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- /*
- ** Command & Conquer(tm)
- ** Copyright 2025 Electronic Arts Inc.
- **
- ** This program 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.
- **
- ** This program is distributed in the hope that it will be useful,
- ** but WITHOUT ANY WARRANTY; without even the implied warranty of
- ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- ** GNU General Public License for more details.
- **
- ** You should have received a copy of the GNU General Public License
- ** along with this program. If not, see <http://www.gnu.org/licenses/>.
- */
- /* $Header: F:\projects\c&c\vcs\code\adata.cpv 2.18 16 Oct 1995 16:49:32 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 : August 23, 1994 [JLB] *
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * AnimTypeClass::One_Time -- Performs one time action for animation types. *
- * AnimTypeClass::AnimTypeClass -- Constructor for animation types. *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #include "function.h"
- // Dinosaur death animations
- static AnimTypeClass const TricDie(
- ANIM_TRIC_DIE, // Animation number.
- "TRIC", // Data name of animation.
- 32, // Maximum dimension of animation.
- 4, // Biggest animation stage.
- true, // Normalized animation rate?
- false, // Uses white translucent table?
- false, // Scorches the ground?
- false, // Forms a crater?
- false, // Sticks to unit in square?
- true, // Ground level animation?
- true, // Translucent colors in this animation?
- false, // Is this a flame thrower animation?
- 0x0000, // Damage to apply per tick (fixed point).
- 2, // Delay between frames.
- 176, // Starting frame number.
- 0, // Loop start frame number.
- 0, // Ending frame of loop back.
- 20, // Number of animation stages.
- 0, // Number of times the animation loops.
- VOC_NONE, // Sound effect to play.
- ANIM_NONE
- );
- static AnimTypeClass const TRexDie(
- ANIM_TREX_DIE, // Animation number.
- "TREX", // Data name of animation.
- 48, // Maximum dimension of animation.
- 4, // Biggest animation stage.
- true, // Normalized animation rate?
- false, // Uses white translucent table?
- false, // Scorches the ground?
- false, // Forms a crater?
- false, // Sticks to unit in square?
- true, // Ground level animation?
- true, // Translucent colors in this animation?
- false, // Is this a flame thrower animation?
- 0x0000, // Damage to apply per tick (fixed point).
- 2, // Delay between frames.
- 144, // Starting frame number.
- 0, // Loop start frame number.
- 0, // Ending frame of loop back.
- 40, // Number of animation stages.
- 0, // Number of times the animation loops.
- VOC_NONE, // Sound effect to play.
- ANIM_NONE
- );
- static AnimTypeClass const StegDie(
- ANIM_STEG_DIE, // Animation number.
- "STEG", // Data name of animation.
- 33, // Maximum dimension of animation.
- 4, // Biggest animation stage.
- true, // Normalized animation rate?
- false, // Uses white translucent table?
- false, // Scorches the ground?
- false, // Forms a crater?
- false, // Sticks to unit in square?
- true, // Ground level animation?
- true, // Translucent colors in this animation?
- false, // Is this a flame thrower animation?
- 0x0000, // Damage to apply per tick (fixed point).
- 2, // Delay between frames.
- 176, // Starting frame number.
- 0, // Loop start frame number.
- 0, // Ending frame of loop back.
- 22, // Number of animation stages.
- 0, // Number of times the animation loops.
- VOC_NONE, // Sound effect to play.
- ANIM_NONE
- );
- static AnimTypeClass const RaptDie(
- ANIM_RAPT_DIE, // Animation number.
- "RAPT", // Data name of animation.
- 24, // Maximum dimension of animation.
- 4, // Biggest animation stage.
- true, // Normalized animation rate?
- false, // Uses white translucent table?
- false, // Scorches the ground?
- false, // Forms a crater?
- false, // Sticks to unit in square?
- true, // Ground level animation?
- true, // Translucent colors in this animation?
- false, // Is this a flame thrower animation?
- 0x0000, // Damage to apply per tick (fixed point).
- 2, // Delay between frames.
- 144, // Starting frame number.
- 0, // Loop start frame number.
- 0, // Ending frame of loop back.
- 40, // Number of animation stages.
- 0, // Number of times the animation loops.
- VOC_NONE, // Sound effect to play.
- ANIM_NONE
- );
- static AnimTypeClass const SAMN(
- ANIM_SAM_N, // Animation number.
- "SAMFIRE", // Data name of animation.
- 55, // Maximum dimension of animation.
- 4, // Biggest animation stage.
- false, // Normalized animation rate?
- false, // Uses white translucent table?
- false, // Scorches the ground?
- false, // Forms a crater?
- false, // Sticks to unit in square?
- false, // Ground level animation?
- false, // Translucent colors in this animation?
- false, // Is this a flame thrower animation?
- 0x0000, // Damage to apply per tick (fixed point).
- 1, // Delay between frames.
- 18*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, // Normalized animation rate?
- false, // Uses white translucent table?
- false, // Scorches the ground?
- false, // Forms a crater?
- false, // Sticks to unit in square?
- false, // Ground level animation?
- false, // Translucent colors in this animation?
- false, // Is this a flame thrower animation?
- 0x0000, // Damage to apply per tick (fixed point).
- 1, // Delay between frames.
- 18*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, // Normalized animation rate?
- false, // Uses white translucent table?
- false, // Scorches the ground?
- false, // Forms a crater?
- false, // Sticks to unit in square?
- false, // Ground level animation?
- false, // Translucent colors in this animation?
- false, // Is this a flame thrower animation?
- 0x0000, // Damage to apply per tick (fixed point).
- 1, // Delay between frames.
- 18*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, // Normalized animation rate?
- false, // Uses white translucent table?
- false, // Scorches the ground?
- false, // Forms a crater?
- false, // Sticks to unit in square?
- false, // Ground level animation?
- false, // Translucent colors in this animation?
- false, // Is this a flame thrower animation?
- 0x0000, // Damage to apply per tick (fixed point).
- 1, // Delay between frames.
- 18*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, // Normalized animation rate?
- false, // Uses white translucent table?
- false, // Scorches the ground?
- false, // Forms a crater?
- false, // Sticks to unit in square?
- false, // Ground level animation?
- false, // Translucent colors in this animation?
- false, // Is this a flame thrower animation?
- 0x0000, // Damage to apply per tick (fixed point).
- 1, // Delay between frames.
- 18*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, // Normalized animation rate?
- false, // Uses white translucent table?
- false, // Scorches the ground?
- false, // Forms a crater?
- false, // Sticks to unit in square?
- false, // Ground level animation?
- false, // Translucent colors in this animation?
- false, // Is this a flame thrower animation?
- 0x0000, // Damage to apply per tick (fixed point).
- 1, // Delay between frames.
- 18*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, // Normalized animation rate?
- false, // Uses white translucent table?
- false, // Scorches the ground?
- false, // Forms a crater?
- false, // Sticks to unit in square?
- false, // Ground level animation?
- false, // Translucent colors in this animation?
- false, // Is this a flame thrower animation?
- 0x0000, // Damage to apply per tick (fixed point).
- 1, // Delay between frames.
- 18*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, // Normalized animation rate?
- false, // Uses white translucent table?
- false, // Scorches the ground?
- false, // Forms a crater?
- false, // Sticks to unit in square?
- false, // Ground level animation?
- false, // Translucent colors in this animation?
- false, // Is this a flame thrower animation?
- 0x0000, // Damage to apply per tick (fixed point).
- 1, // Delay between frames.
- 18*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.
- true, // Normalized animation rate?
- false, // Uses white translucent table?
- false, // Scorches the ground?
- false, // Forms a crater?
- false, // Sticks to unit in square?
- true, // Ground level animation?
- false, // Translucent colors in this animation?
- false, // Is this a flame thrower animation?
- 0x0000, // Damage to apply per tick (fixed point).
- 1, // Delay between frames.
- 0, // Starting frame number.
- 72, // Loop start frame number.
- 91, // Ending frame of loop back.
- -1, // Number of animation stages.
- 255, // 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, // Normalized animation rate?
- false, // Uses white translucent table?
- false, // Scorches the ground?
- false, // Forms a crater?
- false, // Sticks to unit in square?
- true, // Ground level animation?
- false, // Translucent colors in this animation?
- false, // Is this a flame thrower animation?
- 0x0008, // Damage to apply per tick (fixed point).
- 1, // Delay between frames.
- 0, // Starting frame number.
- 30, // Loop start frame number.
- 62, // Ending frame of loop back.
- -1, // Number of animation stages.
- 4, // Number of times the animation loops.
- 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, // Normalized animation rate?
- false, // Uses white translucent table?
- false, // Scorches the ground?
- false, // Forms a crater?
- false, // Sticks to unit in square?
- true, // Ground level animation?
- false, // Translucent colors in this animation?
- false, // Is this a flame thrower animation?
- 0x0010, // Damage to apply per tick (fixed point).
- 1, // Delay between frames.
- 0, // Starting frame number.
- 30, // Loop start frame number.
- 62, // Ending frame of loop back.
- -1, // Number of animation stages.
- 4, // Number of times the animation loops.
- VOC_NONE, // Sound effect to play.
- ANIM_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, // Normalized animation rate?
- false, // Uses white translucent table?
- true, // Scorches the ground?
- false, // Forms a crater?
- false, // Sticks to unit in square?
- true, // Ground level animation?
- false, // Translucent colors in this animation?
- false, // Is this a flame thrower animation?
- 0x0018, // Damage to apply per tick (fixed point).
- 1, // Delay between frames.
- 0, // Starting frame number.
- 30, // Loop start frame number.
- 62, // Ending frame of loop back.
- -1, // Number of animation stages.
- 4, // Number of times the animation loops.
- VOC_NONE, // Sound effect to play.
- ANIM_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, // Normalized animation rate?
- false, // Uses white translucent table?
- false, // Scorches the ground?
- false, // Forms a crater?
- false, // Sticks to unit in square?
- true, // Ground level animation?
- false, // Translucent colors in this animation?
- false, // Is this a flame thrower animation?
- 0x0008, // Damage to apply per tick (fixed point).
- 1, // Delay between frames.
- 0, // Starting frame number.
- 30, // Loop start frame number.
- 62, // Ending frame of loop back.
- -1, // Number of animation stages.
- 4, // Number of times the animation loops.
- 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, // Normalized animation rate?
- false, // Uses white translucent table?
- false, // Scorches the ground?
- false, // Forms a crater?
- false, // Sticks to unit in square?
- true, // Ground level animation?
- false, // Translucent colors in this animation?
- false, // Is this a flame thrower animation?
- 0x0010, // Damage to apply per tick (fixed point).
- 1, // Delay between frames.
- 0, // Starting frame number.
- 30, // Loop start frame number.
- 62, // Ending frame of loop back.
- -1, // Number of animation stages.
- 4, // Number of times the animation loops.
- VOC_NONE, // Sound effect to play.
- ANIM_ON_FIRE_SMALL
- );
- static AnimTypeClass const OnFireBig(
- ANIM_ON_FIRE_BIG, // Animation number.
- "BURN-L", // Data name of animation.
- 23, // Maximum dimension of animation.
- 13, // Biggest animation stage.
- false, // Normalized animation rate?
- false, // Uses white translucent table?
- true, // Scorches the ground?
- false, // Forms a crater?
- false, // Sticks to unit in square?
- true, // Ground level animation?
- false, // Translucent colors in this animation?
- false, // Is this a flame thrower animation?
- 0x0018, // Damage to apply per tick (fixed point).
- 1, // Delay between frames.
- 0, // Starting frame number.
- 30, // Loop start frame number.
- 62, // Ending frame of loop back.
- -1, // Number of animation stages.
- 4, // Number of times the animation loops.
- VOC_NONE, // Sound effect to play.
- ANIM_ON_FIRE_MED
- );
- /*
- ** Flame thrower animations. These are direction specific.
- */
- static AnimTypeClass const FlameN(
- ANIM_FLAME_N, // Animation number.
- "FLAME-N", // Data name of animation.
- 0, // Maximum dimension of animation.
- 9, // Biggest animation stage.
- false, // Normalized animation rate?
- false, // Uses white translucent table?
- false, // Scorches the ground?
- false, // Forms a crater?
- false, // Sticks to unit in square?
- false, // Ground level animation?
- false, // Translucent colors in this animation?
- true, // Is this a flame thrower animation?
- 0x0000, // Damage to apply per tick (fixed point).
- 1, // Delay between frames.
- 0, // Starting frame number.
- 0, // Loop start frame number.
- -1, // Ending frame of loop back.
- -1, // Number of animation stages.
- 1, // Number of times the animation loops.
- VOC_NONE, // Sound effect to play.
- ANIM_NONE
- );
- static AnimTypeClass const FlameNW(
- ANIM_FLAME_NW, // Animation number.
- "FLAME-NW", // Data name of animation.
- 0, // Maximum dimension of animation.
- 9, // Biggest animation stage.
- false, // Normalized animation rate?
- false, // Uses white translucent table?
- false, // Scorches the ground?
- false, // Forms a crater?
- false, // Sticks to unit in square?
- false, // Ground level animation?
- false, // Translucent colors in this animation?
- true, // Is this a flame thrower animation?
- 0x0000, // Damage to apply per tick (fixed point).
- 1, // Delay between frames.
- 0, // Starting frame number.
- 0, // Loop start frame number.
- -1, // Ending frame of loop back.
- -1, // Number of animation stages.
- 1, // Number of times the animation loops.
- VOC_NONE, // Sound effect to play.
- ANIM_NONE
- );
- static AnimTypeClass const FlameW(
- ANIM_FLAME_W, // Animation number.
- "FLAME-W", // Data name of animation.
- 0, // Maximum dimension of animation.
- 9, // Biggest animation stage.
- false, // Normalized animation rate?
- false, // Uses white translucent table?
- false, // Scorches the ground?
- false, // Forms a crater?
- false, // Sticks to unit in square?
- false, // Ground level animation?
- false, // Translucent colors in this animation?
- true, // Is this a flame thrower animation?
- 0x0000, // Damage to apply per tick (fixed point).
- 1, // Delay between frames.
- 0, // Starting frame number.
- 0, // Loop start frame number.
- -1, // Ending frame of loop back.
- -1, // Number of animation stages.
- 1, // Number of times the animation loops.
- VOC_NONE, // Sound effect to play.
- ANIM_NONE
- );
- static AnimTypeClass const FlameSW(
- ANIM_FLAME_SW, // Animation number.
- "FLAME-SW", // Data name of animation.
- 0, // Maximum dimension of animation.
- 9, // Biggest animation stage.
- false, // Normalized animation rate?
- false, // Uses white translucent table?
- false, // Scorches the ground?
- false, // Forms a crater?
- false, // Sticks to unit in square?
- false, // Ground level animation?
- false, // Translucent colors in this animation?
- true, // Is this a flame thrower animation?
- 0x0000, // Damage to apply per tick (fixed point).
- 1, // Delay between frames.
- 0, // Starting frame number.
- 0, // Loop start frame number.
- -1, // Ending frame of loop back.
- -1, // Number of animation stages.
- 1, // Number of times the animation loops.
- VOC_NONE, // Sound effect to play.
- ANIM_NONE
- );
- static AnimTypeClass const FlameS(
- ANIM_FLAME_S, // Animation number.
- "FLAME-S", // Data name of animation.
- 0, // Maximum dimension of animation.
- 9, // Biggest animation stage.
- false, // Normalized animation rate?
- false, // Uses white translucent table?
- false, // Scorches the ground?
- false, // Forms a crater?
- false, // Sticks to unit in square?
- false, // Ground level animation?
- false, // Translucent colors in this animation?
- true, // Is this a flame thrower animation?
- 0x0000, // Damage to apply per tick (fixed point).
- 1, // Delay between frames.
- 0, // Starting frame number.
- 0, // Loop start frame number.
- -1, // Ending frame of loop back.
- -1, // Number of animation stages.
- 1, // Number of times the animation loops.
- VOC_NONE, // Sound effect to play.
- ANIM_NONE
- );
- static AnimTypeClass const FlameSE(
- ANIM_FLAME_SE, // Animation number.
- "FLAME-SE", // Data name of animation.
- 0, // Maximum dimension of animation.
- 9, // Biggest animation stage.
- false, // Normalized animation rate?
- false, // Uses white translucent table?
- false, // Scorches the ground?
- false, // Forms a crater?
- false, // Sticks to unit in square?
- false, // Ground level animation?
- false, // Translucent colors in this animation?
- true, // Is this a flame thrower animation?
- 0x0000, // Damage to apply per tick (fixed point).
- 1, // Delay between frames.
- 0, // Starting frame number.
- 0, // Loop start frame number.
- -1, // Ending frame of loop back.
- -1, // Number of animation stages.
- 1, // Number of times the animation loops.
- VOC_NONE, // Sound effect to play.
- ANIM_NONE
- );
- static AnimTypeClass const FlameE(
- ANIM_FLAME_E, // Animation number.
- "FLAME-E", // Data name of animation.
- 0, // Maximum dimension of animation.
- 9, // Biggest animation stage.
- false, // Normalized animation rate?
- false, // Uses white translucent table?
- false, // Scorches the ground?
- false, // Forms a crater?
- false, // Sticks to unit in square?
- false, // Ground level animation?
- false, // Translucent colors in this animation?
- true, // Is this a flame thrower animation?
- 0x0000, // Damage to apply per tick (fixed point).
- 1, // Delay between frames.
- 0, // Starting frame number.
- 0, // Loop start frame number.
- -1, // Ending frame of loop back.
- -1, // Number of animation stages.
- 1, // Number of times the animation loops.
- VOC_NONE, // Sound effect to play.
- ANIM_NONE
- );
- static AnimTypeClass const FlameNE(
- ANIM_FLAME_NE, // Animation number.
- "FLAME-NE", // Data name of animation.
- 0, // Maximum dimension of animation.
- 9, // Biggest animation stage.
- false, // Normalized animation rate?
- false, // Uses white translucent table?
- false, // Scorches the ground?
- false, // Forms a crater?
- false, // Sticks to unit in square?
- false, // Ground level animation?
- false, // Translucent colors in this animation?
- true, // Is this a flame thrower animation?
- 0x0000, // Damage to apply per tick (fixed point).
- 1, // Delay between frames.
- 0, // Starting frame number.
- 0, // Loop start frame number.
- -1, // Ending frame of loop back.
- -1, // Number of animation stages.
- 1, // Number of times the animation loops.
- VOC_NONE, // Sound effect to play.
- ANIM_NONE
- );
- /*
- ** Chem sprayer animations. These are direction specific.
- */
- static AnimTypeClass const ChemN(
- ANIM_CHEM_N, // Animation number.
- "CHEM-N", // Data name of animation.
- 0, // Maximum dimension of animation.
- 9, // Biggest animation stage.
- false, // Normalized animation rate?
- false, // Uses white translucent table?
- false, // Scorches the ground?
- false, // Forms a crater?
- false, // Sticks to unit in square?
- false, // Ground level animation?
- false, // Translucent colors in this animation?
- false, // Is this a flame thrower animation?
- 0x0000, // Damage to apply per tick (fixed point).
- 1, // Delay between frames.
- 0, // Starting frame number.
- 0, // Loop start frame number.
- -1, // Ending frame of loop back.
- -1, // Number of animation stages.
- 1, // Number of times the animation loops.
- VOC_NONE, // Sound effect to play.
- ANIM_NONE
- );
- static AnimTypeClass const ChemNW(
- ANIM_CHEM_NW, // Animation number.
- "CHEM-NW", // Data name of animation.
- 0, // Maximum dimension of animation.
- 9, // Biggest animation stage.
- false, // Normalized animation rate?
- false, // Uses white translucent table?
- false, // Scorches the ground?
- false, // Forms a crater?
- false, // Sticks to unit in square?
- false, // Ground level animation?
- false, // Translucent colors in this animation?
- false, // Is this a flame thrower animation?
- 0x0000, // Damage to apply per tick (fixed point).
- 1, // Delay between frames.
- 0, // Starting frame number.
- 0, // Loop start frame number.
- -1, // Ending frame of loop back.
- -1, // Number of animation stages.
- 1, // Number of times the animation loops.
- VOC_NONE, // Sound effect to play.
- ANIM_NONE
- );
- static AnimTypeClass const ChemW(
- ANIM_CHEM_W, // Animation number.
- "CHEM-W", // Data name of animation.
- 0, // Maximum dimension of animation.
- 9, // Biggest animation stage.
- false, // Normalized animation rate?
- false, // Uses white translucent table?
- false, // Scorches the ground?
- false, // Forms a crater?
- false, // Sticks to unit in square?
- false, // Ground level animation?
- false, // Translucent colors in this animation?
- false, // Is this a flame thrower animation?
- 0x0000, // Damage to apply per tick (fixed point).
- 1, // Delay between frames.
- 0, // Starting frame number.
- 0, // Loop start frame number.
- -1, // Ending frame of loop back.
- -1, // Number of animation stages.
- 1, // Number of times the animation loops.
- VOC_NONE, // Sound effect to play.
- ANIM_NONE
- );
- static AnimTypeClass const ChemSW(
- ANIM_CHEM_SW, // Animation number.
- "CHEM-SW", // Data name of animation.
- 0, // Maximum dimension of animation.
- 9, // Biggest animation stage.
- false, // Normalized animation rate?
- false, // Uses white translucent table?
- false, // Scorches the ground?
- false, // Forms a crater?
- false, // Sticks to unit in square?
- false, // Ground level animation?
- false, // Translucent colors in this animation?
- false, // Is this a flame thrower animation?
- 0x0000, // Damage to apply per tick (fixed point).
- 1, // Delay between frames.
- 0, // Starting frame number.
- 0, // Loop start frame number.
- -1, // Ending frame of loop back.
- -1, // Number of animation stages.
- 1, // Number of times the animation loops.
- VOC_NONE, // Sound effect to play.
- ANIM_NONE
- );
- static AnimTypeClass const ChemS(
- ANIM_CHEM_S, // Animation number.
- "CHEM-S", // Data name of animation.
- 0, // Maximum dimension of animation.
- 9, // Biggest animation stage.
- false, // Normalized animation rate?
- false, // Uses white translucent table?
- false, // Scorches the ground?
- false, // Forms a crater?
- false, // Sticks to unit in square?
- false, // Ground level animation?
- false, // Translucent colors in this animation?
- false, // Is this a flame thrower animation?
- 0x0000, // Damage to apply per tick (fixed point).
- 1, // Delay between frames.
- 0, // Starting frame number.
- 0, // Loop start frame number.
- -1, // Ending frame of loop back.
- -1, // Number of animation stages.
- 1, // Number of times the animation loops.
- VOC_NONE, // Sound effect to play.
- ANIM_NONE
- );
- static AnimTypeClass const ChemSE(
- ANIM_CHEM_SE, // Animation number.
- "CHEM-SE", // Data name of animation.
- 0, // Maximum dimension of animation.
- 9, // Biggest animation stage.
- false, // Normalized animation rate?
- false, // Uses white translucent table?
- false, // Scorches the ground?
- false, // Forms a crater?
- false, // Sticks to unit in square?
- false, // Ground level animation?
- false, // Translucent colors in this animation?
- false, // Is this a flame thrower animation?
- 0x0000, // Damage to apply per tick (fixed point).
- 1, // Delay between frames.
- 0, // Starting frame number.
- 0, // Loop start frame number.
- -1, // Ending frame of loop back.
- -1, // Number of animation stages.
- 1, // Number of times the animation loops.
- VOC_NONE, // Sound effect to play.
- ANIM_NONE
- );
- static AnimTypeClass const ChemE(
- ANIM_CHEM_E, // Animation number.
- "CHEM-E", // Data name of animation.
- 0, // Maximum dimension of animation.
- 9, // Biggest animation stage.
- false, // Normalized animation rate?
- false, // Uses white translucent table?
- false, // Scorches the ground?
- false, // Forms a crater?
- false, // Sticks to unit in square?
- false, // Ground level animation?
- false, // Translucent colors in this animation?
- false, // Is this a flame thrower animation?
- 0x0000, // Damage to apply per tick (fixed point).
- 1, // Delay between frames.
- 0, // Starting frame number.
- 0, // Loop start frame number.
- -1, // Ending frame of loop back.
- -1, // Number of animation stages.
- 1, // Number of times the animation loops.
- VOC_NONE, // Sound effect to play.
- ANIM_NONE
- );
- static AnimTypeClass const ChemNE(
- ANIM_CHEM_NE, // Animation number.
- "CHEM-NE", // Data name of animation.
- 0, // Maximum dimension of animation.
- 9, // Biggest animation stage.
- false, // Normalized animation rate?
- false, // Uses white translucent table?
- false, // Scorches the ground?
- false, // Forms a crater?
- false, // Sticks to unit in square?
- false, // Ground level animation?
- false, // Translucent colors in this animation?
- false, // Is this a flame thrower animation?
- 0x0000, // Damage to apply per tick (fixed point).
- 1, // Delay between frames.
- 0, // Starting frame number.
- 0, // Loop start frame number.
- -1, // Ending frame of loop back.
- -1, // Number of animation stages.
- 1, // Number of times the animation loops.
- VOC_NONE, // Sound effect to play.
- ANIM_NONE
- );
- static AnimTypeClass const Grenade(
- ANIM_GRENADE, // Animation number.
- "VEH-HIT2", // Data name of animation.
- 21, // Maximum dimension of animation.
- 1, // Biggest animation stage.
- true, // Normalized animation rate?
- false, // Uses white translucent table?
- false, // Scorches the ground?
- true, // Forms a crater?
- false, // Sticks to unit in square?
- true, // Ground level animation?
- false, // Translucent colors in this animation?
- false, // Is this a flame thrower animation?
- 0x0000, // Damage to apply per tick (fixed point).
- 1, // Delay between frames.
- 0, // Starting frame number.
- 0, // Loop start frame number.
- -1, // Ending frame of loop back.
- -1, // Number of animation stages.
- 1, // Number of times the animation loops.
- VOC_GUN20, // Sound effect to play.
- ANIM_NONE
- );
- static AnimTypeClass const FBall1(
- ANIM_FBALL1, // Animation number.
- "FBALL1", // Data name of animation.
- 67, // Maximum dimension of animation.
- 6, // Biggest animation stage.
- true, // Normalized animation rate?
- false, // Uses white translucent table?
- false, // Scorches the ground?
- true, // Forms a crater?
- false, // Sticks to unit in square?
- false, // Ground level animation?
- false, // Translucent colors in this animation?
- false, // Is this a flame thrower animation?
- 0x0000, // Damage to apply per tick (fixed point).
- 1, // Delay between frames.
- 0, // Starting frame number.
- 0, // Loop start frame number.
- -1, // Ending frame of loop back.
- -1, // Number of animation stages.
- 1, // Number of times the animation loops.
- VOC_XPLOS, // Sound effect to play.
- ANIM_NONE
- );
- static AnimTypeClass const Frag1(
- ANIM_FRAG1, // Animation number.
- "FRAG1", // Data name of animation.
- 45, // Maximum dimension of animation.
- 3, // Biggest animation stage.
- true, // Normalized animation rate?
- false, // Uses white translucent table?
- false, // Scorches the ground?
- true, // Forms a crater?
- true, // Sticks to unit in square?
- true, // Ground level animation?
- false, // Translucent colors in this animation?
- false, // Is this a flame thrower animation?
- 0x0000, // Damage to apply per tick (fixed point).
- 1, // Delay between frames.
- 0, // Starting frame number.
- 0, // Loop start frame number.
- -1, // Ending frame of loop back.
- -1, // Number of animation stages.
- 1, // Number of times the animation loops.
- VOC_XPLOBIG4, // Sound effect to play.
- ANIM_NONE
- );
- static AnimTypeClass const Frag3(
- ANIM_FRAG2, // Animation number.
- "FRAG3", // Data name of animation.
- 41, // Maximum dimension of animation.
- 3, // Biggest animation stage.
- true, // Normalized animation rate?
- false, // Uses white translucent table?
- false, // Scorches the ground?
- true, // Forms a crater?
- false, // Sticks to unit in square?
- true, // Ground level animation?
- false, // Translucent colors in this animation?
- false, // Is this a flame thrower animation?
- 0x0000, // Damage to apply per tick (fixed point).
- 1, // Delay between frames.
- 0, // Starting frame number.
- 0, // Loop start frame number.
- -1, // Ending frame of loop back.
- -1, // Number of animation stages.
- 1, // Number of times the animation loops.
- VOC_XPLOBIG6, // Sound effect to play.
- ANIM_NONE
- );
- static AnimTypeClass const VehHit1(
- ANIM_VEH_HIT1, // Animation number.
- "VEH-HIT1", // Data name of animation.
- 30, // Maximum dimension of animation.
- 4, // Biggest animation stage.
- true, // Normalized animation rate?
- false, // Uses white translucent table?
- false, // Scorches the ground?
- false, // Forms a crater?
- true, // Sticks to unit in square?
- false, // Ground level animation?
- false, // Translucent colors in this animation?
- false, // Is this a flame thrower animation?
- 0x0000, // Damage to apply per tick (fixed point).
- 1, // Delay between frames.
- 0, // Starting frame number.
- 0, // Loop start frame number.
- -1, // Ending frame of loop back.
- -1, // Number of animation stages.
- 1, // Number of times the animation loops.
- VOC_XPLOS, // Sound effect to play.
- ANIM_NONE
- );
- static AnimTypeClass const VehHit2(
- ANIM_VEH_HIT2, // Animation number.
- "VEH-HIT2", // Data name of animation.
- 21, // Maximum dimension of animation.
- 1, // Biggest animation stage.
- true, // Normalized animation rate?
- false, // Uses white translucent table?
- false, // Scorches the ground?
- false, // Forms a crater?
- true, // Sticks to unit in square?
- false, // Ground level animation?
- false, // Translucent colors in this animation?
- false, // Is this a flame thrower animation?
- 0x0000, // Damage to apply per tick (fixed point).
- 1, // Delay between frames.
- 0, // Starting frame number.
- 0, // Loop start frame number.
- -1, // Ending frame of loop back.
- -1, // Number of animation stages.
- 1, // Number of times the animation loops.
- VOC_XPLOS, // Sound effect to play.
- ANIM_NONE
- );
- static AnimTypeClass const VehHit3(
- ANIM_VEH_HIT3, // Animation number.
- "VEH-HIT3", // Data name of animation.
- 19, // Maximum dimension of animation.
- 3, // Biggest animation stage.
- true, // Normalized animation rate?
- false, // Uses white translucent table?
- false, // Scorches the ground?
- false, // Forms a crater?
- true, // Sticks to unit in square?
- false, // Ground level animation?
- false, // Translucent colors in this animation?
- false, // Is this a flame thrower animation?
- 0x0000, // Damage to apply per tick (fixed point).
- 1, // Delay between frames.
- 0, // Starting frame number.
- 0, // Loop start frame number.
- -1, // Ending frame of loop back.
- -1, // Number of animation stages.
- 1, // Number of times the animation loops.
- VOC_XPLOS, // Sound effect to play.
- ANIM_NONE
- );
- static AnimTypeClass const ArtExp1(
- ANIM_ART_EXP1, // Animation number.
- "ART-EXP1", // Data name of animation.
- 41, // Maximum dimension of animation.
- 1, // Biggest animation stage.
- true, // Normalized animation rate?
- false, // Uses white translucent table?
- false, // Scorches the ground?
- true, // Forms a crater?
- false, // Sticks to unit in square?
- false, // Ground level animation?
- false, // Translucent colors in this animation?
- false, // Is this a flame thrower animation?
- 0x0000, // Damage to apply per tick (fixed point).
- 1, // Delay between frames.
- 0, // Starting frame number.
- 0, // Loop start frame number.
- -1, // Ending frame of loop back.
- -1, // Number of animation stages.
- 1, // Number of times the animation loops.
- VOC_XPLOSML2, // Sound effect to play.
- ANIM_NONE
- );
- static AnimTypeClass const Napalm1(
- ANIM_NAPALM1, // Animation number.
- "NAPALM1", // Data name of animation.
- 21, // Maximum dimension of animation.
- 5, // Biggest animation stage.
- false, // Normalized animation rate?
- false, // Uses white translucent table?
- true, // Scorches the ground?
- false, // Forms a crater?
- false, // Sticks to unit in square?
- false, // Ground level animation?
- false, // Translucent colors in this animation?
- false, // Is this a flame thrower animation?
- 0x0000, // Damage to apply per tick (fixed point).
- 1, // Delay between frames.
- 0, // Starting frame number.
- 0, // Loop start frame number.
- -1, // Ending frame of loop back.
- -1, // Number of animation stages.
- 1, // Number of times the animation loops.
- VOC_FLAMER1, // Sound effect to play.
- ANIM_NONE
- );
- static AnimTypeClass const Napalm2(
- ANIM_NAPALM2, // Animation number.
- "NAPALM2", // Data name of animation.
- 41, // Maximum dimension of animation.
- 5, // Biggest animation stage.
- false, // Normalized animation rate?
- false, // Uses white translucent table?
- true, // Scorches the ground?
- false, // Forms a crater?
- false, // Sticks to unit in square?
- false, // Ground level animation?
- false, // Translucent colors in this animation?
- false, // Is this a flame thrower animation?
- 0x0000, // Damage to apply per tick (fixed point).
- 1, // Delay between frames.
- 0, // Starting frame number.
- 0, // Loop start frame number.
- -1, // Ending frame of loop back.
- -1, // Number of animation stages.
- 1, // Number of times the animation loops.
- VOC_FLAMER1, // Sound effect to play.
- ANIM_NONE
- );
- static AnimTypeClass const Napalm3(
- ANIM_NAPALM3, // Animation number.
- "NAPALM3", // Data name of animation.
- 78, // Maximum dimension of animation.
- 5, // Biggest animation stage.
- false, // Normalized animation rate?
- false, // Uses white translucent table?
- true, // Scorches the ground?
- false, // Forms a crater?
- false, // Sticks to unit in square?
- false, // Ground level animation?
- false, // Translucent colors in this animation?
- false, // Is this a flame thrower animation?
- 0x0000, // Damage to apply per tick (fixed point).
- 1, // Delay between frames.
- 0, // Starting frame number.
- 0, // Loop start frame number.
- -1, // Ending frame of loop back.
- -1, // Number of animation stages.
- 1, // Number of times the animation loops.
- VOC_FLAMER1, // Sound effect to play.
- ANIM_NONE
- );
- static AnimTypeClass const SmokePuff(
- ANIM_SMOKE_PUFF, // Animation number.
- "SMOKEY", // Data name of animation.
- 24, // Maximum dimension of animation.
- 2, // Biggest animation stage.
- true, // Normalized animation rate?
- false, // Uses white translucent table?
- false, // Scorches the ground?
- false, // Forms a crater?
- false, // Sticks to unit in square?
- false, // Ground level animation?
- true, // Translucent colors in this animation?
- false, // Is this a flame thrower animation?
- 0x0000, // Damage to apply per tick (fixed point).
- 1, // Delay between frames.
- 0, // Starting frame number.
- 0, // Loop start frame number.
- -1, // Ending frame of loop back.
- -1, // Number of animation stages.
- 1, // Number of times the animation loops.
- VOC_NONE, // Sound effect to play.
- ANIM_NONE
- );
- static AnimTypeClass const Piff(
- ANIM_PIFF, // Animation number.
- "PIFF", // Data name of animation.
- 13, // Maximum dimension of animation.
- 1, // Biggest animation stage.
- true, // Normalized animation rate?
- false, // Uses white translucent table?
- false, // Scorches the ground?
- false, // Forms a crater?
- false, // Sticks to unit in square?
- false, // Ground level animation?
- false, // Translucent colors in this animation?
- false, // Is this a flame thrower animation?
- 0x0000, // Damage to apply per tick (fixed point).
- 1, // Delay between frames.
- 0, // Starting frame number.
- 0, // Loop start frame number.
- -1, // Ending frame of loop back.
- -1, // Number of animation stages.
- 1, // Number of times the animation loops.
- VOC_NONE, // Sound effect to play.
- ANIM_NONE
- );
- static AnimTypeClass const PiffPiff(
- ANIM_PIFFPIFF, // Animation number.
- "PIFFPIFF", // Data name of animation.
- 20, // Maximum dimension of animation.
- 2, // Biggest animation stage.
- true, // Normalized animation rate?
- false, // Uses white translucent table?
- false, // Scorches the ground?
- false, // Forms a crater?
- false, // Sticks to unit in square?
- false, // Ground level animation?
- false, // Translucent colors in this animation?
- false, // Is this a flame thrower animation?
- 0x0000, // Damage to apply per tick (fixed point).
- 1, // Delay between frames.
- 0, // Starting frame number.
- 0, // Loop start frame number.
- -1, // Ending frame of loop back.
- -1, // Number of animation stages.
- 1, // Number of times the animation loops.
- VOC_NONE, // Sound effect to play.
- ANIM_NONE
- );
- static AnimTypeClass const Fire3(
- ANIM_FIRE_SMALL, // Animation number.
- "FIRE3", // Data name of animation.
- 23, // Maximum dimension of animation.
- 0, // Biggest animation stage.
- false, // Normalized animation rate?
- false, // Uses white translucent table?
- false, // Scorches the ground?
- false, // Forms a crater?
- false, // Sticks to unit in square?
- true, // Ground level animation?
- false, // Translucent colors in this animation?
- false, // Is this a flame thrower animation?
- 0x0008, // Damage to apply per tick (fixed point).
- 1, // Delay between frames.
- 0, // Starting frame number.
- 0, // Loop start frame number.
- -1, // Ending frame of loop back.
- -1, // Number of animation stages.
- 2, // Number of times the animation loops.
- VOC_NONE, // Sound effect to play.
- ANIM_NONE
- );
- static AnimTypeClass const Fire1(
- ANIM_FIRE_MED2, // Animation number.
- "FIRE1", // Data name of animation.
- 23, // Maximum dimension of animation.
- 0, // Biggest animation stage.
- false, // Normalized animation rate?
- false, // Uses white translucent table?
- true, // Scorches the ground?
- false, // Forms a crater?
- false, // Sticks to unit in square?
- true, // Ground level animation?
- false, // Translucent colors in this animation?
- false, // Is this a flame thrower animation?
- 0x0010, // Damage to apply per tick (fixed point).
- 1, // Delay between frames.
- 0, // Starting frame number.
- 0, // Loop start frame number.
- -1, // Ending frame of loop back.
- -1, // Number of animation stages.
- 3, // Number of times the animation loops.
- VOC_NONE, // Sound effect to play.
- ANIM_NONE
- );
- static AnimTypeClass const Fire4(
- ANIM_FIRE_TINY, // Animation number.
- "FIRE4", // Data name of animation.
- 7, // Maximum dimension of animation.
- 0, // Biggest animation stage.
- false, // Normalized animation rate?
- false, // Uses white translucent table?
- false, // Scorches the ground?
- false, // Forms a crater?
- false, // Sticks to unit in square?
- true, // Ground level animation?
- false, // Translucent colors in this animation?
- false, // Is this a flame thrower animation?
- 0x0008, // Damage to apply per tick (fixed point).
- 1, // Delay between frames.
- 0, // Starting frame number.
- 0, // Loop start frame number.
- -1, // Ending frame of loop back.
- -1, // Number of animation stages.
- 3, // Number of times the animation loops.
- VOC_NONE, // Sound effect to play.
- ANIM_NONE
- );
- static AnimTypeClass const Fire2(
- ANIM_FIRE_MED, // Animation number.
- "FIRE2", // Data name of animation.
- 23, // Maximum dimension of animation.
- 0, // Biggest animation stage.
- false, // Normalized animation rate?
- false, // Uses white translucent table?
- true, // Scorches the ground?
- false, // Forms a crater?
- false, // Sticks to unit in square?
- true, // Ground level animation?
- false, // Translucent colors in this animation?
- false, // Is this a flame thrower animation?
- 0x0010, // Damage to apply per tick (fixed point).
- 1, // Delay between frames.
- 0, // Starting frame number.
- 0, // Loop start frame number.
- -1, // Ending frame of loop back.
- -1, // Number of animation stages.
- 3, // Number of times the animation loops.
- VOC_NONE, // Sound effect to play.
- ANIM_NONE
- );
- static AnimTypeClass const OilFieldBurn(
- ANIM_OILFIELD_BURN, // Animation number.
- "FLMSPT", // Data name of animation.
- 42, // Maximum dimension of animation.
- 58, // Biggest animation stage.
- true, // Normalized animation rate?
- false, // Uses white translucent table?
- false, // Scorches the ground?
- false, // Forms a crater?
- false, // Sticks to unit in square?
- true, // Ground level animation?
- false, // Translucent colors in this animation?
- false, // Is this a flame thrower animation?
- 0x0000, // Damage to apply per tick (fixed point).
- 1, // Delay between frames.
- 0, // Starting frame number.
- 33, // Loop start frame number.
- 99, // Ending frame of loop back.
- 66, // Number of animation stages.
- 65535, // Number of times the animation loops.
- VOC_NONE, // Sound effect to play.
- ANIM_NONE
- );
- static AnimTypeClass const Gunfire(
- ANIM_MUZZLE_FLASH, // Animation number.
- "GUNFIRE", // Data name of animation.
- 16, // Maximum dimension of animation.
- 0, // Biggest animation stage.
- false, // Normalized animation rate?
- false, // Uses white translucent table?
- false, // Scorches the ground?
- false, // Forms a crater?
- false, // Sticks to unit in square?
- true, // Ground level animation?
- true, // Translucent colors in this animation?
- false, // Is this a flame thrower animation?
- 0x0000, // Damage to apply per tick (fixed point).
- 1, // Delay between frames.
- 0, // Starting frame number.
- 0, // Loop start frame number.
- 0, // Number of times the animation loops.
- // 2, // Number of times the animation loops.
- 1, // Number of animation stages.
- // 2, // Number of animation stages.
- 1, // Ending frame of loop back.
- VOC_NONE, // Sound effect to play.
- ANIM_NONE
- );
- #ifdef NEVER
- static AnimTypeClass const E1RotFire(
- ANIM_E1_ROT_FIRE, // Animation number.
- "E1ROT", // Data name of animation.
- false, // Normalized animation rate?
- false, // Uses white translucent table?
- false, // Scorches the ground?
- false, // Forms a crater?
- false, // Sticks to unit in square?
- true, // Is a flat on the ground animation?
- true, // Ground level animation?
- false, // Translucent colors in this animation?
- false, // Is this a flame thrower animation?
- 0x0000, // Damage to apply per tick (fixed point).
- 30, // Delay between frames.
- 28, // Starting frame number.
- 0, // Loop start frame number.
- 0, // Ending frame of loop back.
- 4, // Number of animation stages.
- 1, // Number of times the animation loops.
- VOC_NONE, // Sound effect to play.
- ANIM_NONE
- );
- static AnimTypeClass const E1RotGrenade(
- ANIM_E1_ROT_GRENADE, // Animation number.
- "E1ROT", // Data name of animation.
- false, // Normalized animation rate?
- false, // Uses white translucent table?
- false, // Scorches the ground?
- false, // Forms a crater?
- false, // Sticks to unit in square?
- true, // Is a flat on the ground animation?
- true, // Ground level animation?
- false, // Translucent colors in this animation?
- false, // Is this a flame thrower animation?
- 0x0000, // Damage to apply per tick (fixed point).
- 30, // Delay between frames.
- 24, // Starting frame number.
- 0, // Loop start frame number.
- 0, // Loopback frame number.
- 4, // Number of animation stages.
- 1, // Number of times the animation loops.
- VOC_NONE, // Sound effect to play.
- ANIM_NONE
- );
- static AnimTypeClass const E1RotGun(
- ANIM_E1_ROT_GUN, // Animation number.
- "E1ROT", // Data name of animation.
- false, // Normalized animation rate?
- false, // Uses white translucent table?
- false, // Scorches the ground?
- false, // Forms a crater?
- false, // Sticks to unit in square?
- true, // Is a flat on the ground animation?
- true, // Ground level animation?
- false, // Translucent colors in this animation?
- false, // Is this a flame thrower animation?
- 0x0000, // Damage to apply per tick (fixed point).
- 30, // Delay between frames.
- 16, // Starting frame number.
- 0, // Loop start frame number.
- 0, // Loopback frame number.
- 4, // Number of animation stages.
- 1, // Number of times the animation loops.
- VOC_NONE, // Sound effect to play.
- ANIM_NONE
- );
- static AnimTypeClass const E1RotExp(
- ANIM_E1_ROT_EXP, // Animation number.
- "E1ROT", // Data name of animation.
- false, // Normalized animation rate?
- false, // Uses white translucent table?
- false, // Scorches the ground?
- false, // Forms a crater?
- false, // Sticks to unit in square?
- true, // Is a flat on the ground animation?
- true, // Ground level animation?
- false, // Translucent colors in this animation?
- false, // Is this a flame thrower animation?
- 0x0000, // Damage to apply per tick (fixed point).
- 30, // Delay between frames.
- 20, // Starting frame number.
- 0, // Loop start frame number.
- 0, // Loopback frame number.
- 4, // Number of animation stages.
- 1, // Number of times the animation loops.
- VOC_NONE, // Sound effect to play.
- ANIM_NONE
- );
- static AnimTypeClass const E2RotFire(
- ANIM_E2_ROT_FIRE, // Animation number.
- "E2ROT", // Data name of animation.
- false, // Normalized animation rate?
- false, // Uses white translucent table?
- false, // Scorches the ground?
- false, // Forms a crater?
- false, // Sticks to unit in square?
- true, // Is a flat on the ground animation?
- true, // Ground level animation?
- false, // Translucent colors in this animation?
- false, // Is this a flame thrower animation?
- 0x0000, // Damage to apply per tick (fixed point).
- 30, // Delay between frames.
- 28, // Starting frame number.
- 0, // Loop start frame number.
- 0, // Loopback frame number.
- 4, // Number of animation stages.
- 1, // Number of times the animation loops.
- VOC_NONE, // Sound effect to play.
- ANIM_NONE
- );
- static AnimTypeClass const E2RotGrenade(
- ANIM_E2_ROT_GRENADE, // Animation number.
- "E2ROT", // Data name of animation.
- false, // Normalized animation rate?
- false, // Uses white translucent table?
- false, // Scorches the ground?
- false, // Forms a crater?
- false, // Sticks to unit in square?
- true, // Is a flat on the ground animation?
- true, // Ground level animation?
- false, // Translucent colors in this animation?
- false, // Is this a flame thrower animation?
- 0x0000, // Damage to apply per tick (fixed point).
- 30, // Delay between frames.
- 24, // Starting frame number.
- 0, // Loop start frame number.
- 0, // Loopback frame number.
- 4, // Number of animation stages.
- 1, // Number of times the animation loops.
- VOC_NONE, // Sound effect to play.
- ANIM_NONE
- );
- static AnimTypeClass const E2RotGun(
- ANIM_E2_ROT_GUN, // Animation number.
- "E2ROT", // Data name of animation.
- false, // Normalized animation rate?
- false, // Uses white translucent table?
- false, // Scorches the ground?
- false, // Forms a crater?
- false, // Sticks to unit in square?
- true, // Is a flat on the ground animation?
- true, // Ground level animation?
- false, // Translucent colors in this animation?
- false, // Is this a flame thrower animation?
- 0x0000, // Damage to apply per tick (fixed point).
- 30, // Delay between frames.
- 16, // Starting frame number.
- 0, // Loop start frame number.
- 0, // Loopback frame number.
- 4, // Number of animation stages.
- 1, // Number of times the animation loops.
- VOC_NONE, // Sound effect to play.
- ANIM_NONE
- );
- static AnimTypeClass const E2RotExp(
- ANIM_E2_ROT_EXP, // Animation number.
- "E2ROT", // Data name of animation.
- false, // Normalized animation rate?
- false, // Uses white translucent table?
- false, // Scorches the ground?
- false, // Forms a crater?
- false, // Sticks to unit in square?
- true, // Is a flat on the ground animation?
- true, // Ground level animation?
- false, // Translucent colors in this animation?
- false, // Is this a flame thrower animation?
- 0x0000, // Damage to apply per tick (fixed point).
- 30, // Delay between frames.
- 20, // Starting frame number.
- 0, // Loop start frame number.
- 0, // Loopback frame number.
- 4, // Number of animation stages.
- 1, // Number of times the animation loops.
- VOC_NONE, // Sound effect to play.
- ANIM_NONE
- );
- static AnimTypeClass const E3RotFire(
- ANIM_E3_ROT_FIRE, // Animation number.
- "E3ROT", // Data name of animation.
- false, // Normalized animation rate?
- false, // Uses white translucent table?
- false, // Scorches the ground?
- false, // Forms a crater?
- false, // Sticks to unit in square?
- true, // Is a flat on the ground animation?
- true, // Ground level animation?
- false, // Translucent colors in this animation?
- false, // Is this a flame thrower animation?
- 0x0000, // Damage to apply per tick (fixed point).
- 30, // Delay between frames.
- 28, // Starting frame number.
- 0, // Loop start frame number.
- 0, // Loopback frame number.
- 4, // Number of animation stages.
- 1, // Number of times the animation loops.
- VOC_NONE, // Sound effect to play.
- ANIM_NONE
- );
- static AnimTypeClass const E3RotGrenade(
- ANIM_E3_ROT_GRENADE, // Animation number.
- "E3ROT", // Data name of animation.
- false, // Normalized animation rate?
- false, // Uses white translucent table?
- false, // Scorches the ground?
- false, // Forms a crater?
- false, // Sticks to unit in square?
- true, // Is a flat on the ground animation?
- true, // Ground level animation?
- false, // Translucent colors in this animation?
- false, // Is this a flame thrower animation?
- 0x0000, // Damage to apply per tick (fixed point).
- 30, // Delay between frames.
- 24, // Starting frame number.
- 0, // Loop start frame number.
- 0, // Loopback frame number.
- 4, // Number of animation stages.
- 1, // Number of times the animation loops.
- VOC_NONE, // Sound effect to play.
- ANIM_NONE
- );
- static AnimTypeClass const E3RotGun(
- ANIM_E3_ROT_GUN, // Animation number.
- "E3ROT", // Data name of animation.
- false, // Normalized animation rate?
- false, // Uses white translucent table?
- false, // Scorches the ground?
- false, // Forms a crater?
- false, // Sticks to unit in square?
- true, // Is a flat on the ground animation?
- true, // Ground level animation?
- false, // Translucent colors in this animation?
- false, // Is this a flame thrower animation?
- 0x0000, // Damage to apply per tick (fixed point).
- 30, // Delay between frames.
- 16, // Starting frame number.
- 0, // Loop start frame number.
- 0, // Loopback frame number.
- 4, // Number of animation stages.
- 1, // Number of times the animation loops.
- VOC_NONE, // Sound effect to play.
- ANIM_NONE
- );
- static AnimTypeClass const E3RotExp(
- ANIM_E3_ROT_EXP, // Animation number.
- "E3ROT", // Data name of animation.
- false, // Normalized animation rate?
- false, // Uses white translucent table?
- false, // Scorches the ground?
- false, // Forms a crater?
- false, // Sticks to unit in square?
- true, // Is a flat on the ground animation?
- true, // Ground level animation?
- false, // Translucent colors in this animation?
- false, // Is this a flame thrower animation?
- 0x0000, // Damage to apply per tick (fixed point).
- 30, // Delay between frames.
- 20, // Starting frame number.
- 0, // Loop start frame number.
- 0, // Loopback frame number.
- 4, // Number of animation stages.
- 1, // Number of times the animation loops.
- VOC_NONE, // Sound effect to play.
- ANIM_NONE
- );
- static AnimTypeClass const E4RotFire(
- ANIM_E4_ROT_FIRE, // Animation number.
- "E4ROT", // Data name of animation.
- false, // Normalized animation rate?
- false, // Uses white translucent table?
- false, // Scorches the ground?
- false, // Forms a crater?
- false, // Sticks to unit in square?
- true, // Is a flat on the ground animation?
- true, // Ground level animation?
- false, // Translucent colors in this animation?
- false, // Is this a flame thrower animation?
- 0x0000, // Damage to apply per tick (fixed point).
- 30, // Delay between frames.
- 28, // Starting frame number.
- 0, // Loop start frame number.
- 0, // Loopback frame number.
- 4, // Number of animation stages.
- 1, // Number of times the animation loops.
- VOC_NONE, // Sound effect to play.
- ANIM_NONE
- );
- static AnimTypeClass const E4RotGrenade(
- ANIM_E4_ROT_GRENADE, // Animation number.
- "E4ROT", // Data name of animation.
- false, // Normalized animation rate?
- false, // Uses white translucent table?
- false, // Scorches the ground?
- false, // Forms a crater?
- false, // Sticks to unit in square?
- true, // Is a flat on the ground animation?
- true, // Ground level animation?
- false, // Translucent colors in this animation?
- false, // Is this a flame thrower animation?
- 0x0000, // Damage to apply per tick (fixed point).
- 30, // Delay between frames.
- 24, // Starting frame number.
- 0, // Loop start frame number.
- 0, // Loopback frame number.
- 4, // Number of animation stages.
- 1, // Number of times the animation loops.
- VOC_NONE, // Sound effect to play.
- ANIM_NONE
- );
- static AnimTypeClass const E4RotGun(
- ANIM_E4_ROT_GUN, // Animation number.
- "E4ROT", // Data name of animation.
- false, // Normalized animation rate?
- false, // Uses white translucent table?
- false, // Scorches the ground?
- false, // Forms a crater?
- false, // Sticks to unit in square?
- true, // Is a flat on the ground animation?
- true, // Ground level animation?
- false, // Translucent colors in this animation?
- false, // Is this a flame thrower animation?
- 0x0000, // Damage to apply per tick (fixed point).
- 30, // Delay between frames.
- 16, // Starting frame number.
- 0, // Loop start frame number.
- 0, // Loopback frame number.
- 4, // Number of animation stages.
- 1, // Number of times the animation loops.
- VOC_NONE, // Sound effect to play.
- ANIM_NONE
- );
- static AnimTypeClass const E4RotExp(
- ANIM_E4_ROT_EXP, // Animation number.
- "E4ROT", // Data name of animation.
- false, // Normalized animation rate?
- false, // Uses white translucent table?
- false, // Scorches the ground?
- false, // Forms a crater?
- false, // Sticks to unit in square?
- true, // Is a flat on the ground animation?
- true, // Ground level animation?
- false, // Translucent colors in this animation?
- false, // Is this a flame thrower animation?
- 0x0000, // Damage to apply per tick (fixed point).
- 30, // Delay between frames.
- 20, // Starting frame number.
- 0, // Loop start frame number.
- 0, // Loopback frame number.
- 4, // Number of animation stages.
- 1, // Number of times the animation loops.
- VOC_NONE, // Sound effect to play.
- ANIM_NONE
- );
- #endif
- static AnimTypeClass const SmokeM(
- ANIM_SMOKE_M, // Animation number.
- "SMOKE_M", // Data name of animation.
- 28, // Maximum dimension of animation.
- 30, // Biggest animation stage.
- true, // Normalized animation rate?
- false, // Uses white translucent table?
- false, // Scorches the ground?
- false, // Forms a crater?
- false, // Sticks to unit in square?
- true, // Ground level animation?
- false, // Translucent colors in this animation?
- false, // Is this a flame thrower animation?
- 0x0000, // Damage to apply per tick (fixed point).
- 1, // Delay between frames.
- 0, // Starting frame number.
- 67, // Loop start frame number.
- -1, // Loopback frame number.
- -1, // Number of animation stages.
- 6, // Number of times the animation loops.
- VOC_NONE, // Sound effect to play.
- ANIM_NONE
- );
- /*
- ** Mini-gun fire effect -- used by guard towers.
- */
- static AnimTypeClass const GUNN(
- ANIM_GUN_N, // Animation number.
- "MINIGUN", // Data name of animation.
- 18, // Maximum dimension of animation.
- 0, // Biggest animation stage.
- false, // Normalized animation rate?
- false, // Uses white translucent table?
- false, // Scorches the ground?
- false, // Forms a crater?
- false, // Sticks to unit in square?
- false, // Ground level animation?
- false, // Translucent colors in this animation?
- false, // Is this a flame thrower animation?
- 0x0000, // Damage to apply per tick (fixed point).
- 1, // Delay between frames.
- 0, // Starting frame number.
- 0, // Loop start frame number.
- 0, // Number of times the animation loops.
- 6, // Number of animation stages.
- 0, // Ending frame of loop back.
- VOC_NONE, // Sound effect to play.
- ANIM_NONE
- );
- static AnimTypeClass const GUNNW(
- ANIM_GUN_NW, // Animation number.
- "MINIGUN", // Data name of animation.
- 18, // Maximum dimension of animation.
- 0, // Biggest animation stage.
- false, // Normalized animation rate?
- false, // Uses white translucent table?
- false, // Scorches the ground?
- false, // Forms a crater?
- false, // Sticks to unit in square?
- false, // Ground level animation?
- false, // Translucent colors in this animation?
- false, // Is this a flame thrower animation?
- 0x0000, // Damage to apply per tick (fixed point).
- 1, // Delay between frames.
- 6, // Starting frame number.
- 0, // Loop start frame number.
- 0, // Number of times the animation loops.
- 6, // Number of animation stages.
- 0, // Ending frame of loop back.
- VOC_NONE, // Sound effect to play.
- ANIM_NONE
- );
- static AnimTypeClass const GUNW(
- ANIM_GUN_W, // Animation number.
- "MINIGUN", // Data name of animation.
- 18, // Maximum dimension of animation.
- 0, // Biggest animation stage.
- false, // Normalized animation rate?
- false, // Uses white translucent table?
- false, // Scorches the ground?
- false, // Forms a crater?
- false, // Sticks to unit in square?
- false, // Ground level animation?
- false, // Translucent colors in this animation?
- false, // Is this a flame thrower animation?
- 0x0000, // Damage to apply per tick (fixed point).
- 1, // Delay between frames.
- 12, // Starting frame number.
- 0, // Loop start frame number.
- 0, // Number of times the animation loops.
- 6, // Number of animation stages.
- 0, // Ending frame of loop back.
- VOC_NONE, // Sound effect to play.
- ANIM_NONE
- );
- static AnimTypeClass const GUNSW(
- ANIM_GUN_SW, // Animation number.
- "MINIGUN", // Data name of animation.
- 18, // Maximum dimension of animation.
- 0, // Biggest animation stage.
- false, // Normalized animation rate?
- false, // Uses white translucent table?
- false, // Scorches the ground?
- false, // Forms a crater?
- false, // Sticks to unit in square?
- false, // Ground level animation?
- false, // Translucent colors in this animation?
- false, // Is this a flame thrower animation?
- 0x0000, // Damage to apply per tick (fixed point).
- 1, // Delay between frames.
- 18, // Starting frame number.
- 0, // Loop start frame number.
- 0, // Number of times the animation loops.
- 6, // Number of animation stages.
- 0, // Ending frame of loop back.
- VOC_NONE, // Sound effect to play.
- ANIM_NONE
- );
- static AnimTypeClass const GUNS(
- ANIM_GUN_S, // Animation number.
- "MINIGUN", // Data name of animation.
- 18, // Maximum dimension of animation.
- 0, // Biggest animation stage.
- false, // Normalized animation rate?
- false, // Uses white translucent table?
- false, // Scorches the ground?
- false, // Forms a crater?
- false, // Sticks to unit in square?
- false, // Ground level animation?
- false, // Translucent colors in this animation?
- false, // Is this a flame thrower animation?
- 0x0000, // Damage to apply per tick (fixed point).
- 1, // Delay between frames.
- 24, // Starting frame number.
- 0, // Loop start frame number.
- 0, // Number of times the animation loops.
- 6, // Number of animation stages.
- 0, // Ending frame of loop back.
- VOC_NONE, // Sound effect to play.
- ANIM_NONE
- );
- static AnimTypeClass const GUNSE(
- ANIM_GUN_SE, // Animation number.
- "MINIGUN", // Data name of animation.
- 18, // Maximum dimension of animation.
- 0, // Biggest animation stage.
- false, // Normalized animation rate?
- false, // Uses white translucent table?
- false, // Scorches the ground?
- false, // Forms a crater?
- false, // Sticks to unit in square?
- false, // Ground level animation?
- false, // Translucent colors in this animation?
- false, // Is this a flame thrower animation?
- 0x0000, // Damage to apply per tick (fixed point).
- 1, // Delay between frames.
- 30, // Starting frame number.
- 0, // Loop start frame number.
- 0, // Number of times the animation loops.
- 6, // Number of animation stages.
- 0, // Ending frame of loop back.
- VOC_NONE, // Sound effect to play.
- ANIM_NONE
- );
- static AnimTypeClass const GUNE(
- ANIM_GUN_E, // Animation number.
- "MINIGUN", // Data name of animation.
- 18, // Maximum dimension of animation.
- 0, // Biggest animation stage.
- false, // Normalized animation rate?
- false, // Uses white translucent table?
- false, // Scorches the ground?
- false, // Forms a crater?
- false, // Sticks to unit in square?
- false, // Ground level animation?
- false, // Translucent colors in this animation?
- false, // Is this a flame thrower animation?
- 0x0000, // Damage to apply per tick (fixed point).
- 1, // Delay between frames.
- 36, // Starting frame number.
- 0, // Loop start frame number.
- 0, // Number of times the animation loops.
- 6, // Number of animation stages.
- 0, // Ending frame of loop back.
- VOC_NONE, // Sound effect to play.
- ANIM_NONE
- );
- static AnimTypeClass const GUNNE(
- ANIM_GUN_NE, // Animation number.
- "MINIGUN", // Data name of animation.
- 18, // Maximum dimension of animation.
- 0, // Biggest animation stage.
- false, // Normalized animation rate?
- false, // Uses white translucent table?
- false, // Scorches the ground?
- false, // Forms a crater?
- false, // Sticks to unit in square?
- false, // Ground level animation?
- false, // Translucent colors in this animation?
- false, // Is this a flame thrower animation?
- 0x0000, // Damage to apply per tick (fixed point).
- 1, // Delay between frames.
- 42, // Starting frame number.
- 0, // Loop start frame number.
- 0, // Number of times the animation loops.
- 6, // Number of animation stages.
- 0, // Ending frame of loop back.
- VOC_NONE, // Sound effect to play.
- ANIM_NONE
- );
- static AnimTypeClass const IonCannon(
- ANIM_ION_CANNON, // Animation number.
- "IONSFX", // Data name of animation.
- 48, // Maximum dimension of animation.
- 11, // Biggest animation stage.
- false, // Normalized animation rate?
- false, // Uses white translucent table?
- true, // Scorches the ground?
- true, // Forms a crater?
- false, // Sticks to unit in square?
- false, // Ground level animation?
- false, // Translucent colors in this animation?
- false, // Is this a flame thrower animation?
- 0x0000, // Damage to apply per tick (fixed point).
- 1, // Delay between frames.
- 0, // Starting frame number.
- 0, // Loop start frame number.
- 0, // Ending frame of loop back.
- 15, // Number of animation stages.
- 0, // Number of times the animation loops.
- VOC_ION_CANNON, // Sound effect to play.
- ANIM_ART_EXP1
- );
- static AnimTypeClass const AtomBomb(
- ANIM_ATOM_BLAST, // Animation number.
- "ATOMSFX", // Data name of animation.
- 72, // Maximum dimension of animation.
- 19, // Biggest animation stage.
- false, // Normalized animation rate?
- false, // Uses white translucent table?
- true, // Scorches the ground?
- true, // Forms a crater?
- false, // Sticks to unit in square?
- false, // Ground level animation?
- false, // Translucent colors in this animation?
- false, // Is this a flame thrower animation?
- 0x0000, // Damage to apply per tick (fixed point).
- 1, // Delay between frames.
- 0, // Starting frame number.
- 0, // Loop start frame number.
- 0, // Ending frame of loop back.
- -1, // Number of animation stages.
- 0, // Number of times the animation loops.
- VOC_NUKE_EXPLODE, // Sound effect to play.
- ANIM_NONE
- );
- static AnimTypeClass const AtomDoor(
- ANIM_ATOM_DOOR, // Animation number.
- "ATOMDOOR", // Data name of animation.
- 48, // Maximum dimension of animation.
- 19, // Biggest animation stage.
- false, // Normalized animation rate?
- false, // Uses white translucent table?
- true, // Scorches the ground?
- true, // Forms a crater?
- true, // Sticks to unit in square?
- false, // Ground level animation?
- false, // Translucent colors in this animation?
- false, // Is this a flame thrower animation?
- 0x0000, // Damage to apply per tick (fixed point).
- 1, // Delay between frames.
- 0, // Starting frame number.
- 0, // Loop start frame number.
- 0, // Ending frame of loop back.
- -1, // Number of animation stages.
- 0, // Number of times the animation loops.
- VOC_NONE, // Sound effect to play.
- ANIM_NONE
- );
- static AnimTypeClass const CDeviator(
- ANIM_CRATE_DEVIATOR, // Animation number.
- "DEVIATOR", // Data name of animation.
- 48, // Maximum dimension of animation.
- 0, // Biggest animation stage.
- true, // Normalized animation rate?
- false, // Uses white translucent table?
- false, // Scorches the ground?
- false, // Forms a crater?
- false, // Sticks to unit in square?
- false, // Ground level animation?
- false, // Translucent colors in this animation?
- false, // Is this a flame thrower animation?
- 0x0000, // Damage to apply per tick (fixed point).
- 2, // Delay between frames.
- 0, // Starting frame number.
- 0, // Loop start frame number.
- 0, // Ending frame of loop back.
- -1, // Number of animation stages.
- 0, // Number of times the animation loops.
- VOC_NONE, // Sound effect to play.
- ANIM_NONE // Follow up animation.
- );
- static AnimTypeClass const CDollar(
- ANIM_CRATE_DOLLAR, // Animation number.
- "DOLLAR", // Data name of animation.
- 48, // Maximum dimension of animation.
- 0, // Biggest animation stage.
- true, // Normalized animation rate?
- false, // Uses white translucent table?
- false, // Scorches the ground?
- false, // Forms a crater?
- false, // Sticks to unit in square?
- false, // Ground level animation?
- false, // Translucent colors in this animation?
- false, // Is this a flame thrower animation?
- 0x0000, // Damage to apply per tick (fixed point).
- 2, // Delay between frames.
- 0, // Starting frame number.
- 0, // Loop start frame number.
- 0, // Ending frame of loop back.
- -1, // Number of animation stages.
- 0, // Number of times the animation loops.
- VOC_NONE, // Sound effect to play.
- ANIM_NONE // Follow up animation.
- );
- static AnimTypeClass const CEarth(
- ANIM_CRATE_EARTH, // Animation number.
- "EARTH", // Data name of animation.
- 48, // Maximum dimension of animation.
- 0, // Biggest animation stage.
- true, // Normalized animation rate?
- false, // Uses white translucent table?
- false, // Scorches the ground?
- false, // Forms a crater?
- false, // Sticks to unit in square?
- false, // Ground level animation?
- false, // Translucent colors in this animation?
- false, // Is this a flame thrower animation?
- 0x0000, // Damage to apply per tick (fixed point).
- 2, // Delay between frames.
- 0, // Starting frame number.
- 0, // Loop start frame number.
- 0, // Ending frame of loop back.
- -1, // Number of animation stages.
- 0, // Number of times the animation loops.
- VOC_NONE, // Sound effect to play.
- ANIM_NONE // Follow up animation.
- );
- static AnimTypeClass const CEmpulse(
- ANIM_CRATE_EMPULSE, // Animation number.
- "EMPULSE", // Data name of animation.
- 48, // Maximum dimension of animation.
- 0, // Biggest animation stage.
- true, // Normalized animation rate?
- false, // Uses white translucent table?
- false, // Scorches the ground?
- false, // Forms a crater?
- false, // Sticks to unit in square?
- false, // Ground level animation?
- false, // Translucent colors in this animation?
- false, // Is this a flame thrower animation?
- 0x0000, // Damage to apply per tick (fixed point).
- 2, // Delay between frames.
- 0, // Starting frame number.
- 0, // Loop start frame number.
- 0, // Ending frame of loop back.
- -1, // Number of animation stages.
- 0, // Number of times the animation loops.
- VOC_NONE, // Sound effect to play.
- ANIM_NONE // Follow up animation.
- );
- static AnimTypeClass const CInvun(
- ANIM_CRATE_INVUN, // Animation number.
- "INVUN", // Data name of animation.
- 48, // Maximum dimension of animation.
- 0, // Biggest animation stage.
- true, // Normalized animation rate?
- false, // Uses white translucent table?
- false, // Scorches the ground?
- false, // Forms a crater?
- false, // Sticks to unit in square?
- false, // Ground level animation?
- false, // Translucent colors in this animation?
- false, // Is this a flame thrower animation?
- 0x0000, // Damage to apply per tick (fixed point).
- 2, // Delay between frames.
- 0, // Starting frame number.
- 0, // Loop start frame number.
- 0, // Ending frame of loop back.
- -1, // Number of animation stages.
- 0, // Number of times the animation loops.
- VOC_NONE, // Sound effect to play.
- ANIM_NONE // Follow up animation.
- );
- static AnimTypeClass const CMine(
- ANIM_CRATE_MINE, // Animation number.
- "MINE", // Data name of animation.
- 48, // Maximum dimension of animation.
- 0, // Biggest animation stage.
- true, // Normalized animation rate?
- false, // Uses white translucent table?
- false, // Scorches the ground?
- false, // Forms a crater?
- false, // Sticks to unit in square?
- false, // Ground level animation?
- false, // Translucent colors in this animation?
- false, // Is this a flame thrower animation?
- 0x0000, // Damage to apply per tick (fixed point).
- 2, // Delay between frames.
- 0, // Starting frame number.
- 0, // Loop start frame number.
- 0, // Ending frame of loop back.
- -1, // Number of animation stages.
- 0, // Number of times the animation loops.
- VOC_NONE, // Sound effect to play.
- ANIM_NONE // Follow up animation.
- );
- static AnimTypeClass const CRapid(
- ANIM_CRATE_RAPID, // Animation number.
- "RAPID", // Data name of animation.
- 48, // Maximum dimension of animation.
- 0, // Biggest animation stage.
- true, // Normalized animation rate?
- false, // Uses white translucent table?
- false, // Scorches the ground?
- false, // Forms a crater?
- false, // Sticks to unit in square?
- false, // Ground level animation?
- false, // Translucent colors in this animation?
- false, // Is this a flame thrower animation?
- 0x0000, // Damage to apply per tick (fixed point).
- 2, // Delay between frames.
- 0, // Starting frame number.
- 0, // Loop start frame number.
- 0, // Ending frame of loop back.
- -1, // Number of animation stages.
- 0, // Number of times the animation loops.
- VOC_NONE, // Sound effect to play.
- ANIM_NONE // Follow up animation.
- );
- static AnimTypeClass const CStealth(
- ANIM_CRATE_STEALTH, // Animation number.
- "STEALTH2", // Data name of animation.
- 48, // Maximum dimension of animation.
- 0, // Biggest animation stage.
- true, // Normalized animation rate?
- false, // Uses white translucent table?
- false, // Scorches the ground?
- false, // Forms a crater?
- false, // Sticks to unit in square?
- false, // Ground level animation?
- false, // Translucent colors in this animation?
- false, // Is this a flame thrower animation?
- 0x0000, // Damage to apply per tick (fixed point).
- 2, // Delay between frames.
- 0, // Starting frame number.
- 0, // Loop start frame number.
- 0, // Ending frame of loop back.
- -1, // Number of animation stages.
- 0, // Number of times the animation loops.
- VOC_NONE, // Sound effect to play.
- ANIM_NONE // Follow up animation.
- );
- static AnimTypeClass const CMissile(
- ANIM_CRATE_MISSILE, // Animation number.
- "MISSILE2", // Data name of animation.
- 48, // Maximum dimension of animation.
- 0, // Biggest animation stage.
- true, // Normalized animation rate?
- false, // Uses white translucent table?
- false, // Scorches the ground?
- false, // Forms a crater?
- false, // Sticks to unit in square?
- false, // Ground level animation?
- false, // Translucent colors in this animation?
- false, // Is this a flame thrower animation?
- 0x0000, // Damage to apply per tick (fixed point).
- 2, // Delay between frames.
- 0, // Starting frame number.
- 0, // Loop start frame number.
- 0, // Ending frame of loop back.
- -1, // Number of animation stages.
- 0, // Number of times the animation loops.
- VOC_NONE, // Sound effect to play.
- ANIM_NONE // Follow up animation.
- );
- static AnimTypeClass const MoveFlash(
- ANIM_MOVE_FLASH, // Animation number.
- "MOVEFLSH", // Data name of animation.
- 24, // Maximum dimension of animation.
- 0, // Biggest animation stage.
- true, // Normalized animation rate?
- true, // Uses white translucent table?
- false, // Scorches the ground?
- false, // Forms a crater?
- false, // Sticks to unit in square?
- true, // Ground level animation?
- false, // Translucent colors in this animation?
- false, // Is this a flame thrower animation?
- 0x0000, // Damage to apply per tick (fixed point).
- 1, // Delay between frames.
- 0, // Starting frame number.
- 0, // Loop start frame number.
- 0, // Ending frame of loop back.
- -1, // Number of animation stages.
- 0, // Number of times the animation loops.
- VOC_NONE, // Sound effect to play.
- ANIM_NONE // Follow up animation.
- );
- static AnimTypeClass const ChemBall(
- ANIM_CHEM_BALL, // Animation number.
- "CHEMBALL", // Data name of animation.
- 21, // Maximum dimension of animation.
- 5, // Biggest animation stage.
- false, // Normalized animation rate?
- false, // Uses white translucent table?
- false, // Scorches the ground?
- false, // Forms a crater?
- false, // Sticks to unit in square?
- false, // Ground level animation?
- false, // Translucent colors in this animation?
- false, // Is this a flame thrower animation?
- 0x0000, // Damage to apply per tick (fixed point).
- 1, // Delay between frames.
- 0, // Starting frame number.
- 0, // Loop start frame number.
- -1, // Ending frame of loop back.
- -1, // Number of animation stages.
- 1, // Number of times the animation loops.
- VOC_FLAMER1, // Sound effect to play.
- ANIM_NONE
- );
- AnimTypeClass const * const AnimTypeClass::Pointers[ANIM_COUNT] = {
- &FBall1,
- &Grenade,
- &Frag1,
- &Frag3,
- &VehHit1,
- &VehHit2,
- &VehHit3,
- &ArtExp1,
- &Napalm1,
- &Napalm2,
- &Napalm3,
- &SmokePuff,
- &Piff,
- &PiffPiff,
- &FlameN,
- &FlameNE,
- &FlameE,
- &FlameSE,
- &FlameS,
- &FlameSW,
- &FlameW,
- &FlameNW,
- &ChemN,
- &ChemNE,
- &ChemE,
- &ChemSE,
- &ChemS,
- &ChemSW,
- &ChemW,
- &ChemNW,
- &Fire3,
- &Fire2,
- &Fire1,
- &Fire4,
- &Gunfire,
- #ifdef NEVER
- &E1RotFire,
- &E1RotGrenade,
- &E1RotGun,
- &E1RotExp,
- &E2RotFire,
- &E2RotGrenade,
- &E2RotGun,
- &E2RotExp,
- &E3RotFire,
- &E3RotGrenade,
- &E3RotGun,
- &E3RotExp,
- &E4RotFire,
- &E4RotGrenade,
- &E4RotGun,
- &E4RotExp,
- #endif
- &SmokeM,
- &BurnSmall,
- &BurnMed,
- &BurnBig,
- &OnFireSmall,
- &OnFireMed,
- &OnFireBig,
- &SAMN,
- &SAMNE,
- &SAME,
- &SAMSE,
- &SAMS,
- &SAMSW,
- &SAMW,
- &SAMNW,
- &GUNN,
- &GUNNE,
- &GUNE,
- &GUNSE,
- &GUNS,
- &GUNSW,
- &GUNW,
- &GUNNW,
- &LZSmoke,
- &IonCannon,
- &AtomBomb,
- &CDeviator,
- &CDollar,
- &CEarth,
- &CEmpulse,
- &CInvun,
- &CMine,
- &CRapid,
- &CStealth,
- &CMissile,
- &AtomDoor,
- &MoveFlash,
- &OilFieldBurn,
- &TricDie,
- &TRexDie,
- &StegDie,
- &RaptDie,
- &ChemBall
- };
- /***********************************************************************************************
- * AnimTypeClass::AnimTypeClass -- Constructor for animation types. *
- * *
- * This is the constructor for static objects that elaborate the various animation types *
- * allowed in the game. Each animation in the game is of one of these types. *
- * *
- * INPUT: see below... *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 08/23/1994 JLB : Created. *
- *=============================================================================================*/
- AnimTypeClass::AnimTypeClass(AnimType anim, char const *name, int size, int biggest,
- bool isnormal, bool iswhitetrans, bool isscorcher, bool iscrater, bool issticky, bool ground,
- bool istrans, bool isflame, unsigned int damage,
- int delaytime, int start, int loopstart, int loopend, int stages, int loops,
- VocType sound, AnimType chainto) :
- ObjectTypeClass(true, false, false, true, false, false, true, true, TXT_NONE, name, ARMOR_NONE, 0)
- {
- Biggest = biggest;
- ChainTo = chainto;
- Damage = damage;
- Delay = (unsigned char)delaytime;
- IsCraterForming = iscrater;
- IsFlameThrower = isflame;
- IsGroundLayer = ground;
- IsNormalized = isnormal;
- IsScorcher = isscorcher;
- IsSticky = issticky;
- IsTranslucent = istrans;
- IsWhiteTrans = iswhitetrans;
- LoopEnd = loopend;
- LoopStart = loopstart;
- Loops = (unsigned char)loops;
- Size = size;
- Sound = sound;
- Stages = stages;
- Start = start;
- Type = anim;
- }
- /***********************************************************************************************
- * AnimTypeClass::One_Time -- Performs one time action for animation types. *
- * *
- * This will load the animation shape data. It is called by the game initialization *
- * process. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: This routine should be called ONLY once. *
- * *
- * HISTORY: *
- * 06/02/1994 JLB : Created. *
- *=============================================================================================*/
- void AnimTypeClass::One_Time(void)
- {
- AnimType index;
- for (index = ANIM_FIRST; index < ANIM_COUNT; index++) {
- char fullname[_MAX_FNAME+_MAX_EXT];
- _makepath(fullname, NULL, NULL, As_Reference(index).IniName, ".SHP");
- RawFileClass file(fullname);
- if (file.Is_Available()) {
- ((void const *&)As_Reference(index).ImageData) = Load_Alloc_Data(file);
- } else {
- ((void const *&)As_Reference(index).ImageData) = MixFileClass::Retrieve(fullname);
- }
- }
- }
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