| Author: ABel 14.04.03 13:22:29
| reg_anim_animate (obj, anim, delay) - Adds a single, in-place animation on an object to an animation sequence-list, at a given delay from the previous animation (delay should always be -1)!
Params:obj - object to be animated anim - defines which action should be made by an object delay - should always be -1 Animation constatns are defined in headers\animcomd.h as follows:// basic animations 0-19 #define ANIM_stand (0) #define ANIM_walk (1) #define ANIM_jump_begin (2) #define ANIM_jump_end (3) #define ANIM_climb_ladder (4) #define ANIM_falling (5) #define ANIM_up_stairs_right (6) #define ANIM_up_stairs_left (7) #define ANIM_down_stairs_right (8) #define ANIM_down_stairs_left (9) #define ANIM_magic_hands_ground (10) #define ANIM_magic_hands_middle (11) #define ANIM_magic_hands_up (12) #define ANIM_dodge_anim (13) #define ANIM_hit_from_front (14) #define ANIM_hit_from_back (15) #define ANIM_throw_punch (16) #define ANIM_kick_leg (17) #define ANIM_throw_anim (18) #define ANIM_running (19) // knockdown and death 20-35 #define ANIM_fall_back (20) #define ANIM_fall_front (21) #define ANIM_bad_landing (22) #define ANIM_big_hole (23) #define ANIM_charred_body (24) #define ANIM_chunks_of_flesh (25) #define ANIM_dancing_autofire (26) #define ANIM_electrify (27) #define ANIM_sliced_in_half (28) #define ANIM_burned_to_nothing (29) #define ANIM_electrified_to_nothing (30) #define ANIM_exploded_to_nothing (31) #define ANIM_melted_to_nothing (32) #define ANIM_fire_dance (33) #define ANIM_fall_back_blood (34) #define ANIM_fall_front_blood (35) // change positions 36-37 #define ANIM_prone_to_standing (36) #define ANIM_back_to_standing (37) // weapon 38-47 #define ANIM_take_out (38) #define ANIM_put_away (39) #define ANIM_parry_anim (40) #define ANIM_thrust_anim (41) #define ANIM_swing_anim (42) #define ANIM_point (43) #define ANIM_unpoint (44) #define ANIM_fire_single (45) #define ANIM_fire_burst (46) #define ANIM_fire_continuous (47) // single-frame death animations (the last frame of knockdown and death animations) 48-63 #define ANIM_fall_back_sf (48) #define ANIM_fall_front_sf (49) #define ANIM_bad_landing_sf (50) #define ANIM_big_hole_sf (51) #define ANIM_charred_body_sf (52) #define ANIM_chunks_of_flesh_sf (53) #define ANIM_dancing_autofire_sf (54) #define ANIM_electrify_sf (55) #define ANIM_sliced_in_half_sf (56) #define ANIM_burned_to_nothing_sf (57) #define ANIM_electrified_to_nothing_sf (58) #define ANIM_exploded_to_nothing_sf (59) #define ANIM_melted_to_nothing_sf (60) //#define ANIM_fire_dance_sf (61)// doesn't exist, but keeps the enums ordered #define ANIM_fall_back_blood_sf (61) #define ANIM_fall_front_blood_sf (62) // called shot interface picture 64 #define ANIM_called_shot_pic (63) #define ANIM_max_anim (65) // 65 See also: RegAnimFunc, reg_anim_begin, reg_anim_end
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