2576 lines
103 KiB
C++
2576 lines
103 KiB
C++
//
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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: F:\projects\c&c\vcs\code\adata.cpv 2.18 16 Oct 1995 16:49:32 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 : August 23, 1994 [JLB] *
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* AnimTypeClass::One_Time -- Performs one time action for animation types. *
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* AnimTypeClass::AnimTypeClass -- Constructor for animation types. *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "function.h"
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// Dinosaur death animations
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static AnimTypeClass const TricDie(
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ANIM_TRIC_DIE, // Animation number.
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"TRIC", // Data name of animation.
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32, // Maximum dimension of animation.
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4, // Biggest animation stage.
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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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true, // Translucent colors in this animation?
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false, // Is this a flame thrower animation?
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0x0000, // Damage to apply per tick (fixed point).
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2, // Delay between frames.
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176, // 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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20, // 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 TRexDie(
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ANIM_TREX_DIE, // Animation number.
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"TREX", // Data name of animation.
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48, // Maximum dimension of animation.
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4, // Biggest animation stage.
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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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true, // Translucent colors in this animation?
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false, // Is this a flame thrower animation?
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0x0000, // Damage to apply per tick (fixed point).
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2, // Delay between frames.
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144, // 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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40, // 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 StegDie(
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ANIM_STEG_DIE, // Animation number.
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"STEG", // Data name of animation.
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33, // Maximum dimension of animation.
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4, // Biggest animation stage.
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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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true, // Translucent colors in this animation?
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false, // Is this a flame thrower animation?
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0x0000, // Damage to apply per tick (fixed point).
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2, // Delay between frames.
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176, // 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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22, // 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 RaptDie(
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ANIM_RAPT_DIE, // Animation number.
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"RAPT", // Data name of animation.
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24, // Maximum dimension of animation.
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4, // Biggest animation stage.
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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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true, // Translucent colors in this animation?
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false, // Is this a flame thrower animation?
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0x0000, // Damage to apply per tick (fixed point).
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2, // Delay between frames.
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144, // 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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40, // 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 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, // 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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0x0000, // 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, // 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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0x0000, // 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, // 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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0x0000, // 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, // 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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0x0000, // 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, // 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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0x0000, // 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, // 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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0x0000, // 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, // 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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0x0000, // 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, // 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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0x0000, // 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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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?
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0x0000, // 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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72, // Loop start frame number.
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91, // Ending frame of loop back.
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-1, // Number of animation stages.
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127, // 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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/*
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** Flammable object burning animations. Primarily used on trees and buildings.
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*/
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static AnimTypeClass const BurnSmall(
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ANIM_BURN_SMALL, // Animation number.
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"BURN-S", // Data name of animation.
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11, // Maximum dimension of animation.
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13, // Biggest animation stage.
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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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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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0x0008, // 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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30, // Loop start frame number.
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62, // Ending frame of loop back.
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-1, // Number of animation stages.
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4, // 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 BurnMed(
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ANIM_BURN_MED, // Animation number.
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"BURN-M", // Data name of animation.
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14, // Maximum dimension of animation.
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13, // Biggest animation stage.
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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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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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0x0010, // 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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30, // Loop start frame number.
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62, // Ending frame of loop back.
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-1, // Number of animation stages.
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4, // 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 BurnBig(
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ANIM_BURN_BIG, // Animation number.
|
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"BURN-L", // Data name of animation.
|
|
23, // Maximum dimension of animation.
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|
13, // Biggest animation stage.
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|
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?
|
|
0x0018, // Damage to apply per tick (fixed point).
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|
1, // Delay between frames.
|
|
0, // Starting frame number.
|
|
30, // Loop start frame number.
|
|
62, // Ending frame of loop back.
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|
-1, // Number of animation stages.
|
|
4, // 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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/*
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** Flammable object burning animations that trail into smoke. Used for
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** buildings and the gunboat.
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*/
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static AnimTypeClass const OnFireSmall(
|
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ANIM_ON_FIRE_SMALL, // Animation number.
|
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"BURN-S", // Data name of animation.
|
|
11, // Maximum dimension of animation.
|
|
13, // Biggest animation stage.
|
|
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?
|
|
0x0008, // Damage to apply per tick (fixed point).
|
|
1, // 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.
|
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VOC_NONE, // Sound effect to play.
|
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ANIM_SMOKE_M
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|
);
|
|
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, // 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?
|
|
0x0010, // Damage to apply per tick (fixed point).
|
|
1, // 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
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);
|
|
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, // 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?
|
|
0x0018, // Damage to apply per tick (fixed point).
|
|
1, // 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
|
|
);
|
|
|
|
/*
|
|
** Flame thrower animations. These are direction specific.
|
|
*/
|
|
static AnimTypeClass const FlameN(
|
|
ANIM_FLAME_N, // Animation number.
|
|
"FLAME-N", // Data name of animation.
|
|
0, // Maximum dimension of animation.
|
|
9, // Biggest animation stage.
|
|
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?
|
|
true, // Is this a flame thrower animation?
|
|
0x0000, // 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 FlameNW(
|
|
ANIM_FLAME_NW, // Animation number.
|
|
"FLAME-NW", // Data name of animation.
|
|
0, // Maximum dimension of animation.
|
|
9, // Biggest animation stage.
|
|
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?
|
|
true, // Is this a flame thrower animation?
|
|
0x0000, // 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 FlameW(
|
|
ANIM_FLAME_W, // Animation number.
|
|
"FLAME-W", // Data name of animation.
|
|
0, // Maximum dimension of animation.
|
|
9, // Biggest animation stage.
|
|
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?
|
|
true, // Is this a flame thrower animation?
|
|
0x0000, // 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 FlameSW(
|
|
ANIM_FLAME_SW, // Animation number.
|
|
"FLAME-SW", // Data name of animation.
|
|
0, // Maximum dimension of animation.
|
|
9, // Biggest animation stage.
|
|
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?
|
|
true, // Is this a flame thrower animation?
|
|
0x0000, // 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 FlameS(
|
|
ANIM_FLAME_S, // Animation number.
|
|
"FLAME-S", // Data name of animation.
|
|
0, // Maximum dimension of animation.
|
|
9, // Biggest animation stage.
|
|
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?
|
|
true, // Is this a flame thrower animation?
|
|
0x0000, // 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 FlameSE(
|
|
ANIM_FLAME_SE, // Animation number.
|
|
"FLAME-SE", // Data name of animation.
|
|
0, // Maximum dimension of animation.
|
|
9, // Biggest animation stage.
|
|
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?
|
|
true, // Is this a flame thrower animation?
|
|
0x0000, // 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 FlameE(
|
|
ANIM_FLAME_E, // Animation number.
|
|
"FLAME-E", // Data name of animation.
|
|
0, // Maximum dimension of animation.
|
|
9, // Biggest animation stage.
|
|
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?
|
|
true, // Is this a flame thrower animation?
|
|
0x0000, // 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 FlameNE(
|
|
ANIM_FLAME_NE, // Animation number.
|
|
"FLAME-NE", // Data name of animation.
|
|
0, // Maximum dimension of animation.
|
|
9, // Biggest animation stage.
|
|
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?
|
|
true, // Is this a flame thrower animation?
|
|
0x0000, // 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
|
|
);
|
|
|
|
/*
|
|
** Chem sprayer animations. These are direction specific.
|
|
*/
|
|
static AnimTypeClass const ChemN(
|
|
ANIM_CHEM_N, // Animation number.
|
|
"CHEM-N", // Data name of animation.
|
|
0, // Maximum dimension of animation.
|
|
9, // Biggest animation stage.
|
|
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?
|
|
0x0000, // 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 ChemNW(
|
|
ANIM_CHEM_NW, // Animation number.
|
|
"CHEM-NW", // Data name of animation.
|
|
0, // Maximum dimension of animation.
|
|
9, // Biggest animation stage.
|
|
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?
|
|
0x0000, // 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 ChemW(
|
|
ANIM_CHEM_W, // Animation number.
|
|
"CHEM-W", // Data name of animation.
|
|
0, // Maximum dimension of animation.
|
|
9, // Biggest animation stage.
|
|
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?
|
|
0x0000, // 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 ChemSW(
|
|
ANIM_CHEM_SW, // Animation number.
|
|
"CHEM-SW", // Data name of animation.
|
|
0, // Maximum dimension of animation.
|
|
9, // Biggest animation stage.
|
|
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?
|
|
0x0000, // 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 ChemS(
|
|
ANIM_CHEM_S, // Animation number.
|
|
"CHEM-S", // Data name of animation.
|
|
0, // Maximum dimension of animation.
|
|
9, // Biggest animation stage.
|
|
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?
|
|
0x0000, // 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 ChemSE(
|
|
ANIM_CHEM_SE, // Animation number.
|
|
"CHEM-SE", // Data name of animation.
|
|
0, // Maximum dimension of animation.
|
|
9, // Biggest animation stage.
|
|
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?
|
|
0x0000, // 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 ChemE(
|
|
ANIM_CHEM_E, // Animation number.
|
|
"CHEM-E", // Data name of animation.
|
|
0, // Maximum dimension of animation.
|
|
9, // Biggest animation stage.
|
|
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?
|
|
0x0000, // 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 ChemNE(
|
|
ANIM_CHEM_NE, // Animation number.
|
|
"CHEM-NE", // Data name of animation.
|
|
0, // Maximum dimension of animation.
|
|
9, // Biggest animation stage.
|
|
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?
|
|
0x0000, // 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 Grenade(
|
|
ANIM_GRENADE, // Animation number.
|
|
"VEH-HIT2", // Data name of animation.
|
|
21, // Maximum dimension of animation.
|
|
1, // Biggest animation stage.
|
|
true, // Normalized animation rate?
|
|
false, // Uses white translucent table?
|
|
false, // Scorches the ground?
|
|
true, // 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?
|
|
0x0000, // 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_GUN20, // 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.
|
|
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?
|
|
0x0000, // 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_XPLOS, // 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.
|
|
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?
|
|
0x0000, // 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_XPLOBIG4, // Sound effect to play.
|
|
ANIM_NONE,
|
|
29 // Virtual stages
|
|
);
|
|
|
|
static AnimTypeClass const Frag3(
|
|
ANIM_FRAG2, // Animation number.
|
|
"FRAG3", // Data name of animation.
|
|
41, // Maximum dimension of animation.
|
|
3, // Biggest animation stage.
|
|
true, // Normalized animation rate?
|
|
false, // Uses white translucent table?
|
|
false, // Scorches the ground?
|
|
true, // 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?
|
|
0x0000, // 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_XPLOBIG6, // 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.
|
|
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?
|
|
0x0000, // 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_XPLOS, // 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.
|
|
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?
|
|
0x0000, // 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_XPLOS, // 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.
|
|
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?
|
|
0x0000, // 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_XPLOS, // 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.
|
|
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?
|
|
0x0000, // 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_XPLOSML2, // 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, // 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?
|
|
0x0000, // 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_FLAMER1, // 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, // 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?
|
|
0x0000, // 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_FLAMER1, // 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, // 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?
|
|
0x0000, // 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_FLAMER1, // 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.
|
|
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?
|
|
0x0000, // 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.
|
|
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?
|
|
0x0000, // 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.
|
|
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?
|
|
0x0000, // 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, // 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?
|
|
0x0008, // 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
|
|
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, // 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?
|
|
0x0000, // 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, // 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?
|
|
0x0010, // 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
|
|
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, // 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?
|
|
0x0000, // 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, // 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?
|
|
0x0008, // 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
|
|
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, // 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?
|
|
0x0000, // 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,
|
|
30 // Virtual stages
|
|
);
|
|
|
|
static AnimTypeClass const Fire2(
|
|
ANIM_FIRE_MED, // Animation number.
|
|
"FIRE2", // Data name of animation.
|
|
23, // Maximum dimension of animation.
|
|
0, // Biggest animation stage.
|
|
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?
|
|
0x0010, // 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
|
|
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, // 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?
|
|
0x0000, // 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.
|
|
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?
|
|
0x0000, // 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.
|
|
127, // Number of times the animation loops.
|
|
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, // 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?
|
|
0x0000, // 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.
|
|
// 2, // Number of times the animation loops.
|
|
1, // Number of animation stages.
|
|
// 2, // Number of animation stages.
|
|
1, // Ending frame of loop back.
|
|
VOC_NONE, // Sound effect to play.
|
|
ANIM_NONE,
|
|
10 // Virtual stages
|
|
);
|
|
|
|
#ifdef NEVER
|
|
static AnimTypeClass const E1RotFire(
|
|
ANIM_E1_ROT_FIRE, // Animation number.
|
|
"E1ROT", // Data name of animation.
|
|
false, // Normalized animation rate?
|
|
false, // Uses white translucent table?
|
|
false, // Scorches the ground?
|
|
false, // Forms a crater?
|
|
false, // Sticks to unit in square?
|
|
true, // Is a flat on the ground animation?
|
|
true, // Ground level animation?
|
|
false, // Translucent colors in this animation?
|
|
false, // Is this a flame thrower animation?
|
|
0x0000, // Damage to apply per tick (fixed point).
|
|
30, // Delay between frames.
|
|
28, // Starting frame number.
|
|
0, // Loop start frame number.
|
|
0, // Ending frame of loop back.
|
|
4, // Number of animation stages.
|
|
1, // Number of times the animation loops.
|
|
VOC_NONE, // Sound effect to play.
|
|
ANIM_NONE
|
|
);
|
|
static AnimTypeClass const E1RotGrenade(
|
|
ANIM_E1_ROT_GRENADE, // Animation number.
|
|
"E1ROT", // Data name of animation.
|
|
false, // Normalized animation rate?
|
|
false, // Uses white translucent table?
|
|
false, // Scorches the ground?
|
|
false, // Forms a crater?
|
|
false, // Sticks to unit in square?
|
|
true, // Is a flat on the ground animation?
|
|
true, // Ground level animation?
|
|
false, // Translucent colors in this animation?
|
|
false, // Is this a flame thrower animation?
|
|
0x0000, // Damage to apply per tick (fixed point).
|
|
30, // Delay between frames.
|
|
24, // Starting frame number.
|
|
0, // Loop start frame number.
|
|
0, // Loopback frame number.
|
|
4, // Number of animation stages.
|
|
1, // Number of times the animation loops.
|
|
VOC_NONE, // Sound effect to play.
|
|
ANIM_NONE
|
|
);
|
|
static AnimTypeClass const E1RotGun(
|
|
ANIM_E1_ROT_GUN, // Animation number.
|
|
"E1ROT", // Data name of animation.
|
|
false, // Normalized animation rate?
|
|
false, // Uses white translucent table?
|
|
false, // Scorches the ground?
|
|
false, // Forms a crater?
|
|
false, // Sticks to unit in square?
|
|
true, // Is a flat on the ground animation?
|
|
true, // Ground level animation?
|
|
false, // Translucent colors in this animation?
|
|
false, // Is this a flame thrower animation?
|
|
0x0000, // Damage to apply per tick (fixed point).
|
|
30, // Delay between frames.
|
|
16, // Starting frame number.
|
|
0, // Loop start frame number.
|
|
0, // Loopback frame number.
|
|
4, // Number of animation stages.
|
|
1, // Number of times the animation loops.
|
|
VOC_NONE, // Sound effect to play.
|
|
ANIM_NONE
|
|
);
|
|
static AnimTypeClass const E1RotExp(
|
|
ANIM_E1_ROT_EXP, // Animation number.
|
|
"E1ROT", // Data name of animation.
|
|
false, // Normalized animation rate?
|
|
false, // Uses white translucent table?
|
|
false, // Scorches the ground?
|
|
false, // Forms a crater?
|
|
false, // Sticks to unit in square?
|
|
true, // Is a flat on the ground animation?
|
|
true, // Ground level animation?
|
|
false, // Translucent colors in this animation?
|
|
false, // Is this a flame thrower animation?
|
|
0x0000, // Damage to apply per tick (fixed point).
|
|
30, // Delay between frames.
|
|
20, // Starting frame number.
|
|
0, // Loop start frame number.
|
|
0, // Loopback frame number.
|
|
4, // Number of animation stages.
|
|
1, // Number of times the animation loops.
|
|
VOC_NONE, // Sound effect to play.
|
|
ANIM_NONE
|
|
);
|
|
|
|
static AnimTypeClass const E2RotFire(
|
|
ANIM_E2_ROT_FIRE, // Animation number.
|
|
"E2ROT", // Data name of animation.
|
|
false, // Normalized animation rate?
|
|
false, // Uses white translucent table?
|
|
false, // Scorches the ground?
|
|
false, // Forms a crater?
|
|
false, // Sticks to unit in square?
|
|
true, // Is a flat on the ground animation?
|
|
true, // Ground level animation?
|
|
false, // Translucent colors in this animation?
|
|
false, // Is this a flame thrower animation?
|
|
0x0000, // Damage to apply per tick (fixed point).
|
|
30, // Delay between frames.
|
|
28, // Starting frame number.
|
|
0, // Loop start frame number.
|
|
0, // Loopback frame number.
|
|
4, // Number of animation stages.
|
|
1, // Number of times the animation loops.
|
|
VOC_NONE, // Sound effect to play.
|
|
ANIM_NONE
|
|
);
|
|
static AnimTypeClass const E2RotGrenade(
|
|
ANIM_E2_ROT_GRENADE, // Animation number.
|
|
"E2ROT", // Data name of animation.
|
|
false, // Normalized animation rate?
|
|
false, // Uses white translucent table?
|
|
false, // Scorches the ground?
|
|
false, // Forms a crater?
|
|
false, // Sticks to unit in square?
|
|
true, // Is a flat on the ground animation?
|
|
true, // Ground level animation?
|
|
false, // Translucent colors in this animation?
|
|
false, // Is this a flame thrower animation?
|
|
0x0000, // Damage to apply per tick (fixed point).
|
|
30, // Delay between frames.
|
|
24, // Starting frame number.
|
|
0, // Loop start frame number.
|
|
0, // Loopback frame number.
|
|
4, // Number of animation stages.
|
|
1, // Number of times the animation loops.
|
|
VOC_NONE, // Sound effect to play.
|
|
ANIM_NONE
|
|
);
|
|
static AnimTypeClass const E2RotGun(
|
|
ANIM_E2_ROT_GUN, // Animation number.
|
|
"E2ROT", // Data name of animation.
|
|
false, // Normalized animation rate?
|
|
false, // Uses white translucent table?
|
|
false, // Scorches the ground?
|
|
false, // Forms a crater?
|
|
false, // Sticks to unit in square?
|
|
true, // Is a flat on the ground animation?
|
|
true, // Ground level animation?
|
|
false, // Translucent colors in this animation?
|
|
false, // Is this a flame thrower animation?
|
|
0x0000, // Damage to apply per tick (fixed point).
|
|
30, // Delay between frames.
|
|
16, // Starting frame number.
|
|
0, // Loop start frame number.
|
|
0, // Loopback frame number.
|
|
4, // Number of animation stages.
|
|
1, // Number of times the animation loops.
|
|
VOC_NONE, // Sound effect to play.
|
|
ANIM_NONE
|
|
);
|
|
static AnimTypeClass const E2RotExp(
|
|
ANIM_E2_ROT_EXP, // Animation number.
|
|
"E2ROT", // Data name of animation.
|
|
false, // Normalized animation rate?
|
|
false, // Uses white translucent table?
|
|
false, // Scorches the ground?
|
|
false, // Forms a crater?
|
|
false, // Sticks to unit in square?
|
|
true, // Is a flat on the ground animation?
|
|
true, // Ground level animation?
|
|
false, // Translucent colors in this animation?
|
|
false, // Is this a flame thrower animation?
|
|
0x0000, // Damage to apply per tick (fixed point).
|
|
30, // Delay between frames.
|
|
20, // Starting frame number.
|
|
0, // Loop start frame number.
|
|
0, // Loopback frame number.
|
|
4, // Number of animation stages.
|
|
1, // Number of times the animation loops.
|
|
VOC_NONE, // Sound effect to play.
|
|
ANIM_NONE
|
|
);
|
|
|
|
static AnimTypeClass const E3RotFire(
|
|
ANIM_E3_ROT_FIRE, // Animation number.
|
|
"E3ROT", // Data name of animation.
|
|
false, // Normalized animation rate?
|
|
false, // Uses white translucent table?
|
|
false, // Scorches the ground?
|
|
false, // Forms a crater?
|
|
false, // Sticks to unit in square?
|
|
true, // Is a flat on the ground animation?
|
|
true, // Ground level animation?
|
|
false, // Translucent colors in this animation?
|
|
false, // Is this a flame thrower animation?
|
|
0x0000, // Damage to apply per tick (fixed point).
|
|
30, // Delay between frames.
|
|
28, // Starting frame number.
|
|
0, // Loop start frame number.
|
|
0, // Loopback frame number.
|
|
4, // Number of animation stages.
|
|
1, // Number of times the animation loops.
|
|
VOC_NONE, // Sound effect to play.
|
|
ANIM_NONE
|
|
);
|
|
static AnimTypeClass const E3RotGrenade(
|
|
ANIM_E3_ROT_GRENADE, // Animation number.
|
|
"E3ROT", // Data name of animation.
|
|
false, // Normalized animation rate?
|
|
false, // Uses white translucent table?
|
|
false, // Scorches the ground?
|
|
false, // Forms a crater?
|
|
false, // Sticks to unit in square?
|
|
true, // Is a flat on the ground animation?
|
|
true, // Ground level animation?
|
|
false, // Translucent colors in this animation?
|
|
false, // Is this a flame thrower animation?
|
|
0x0000, // Damage to apply per tick (fixed point).
|
|
30, // Delay between frames.
|
|
24, // Starting frame number.
|
|
0, // Loop start frame number.
|
|
0, // Loopback frame number.
|
|
4, // Number of animation stages.
|
|
1, // Number of times the animation loops.
|
|
VOC_NONE, // Sound effect to play.
|
|
ANIM_NONE
|
|
);
|
|
static AnimTypeClass const E3RotGun(
|
|
ANIM_E3_ROT_GUN, // Animation number.
|
|
"E3ROT", // Data name of animation.
|
|
false, // Normalized animation rate?
|
|
false, // Uses white translucent table?
|
|
false, // Scorches the ground?
|
|
false, // Forms a crater?
|
|
false, // Sticks to unit in square?
|
|
true, // Is a flat on the ground animation?
|
|
true, // Ground level animation?
|
|
false, // Translucent colors in this animation?
|
|
false, // Is this a flame thrower animation?
|
|
0x0000, // Damage to apply per tick (fixed point).
|
|
30, // Delay between frames.
|
|
16, // Starting frame number.
|
|
0, // Loop start frame number.
|
|
0, // Loopback frame number.
|
|
4, // Number of animation stages.
|
|
1, // Number of times the animation loops.
|
|
VOC_NONE, // Sound effect to play.
|
|
ANIM_NONE
|
|
);
|
|
static AnimTypeClass const E3RotExp(
|
|
ANIM_E3_ROT_EXP, // Animation number.
|
|
"E3ROT", // Data name of animation.
|
|
false, // Normalized animation rate?
|
|
false, // Uses white translucent table?
|
|
false, // Scorches the ground?
|
|
false, // Forms a crater?
|
|
false, // Sticks to unit in square?
|
|
true, // Is a flat on the ground animation?
|
|
true, // Ground level animation?
|
|
false, // Translucent colors in this animation?
|
|
false, // Is this a flame thrower animation?
|
|
0x0000, // Damage to apply per tick (fixed point).
|
|
30, // Delay between frames.
|
|
20, // Starting frame number.
|
|
0, // Loop start frame number.
|
|
0, // Loopback frame number.
|
|
4, // Number of animation stages.
|
|
1, // Number of times the animation loops.
|
|
VOC_NONE, // Sound effect to play.
|
|
ANIM_NONE
|
|
);
|
|
|
|
static AnimTypeClass const E4RotFire(
|
|
ANIM_E4_ROT_FIRE, // Animation number.
|
|
"E4ROT", // Data name of animation.
|
|
false, // Normalized animation rate?
|
|
false, // Uses white translucent table?
|
|
false, // Scorches the ground?
|
|
false, // Forms a crater?
|
|
false, // Sticks to unit in square?
|
|
true, // Is a flat on the ground animation?
|
|
true, // Ground level animation?
|
|
false, // Translucent colors in this animation?
|
|
false, // Is this a flame thrower animation?
|
|
0x0000, // Damage to apply per tick (fixed point).
|
|
30, // Delay between frames.
|
|
28, // Starting frame number.
|
|
0, // Loop start frame number.
|
|
0, // Loopback frame number.
|
|
4, // Number of animation stages.
|
|
1, // Number of times the animation loops.
|
|
VOC_NONE, // Sound effect to play.
|
|
ANIM_NONE
|
|
);
|
|
static AnimTypeClass const E4RotGrenade(
|
|
ANIM_E4_ROT_GRENADE, // Animation number.
|
|
"E4ROT", // Data name of animation.
|
|
false, // Normalized animation rate?
|
|
false, // Uses white translucent table?
|
|
false, // Scorches the ground?
|
|
false, // Forms a crater?
|
|
false, // Sticks to unit in square?
|
|
true, // Is a flat on the ground animation?
|
|
true, // Ground level animation?
|
|
false, // Translucent colors in this animation?
|
|
false, // Is this a flame thrower animation?
|
|
0x0000, // Damage to apply per tick (fixed point).
|
|
30, // Delay between frames.
|
|
24, // Starting frame number.
|
|
0, // Loop start frame number.
|
|
0, // Loopback frame number.
|
|
4, // Number of animation stages.
|
|
1, // Number of times the animation loops.
|
|
VOC_NONE, // Sound effect to play.
|
|
ANIM_NONE
|
|
);
|
|
static AnimTypeClass const E4RotGun(
|
|
ANIM_E4_ROT_GUN, // Animation number.
|
|
"E4ROT", // Data name of animation.
|
|
false, // Normalized animation rate?
|
|
false, // Uses white translucent table?
|
|
false, // Scorches the ground?
|
|
false, // Forms a crater?
|
|
false, // Sticks to unit in square?
|
|
true, // Is a flat on the ground animation?
|
|
true, // Ground level animation?
|
|
false, // Translucent colors in this animation?
|
|
false, // Is this a flame thrower animation?
|
|
0x0000, // Damage to apply per tick (fixed point).
|
|
30, // Delay between frames.
|
|
16, // Starting frame number.
|
|
0, // Loop start frame number.
|
|
0, // Loopback frame number.
|
|
4, // Number of animation stages.
|
|
1, // Number of times the animation loops.
|
|
VOC_NONE, // Sound effect to play.
|
|
ANIM_NONE
|
|
);
|
|
static AnimTypeClass const E4RotExp(
|
|
ANIM_E4_ROT_EXP, // Animation number.
|
|
"E4ROT", // Data name of animation.
|
|
false, // Normalized animation rate?
|
|
false, // Uses white translucent table?
|
|
false, // Scorches the ground?
|
|
false, // Forms a crater?
|
|
false, // Sticks to unit in square?
|
|
true, // Is a flat on the ground animation?
|
|
true, // Ground level animation?
|
|
false, // Translucent colors in this animation?
|
|
false, // Is this a flame thrower animation?
|
|
0x0000, // Damage to apply per tick (fixed point).
|
|
30, // Delay between frames.
|
|
20, // Starting frame number.
|
|
0, // Loop start frame number.
|
|
0, // Loopback frame number.
|
|
4, // Number of animation stages.
|
|
1, // Number of times the animation loops.
|
|
VOC_NONE, // Sound effect to play.
|
|
ANIM_NONE
|
|
);
|
|
#endif
|
|
|
|
static AnimTypeClass const SmokeM(
|
|
ANIM_SMOKE_M, // Animation number.
|
|
"SMOKE_M", // Data name of animation.
|
|
28, // Maximum dimension of animation.
|
|
30, // Biggest animation stage.
|
|
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?
|
|
0x0000, // 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, // 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?
|
|
0x0000, // 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, // 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?
|
|
0x0000, // 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, // 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?
|
|
0x0000, // 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, // 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?
|
|
0x0000, // 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, // 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?
|
|
0x0000, // 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, // 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?
|
|
0x0000, // 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, // 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?
|
|
0x0000, // 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, // 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?
|
|
0x0000, // 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 IonCannon(
|
|
ANIM_ION_CANNON, // Animation number.
|
|
"IONSFX", // Data name of animation.
|
|
48, // Maximum dimension of animation.
|
|
11, // Biggest animation stage.
|
|
false, // Normalized animation rate?
|
|
false, // Uses white translucent table?
|
|
true, // 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?
|
|
0x0000, // 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.
|
|
15, // Number of animation stages.
|
|
0, // Number of times the animation loops.
|
|
VOC_ION_CANNON, // Sound effect to play.
|
|
ANIM_ART_EXP1,
|
|
32, // Virtual stages
|
|
0x200 // Virtual scale
|
|
);
|
|
|
|
static AnimTypeClass const AtomBomb(
|
|
ANIM_ATOM_BLAST, // Animation number.
|
|
"ATOMSFX", // Data name of animation.
|
|
72, // Maximum dimension of animation.
|
|
19, // Biggest animation stage.
|
|
false, // Normalized animation rate?
|
|
false, // Uses white translucent table?
|
|
true, // 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?
|
|
0x0000, // 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_NUKE_EXPLODE, // Sound effect to play.
|
|
ANIM_NONE,
|
|
75, // Virtual stages
|
|
0x300 // Virtual scale
|
|
);
|
|
static AnimTypeClass const AtomDoor(
|
|
ANIM_ATOM_DOOR, // Animation number.
|
|
"ATOMDOOR", // Data name of animation.
|
|
48, // Maximum dimension of animation.
|
|
19, // Biggest animation stage.
|
|
false, // Normalized animation rate?
|
|
false, // Uses white translucent table?
|
|
true, // 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?
|
|
0x0000, // 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
|
|
);
|
|
|
|
static AnimTypeClass const CDeviator(
|
|
ANIM_CRATE_DEVIATOR, // Animation number.
|
|
"DEVIATOR", // Data name of animation.
|
|
48, // Maximum dimension of animation.
|
|
0, // Biggest animation stage.
|
|
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?
|
|
0x0000, // 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.
|
|
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?
|
|
0x0000, // 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.
|
|
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?
|
|
0x0000, // 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.
|
|
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?
|
|
0x0000, // 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.
|
|
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?
|
|
0x0000, // 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.
|
|
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?
|
|
0x0000, // 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.
|
|
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?
|
|
0x0000, // 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.
|
|
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?
|
|
0x0000, // 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.
|
|
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?
|
|
0x0000, // 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, // 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?
|
|
0x0000, // 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 ChemBall(
|
|
ANIM_CHEM_BALL, // Animation number.
|
|
"CHEMBALL", // Data name of animation.
|
|
21, // Maximum dimension of animation.
|
|
5, // Biggest animation stage.
|
|
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?
|
|
0x0000, // 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_FLAMER1, // Sound effect to play.
|
|
ANIM_NONE
|
|
);
|
|
|
|
static AnimTypeClass const Flag(
|
|
ANIM_FLAG, // Animation number.
|
|
"FLAGFLY", // Data name of animation.
|
|
21, // Maximum dimension of animation.
|
|
0, // Biggest animation stage.
|
|
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?
|
|
0x0000, // 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
|
|
);
|
|
|
|
|
|
|
|
AnimTypeClass const * const AnimTypeClass::Pointers[ANIM_COUNT] = {
|
|
&FBall1,
|
|
&Grenade,
|
|
&Frag1,
|
|
&Frag3,
|
|
&VehHit1,
|
|
&VehHit2,
|
|
&VehHit3,
|
|
&ArtExp1,
|
|
&Napalm1,
|
|
&Napalm2,
|
|
&Napalm3,
|
|
&SmokePuff,
|
|
&Piff,
|
|
&PiffPiff,
|
|
&FlameN,
|
|
&FlameNE,
|
|
&FlameE,
|
|
&FlameSE,
|
|
&FlameS,
|
|
&FlameSW,
|
|
&FlameW,
|
|
&FlameNW,
|
|
&ChemN,
|
|
&ChemNE,
|
|
&ChemE,
|
|
&ChemSE,
|
|
&ChemS,
|
|
&ChemSW,
|
|
&ChemW,
|
|
&ChemNW,
|
|
&Fire3,
|
|
&Fire2,
|
|
&Fire1,
|
|
&Fire4,
|
|
&Gunfire,
|
|
#ifdef NEVER
|
|
&E1RotFire,
|
|
&E1RotGrenade,
|
|
&E1RotGun,
|
|
&E1RotExp,
|
|
&E2RotFire,
|
|
&E2RotGrenade,
|
|
&E2RotGun,
|
|
&E2RotExp,
|
|
&E3RotFire,
|
|
&E3RotGrenade,
|
|
&E3RotGun,
|
|
&E3RotExp,
|
|
&E4RotFire,
|
|
&E4RotGrenade,
|
|
&E4RotGun,
|
|
&E4RotExp,
|
|
#endif
|
|
&SmokeM,
|
|
&BurnSmall,
|
|
&BurnMed,
|
|
&BurnBig,
|
|
&OnFireSmall,
|
|
&OnFireMed,
|
|
&OnFireBig,
|
|
&SAMN,
|
|
&SAMNE,
|
|
&SAME,
|
|
&SAMSE,
|
|
&SAMS,
|
|
&SAMSW,
|
|
&SAMW,
|
|
&SAMNW,
|
|
&GUNN,
|
|
&GUNNE,
|
|
&GUNE,
|
|
&GUNSE,
|
|
&GUNS,
|
|
&GUNSW,
|
|
&GUNW,
|
|
&GUNNW,
|
|
&LZSmoke,
|
|
&IonCannon,
|
|
&AtomBomb,
|
|
&CDeviator,
|
|
&CDollar,
|
|
&CEarth,
|
|
&CEmpulse,
|
|
&CInvun,
|
|
&CMine,
|
|
&CRapid,
|
|
&CStealth,
|
|
&CMissile,
|
|
&AtomDoor,
|
|
&MoveFlash,
|
|
&OilFieldBurn,
|
|
&TricDie,
|
|
&TRexDie,
|
|
&StegDie,
|
|
&RaptDie,
|
|
&ChemBall,
|
|
&Flag,
|
|
&Fire3Virtual,
|
|
&Fire2Virtual,
|
|
&Fire1Virtual,
|
|
&Fire4Virtual
|
|
};
|
|
|
|
|
|
/***********************************************************************************************
|
|
* 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 isnormal, bool iswhitetrans, bool isscorcher, bool iscrater, bool issticky, bool ground,
|
|
bool istrans, bool isflame, unsigned int damage,
|
|
int delaytime, int start, int loopstart, int loopend, int stages, int loops,
|
|
VocType sound, AnimType chainto, int virtualstages, int virtualscale, AnimType virtualanim) :
|
|
ObjectTypeClass(true, false, false, true, false, false, true, true, TXT_NONE, name, ARMOR_NONE, 0)
|
|
{
|
|
Biggest = biggest;
|
|
ChainTo = chainto;
|
|
Damage = damage;
|
|
Delay = (unsigned char)delaytime;
|
|
IsCraterForming = iscrater;
|
|
IsFlameThrower = isflame;
|
|
IsGroundLayer = ground;
|
|
IsNormalized = isnormal;
|
|
IsScorcher = isscorcher;
|
|
IsSticky = issticky;
|
|
IsTranslucent = istrans;
|
|
IsWhiteTrans = iswhitetrans;
|
|
LoopEnd = loopend;
|
|
LoopStart = loopstart;
|
|
Loops = (char)loops;
|
|
Size = size;
|
|
Sound = sound;
|
|
Stages = stages;
|
|
Start = start;
|
|
Type = anim;
|
|
VirtualStages = virtualstages;
|
|
VirtualScale = virtualscale;
|
|
VirtualAnim = virtualanim;
|
|
}
|
|
|
|
|
|
/***********************************************************************************************
|
|
* 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. *
|
|
* *
|
|
* HISTORY: *
|
|
* 06/02/1994 JLB : Created. *
|
|
*=============================================================================================*/
|
|
void AnimTypeClass::One_Time(void)
|
|
{
|
|
AnimType index;
|
|
|
|
for (index = ANIM_FIRST; index < ANIM_COUNT; index++) {
|
|
char fullname[_MAX_FNAME+_MAX_EXT];
|
|
|
|
_makepath(fullname, NULL, NULL, As_Reference(index).IniName, ".SHP");
|
|
|
|
RawFileClass file(fullname);
|
|
if (file.Is_Available()) {
|
|
((void const *&)As_Reference(index).ImageData) = Load_Alloc_Data(file);
|
|
} else {
|
|
((void const *&)As_Reference(index).ImageData) = MixFileClass::Retrieve(fullname);
|
|
}
|
|
}
|
|
}
|
|
|
|
|