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