|
|
|
VOC_NONE, // Sound effect to play.
|
|
|
|
ANIM_NONE // Follow up animation.
|
|
|
|
);
|
|
|
|
static AnimTypeClass const CMine(
|
|
|
|
ANIM_CRATE_MINE, // Animation number.
|
|
|
|
"MINE", // Data name of animation.
|
|
|
|
48, // Maximum dimension of animation.
|
|
|
|
0, // Biggest animation stage.
|
|
|
|
false, // Theater specific art imagery?
|
|
|
|
true, // Normalized animation rate?
|
|
|
|
false, // Uses white translucent table?
|
|
|
|
false, // Scorches the ground?
|
|
|
|
false, // Forms a crater?
|
|
|
|
false, // Sticks to unit in square?
|
|
|
|
false, // Ground level animation?
|
|
|
|
false, // Translucent colors in this animation?
|
|
|
|
false, // Is this a flame thrower animation?
|
|
|
|
0, // Damage to apply per tick (fixed point).
|
|
|
|
2, // Delay between frames.
|
|
|
|
0, // Starting frame number.
|
|
|
|
0, // Loop start frame number.
|
|
|
|
0, // Ending frame of loop back.
|
|
|
|
-1, // Number of animation stages.
|
|
|
|
0, // Number of times the animation loops.
|
|
|
|
VOC_NONE, // Sound effect to play.
|
|
|
|
ANIM_NONE // Follow up animation.
|
|
|
|
);
|
|
|
|
static AnimTypeClass const CRapid(
|
|
|
|
ANIM_CRATE_RAPID, // Animation number.
|
|
|
|
"RAPID", // Data name of animation.
|
|
|
|
48, // Maximum dimension of animation.
|
|
|
|
0, // Biggest animation stage.
|
|
|
|
false, // Theater specific art imagery?
|
|
|
|
true, // Normalized animation rate?
|
|
|
|
false, // Uses white translucent table?
|
|
|
|
false, // Scorches the ground?
|
|
|
|
false, // Forms a crater?
|
|
|
|
false, // Sticks to unit in square?
|
|
|
|
false, // Ground level animation?
|
|
|
|
false, // Translucent colors in this animation?
|
|
|
|
false, // Is this a flame thrower animation?
|
|
|
|
0, // Damage to apply per tick (fixed point).
|
|
|
|
2, // Delay between frames.
|
|
|
|
0, // Starting frame number.
|
|
|
|
0, // Loop start frame number.
|
|
|
|
0, // Ending frame of loop back.
|
|
|
|
-1, // Number of animation stages.
|
|
|
|
0, // Number of times the animation loops.
|
|
|
|
VOC_NONE, // Sound effect to play.
|
|
|
|
ANIM_NONE // Follow up animation.
|
|
|
|
);
|
|
|
|
static AnimTypeClass const CStealth(
|
|
|
|
ANIM_CRATE_STEALTH, // Animation number.
|
|
|
|
"STEALTH2", // Data name of animation.
|
|
|
|
48, // Maximum dimension of animation.
|
|
|
|
0, // Biggest animation stage.
|
|
|
|
false, // Theater specific art imagery?
|
|
|
|
true, // Normalized animation rate?
|
|
|
|
false, // Uses white translucent table?
|
|
|
|
false, // Scorches the ground?
|
|
|
|
false, // Forms a crater?
|
|
|
|
false, // Sticks to unit in square?
|
|
|
|
false, // Ground level animation?
|
|
|
|
false, // Translucent colors in this animation?
|
|
|
|
false, // Is this a flame thrower animation?
|
|
|
|
0, // Damage to apply per tick (fixed point).
|
|
|
|
2, // Delay between frames.
|
|
|
|
0, // Starting frame number.
|
|
|
|
0, // Loop start frame number.
|
|
|
|
0, // Ending frame of loop back.
|
|
|
|
-1, // Number of animation stages.
|
|
|
|
0, // Number of times the animation loops.
|
|
|
|
VOC_NONE, // Sound effect to play.
|
|
|
|
ANIM_NONE // Follow up animation.
|
|
|
|
);
|
|
|
|
static AnimTypeClass const ChronoBox(
|
|
|
|
ANIM_CHRONO_BOX, // Animation number.
|
|
|
|
"CHRONBOX", // Data name of animation.
|
|
|
|
48, // Maximum dimension of animation.
|
|
|
|
0, // Biggest animation stage.
|
|
|
|
false, // Theater specific art imagery?
|
|
|
|
true, // Normalized animation rate?
|
|
|
|
false, // Uses white translucent table?
|
|
|
|
false, // Scorches the ground?
|
|
|
|
false, // Forms a crater?
|
|
|
|
false, // Sticks to unit in square?
|
|
|
|
false, // Ground level animation?
|
|
|
|
false, // Translucent colors in this animation?
|
|
|
|
false, // Is this a flame thrower animation?
|
|
|
|
0, // Damage to apply per tick (fixed point).
|
|
|
|
2, // Delay between frames.
|
|
|
|
0, // Starting frame number.
|
|
|
|
0, // Loop start frame number.
|
|
|
|
0, // Ending frame of loop back.
|
|
|
|
-1, // Number of animation stages.
|
|
|
|
0, // Number of times the animation loops.
|
|
|
|
VOC_NONE, // Sound effect to play.
|
|
|
|
ANIM_NONE // Follow up animation.
|
|
|
|
);
|
|
|
|
static AnimTypeClass const GPSBox(
|
|
|
|
ANIM_GPS_BOX, // Animation number.
|
|
|
|
"GPSBOX", // Data name of animation.
|
|
|
|
48, // Maximum dimension of animation.
|
|
|
|
0, // Biggest animation stage.
|
|
|
|
false, // Theater specific art imagery?
|
|
|
|
true, // Normalized animation rate?
|
|
|
|
false, // Uses white translucent table?
|
|
|
|
false, // Scorches the ground?
|
|
|
|
false, // Forms a crater?
|
|
|
|
false, // Sticks to unit in square?
|
|
|
|
false, // Ground level animation?
|
|
|
|
false, // Translucent colors in this animation?
|
|
|
|
false, // Is this a flame thrower animation?
|
|
|
|
0, // Damage to apply per tick (fixed point).
|
|
|
|
2, // Delay between frames.
|
|
|
|
0, // Starting frame number.
|
|
|
|
0, // Loop start frame number.
|
|
|
|
0, // Ending frame of loop back.
|
|
|
|
-1, // Number of animation stages.
|
|
|
|
0, // Number of times the animation loops.
|
|
|
|
VOC_NONE, // Sound effect to play.
|
|
|
|
ANIM_NONE // Follow up animation.
|
|
|
|
);
|
|
|
|
static AnimTypeClass const InvulBox(
|
|
|
|
ANIM_INVUL_BOX, // Animation number.
|
|
|
|
"INVULBOX", // Data name of animation.
|
|
|
|
48, // Maximum dimension of animation.
|
|
|
|
0, // Biggest animation stage.
|
|
|
|
false, // Theater specific art imagery?
|
|
|
|
true, // Normalized animation rate?
|
|
|
|
false, // Uses white translucent table?
|
|
|
|
false, // Scorches the ground?
|
|
|
|
false, // Forms a crater?
|
|
|
|
false, // Sticks to unit in square?
|
|
|
|
false, // Ground level animation?
|
|
|
|
false, // Translucent colors in this animation?
|
|
|
|
false, // Is this a flame thrower animation?
|
|
|
|
0, // Damage to apply per tick (fixed point).
|
|
|
|
2, // Delay between frames.
|
|
|
|
0, // Starting frame number.
|
|
|
|
0, // Loop start frame number.
|
|
|
|
0, // Ending frame of loop back.
|
|
|
|
-1, // Number of animation stages.
|
|
|
|
0, // Number of times the animation loops.
|
|
|
|
VOC_NONE, // Sound effect to play.
|
|
|
|
ANIM_NONE // Follow up animation.
|
|
|
|
);
|
|
|
|
static AnimTypeClass const ParaBox(
|
|
|
|
ANIM_PARA_BOX, // Animation number.
|
|
|
|
"PARABOX", // Data name of animation.
|
|
|
|
48, // Maximum dimension of animation.
|
|
|
|
0, // Biggest animation stage.
|
|
|
|
false, // Theater specific art imagery?
|
|
|
|
true, // Normalized animation rate?
|
|
|
|
false, // Uses white translucent table?
|
|
|
|
false, // Scorches the ground?
|
|
|
|
false, // Forms a crater?
|
|
|
|
false, // Sticks to unit in square?
|
|
|
|
false, // Ground level animation?
|
|
|
|
false, // Translucent colors in this animation?
|
|
|
|
false, // Is this a flame thrower animation?
|
|
|
|
0, // Damage to apply per tick (fixed point).
|
|
|
|
2, // Delay between frames.
|
|
|
|
0, // Starting frame number.
|
|
|
|
0, // Loop start frame number.
|
|
|
|
0, // Ending frame of loop back.
|
|
|
|
-1, // Number of animation stages.
|
|
|
|
0, // Number of times the animation loops.
|
|
|
|
VOC_NONE, // Sound effect to play.
|
|
|
|
ANIM_NONE // Follow up animation.
|
|
|
|
);
|
|
|
|
static AnimTypeClass const SonarBox(
|
|
|
|
ANIM_SONAR_BOX, // Animation number.
|
|
|
|
"SONARBOX", // Data name of animation.
|
|
|
|
48, // Maximum dimension of animation.
|
|
|
|
0, // Biggest animation stage.
|
|
|
|
false, // Theater specific art imagery?
|
|
|
|
true, // Normalized animation rate?
|
|
|
|
false, // Uses white translucent table?
|
|
|
|
false, // Scorches the ground?
|
|
|
|
false, // Forms a crater?
|
|
|
|
false, // Sticks to unit in square?
|
|
|
|
false, // Ground level animation?
|
|
|
|
false, // Translucent colors in this animation?
|
|
|
|
false, // Is this a flame thrower animation?
|
|
|
|
0, // Damage to apply per tick (fixed point).
|
|
|
|
2, // Delay between frames.
|
|
|
|
0, // Starting frame number.
|
|
|
|
0, // Loop start frame number.
|
|
|
|
0, // Ending frame of loop back.
|
|
|
|
-1, // Number of animation stages.
|
|
|
|
0, // Number of times the animation loops.
|
|
|
|
VOC_NONE, // Sound effect to play.
|
|
|
|
ANIM_NONE // Follow up animation.
|
|
|
|
);
|
|
|
|
|
|
|
|
static AnimTypeClass const CMissile(
|
|
|
|
ANIM_CRATE_MISSILE, // Animation number.
|
|
|
|
"MISSILE2", // Data name of animation.
|
|
|
|
48, // Maximum dimension of animation.
|
|
|
|
0, // Biggest animation stage.
|
|
|
|
false, // Theater specific art imagery?
|
|
|
|
true, // Normalized animation rate?
|
|
|
|
false, // Uses white translucent table?
|
|
|
|
false, // Scorches the ground?
|
|
|
|
false, // Forms a crater?
|
|
|
|
false, // Sticks to unit in square?
|
|
|
|
false, // Ground level animation?
|
|
|
|
false, // Translucent colors in this animation?
|
|
|
|
false, // Is this a flame thrower animation?
|
|
|
|
0, // Damage to apply per tick (fixed point).
|
|
|
|
2, // Delay between frames.
|
|
|
|
0, // Starting frame number.
|
|
|
|
0, // Loop start frame number.
|
|
|
|
0, // Ending frame of loop back.
|
|
|
|
-1, // Number of animation stages.
|
|
|
|
0, // Number of times the animation loops.
|
|
|
|
VOC_NONE, // Sound effect to play.
|
|
|
|
ANIM_NONE // Follow up animation.
|
|
|
|
);
|
|
|
|
|
|
|
|
static AnimTypeClass const MoveFlash(
|
|
|
|
ANIM_MOVE_FLASH, // Animation number.
|
|
|
|
"MOVEFLSH", // Data name of animation.
|
|
|
|
24, // Maximum dimension of animation.
|
|
|
|
0, // Biggest animation stage.
|
|
|
|
true, // Theater specific art imagery?
|
|
|
|
true, // Normalized animation rate?
|
|
|
|
true, // Uses white translucent table?
|
|
|
|
false, // Scorches the ground?
|
|
|
|
false, // Forms a crater?
|
|
|
|
false, // Sticks to unit in square?
|
|
|
|
true, // Ground level animation?
|
|
|
|
false, // Translucent colors in this animation?
|
|
|
|
false, // Is this a flame thrower animation?
|
|
|
|
0, // Damage to apply per tick (fixed point).
|
|
|
|
1, // Delay between frames.
|
|
|
|
0, // Starting frame number.
|
|
|
|
0, // Loop start frame number.
|
|
|
|
0, // Ending frame of loop back.
|
|
|
|
-1, // Number of animation stages.
|
|
|
|
0, // Number of times the animation loops.
|
|
|
|
VOC_NONE, // Sound effect to play.
|
|
|
|
ANIM_NONE // Follow up animation.
|
|
|
|
);
|
|
|
|
|
|
|
|
static AnimTypeClass const Corpse1(
|
|
|
|
ANIM_CORPSE1, // Animation number.
|
|
|
|
"CORPSE1", // Data name of animation.
|
|
|
|
24, // Maximum dimension of animation.
|
|
|
|
1, // Biggest animation stage.
|
|
|
|
true, // Theater specific art imagery?
|
|
|
|
true, // Normalized animation rate?
|
|
|
|
false, // Uses white translucent table?
|
|
|
|
false, // Scorches the ground?
|
|
|
|
false, // Forms a crater?
|
|
|
|
false, // Sticks to unit in square?
|
|
|
|
true, // Ground level animation?
|
|
|
|
true, // Translucent colors in this animation?
|
|
|
|
false, // Is this a flame thrower animation?
|
|
|
|
0, // Damage to apply per tick (fixed point).
|
|
|
|
15, // Delay between frames.
|
|
|
|
0, // Starting frame number.
|
|
|
|
0, // Loop start frame number.
|
|
|
|
0, // Ending frame of loop back.
|
|
|
|
-1, // Number of animation stages.
|
|
|
|
0, // Number of times the animation loops.
|
|
|
|
VOC_NONE, // Sound effect to play.
|
|
|
|
ANIM_NONE
|
|
|
|
);
|
|
|
|
|
|
|
|
static AnimTypeClass const Corpse2(
|
|
|
|
ANIM_CORPSE2, // Animation number.
|
|
|
|
"CORPSE2", // Data name of animation.
|
|
|
|
24, // Maximum dimension of animation.
|
|
|
|
1, // Biggest animation stage.
|
|
|
|
true, // Theater specific art imagery?
|
|
|
|
true, // Normalized animation rate?
|
|
|
|
false, // Uses white translucent table?
|
|
|
|
false, // Scorches the ground?
|
|
|
|
false, // Forms a crater?
|
|
|
|
false, // Sticks to unit in square?
|
|
|
|
true, // Ground level animation?
|
|
|
|
true, // Translucent colors in this animation?
|
|
|
|
false, // Is this a flame thrower animation?
|
|
|
|
0, // Damage to apply per tick (fixed point).
|
|
|
|
15, // Delay between frames.
|
|
|
|
0, // Starting frame number.
|
|
|
|
0, // Loop start frame number.
|
|
|
|
0, // Ending frame of loop back.
|
|
|
|
-1, // Number of animation stages.
|
|
|
|
0, // Number of times the animation loops.
|
|
|
|
VOC_NONE, // Sound effect to play.
|
|
|
|
ANIM_NONE
|
|
|
|
);
|
|
|
|
|
|
|
|
static AnimTypeClass const Corpse3(
|
|
|
|
ANIM_CORPSE3, // Animation number.
|
|
|
|
"CORPSE3", // Data name of animation.
|
|
|
|
24, // Maximum dimension of animation.
|
|
|
|
1, // Biggest animation stage.
|
|
|
|
true, // Theater specific art imagery?
|
|
|
|
true, // Normalized animation rate?
|
|
|
|
false, // Uses white translucent table?
|
|
|
|
false, // Scorches the ground?
|
|
|
|
false, // Forms a crater?
|
|
|
|
false, // Sticks to unit in square?
|
|
|
|
true, // Ground level animation?
|
|
|
|
true, // Translucent colors in this animation?
|
|
|
|
false, // Is this a flame thrower animation?
|
|
|
|
0, // Damage to apply per tick (fixed point).
|
|
|
|
15, // Delay between frames.
|
|
|
|
0, // Starting frame number.
|
|
|
|
0, // Loop start frame number.
|
|
|
|
0, // Ending frame of loop back.
|
|
|
|
-1, // Number of animation stages.
|
|
|
|
0, // Number of times the animation loops.
|
|
|
|
VOC_NONE, // Sound effect to play.
|
|
|
|
ANIM_NONE
|
|
|
|
);
|
|
|
|
|
|
|
|
static AnimTypeClass const Twinkle1(
|
|
|
|
ANIM_TWINKLE1, // Animation number.
|
|
|
|
"TWINKLE1", // Data name of animation.
|
|
|
|
8, // Maximum dimension of animation.
|
|
|
|
1, // Biggest animation stage.
|
|
|
|
false, // Theater specific art imagery?
|
|
|
|
true, // Normalized animation rate?
|
|
|
|
false, // Uses white translucent table?
|
|
|
|
false, // Scorches the ground?
|
|
|
|
false, // Forms a crater?
|
|
|
|
false, // Sticks to unit in square?
|
|
|
|
false, // Ground level animation?
|
|
|
|
false, // Translucent colors in this animation?
|
|
|
|
false, // Is this a flame thrower animation?
|
|
|
|
0, // Damage to apply per tick (fixed point).
|
|
|
|
1, // Delay between frames.
|
|
|
|
0, // Starting frame number.
|
|
|
|
0, // Loop start frame number.
|
|
|
|
-1, // Ending frame of loop back.
|
|
|
|
-1, // Number of animation stages.
|
|
|
|
1, // Number of times the animation loops.
|
|
|
|
VOC_NONE, // Sound effect to play.
|
|
|
|
ANIM_NONE
|
|
|
|
);
|
|
|
|
static AnimTypeClass const Twinkle2(
|
|
|
|
ANIM_TWINKLE2, // Animation number.
|
|
|
|
"TWINKLE2", // Data name of animation.
|
|
|
|
8, // Maximum dimension of animation.
|
|
|
|
1, // Biggest animation stage.
|
|
|
|
false, // Theater specific art imagery?
|
|
|
|
true, // Normalized animation rate?
|
|
|
|
false, // Uses white translucent table?
|
|
|
|
false, // Scorches the ground?
|
|
|
|
false, // Forms a crater?
|
|
|
|
false, // Sticks to unit in square?
|
|
|
|
false, // Ground level animation?
|
|
|
|
false, // Translucent colors in this animation?
|
|
|
|
false, // Is this a flame thrower animation?
|
|
|
|
0, // Damage to apply per tick (fixed point).
|
|
|
|
1, // Delay between frames.
|
|
|
|
0, // Starting frame number.
|
|
|
|
0, // Loop start frame number.
|
|
|
|
-1, // Ending frame of loop back.
|
|
|
|
-1, // Number of animation stages.
|
|
|
|
1, // Number of times the animation loops.
|
|
|
|
VOC_NONE, // Sound effect to play.
|
|
|
|
ANIM_NONE
|
|
|
|
);
|
|
|
|
static AnimTypeClass const Twinkle3(
|
|
|
|
ANIM_TWINKLE3, // Animation number.
|
|
|
|
"TWINKLE3", // Data name of animation.
|
|
|
|
8, // Maximum dimension of animation.
|
|
|
|
1, // Biggest animation stage.
|
|
|
|
false, // Theater specific art imagery?
|
|
|
|
true, // Normalized animation rate?
|
|
|
|
false, // Uses white translucent table?
|
|
|
|
false, // Scorches the ground?
|
|
|
|
false, // Forms a crater?
|
|
|
|
false, // Sticks to unit in square?
|
|
|
|
false, // Ground level animation?
|
|
|
|
false, // Translucent colors in this animation?
|
|
|
|
false, // Is this a flame thrower animation?
|
|
|
|
0, // Damage to apply per tick (fixed point).
|
|
|
|
1, // Delay between frames.
|
|
|
|
0, // Starting frame number.
|
|
|
|
0, // Loop start frame number.
|
|
|
|
-1, // Ending frame of loop back.
|
|
|
|
-1, // Number of animation stages.
|
|
|
|
1, // Number of times the animation loops.
|
|
|
|
VOC_NONE, // Sound effect to play.
|
|
|
|
ANIM_NONE
|
|
|
|
);
|
|
|
|
static AnimTypeClass const Flak(
|
|
|
|
ANIM_FLAK, // Animation number.
|
|
|
|
"FLAK", // Data name of animation.
|
|
|
|
8, // Maximum dimension of animation.
|
|
|
|
7, // Biggest animation stage.
|
|
|
|
false, // Theater specific art imagery?
|
|
|
|
true, // Normalized animation rate?
|
|
|
|
false, // Uses white translucent table?
|
|
|
|
false, // Scorches the ground?
|
|
|
|
false, // Forms a crater?
|
|
|
|
false, // Sticks to unit in square?
|
|
|
|
false, // Ground level animation?
|
|
|
|
false, // Translucent colors in this animation?
|
|
|
|
false, // Is this a flame thrower animation?
|
|
|
|
0, // Damage to apply per tick (fixed point).
|
|
|
|
1, // Delay between frames.
|
|
|
|
0, // Starting frame number.
|
|
|
|
0, // Loop start frame number.
|
|
|
|
-1, // Ending frame of loop back.
|
|
|
|
-1, // Number of animation stages.
|
|
|
|
1, // Number of times the animation loops.
|
|
|
|
VOC_NONE, // Sound effect to play.
|
|
|
|
ANIM_NONE,
|
|
|
|
17 // Virtual stages
|
|
|
|
);
|
|
|
|
static AnimTypeClass const WaterExp1(
|
|
|
|
ANIM_WATER_EXP1, // Animation number.
|
|
|
|
"H2O_EXP1", // Data name of animation.
|
|
|
|
64, // Maximum dimension of animation.
|
|
|
|
3, // Biggest animation stage.
|
|
|
|
false, // Theater specific art imagery?
|
|
|
|
true, // Normalized animation rate?
|
|
|
|
false, // Uses white translucent table?
|
|
|
|
false, // Scorches the ground?
|
|
|
|
false, // Forms a crater?
|
|
|
|
false, // Sticks to unit in square?
|
|
|
|
true, // Ground level animation?
|
|
|
|
false, // Translucent colors in this animation?
|
|
|
|
false, // Is this a flame thrower animation?
|
|
|
|
0, // Damage to apply per tick (fixed point).
|
|
|
|
1, // Delay between frames.
|
|
|
|
0, // Starting frame number.
|
|
|
|
0, // Loop start frame number.
|
|
|
|
-1, // Ending frame of loop back.
|
|
|
|
-1, // Number of animation stages.
|
|
|
|
1, // Number of times the animation loops.
|
|
|
|
VOC_SPLASH, // Sound effect to play.
|
|
|
|
ANIM_NONE
|
|
|
|
);
|
|
|
|
static AnimTypeClass const WaterExp2(
|
|
|
|
ANIM_WATER_EXP2, // Animation number.
|
|
|
|
"H2O_EXP2", // Data name of animation.
|
|
|
|
40, // Maximum dimension of animation.
|
|
|
|
3, // Biggest animation stage.
|
|
|
|
false, // Theater specific art imagery?
|
|
|
|
true, // Normalized animation rate?
|
|
|
|
false, // Uses white translucent table?
|
|
|
|
false, // Scorches the ground?
|
|
|
|
false, // Forms a crater?
|
|
|
|
false, // Sticks to unit in square?
|
|
|
|
true, // Ground level animation?
|
|
|
|
false, // Translucent colors in this animation?
|
|
|
|
false, // Is this a flame thrower animation?
|
|
|
|
0, // Damage to apply per tick (fixed point).
|
|
|
|
1, // Delay between frames.
|
|
|
|
0, // Starting frame number.
|
|
|
|
0, // Loop start frame number.
|
|
|
|
-1, // Ending frame of loop back.
|
|
|
|
-1, // Number of animation stages.
|
|
|
|
1, // Number of times the animation loops.
|
|
|
|
VOC_SPLASH, // Sound effect to play.
|
|
|
|
ANIM_NONE
|
|
|
|
);
|
|
|
|
static AnimTypeClass const WaterExp3(
|
|
|
|
ANIM_WATER_EXP3, // Animation number.
|
|
|
|
"H2O_EXP3", // Data name of animation.
|
|
|
|
32, // Maximum dimension of animation.
|
|
|
|
3, // Biggest animation stage.
|
|
|
|
false, // Theater specific art imagery?
|
|
|
|
true, // Normalized animation rate?
|
|
|
|
false, // Uses white translucent table?
|
|
|
|
false, // Scorches the ground?
|
|
|
|
false, // Forms a crater?
|
|
|
|
false, // Sticks to unit in square?
|
|
|
|
true, // Ground level animation?
|
|
|
|
false, // Translucent colors in this animation?
|
|
|
|
false, // Is this a flame thrower animation?
|
|
|
|
0, // Damage to apply per tick (fixed point).
|
|
|
|
1, // Delay between frames.
|
|
|
|
0, // Starting frame number.
|
|
|
|
0, // Loop start frame number.
|
|
|
|
-1, // Ending frame of loop back.
|
|
|
|
-1, // Number of animation stages.
|
|
|
|
1, // Number of times the animation loops.
|
|
|
|
VOC_SPLASH, // Sound effect to play.
|
|
|
|
ANIM_NONE
|
|
|
|
);
|
|
|
|
|
|
|
|
|
|
|
|
static AnimTypeClass const MineExp1(
|
|
|
|
ANIM_MINE_EXP1, // Animation number.
|
|
|
|
"VEH-HIT2", // Data name of animation.
|
|
|
|
21, // Maximum dimension of animation.
|
|
|
|
1, // Biggest animation stage.
|
|
|
|
false, // Theater specific art imagery?
|
|
|
|
true, // Normalized animation rate?
|
|
|
|
false, // Uses white translucent table?
|
|
|
|
false, // Scorches the ground?
|
|
|
|
true, // Forms a crater?
|
|
|
|
false, // Sticks to unit in square?
|
|
|
|
false, // Ground level animation?
|
|
|
|
false, // Translucent colors in this animation?
|
|
|
|
false, // Is this a flame thrower animation?
|
|
|
|
0, // Damage to apply per tick (fixed point).
|
|
|
|
1, // Delay between frames.
|
|
|
|
0, // Starting frame number.
|
|
|
|
0, // Loop start frame number.
|
|
|
|
-1, // Ending frame of loop back.
|
|
|
|
-1, // Number of animation stages.
|
|
|
|
1, // Number of times the animation loops.
|
|
|
|
VOC_MINEBLOW, // Sound effect to play.
|
|
|
|
ANIM_NONE
|
|
|
|
);
|
|
|
|
|
2020-06-22 17:43:21 +01:00
|
|
|
static AnimTypeClass const Flag(
|
|
|
|
ANIM_FLAG, // Animation number.
|
|
|
|
"FLAGFLY", // Data name of animation.
|
|
|
|
21, // Maximum dimension of animation.
|
|
|
|
0, // Biggest animation stage.
|
|
|
|
false, // Theater specific art imagery?
|
|
|
|
false, // Normalized animation rate?
|
|
|
|
false, // Uses white translucent table?
|
|
|
|
false, // Scorches the ground?
|
|
|
|
false, // Forms a crater?
|
|
|
|
false, // Sticks to unit in square?
|
|
|
|
false, // Ground level animation?
|
|
|
|
false, // Translucent colors in this animation?
|
|
|
|
false, // Is this a flame thrower animation?
|
|
|
|
0, // Damage to apply per tick (fixed point).
|
|
|
|
1, // Delay between frames.
|
|
|
|
0, // Starting frame number.
|
|
|
|
0, // Loop start frame number.
|
|
|
|
-1, // Ending frame of loop back.
|
|
|
|
-1, // Number of animation stages.
|
2020-09-16 18:03:04 +01:00
|
|
|
-1, // Number of times the animation loops.
|
|
|
|
VOC_NONE, // Sound effect to play.
|
|
|
|
ANIM_NONE
|
|
|
|
);
|
|
|
|
|
|
|
|
static AnimTypeClass const Beacon(
|
|
|
|
ANIM_BEACON, // Animation number.
|
|
|
|
"MOVEFLSH", // Data name of animation.
|
|
|
|
21, // Maximum dimension of animation.
|
|
|
|
0, // Biggest animation stage.
|
|
|
|
true, // Theater specific art imagery?
|
|
|
|
false, // Normalized animation rate?
|
|
|
|
false, // Uses white translucent table?
|
|
|
|
false, // Scorches the ground?
|
|
|
|
false, // Forms a crater?
|
|
|
|
false, // Sticks to unit in square?
|
|
|
|
false, // Ground level animation?
|
|
|
|
false, // Translucent colors in this animation?
|
|
|
|
false, // Is this a flame thrower animation?
|
|
|
|
0, // Damage to apply per tick (fixed point).
|
|
|
|
1, // Delay between frames.
|
|
|
|
0, // Starting frame number.
|
|
|
|
0, // Loop start frame number.
|
|
|
|
-1, // Ending frame of loop back.
|
|
|
|
1, // Number of animation stages.
|
|
|
|
-1, // Number of times the animation loops.
|
|
|
|
VOC_NONE, // Sound effect to play.
|
|
|
|
ANIM_NONE,
|
|
|
|
-1, // Virtual stages
|
|
|
|
0x100, // Virtual scale
|
|
|
|
NULL, // Virtual name
|
|
|
|
ANIM_BEACON_VIRTUAL // Virtual anim
|
|
|
|
);
|
|
|
|
|
|
|
|
static AnimTypeClass const BeaconVirtual(
|
|
|
|
ANIM_BEACON_VIRTUAL, // Animation number.
|
|
|
|
"BEACON", // Data name of animation.
|
|
|
|
21, // Maximum dimension of animation.
|
|
|
|
0, // Biggest animation stage.
|
|
|
|
false, // Theater specific art imagery?
|
|
|
|
false, // Normalized animation rate?
|
|
|
|
false, // Uses white translucent table?
|
|
|
|
false, // Scorches the ground?
|
|
|
|
false, // Forms a crater?
|
|
|
|
false, // Sticks to unit in square?
|
|
|
|
false, // Ground level animation?
|
|
|
|
false, // Translucent colors in this animation?
|
|
|
|
false, // Is this a flame thrower animation?
|
|
|
|
0, // Damage to apply per tick (fixed point).
|
|
|
|
1, // Delay between frames.
|
|
|
|
0, // Starting frame number.
|
|
|
|
0, // Loop start frame number.
|
|
|
|
-1, // Ending frame of loop back.
|
|
|
|
1, // Number of animation stages.
|
|
|
|
-1, // Number of times the animation loops.
|
2020-06-22 17:43:21 +01:00
|
|
|
VOC_NONE, // Sound effect to play.
|
|
|
|
ANIM_NONE
|
|
|
|
);
|
|
|
|
|
2020-05-27 20:16:20 +01:00
|
|
|
#ifdef FIXIT_ANTS
|
|
|
|
static AnimTypeClass const Ant1Death(
|
|
|
|
ANIM_ANT1_DEATH, // Animation number.
|
|
|
|
"ANTDIE", // Data name of animation.
|
|
|
|
28, // Maximum dimension of animation.
|
|
|
|
1, // Biggest animation stage.
|
|
|
|
false, // Theater specific art imagery?
|
|
|
|
true, // Normalized animation rate?
|
|
|
|
false, // Uses white translucent table?
|
|
|
|
false, // Scorches the ground?
|
|
|
|
false, // Forms a crater?
|
|
|
|
false, // Sticks to unit in square?
|
|
|
|
true, // Ground level animation?
|
|
|
|
true, // Translucent colors in this animation?
|
|
|
|
false, // Is this a flame thrower animation?
|
|
|
|
0, // Damage to apply per tick (fixed point).
|
|
|
|
4, // Delay between frames.
|
|
|
|
0, // Starting frame number.
|
|
|
|
0, // Loop start frame number.
|
|
|
|
-1, // Ending frame of loop back.
|
|
|
|
-1, // Number of animation stages.
|
|
|
|
1, // Number of times the animation loops.
|
|
|
|
VOC_ANTDIE, // Sound effect to play.
|
|
|
|
ANIM_NONE,
|
|
|
|
-1,
|
|
|
|
0x100,
|
|
|
|
"ANTDIE1"
|
|
|
|
);
|
|
|
|
|
|
|
|
static AnimTypeClass const Ant2Death(
|
|
|
|
ANIM_ANT2_DEATH, // Animation number.
|
|
|
|
"ANTDIE", // Data name of animation.
|
|
|
|
28, // Maximum dimension of animation.
|
|
|
|
1, // Biggest animation stage.
|
|
|
|
false, // Theater specific art imagery?
|
|
|
|
true, // Normalized animation rate?
|
|
|
|
false, // Uses white translucent table?
|
|
|
|
false, // Scorches the ground?
|
|
|
|
false, // Forms a crater?
|
|
|
|
false, // Sticks to unit in square?
|
|
|
|
true, // Ground level animation?
|
|
|
|
true, // Translucent colors in this animation?
|
|
|
|
false, // Is this a flame thrower animation?
|
|
|
|
0, // Damage to apply per tick (fixed point).
|
|
|
|
4, // Delay between frames.
|
|
|
|
0, // Starting frame number.
|
|
|
|
0, // Loop start frame number.
|
|
|
|
-1, // Ending frame of loop back.
|
|
|
|
-1, // Number of animation stages.
|
|
|
|
1, // Number of times the animation loops.
|
|
|
|
VOC_ANTDIE, // Sound effect to play.
|
|
|
|
ANIM_NONE,
|
|
|
|
-1,
|
|
|
|
0x100,
|
|
|
|
"ANTDIE2"
|
|
|
|
);
|
|
|
|
|
|
|
|
static AnimTypeClass const Ant3Death(
|
|
|
|
ANIM_ANT3_DEATH, // Animation number.
|
|
|
|
"ANTDIE", // Data name of animation.
|
|
|
|
28, // Maximum dimension of animation.
|
|
|
|
1, // Biggest animation stage.
|
|
|
|
false, // Theater specific art imagery?
|
|
|
|
true, // Normalized animation rate?
|
|
|
|
false, // Uses white translucent table?
|
|
|
|
false, // Scorches the ground?
|
|
|
|
false, // Forms a crater?
|
|
|
|
false, // Sticks to unit in square?
|
|
|
|
true, // Ground level animation?
|
|
|
|
true, // Translucent colors in this animation?
|
|
|
|
false, // Is this a flame thrower animation?
|
|
|
|
0, // Damage to apply per tick (fixed point).
|
|
|
|
4, // Delay between frames.
|
|
|
|
0, // Starting frame number.
|
|
|
|
0, // Loop start frame number.
|
|
|
|
-1, // Ending frame of loop back.
|
|
|
|
-1, // Number of animation stages.
|
|
|
|
1, // Number of times the animation loops.
|
|
|
|
VOC_ANTDIE, // Sound effect to play.
|
|
|
|
ANIM_NONE,
|
|
|
|
-1,
|
|
|
|
0x100,
|
|
|
|
"ANTDIE3"
|
|
|
|
);
|
|
|
|
#endif
|
|
|
|
|
|
|
|
/***********************************************************************************************
|
|
|
|
* AnimTypeClass::AnimTypeClass -- Constructor for animation types. *
|
|
|
|
* *
|
|
|
|
* This is the constructor for static objects that elaborate the various animation types *
|
|
|
|
* allowed in the game. Each animation in the game is of one of these types. *
|
|
|
|
* *
|
|
|
|
* INPUT: see below... *
|
|
|
|
* *
|
|
|
|
* OUTPUT: none *
|
|
|
|
* *
|
|
|
|
* WARNINGS: none *
|
|
|
|
* *
|
|
|
|
* HISTORY: *
|
|
|
|
* 08/23/1994 JLB : Created. *
|
|
|
|
*=============================================================================================*/
|
|
|
|
AnimTypeClass::AnimTypeClass(
|
|
|
|
AnimType anim,
|
|
|
|
char const * name,
|
|
|
|
int size,
|
|
|
|
int biggest,
|
|
|
|
bool istheater,
|
|
|
|
bool isnormal,
|
|
|
|
bool iswhitetrans,
|
|
|
|
bool isscorcher,
|
|
|
|
bool iscrater,
|
|
|
|
bool issticky,
|
|
|
|
bool ground,
|
|
|
|
bool istrans,
|
|
|
|
bool isflame,
|
|
|
|
fixed damage,
|
|
|
|
int delaytime,
|
|
|
|
int start,
|
|
|
|
int loopstart,
|
|
|
|
int loopend,
|
|
|
|
int stages,
|
|
|
|
int loops,
|
|
|
|
VocType soundid,
|
|
|
|
AnimType chainto,
|
|
|
|
int virtualstages,
|
|
|
|
int virtualscale,
|
|
|
|
char const * virtualname,
|
|
|
|
AnimType virtualanim) :
|
|
|
|
ObjectTypeClass(RTTI_ANIMTYPE,
|
|
|
|
int(anim),
|
|
|
|
true,
|
|
|
|
true,
|
|
|
|
false,
|
|
|
|
false,
|
|
|
|
true,
|
|
|
|
true,
|
|
|
|
false,
|
|
|
|
TXT_NONE,
|
|
|
|
name
|
|
|
|
),
|
|
|
|
IsNormalized(isnormal),
|
|
|
|
IsGroundLayer(ground),
|
|
|
|
IsTranslucent(istrans),
|
|
|
|
IsWhiteTrans(iswhitetrans),
|
|
|
|
IsFlameThrower(isflame),
|
|
|
|
IsScorcher(isscorcher),
|
|
|
|
IsCraterForming(iscrater),
|
|
|
|
IsSticky(issticky),
|
|
|
|
IsTheater(istheater),
|
|
|
|
Type(anim),
|
|
|
|
Size(size),
|
|
|
|
Biggest(biggest),
|
|
|
|
Damage(damage),
|
|
|
|
Delay(delaytime),
|
|
|
|
Start(start),
|
|
|
|
LoopStart(loopstart),
|
|
|
|
LoopEnd(loopend),
|
|
|
|
Stages(stages),
|
|
|
|
Loops(loops),
|
|
|
|
Sound(soundid),
|
|
|
|
ChainTo(chainto),
|
|
|
|
VirtualStages(virtualstages),
|
|
|
|
VirtualScale(virtualscale),
|
|
|
|
VirtualName(virtualname),
|
|
|
|
VirtualAnim(virtualanim)
|
|
|
|
{
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/***********************************************************************************************
|
|
|
|
* AnimTypeClass::operator new -- Allocate an animation type object from private pool. *
|
|
|
|
* *
|
|
|
|
* This routine will allocate an animation type class object. *
|
|
|
|
* *
|
|
|
|
* INPUT: none *
|
|
|
|
* *
|
|
|
|
* OUTPUT: Returns with a pointer to the newly allocated anim type object. If no anim type *
|
|
|
|
* could be allocated, then NULL is returned. *
|
|
|
|
* *
|
|
|
|
* WARNINGS: none *
|
|
|
|
* *
|
|
|
|
* HISTORY: *
|
|
|
|
* 07/09/1996 JLB : Created. *
|
|
|
|
*=============================================================================================*/
|
|
|
|
void * AnimTypeClass::operator new(size_t)
|
|
|
|
{
|
|
|
|
return(AnimTypes.Alloc());
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/***********************************************************************************************
|
|
|
|
* AnimTypeClass::operator delete -- Returns an anim type class object back to the pool. *
|
|
|
|
* *
|
|
|
|
* This will return the anim type class object back to the memory pool from whence it was *
|
|
|
|
* previously allocated. *
|
|
|
|
* *
|
|
|
|
* INPUT: pointer -- Pointer to the anim type class object to return to the memory pool. *
|
|
|
|
* *
|
|
|
|
* OUTPUT: none *
|
|
|
|
* *
|
|
|
|
* WARNINGS: none *
|
|
|
|
* *
|
|
|
|
* HISTORY: *
|
|
|
|
* 07/09/1996 JLB : Created. *
|
|
|
|
*=============================================================================================*/
|
|
|
|
void AnimTypeClass::operator delete(void * pointer)
|
|
|
|
{
|
|
|
|
AnimTypes.Free((AnimTypeClass *)pointer);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/***********************************************************************************************
|
|
|
|
* AnimTypeClass::Init_Heap -- Initialize the animation type system. *
|
|
|
|
* *
|
|
|
|
* This routine is called to initialize the animation type class heap. It allocates all *
|
|
|
|
* known animation types. *
|
|
|
|
* *
|
|
|
|
* INPUT: none *
|
|
|
|
* *
|
|
|
|
* OUTPUT: none *
|
|
|
|
* *
|
|
|
|
* WARNINGS: none *
|
|
|
|
* *
|
|
|
|
* HISTORY: *
|
|
|
|
* 07/09/1996 JLB : Created. *
|
|
|
|
*=============================================================================================*/
|
|
|
|
void AnimTypeClass::Init_Heap(void)
|
|
|
|
{
|
|
|
|
/*
|
|
|
|
** These anim type class objects must be allocated in the exact order that they
|
|
|
|
** are specified in the AnimType enumeration. This is necessary because the heap
|
|
|
|
** allocation block index serves double duty as the type number index.
|
|
|
|
*/
|
|
|
|
new AnimTypeClass(FBall1);
|
|
|
|
new AnimTypeClass(FireBallFade);
|
|
|
|
new AnimTypeClass(Frag1);
|
|
|
|
new AnimTypeClass(VehHit1);
|
|
|
|
new AnimTypeClass(VehHit2);
|
|
|
|
new AnimTypeClass(VehHit3);
|
|
|
|
new AnimTypeClass(ArtExp1);
|
|
|
|
new AnimTypeClass(Napalm1);
|
|
|
|
new AnimTypeClass(Napalm2);
|
|
|
|
new AnimTypeClass(Napalm3);
|
|
|
|
new AnimTypeClass(SmokePuff);
|
|
|
|
new AnimTypeClass(Piff);
|
|
|
|
new AnimTypeClass(PiffPiff);
|
|
|
|
new AnimTypeClass(Fire3);
|
|
|
|
new AnimTypeClass(Fire2);
|
|
|
|
new AnimTypeClass(Fire1);
|
|
|
|
new AnimTypeClass(Fire4);
|
|
|
|
new AnimTypeClass(Gunfire);
|
|
|
|
new AnimTypeClass(SmokeM);
|
|
|
|
new AnimTypeClass(BurnSmall);
|
|
|
|
new AnimTypeClass(BurnMed);
|
|
|
|
new AnimTypeClass(BurnBig);
|
|
|
|
new AnimTypeClass(OnFireSmall);
|
|
|
|
new AnimTypeClass(OnFireMed);
|
|
|
|
new AnimTypeClass(OnFireBig);
|
|
|
|
new AnimTypeClass(SAMN);
|
|
|
|
new AnimTypeClass(SAMNE);
|
|
|
|
new AnimTypeClass(SAME);
|
|
|
|
new AnimTypeClass(SAMSE);
|
|
|
|
new AnimTypeClass(SAMS);
|
|
|
|
new AnimTypeClass(SAMSW);
|
|
|
|
new AnimTypeClass(SAMW);
|
|
|
|
new AnimTypeClass(SAMNW);
|
|
|
|
new AnimTypeClass(GUNN);
|
|
|
|
new AnimTypeClass(GUNNE);
|
|
|
|
new AnimTypeClass(GUNE);
|
|
|
|
new AnimTypeClass(GUNSE);
|
|
|
|
new AnimTypeClass(GUNS);
|
|
|
|
new AnimTypeClass(GUNSW);
|
|
|
|
new AnimTypeClass(GUNW);
|
|
|
|
new AnimTypeClass(GUNNW);
|
|
|
|
new AnimTypeClass(LZSmoke);
|
|
|
|
new AnimTypeClass(CDeviator);
|
|
|
|
new AnimTypeClass(CDollar);
|
|
|
|
new AnimTypeClass(CEarth);
|
|
|
|
new AnimTypeClass(CEmpulse);
|
|
|
|
new AnimTypeClass(CInvun);
|
|
|
|
new AnimTypeClass(CMine);
|
|
|
|
new AnimTypeClass(CRapid);
|
|
|
|
new AnimTypeClass(CStealth);
|
|
|
|
new AnimTypeClass(CMissile);
|
|
|
|
new AnimTypeClass(MoveFlash);
|
|
|
|
new AnimTypeClass(OilFieldBurn);
|
|
|
|
new AnimTypeClass(ElectricDie);
|
|
|
|
new AnimTypeClass(Parachute);
|
|
|
|
new AnimTypeClass(DogElectricDie);
|
|
|
|
new AnimTypeClass(Corpse1);
|
|
|
|
new AnimTypeClass(Corpse2);
|
|
|
|
new AnimTypeClass(Corpse3);
|
|
|
|
new AnimTypeClass(SputDoor);
|
|
|
|
new AnimTypeClass(AtomBomb);
|
|
|
|
new AnimTypeClass(ChronoBox);
|
|
|
|
new AnimTypeClass(GPSBox);
|
|
|
|
new AnimTypeClass(InvulBox);
|
|
|
|
new AnimTypeClass(ParaBox);
|
|
|
|
new AnimTypeClass(SonarBox);
|
|
|
|
new AnimTypeClass(Twinkle1);
|
|
|
|
new AnimTypeClass(Twinkle2);
|
|
|
|
new AnimTypeClass(Twinkle3);
|
|
|
|
new AnimTypeClass(Flak);
|
|
|
|
new AnimTypeClass(WaterExp1);
|
|
|
|
new AnimTypeClass(WaterExp2);
|
|
|
|
new AnimTypeClass(WaterExp3);
|
|
|
|
new AnimTypeClass(CrateArmor);
|
|
|
|
new AnimTypeClass(CrateSpeed);
|
|
|
|
new AnimTypeClass(CrateFPower);
|
|
|
|
new AnimTypeClass(CrateTQuake);
|
|
|
|
new AnimTypeClass(ParaBomb);
|
|
|
|
new AnimTypeClass(MineExp1);
|
2020-06-22 17:43:21 +01:00
|
|
|
new AnimTypeClass(Flag);
|
2020-09-16 18:03:04 +01:00
|
|
|
new AnimTypeClass(Beacon);
|
2020-05-27 20:16:20 +01:00
|
|
|
#ifdef FIXIT_ANTS
|
|
|
|
new AnimTypeClass(Ant1Death);
|
|
|
|
new AnimTypeClass(Ant2Death);
|
|
|
|
new AnimTypeClass(Ant3Death);
|
|
|
|
#endif
|
|
|
|
new AnimTypeClass(Fire3Virtual);
|
|
|
|
new AnimTypeClass(Fire2Virtual);
|
|
|
|
new AnimTypeClass(Fire1Virtual);
|
|
|
|
new AnimTypeClass(Fire4Virtual);
|
2020-09-16 18:03:04 +01:00
|
|
|
new AnimTypeClass(BeaconVirtual);
|
2020-05-27 20:16:20 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
/***********************************************************************************************
|
|
|
|
* AnimTypeClass::One_Time -- Performs one time action for animation types. *
|
|
|
|
* *
|
|
|
|
* This will load the animation shape data. It is called by the game initialization *
|
|
|
|
* process. *
|
|
|
|
* *
|
|
|
|
* INPUT: none *
|
|
|
|
* *
|
|
|
|
* OUTPUT: none *
|
|
|
|
* *
|
|
|
|
* WARNINGS: This routine should be called ONLY once. *
|
|
|
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* *
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* HISTORY: *
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* 06/02/1994 JLB : Created. *
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*=============================================================================================*/
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void AnimTypeClass::One_Time(void)
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{
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for (int index = ANIM_FIRST; index < ANIM_COUNT; index++) {
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char fullname[_MAX_FNAME+_MAX_EXT];
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AnimTypeClass const & anim = As_Reference((AnimType)index);
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if (!anim.IsTheater) {
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_makepath(fullname, NULL, NULL, As_Reference((AnimType)index).IniName, ".SHP");
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#ifndef NDEBUG
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RawFileClass file(fullname);
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if (file.Is_Available()) {
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((void const *&)As_Reference((AnimType)index).ImageData) = Load_Alloc_Data(file);
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} else {
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((void const *&)As_Reference((AnimType)index).ImageData) = MFCD::Retrieve(fullname);
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}
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#else
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((void const *&)As_Reference((AnimType)index).ImageData) = MFCD::Retrieve(fullname);
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#endif
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}
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}
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}
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/***********************************************************************************************
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* AnimTypeClass::Init -- Load any animation artwork that is theater specific. *
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* *
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* This routine will examine all the animation types and for any that are theater *
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* specific, it will fetch a pointer to the artwork appropriate for the theater specified. *
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* *
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* INPUT: theater -- The theater to align the animation artwork with. *
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* *
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* OUTPUT: none *
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* *
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* WARNINGS: Call this routine when the theater changes. *
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* *
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* HISTORY: *
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* 07/06/1996 JLB : Created. *
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*=============================================================================================*/
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void AnimTypeClass::Init(TheaterType theater)
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{
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if (theater != LastTheater) {
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for (int index = ANIM_FIRST; index < ANIM_COUNT; index++) {
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AnimTypeClass const & anim = As_Reference((AnimType)index);
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if (anim.IsTheater) {
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char fullname[_MAX_FNAME+_MAX_EXT]; // Fully constructed iconset name.
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_makepath(fullname, NULL, NULL, anim.IniName, Theaters[theater].Suffix);
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((void const *&)anim.ImageData) = MFCD::Retrieve(fullname);
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}
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}
|
2020-09-16 18:03:04 +01:00
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// Set up beacon image data manually since they're new animations only available in the virtual renderer
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((void const *&)As_Reference(ANIM_BEACON_VIRTUAL).ImageData) = As_Reference(ANIM_BEACON).ImageData;
|
2020-05-27 20:16:20 +01:00
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}
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}
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/***********************************************************************************************
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* Anim_Name -- Fetches the ASCII name of the animation type specified. *
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* *
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* This will convert the animation type specified into a text name. This name can be used *
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* for uniquely identifying the animation. *
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* *
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* INPUT: anim -- The anim type to convert to a text string. *
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* *
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* OUTPUT: Returns with a pointer to the ASCII string that identifies this animation. *
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* *
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* WARNINGS: none *
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* *
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* HISTORY: *
|
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|
* 07/06/1996 JLB : Created. *
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*=============================================================================================*/
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char const * Anim_Name(AnimType anim)
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|
{
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|
if (anim == ANIM_NONE) return("");
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return(AnimTypeClass::As_Reference(anim).IniName);
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}
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/***********************************************************************************************
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* AnimTypeClass::As_Reference -- Fetch a reference to the animation type specified. *
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|
* *
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|
* This routine will convert the animation type specified into a reference to the *
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|
* animation type class object. *
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|
* *
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|
* INPUT: type -- The animation type to convert into a reference. *
|
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|
* *
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|
* OUTPUT: Returns with a reference to the animation type class object. *
|
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|
* *
|
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|
|
* WARNINGS: Be sure that the animation type specified is legal. If it isn't then the *
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|
* results of this routine are undefined. *
|
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|
* *
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|
* HISTORY: *
|
|
|
|
* 07/06/1996 JLB : Created. *
|
|
|
|
*=============================================================================================*/
|
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|
|
AnimTypeClass & AnimTypeClass::As_Reference(AnimType type)
|
|
|
|
{
|
|
|
|
return(* AnimTypes.Ptr(type));
|
|
|
|
}
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|