ADATA.CPP 97 KB

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  1. /*
  2. ** Command & Conquer(tm)
  3. ** Copyright 2025 Electronic Arts Inc.
  4. **
  5. ** This program is free software: you can redistribute it and/or modify
  6. ** it under the terms of the GNU General Public License as published by
  7. ** the Free Software Foundation, either version 3 of the License, or
  8. ** (at your option) any later version.
  9. **
  10. ** This program is distributed in the hope that it will be useful,
  11. ** but WITHOUT ANY WARRANTY; without even the implied warranty of
  12. ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  13. ** GNU General Public License for more details.
  14. **
  15. ** You should have received a copy of the GNU General Public License
  16. ** along with this program. If not, see <http://www.gnu.org/licenses/>.
  17. */
  18. /* $Header: F:\projects\c&c\vcs\code\adata.cpv 2.18 16 Oct 1995 16:49:32 JOE_BOSTIC $ */
  19. /***********************************************************************************************
  20. *** 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 ***
  21. ***********************************************************************************************
  22. * *
  23. * Project Name : Command & Conquer *
  24. * *
  25. * File Name : ADATA.CPP *
  26. * *
  27. * Programmer : Joe L. Bostic *
  28. * *
  29. * Start Date : May 30, 1994 *
  30. * *
  31. * Last Update : August 23, 1994 [JLB] *
  32. * *
  33. *---------------------------------------------------------------------------------------------*
  34. * Functions: *
  35. * AnimTypeClass::One_Time -- Performs one time action for animation types. *
  36. * AnimTypeClass::AnimTypeClass -- Constructor for animation types. *
  37. * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
  38. #include "function.h"
  39. // Dinosaur death animations
  40. static AnimTypeClass const TricDie(
  41. ANIM_TRIC_DIE, // Animation number.
  42. "TRIC", // Data name of animation.
  43. 32, // Maximum dimension of animation.
  44. 4, // Biggest animation stage.
  45. true, // Normalized animation rate?
  46. false, // Uses white translucent table?
  47. false, // Scorches the ground?
  48. false, // Forms a crater?
  49. false, // Sticks to unit in square?
  50. true, // Ground level animation?
  51. true, // Translucent colors in this animation?
  52. false, // Is this a flame thrower animation?
  53. 0x0000, // Damage to apply per tick (fixed point).
  54. 2, // Delay between frames.
  55. 176, // Starting frame number.
  56. 0, // Loop start frame number.
  57. 0, // Ending frame of loop back.
  58. 20, // Number of animation stages.
  59. 0, // Number of times the animation loops.
  60. VOC_NONE, // Sound effect to play.
  61. ANIM_NONE
  62. );
  63. static AnimTypeClass const TRexDie(
  64. ANIM_TREX_DIE, // Animation number.
  65. "TREX", // Data name of animation.
  66. 48, // Maximum dimension of animation.
  67. 4, // Biggest animation stage.
  68. true, // Normalized animation rate?
  69. false, // Uses white translucent table?
  70. false, // Scorches the ground?
  71. false, // Forms a crater?
  72. false, // Sticks to unit in square?
  73. true, // Ground level animation?
  74. true, // Translucent colors in this animation?
  75. false, // Is this a flame thrower animation?
  76. 0x0000, // Damage to apply per tick (fixed point).
  77. 2, // Delay between frames.
  78. 144, // Starting frame number.
  79. 0, // Loop start frame number.
  80. 0, // Ending frame of loop back.
  81. 40, // Number of animation stages.
  82. 0, // Number of times the animation loops.
  83. VOC_NONE, // Sound effect to play.
  84. ANIM_NONE
  85. );
  86. static AnimTypeClass const StegDie(
  87. ANIM_STEG_DIE, // Animation number.
  88. "STEG", // Data name of animation.
  89. 33, // Maximum dimension of animation.
  90. 4, // Biggest animation stage.
  91. true, // Normalized animation rate?
  92. false, // Uses white translucent table?
  93. false, // Scorches the ground?
  94. false, // Forms a crater?
  95. false, // Sticks to unit in square?
  96. true, // Ground level animation?
  97. true, // Translucent colors in this animation?
  98. false, // Is this a flame thrower animation?
  99. 0x0000, // Damage to apply per tick (fixed point).
  100. 2, // Delay between frames.
  101. 176, // Starting frame number.
  102. 0, // Loop start frame number.
  103. 0, // Ending frame of loop back.
  104. 22, // Number of animation stages.
  105. 0, // Number of times the animation loops.
  106. VOC_NONE, // Sound effect to play.
  107. ANIM_NONE
  108. );
  109. static AnimTypeClass const RaptDie(
  110. ANIM_RAPT_DIE, // Animation number.
  111. "RAPT", // Data name of animation.
  112. 24, // Maximum dimension of animation.
  113. 4, // Biggest animation stage.
  114. true, // Normalized animation rate?
  115. false, // Uses white translucent table?
  116. false, // Scorches the ground?
  117. false, // Forms a crater?
  118. false, // Sticks to unit in square?
  119. true, // Ground level animation?
  120. true, // Translucent colors in this animation?
  121. false, // Is this a flame thrower animation?
  122. 0x0000, // Damage to apply per tick (fixed point).
  123. 2, // Delay between frames.
  124. 144, // Starting frame number.
  125. 0, // Loop start frame number.
  126. 0, // Ending frame of loop back.
  127. 40, // Number of animation stages.
  128. 0, // Number of times the animation loops.
  129. VOC_NONE, // Sound effect to play.
  130. ANIM_NONE
  131. );
  132. static AnimTypeClass const SAMN(
  133. ANIM_SAM_N, // Animation number.
  134. "SAMFIRE", // Data name of animation.
  135. 55, // Maximum dimension of animation.
  136. 4, // Biggest animation stage.
  137. false, // Normalized animation rate?
  138. false, // Uses white translucent table?
  139. false, // Scorches the ground?
  140. false, // Forms a crater?
  141. false, // Sticks to unit in square?
  142. false, // Ground level animation?
  143. false, // Translucent colors in this animation?
  144. false, // Is this a flame thrower animation?
  145. 0x0000, // Damage to apply per tick (fixed point).
  146. 1, // Delay between frames.
  147. 18*0, // Starting frame number.
  148. 0, // Loop start frame number.
  149. 0, // Ending frame of loop back.
  150. 18, // Number of animation stages.
  151. 0, // Number of times the animation loops.
  152. VOC_NONE, // Sound effect to play.
  153. ANIM_NONE
  154. );
  155. static AnimTypeClass const SAMNW(
  156. ANIM_SAM_NW, // Animation number.
  157. "SAMFIRE", // Data name of animation.
  158. 55, // Maximum dimension of animation.
  159. 22, // Biggest animation stage.
  160. false, // Normalized animation rate?
  161. false, // Uses white translucent table?
  162. false, // Scorches the ground?
  163. false, // Forms a crater?
  164. false, // Sticks to unit in square?
  165. false, // Ground level animation?
  166. false, // Translucent colors in this animation?
  167. false, // Is this a flame thrower animation?
  168. 0x0000, // Damage to apply per tick (fixed point).
  169. 1, // Delay between frames.
  170. 18*1, // Starting frame number.
  171. 0, // Loop start frame number.
  172. 0, // Ending frame of loop back.
  173. 18, // Number of animation stages.
  174. 0, // Number of times the animation loops.
  175. VOC_NONE, // Sound effect to play.
  176. ANIM_NONE
  177. );
  178. static AnimTypeClass const SAMW(
  179. ANIM_SAM_W, // Animation number.
  180. "SAMFIRE", // Data name of animation.
  181. 55, // Maximum dimension of animation.
  182. 40, // Biggest animation stage.
  183. false, // Normalized animation rate?
  184. false, // Uses white translucent table?
  185. false, // Scorches the ground?
  186. false, // Forms a crater?
  187. false, // Sticks to unit in square?
  188. false, // Ground level animation?
  189. false, // Translucent colors in this animation?
  190. false, // Is this a flame thrower animation?
  191. 0x0000, // Damage to apply per tick (fixed point).
  192. 1, // Delay between frames.
  193. 18*2, // Starting frame number.
  194. 0, // Loop start frame number.
  195. 0, // Ending frame of loop back.
  196. 18, // Number of animation stages.
  197. 0, // Number of times the animation loops.
  198. VOC_NONE, // Sound effect to play.
  199. ANIM_NONE
  200. );
  201. static AnimTypeClass const SAMSW(
  202. ANIM_SAM_SW, // Animation number.
  203. "SAMFIRE", // Data name of animation.
  204. 55, // Maximum dimension of animation.
  205. 58, // Biggest animation stage.
  206. false, // Normalized animation rate?
  207. false, // Uses white translucent table?
  208. false, // Scorches the ground?
  209. false, // Forms a crater?
  210. false, // Sticks to unit in square?
  211. false, // Ground level animation?
  212. false, // Translucent colors in this animation?
  213. false, // Is this a flame thrower animation?
  214. 0x0000, // Damage to apply per tick (fixed point).
  215. 1, // Delay between frames.
  216. 18*3, // Starting frame number.
  217. 0, // Loop start frame number.
  218. 0, // Ending frame of loop back.
  219. 18, // Number of animation stages.
  220. 0, // Number of times the animation loops.
  221. VOC_NONE, // Sound effect to play.
  222. ANIM_NONE
  223. );
  224. static AnimTypeClass const SAMS(
  225. ANIM_SAM_S, // Animation number.
  226. "SAMFIRE", // Data name of animation.
  227. 55, // Maximum dimension of animation.
  228. 76, // Biggest animation stage.
  229. false, // Normalized animation rate?
  230. false, // Uses white translucent table?
  231. false, // Scorches the ground?
  232. false, // Forms a crater?
  233. false, // Sticks to unit in square?
  234. false, // Ground level animation?
  235. false, // Translucent colors in this animation?
  236. false, // Is this a flame thrower animation?
  237. 0x0000, // Damage to apply per tick (fixed point).
  238. 1, // Delay between frames.
  239. 18*4, // Starting frame number.
  240. 0, // Loop start frame number.
  241. 0, // Ending frame of loop back.
  242. 18, // Number of animation stages.
  243. 0, // Number of times the animation loops.
  244. VOC_NONE, // Sound effect to play.
  245. ANIM_NONE
  246. );
  247. static AnimTypeClass const SAMSE(
  248. ANIM_SAM_SE, // Animation number.
  249. "SAMFIRE", // Data name of animation.
  250. 55, // Maximum dimension of animation.
  251. 94, // Biggest animation stage.
  252. false, // Normalized animation rate?
  253. false, // Uses white translucent table?
  254. false, // Scorches the ground?
  255. false, // Forms a crater?
  256. false, // Sticks to unit in square?
  257. false, // Ground level animation?
  258. false, // Translucent colors in this animation?
  259. false, // Is this a flame thrower animation?
  260. 0x0000, // Damage to apply per tick (fixed point).
  261. 1, // Delay between frames.
  262. 18*5, // Starting frame number.
  263. 0, // Loop start frame number.
  264. 0, // Ending frame of loop back.
  265. 18, // Number of animation stages.
  266. 0, // Number of times the animation loops.
  267. VOC_NONE, // Sound effect to play.
  268. ANIM_NONE
  269. );
  270. static AnimTypeClass const SAME(
  271. ANIM_SAM_E, // Animation number.
  272. "SAMFIRE", // Data name of animation.
  273. 55, // Maximum dimension of animation.
  274. 112, // Biggest animation stage.
  275. false, // Normalized animation rate?
  276. false, // Uses white translucent table?
  277. false, // Scorches the ground?
  278. false, // Forms a crater?
  279. false, // Sticks to unit in square?
  280. false, // Ground level animation?
  281. false, // Translucent colors in this animation?
  282. false, // Is this a flame thrower animation?
  283. 0x0000, // Damage to apply per tick (fixed point).
  284. 1, // Delay between frames.
  285. 18*6, // Starting frame number.
  286. 0, // Loop start frame number.
  287. 0, // Ending frame of loop back.
  288. 18, // Number of animation stages.
  289. 0, // Number of times the animation loops.
  290. VOC_NONE, // Sound effect to play.
  291. ANIM_NONE
  292. );
  293. static AnimTypeClass const SAMNE(
  294. ANIM_SAM_NE, // Animation number.
  295. "SAMFIRE", // Data name of animation.
  296. 55, // Maximum dimension of animation.
  297. 130, // Biggest animation stage.
  298. false, // Normalized animation rate?
  299. false, // Uses white translucent table?
  300. false, // Scorches the ground?
  301. false, // Forms a crater?
  302. false, // Sticks to unit in square?
  303. false, // Ground level animation?
  304. false, // Translucent colors in this animation?
  305. false, // Is this a flame thrower animation?
  306. 0x0000, // Damage to apply per tick (fixed point).
  307. 1, // Delay between frames.
  308. 18*7, // Starting frame number.
  309. 0, // Loop start frame number.
  310. 0, // Ending frame of loop back.
  311. 18, // Number of animation stages.
  312. 0, // Number of times the animation loops.
  313. VOC_NONE, // Sound effect to play.
  314. ANIM_NONE
  315. );
  316. static AnimTypeClass const LZSmoke(
  317. ANIM_LZ_SMOKE, // Animation number.
  318. "SMOKLAND", // Data name of animation.
  319. 32, // Maximum dimension of animation.
  320. 72, // Biggest animation stage.
  321. true, // Normalized animation rate?
  322. false, // Uses white translucent table?
  323. false, // Scorches the ground?
  324. false, // Forms a crater?
  325. false, // Sticks to unit in square?
  326. true, // Ground level animation?
  327. false, // Translucent colors in this animation?
  328. false, // Is this a flame thrower animation?
  329. 0x0000, // Damage to apply per tick (fixed point).
  330. 1, // Delay between frames.
  331. 0, // Starting frame number.
  332. 72, // Loop start frame number.
  333. 91, // Ending frame of loop back.
  334. -1, // Number of animation stages.
  335. 255, // Number of times the animation loops.
  336. VOC_NONE, // Sound effect to play.
  337. ANIM_NONE
  338. );
  339. /*
  340. ** Flammable object burning animations. Primarily used on trees and buildings.
  341. */
  342. static AnimTypeClass const BurnSmall(
  343. ANIM_BURN_SMALL, // Animation number.
  344. "BURN-S", // Data name of animation.
  345. 11, // Maximum dimension of animation.
  346. 13, // Biggest animation stage.
  347. false, // Normalized animation rate?
  348. false, // Uses white translucent table?
  349. false, // Scorches the ground?
  350. false, // Forms a crater?
  351. false, // Sticks to unit in square?
  352. true, // Ground level animation?
  353. false, // Translucent colors in this animation?
  354. false, // Is this a flame thrower animation?
  355. 0x0008, // Damage to apply per tick (fixed point).
  356. 1, // Delay between frames.
  357. 0, // Starting frame number.
  358. 30, // Loop start frame number.
  359. 62, // Ending frame of loop back.
  360. -1, // Number of animation stages.
  361. 4, // Number of times the animation loops.
  362. VOC_NONE, // Sound effect to play.
  363. ANIM_NONE
  364. );
  365. static AnimTypeClass const BurnMed(
  366. ANIM_BURN_MED, // Animation number.
  367. "BURN-M", // Data name of animation.
  368. 14, // Maximum dimension of animation.
  369. 13, // Biggest animation stage.
  370. false, // Normalized animation rate?
  371. false, // Uses white translucent table?
  372. false, // Scorches the ground?
  373. false, // Forms a crater?
  374. false, // Sticks to unit in square?
  375. true, // Ground level animation?
  376. false, // Translucent colors in this animation?
  377. false, // Is this a flame thrower animation?
  378. 0x0010, // Damage to apply per tick (fixed point).
  379. 1, // Delay between frames.
  380. 0, // Starting frame number.
  381. 30, // Loop start frame number.
  382. 62, // Ending frame of loop back.
  383. -1, // Number of animation stages.
  384. 4, // Number of times the animation loops.
  385. VOC_NONE, // Sound effect to play.
  386. ANIM_NONE
  387. );
  388. static AnimTypeClass const BurnBig(
  389. ANIM_BURN_BIG, // Animation number.
  390. "BURN-L", // Data name of animation.
  391. 23, // Maximum dimension of animation.
  392. 13, // Biggest animation stage.
  393. false, // Normalized animation rate?
  394. false, // Uses white translucent table?
  395. true, // Scorches the ground?
  396. false, // Forms a crater?
  397. false, // Sticks to unit in square?
  398. true, // Ground level animation?
  399. false, // Translucent colors in this animation?
  400. false, // Is this a flame thrower animation?
  401. 0x0018, // Damage to apply per tick (fixed point).
  402. 1, // Delay between frames.
  403. 0, // Starting frame number.
  404. 30, // Loop start frame number.
  405. 62, // Ending frame of loop back.
  406. -1, // Number of animation stages.
  407. 4, // Number of times the animation loops.
  408. VOC_NONE, // Sound effect to play.
  409. ANIM_NONE
  410. );
  411. /*
  412. ** Flammable object burning animations that trail into smoke. Used for
  413. ** buildings and the gunboat.
  414. */
  415. static AnimTypeClass const OnFireSmall(
  416. ANIM_ON_FIRE_SMALL, // Animation number.
  417. "BURN-S", // Data name of animation.
  418. 11, // Maximum dimension of animation.
  419. 13, // Biggest animation stage.
  420. false, // Normalized animation rate?
  421. false, // Uses white translucent table?
  422. false, // Scorches the ground?
  423. false, // Forms a crater?
  424. false, // Sticks to unit in square?
  425. true, // Ground level animation?
  426. false, // Translucent colors in this animation?
  427. false, // Is this a flame thrower animation?
  428. 0x0008, // Damage to apply per tick (fixed point).
  429. 1, // Delay between frames.
  430. 0, // Starting frame number.
  431. 30, // Loop start frame number.
  432. 62, // Ending frame of loop back.
  433. -1, // Number of animation stages.
  434. 4, // Number of times the animation loops.
  435. VOC_NONE, // Sound effect to play.
  436. ANIM_SMOKE_M
  437. );
  438. static AnimTypeClass const OnFireMed(
  439. ANIM_ON_FIRE_MED, // Animation number.
  440. "BURN-M", // Data name of animation.
  441. 14, // Maximum dimension of animation.
  442. 13, // Biggest animation stage.
  443. false, // Normalized animation rate?
  444. false, // Uses white translucent table?
  445. false, // Scorches the ground?
  446. false, // Forms a crater?
  447. false, // Sticks to unit in square?
  448. true, // Ground level animation?
  449. false, // Translucent colors in this animation?
  450. false, // Is this a flame thrower animation?
  451. 0x0010, // Damage to apply per tick (fixed point).
  452. 1, // Delay between frames.
  453. 0, // Starting frame number.
  454. 30, // Loop start frame number.
  455. 62, // Ending frame of loop back.
  456. -1, // Number of animation stages.
  457. 4, // Number of times the animation loops.
  458. VOC_NONE, // Sound effect to play.
  459. ANIM_ON_FIRE_SMALL
  460. );
  461. static AnimTypeClass const OnFireBig(
  462. ANIM_ON_FIRE_BIG, // Animation number.
  463. "BURN-L", // Data name of animation.
  464. 23, // Maximum dimension of animation.
  465. 13, // Biggest animation stage.
  466. false, // Normalized animation rate?
  467. false, // Uses white translucent table?
  468. true, // Scorches the ground?
  469. false, // Forms a crater?
  470. false, // Sticks to unit in square?
  471. true, // Ground level animation?
  472. false, // Translucent colors in this animation?
  473. false, // Is this a flame thrower animation?
  474. 0x0018, // Damage to apply per tick (fixed point).
  475. 1, // Delay between frames.
  476. 0, // Starting frame number.
  477. 30, // Loop start frame number.
  478. 62, // Ending frame of loop back.
  479. -1, // Number of animation stages.
  480. 4, // Number of times the animation loops.
  481. VOC_NONE, // Sound effect to play.
  482. ANIM_ON_FIRE_MED
  483. );
  484. /*
  485. ** Flame thrower animations. These are direction specific.
  486. */
  487. static AnimTypeClass const FlameN(
  488. ANIM_FLAME_N, // Animation number.
  489. "FLAME-N", // Data name of animation.
  490. 0, // Maximum dimension of animation.
  491. 9, // Biggest animation stage.
  492. false, // Normalized animation rate?
  493. false, // Uses white translucent table?
  494. false, // Scorches the ground?
  495. false, // Forms a crater?
  496. false, // Sticks to unit in square?
  497. false, // Ground level animation?
  498. false, // Translucent colors in this animation?
  499. true, // Is this a flame thrower animation?
  500. 0x0000, // Damage to apply per tick (fixed point).
  501. 1, // Delay between frames.
  502. 0, // Starting frame number.
  503. 0, // Loop start frame number.
  504. -1, // Ending frame of loop back.
  505. -1, // Number of animation stages.
  506. 1, // Number of times the animation loops.
  507. VOC_NONE, // Sound effect to play.
  508. ANIM_NONE
  509. );
  510. static AnimTypeClass const FlameNW(
  511. ANIM_FLAME_NW, // Animation number.
  512. "FLAME-NW", // Data name of animation.
  513. 0, // Maximum dimension of animation.
  514. 9, // Biggest animation stage.
  515. false, // Normalized animation rate?
  516. false, // Uses white translucent table?
  517. false, // Scorches the ground?
  518. false, // Forms a crater?
  519. false, // Sticks to unit in square?
  520. false, // Ground level animation?
  521. false, // Translucent colors in this animation?
  522. true, // Is this a flame thrower animation?
  523. 0x0000, // Damage to apply per tick (fixed point).
  524. 1, // Delay between frames.
  525. 0, // Starting frame number.
  526. 0, // Loop start frame number.
  527. -1, // Ending frame of loop back.
  528. -1, // Number of animation stages.
  529. 1, // Number of times the animation loops.
  530. VOC_NONE, // Sound effect to play.
  531. ANIM_NONE
  532. );
  533. static AnimTypeClass const FlameW(
  534. ANIM_FLAME_W, // Animation number.
  535. "FLAME-W", // Data name of animation.
  536. 0, // Maximum dimension of animation.
  537. 9, // Biggest animation stage.
  538. false, // Normalized animation rate?
  539. false, // Uses white translucent table?
  540. false, // Scorches the ground?
  541. false, // Forms a crater?
  542. false, // Sticks to unit in square?
  543. false, // Ground level animation?
  544. false, // Translucent colors in this animation?
  545. true, // Is this a flame thrower animation?
  546. 0x0000, // Damage to apply per tick (fixed point).
  547. 1, // Delay between frames.
  548. 0, // Starting frame number.
  549. 0, // Loop start frame number.
  550. -1, // Ending frame of loop back.
  551. -1, // Number of animation stages.
  552. 1, // Number of times the animation loops.
  553. VOC_NONE, // Sound effect to play.
  554. ANIM_NONE
  555. );
  556. static AnimTypeClass const FlameSW(
  557. ANIM_FLAME_SW, // Animation number.
  558. "FLAME-SW", // Data name of animation.
  559. 0, // Maximum dimension of animation.
  560. 9, // Biggest animation stage.
  561. false, // Normalized animation rate?
  562. false, // Uses white translucent table?
  563. false, // Scorches the ground?
  564. false, // Forms a crater?
  565. false, // Sticks to unit in square?
  566. false, // Ground level animation?
  567. false, // Translucent colors in this animation?
  568. true, // Is this a flame thrower animation?
  569. 0x0000, // Damage to apply per tick (fixed point).
  570. 1, // Delay between frames.
  571. 0, // Starting frame number.
  572. 0, // Loop start frame number.
  573. -1, // Ending frame of loop back.
  574. -1, // Number of animation stages.
  575. 1, // Number of times the animation loops.
  576. VOC_NONE, // Sound effect to play.
  577. ANIM_NONE
  578. );
  579. static AnimTypeClass const FlameS(
  580. ANIM_FLAME_S, // Animation number.
  581. "FLAME-S", // Data name of animation.
  582. 0, // Maximum dimension of animation.
  583. 9, // Biggest animation stage.
  584. false, // Normalized animation rate?
  585. false, // Uses white translucent table?
  586. false, // Scorches the ground?
  587. false, // Forms a crater?
  588. false, // Sticks to unit in square?
  589. false, // Ground level animation?
  590. false, // Translucent colors in this animation?
  591. true, // Is this a flame thrower animation?
  592. 0x0000, // Damage to apply per tick (fixed point).
  593. 1, // Delay between frames.
  594. 0, // Starting frame number.
  595. 0, // Loop start frame number.
  596. -1, // Ending frame of loop back.
  597. -1, // Number of animation stages.
  598. 1, // Number of times the animation loops.
  599. VOC_NONE, // Sound effect to play.
  600. ANIM_NONE
  601. );
  602. static AnimTypeClass const FlameSE(
  603. ANIM_FLAME_SE, // Animation number.
  604. "FLAME-SE", // Data name of animation.
  605. 0, // Maximum dimension of animation.
  606. 9, // Biggest animation stage.
  607. false, // Normalized animation rate?
  608. false, // Uses white translucent table?
  609. false, // Scorches the ground?
  610. false, // Forms a crater?
  611. false, // Sticks to unit in square?
  612. false, // Ground level animation?
  613. false, // Translucent colors in this animation?
  614. true, // Is this a flame thrower animation?
  615. 0x0000, // Damage to apply per tick (fixed point).
  616. 1, // Delay between frames.
  617. 0, // Starting frame number.
  618. 0, // Loop start frame number.
  619. -1, // Ending frame of loop back.
  620. -1, // Number of animation stages.
  621. 1, // Number of times the animation loops.
  622. VOC_NONE, // Sound effect to play.
  623. ANIM_NONE
  624. );
  625. static AnimTypeClass const FlameE(
  626. ANIM_FLAME_E, // Animation number.
  627. "FLAME-E", // Data name of animation.
  628. 0, // Maximum dimension of animation.
  629. 9, // Biggest animation stage.
  630. false, // Normalized animation rate?
  631. false, // Uses white translucent table?
  632. false, // Scorches the ground?
  633. false, // Forms a crater?
  634. false, // Sticks to unit in square?
  635. false, // Ground level animation?
  636. false, // Translucent colors in this animation?
  637. true, // Is this a flame thrower animation?
  638. 0x0000, // Damage to apply per tick (fixed point).
  639. 1, // Delay between frames.
  640. 0, // Starting frame number.
  641. 0, // Loop start frame number.
  642. -1, // Ending frame of loop back.
  643. -1, // Number of animation stages.
  644. 1, // Number of times the animation loops.
  645. VOC_NONE, // Sound effect to play.
  646. ANIM_NONE
  647. );
  648. static AnimTypeClass const FlameNE(
  649. ANIM_FLAME_NE, // Animation number.
  650. "FLAME-NE", // Data name of animation.
  651. 0, // Maximum dimension of animation.
  652. 9, // Biggest animation stage.
  653. false, // Normalized animation rate?
  654. false, // Uses white translucent table?
  655. false, // Scorches the ground?
  656. false, // Forms a crater?
  657. false, // Sticks to unit in square?
  658. false, // Ground level animation?
  659. false, // Translucent colors in this animation?
  660. true, // Is this a flame thrower animation?
  661. 0x0000, // Damage to apply per tick (fixed point).
  662. 1, // Delay between frames.
  663. 0, // Starting frame number.
  664. 0, // Loop start frame number.
  665. -1, // Ending frame of loop back.
  666. -1, // Number of animation stages.
  667. 1, // Number of times the animation loops.
  668. VOC_NONE, // Sound effect to play.
  669. ANIM_NONE
  670. );
  671. /*
  672. ** Chem sprayer animations. These are direction specific.
  673. */
  674. static AnimTypeClass const ChemN(
  675. ANIM_CHEM_N, // Animation number.
  676. "CHEM-N", // Data name of animation.
  677. 0, // Maximum dimension of animation.
  678. 9, // Biggest animation stage.
  679. false, // Normalized animation rate?
  680. false, // Uses white translucent table?
  681. false, // Scorches the ground?
  682. false, // Forms a crater?
  683. false, // Sticks to unit in square?
  684. false, // Ground level animation?
  685. false, // Translucent colors in this animation?
  686. false, // Is this a flame thrower animation?
  687. 0x0000, // Damage to apply per tick (fixed point).
  688. 1, // Delay between frames.
  689. 0, // Starting frame number.
  690. 0, // Loop start frame number.
  691. -1, // Ending frame of loop back.
  692. -1, // Number of animation stages.
  693. 1, // Number of times the animation loops.
  694. VOC_NONE, // Sound effect to play.
  695. ANIM_NONE
  696. );
  697. static AnimTypeClass const ChemNW(
  698. ANIM_CHEM_NW, // Animation number.
  699. "CHEM-NW", // Data name of animation.
  700. 0, // Maximum dimension of animation.
  701. 9, // Biggest animation stage.
  702. false, // Normalized animation rate?
  703. false, // Uses white translucent table?
  704. false, // Scorches the ground?
  705. false, // Forms a crater?
  706. false, // Sticks to unit in square?
  707. false, // Ground level animation?
  708. false, // Translucent colors in this animation?
  709. false, // Is this a flame thrower animation?
  710. 0x0000, // Damage to apply per tick (fixed point).
  711. 1, // Delay between frames.
  712. 0, // Starting frame number.
  713. 0, // Loop start frame number.
  714. -1, // Ending frame of loop back.
  715. -1, // Number of animation stages.
  716. 1, // Number of times the animation loops.
  717. VOC_NONE, // Sound effect to play.
  718. ANIM_NONE
  719. );
  720. static AnimTypeClass const ChemW(
  721. ANIM_CHEM_W, // Animation number.
  722. "CHEM-W", // Data name of animation.
  723. 0, // Maximum dimension of animation.
  724. 9, // Biggest animation stage.
  725. false, // Normalized animation rate?
  726. false, // Uses white translucent table?
  727. false, // Scorches the ground?
  728. false, // Forms a crater?
  729. false, // Sticks to unit in square?
  730. false, // Ground level animation?
  731. false, // Translucent colors in this animation?
  732. false, // Is this a flame thrower animation?
  733. 0x0000, // Damage to apply per tick (fixed point).
  734. 1, // Delay between frames.
  735. 0, // Starting frame number.
  736. 0, // Loop start frame number.
  737. -1, // Ending frame of loop back.
  738. -1, // Number of animation stages.
  739. 1, // Number of times the animation loops.
  740. VOC_NONE, // Sound effect to play.
  741. ANIM_NONE
  742. );
  743. static AnimTypeClass const ChemSW(
  744. ANIM_CHEM_SW, // Animation number.
  745. "CHEM-SW", // Data name of animation.
  746. 0, // Maximum dimension of animation.
  747. 9, // Biggest animation stage.
  748. false, // Normalized animation rate?
  749. false, // Uses white translucent table?
  750. false, // Scorches the ground?
  751. false, // Forms a crater?
  752. false, // Sticks to unit in square?
  753. false, // Ground level animation?
  754. false, // Translucent colors in this animation?
  755. false, // Is this a flame thrower animation?
  756. 0x0000, // Damage to apply per tick (fixed point).
  757. 1, // Delay between frames.
  758. 0, // Starting frame number.
  759. 0, // Loop start frame number.
  760. -1, // Ending frame of loop back.
  761. -1, // Number of animation stages.
  762. 1, // Number of times the animation loops.
  763. VOC_NONE, // Sound effect to play.
  764. ANIM_NONE
  765. );
  766. static AnimTypeClass const ChemS(
  767. ANIM_CHEM_S, // Animation number.
  768. "CHEM-S", // Data name of animation.
  769. 0, // Maximum dimension of animation.
  770. 9, // Biggest animation stage.
  771. false, // Normalized animation rate?
  772. false, // Uses white translucent table?
  773. false, // Scorches the ground?
  774. false, // Forms a crater?
  775. false, // Sticks to unit in square?
  776. false, // Ground level animation?
  777. false, // Translucent colors in this animation?
  778. false, // Is this a flame thrower animation?
  779. 0x0000, // Damage to apply per tick (fixed point).
  780. 1, // Delay between frames.
  781. 0, // Starting frame number.
  782. 0, // Loop start frame number.
  783. -1, // Ending frame of loop back.
  784. -1, // Number of animation stages.
  785. 1, // Number of times the animation loops.
  786. VOC_NONE, // Sound effect to play.
  787. ANIM_NONE
  788. );
  789. static AnimTypeClass const ChemSE(
  790. ANIM_CHEM_SE, // Animation number.
  791. "CHEM-SE", // Data name of animation.
  792. 0, // Maximum dimension of animation.
  793. 9, // Biggest animation stage.
  794. false, // Normalized animation rate?
  795. false, // Uses white translucent table?
  796. false, // Scorches the ground?
  797. false, // Forms a crater?
  798. false, // Sticks to unit in square?
  799. false, // Ground level animation?
  800. false, // Translucent colors in this animation?
  801. false, // Is this a flame thrower animation?
  802. 0x0000, // Damage to apply per tick (fixed point).
  803. 1, // Delay between frames.
  804. 0, // Starting frame number.
  805. 0, // Loop start frame number.
  806. -1, // Ending frame of loop back.
  807. -1, // Number of animation stages.
  808. 1, // Number of times the animation loops.
  809. VOC_NONE, // Sound effect to play.
  810. ANIM_NONE
  811. );
  812. static AnimTypeClass const ChemE(
  813. ANIM_CHEM_E, // Animation number.
  814. "CHEM-E", // Data name of animation.
  815. 0, // Maximum dimension of animation.
  816. 9, // Biggest animation stage.
  817. false, // Normalized animation rate?
  818. false, // Uses white translucent table?
  819. false, // Scorches the ground?
  820. false, // Forms a crater?
  821. false, // Sticks to unit in square?
  822. false, // Ground level animation?
  823. false, // Translucent colors in this animation?
  824. false, // Is this a flame thrower animation?
  825. 0x0000, // Damage to apply per tick (fixed point).
  826. 1, // Delay between frames.
  827. 0, // Starting frame number.
  828. 0, // Loop start frame number.
  829. -1, // Ending frame of loop back.
  830. -1, // Number of animation stages.
  831. 1, // Number of times the animation loops.
  832. VOC_NONE, // Sound effect to play.
  833. ANIM_NONE
  834. );
  835. static AnimTypeClass const ChemNE(
  836. ANIM_CHEM_NE, // Animation number.
  837. "CHEM-NE", // Data name of animation.
  838. 0, // Maximum dimension of animation.
  839. 9, // Biggest animation stage.
  840. false, // Normalized animation rate?
  841. false, // Uses white translucent table?
  842. false, // Scorches the ground?
  843. false, // Forms a crater?
  844. false, // Sticks to unit in square?
  845. false, // Ground level animation?
  846. false, // Translucent colors in this animation?
  847. false, // Is this a flame thrower animation?
  848. 0x0000, // Damage to apply per tick (fixed point).
  849. 1, // Delay between frames.
  850. 0, // Starting frame number.
  851. 0, // Loop start frame number.
  852. -1, // Ending frame of loop back.
  853. -1, // Number of animation stages.
  854. 1, // Number of times the animation loops.
  855. VOC_NONE, // Sound effect to play.
  856. ANIM_NONE
  857. );
  858. static AnimTypeClass const Grenade(
  859. ANIM_GRENADE, // Animation number.
  860. "VEH-HIT2", // Data name of animation.
  861. 21, // Maximum dimension of animation.
  862. 1, // Biggest animation stage.
  863. true, // Normalized animation rate?
  864. false, // Uses white translucent table?
  865. false, // Scorches the ground?
  866. true, // Forms a crater?
  867. false, // Sticks to unit in square?
  868. true, // Ground level animation?
  869. false, // Translucent colors in this animation?
  870. false, // Is this a flame thrower animation?
  871. 0x0000, // Damage to apply per tick (fixed point).
  872. 1, // Delay between frames.
  873. 0, // Starting frame number.
  874. 0, // Loop start frame number.
  875. -1, // Ending frame of loop back.
  876. -1, // Number of animation stages.
  877. 1, // Number of times the animation loops.
  878. VOC_GUN20, // Sound effect to play.
  879. ANIM_NONE
  880. );
  881. static AnimTypeClass const FBall1(
  882. ANIM_FBALL1, // Animation number.
  883. "FBALL1", // Data name of animation.
  884. 67, // Maximum dimension of animation.
  885. 6, // Biggest animation stage.
  886. true, // Normalized animation rate?
  887. false, // Uses white translucent table?
  888. false, // Scorches the ground?
  889. true, // Forms a crater?
  890. false, // Sticks to unit in square?
  891. false, // Ground level animation?
  892. false, // Translucent colors in this animation?
  893. false, // Is this a flame thrower animation?
  894. 0x0000, // Damage to apply per tick (fixed point).
  895. 1, // Delay between frames.
  896. 0, // Starting frame number.
  897. 0, // Loop start frame number.
  898. -1, // Ending frame of loop back.
  899. -1, // Number of animation stages.
  900. 1, // Number of times the animation loops.
  901. VOC_XPLOS, // Sound effect to play.
  902. ANIM_NONE
  903. );
  904. static AnimTypeClass const Frag1(
  905. ANIM_FRAG1, // Animation number.
  906. "FRAG1", // Data name of animation.
  907. 45, // Maximum dimension of animation.
  908. 3, // Biggest animation stage.
  909. true, // Normalized animation rate?
  910. false, // Uses white translucent table?
  911. false, // Scorches the ground?
  912. true, // Forms a crater?
  913. true, // Sticks to unit in square?
  914. true, // Ground level animation?
  915. false, // Translucent colors in this animation?
  916. false, // Is this a flame thrower animation?
  917. 0x0000, // Damage to apply per tick (fixed point).
  918. 1, // Delay between frames.
  919. 0, // Starting frame number.
  920. 0, // Loop start frame number.
  921. -1, // Ending frame of loop back.
  922. -1, // Number of animation stages.
  923. 1, // Number of times the animation loops.
  924. VOC_XPLOBIG4, // Sound effect to play.
  925. ANIM_NONE
  926. );
  927. static AnimTypeClass const Frag3(
  928. ANIM_FRAG2, // Animation number.
  929. "FRAG3", // Data name of animation.
  930. 41, // Maximum dimension of animation.
  931. 3, // Biggest animation stage.
  932. true, // Normalized animation rate?
  933. false, // Uses white translucent table?
  934. false, // Scorches the ground?
  935. true, // Forms a crater?
  936. false, // Sticks to unit in square?
  937. true, // Ground level animation?
  938. false, // Translucent colors in this animation?
  939. false, // Is this a flame thrower animation?
  940. 0x0000, // Damage to apply per tick (fixed point).
  941. 1, // Delay between frames.
  942. 0, // Starting frame number.
  943. 0, // Loop start frame number.
  944. -1, // Ending frame of loop back.
  945. -1, // Number of animation stages.
  946. 1, // Number of times the animation loops.
  947. VOC_XPLOBIG6, // Sound effect to play.
  948. ANIM_NONE
  949. );
  950. static AnimTypeClass const VehHit1(
  951. ANIM_VEH_HIT1, // Animation number.
  952. "VEH-HIT1", // Data name of animation.
  953. 30, // Maximum dimension of animation.
  954. 4, // Biggest animation stage.
  955. true, // Normalized animation rate?
  956. false, // Uses white translucent table?
  957. false, // Scorches the ground?
  958. false, // Forms a crater?
  959. true, // Sticks to unit in square?
  960. false, // Ground level animation?
  961. false, // Translucent colors in this animation?
  962. false, // Is this a flame thrower animation?
  963. 0x0000, // Damage to apply per tick (fixed point).
  964. 1, // Delay between frames.
  965. 0, // Starting frame number.
  966. 0, // Loop start frame number.
  967. -1, // Ending frame of loop back.
  968. -1, // Number of animation stages.
  969. 1, // Number of times the animation loops.
  970. VOC_XPLOS, // Sound effect to play.
  971. ANIM_NONE
  972. );
  973. static AnimTypeClass const VehHit2(
  974. ANIM_VEH_HIT2, // Animation number.
  975. "VEH-HIT2", // Data name of animation.
  976. 21, // Maximum dimension of animation.
  977. 1, // Biggest animation stage.
  978. true, // Normalized animation rate?
  979. false, // Uses white translucent table?
  980. false, // Scorches the ground?
  981. false, // Forms a crater?
  982. true, // Sticks to unit in square?
  983. false, // Ground level animation?
  984. false, // Translucent colors in this animation?
  985. false, // Is this a flame thrower animation?
  986. 0x0000, // Damage to apply per tick (fixed point).
  987. 1, // Delay between frames.
  988. 0, // Starting frame number.
  989. 0, // Loop start frame number.
  990. -1, // Ending frame of loop back.
  991. -1, // Number of animation stages.
  992. 1, // Number of times the animation loops.
  993. VOC_XPLOS, // Sound effect to play.
  994. ANIM_NONE
  995. );
  996. static AnimTypeClass const VehHit3(
  997. ANIM_VEH_HIT3, // Animation number.
  998. "VEH-HIT3", // Data name of animation.
  999. 19, // Maximum dimension of animation.
  1000. 3, // Biggest animation stage.
  1001. true, // Normalized animation rate?
  1002. false, // Uses white translucent table?
  1003. false, // Scorches the ground?
  1004. false, // Forms a crater?
  1005. true, // Sticks to unit in square?
  1006. false, // Ground level animation?
  1007. false, // Translucent colors in this animation?
  1008. false, // Is this a flame thrower animation?
  1009. 0x0000, // Damage to apply per tick (fixed point).
  1010. 1, // Delay between frames.
  1011. 0, // Starting frame number.
  1012. 0, // Loop start frame number.
  1013. -1, // Ending frame of loop back.
  1014. -1, // Number of animation stages.
  1015. 1, // Number of times the animation loops.
  1016. VOC_XPLOS, // Sound effect to play.
  1017. ANIM_NONE
  1018. );
  1019. static AnimTypeClass const ArtExp1(
  1020. ANIM_ART_EXP1, // Animation number.
  1021. "ART-EXP1", // Data name of animation.
  1022. 41, // Maximum dimension of animation.
  1023. 1, // Biggest animation stage.
  1024. true, // Normalized animation rate?
  1025. false, // Uses white translucent table?
  1026. false, // Scorches the ground?
  1027. true, // Forms a crater?
  1028. false, // Sticks to unit in square?
  1029. false, // Ground level animation?
  1030. false, // Translucent colors in this animation?
  1031. false, // Is this a flame thrower animation?
  1032. 0x0000, // Damage to apply per tick (fixed point).
  1033. 1, // Delay between frames.
  1034. 0, // Starting frame number.
  1035. 0, // Loop start frame number.
  1036. -1, // Ending frame of loop back.
  1037. -1, // Number of animation stages.
  1038. 1, // Number of times the animation loops.
  1039. VOC_XPLOSML2, // Sound effect to play.
  1040. ANIM_NONE
  1041. );
  1042. static AnimTypeClass const Napalm1(
  1043. ANIM_NAPALM1, // Animation number.
  1044. "NAPALM1", // Data name of animation.
  1045. 21, // Maximum dimension of animation.
  1046. 5, // Biggest animation stage.
  1047. false, // Normalized animation rate?
  1048. false, // Uses white translucent table?
  1049. true, // Scorches the ground?
  1050. false, // Forms a crater?
  1051. false, // Sticks to unit in square?
  1052. false, // Ground level animation?
  1053. false, // Translucent colors in this animation?
  1054. false, // Is this a flame thrower animation?
  1055. 0x0000, // Damage to apply per tick (fixed point).
  1056. 1, // Delay between frames.
  1057. 0, // Starting frame number.
  1058. 0, // Loop start frame number.
  1059. -1, // Ending frame of loop back.
  1060. -1, // Number of animation stages.
  1061. 1, // Number of times the animation loops.
  1062. VOC_FLAMER1, // Sound effect to play.
  1063. ANIM_NONE
  1064. );
  1065. static AnimTypeClass const Napalm2(
  1066. ANIM_NAPALM2, // Animation number.
  1067. "NAPALM2", // Data name of animation.
  1068. 41, // Maximum dimension of animation.
  1069. 5, // Biggest animation stage.
  1070. false, // Normalized animation rate?
  1071. false, // Uses white translucent table?
  1072. true, // Scorches the ground?
  1073. false, // Forms a crater?
  1074. false, // Sticks to unit in square?
  1075. false, // Ground level animation?
  1076. false, // Translucent colors in this animation?
  1077. false, // Is this a flame thrower animation?
  1078. 0x0000, // Damage to apply per tick (fixed point).
  1079. 1, // Delay between frames.
  1080. 0, // Starting frame number.
  1081. 0, // Loop start frame number.
  1082. -1, // Ending frame of loop back.
  1083. -1, // Number of animation stages.
  1084. 1, // Number of times the animation loops.
  1085. VOC_FLAMER1, // Sound effect to play.
  1086. ANIM_NONE
  1087. );
  1088. static AnimTypeClass const Napalm3(
  1089. ANIM_NAPALM3, // Animation number.
  1090. "NAPALM3", // Data name of animation.
  1091. 78, // Maximum dimension of animation.
  1092. 5, // Biggest animation stage.
  1093. false, // Normalized animation rate?
  1094. false, // Uses white translucent table?
  1095. true, // Scorches the ground?
  1096. false, // Forms a crater?
  1097. false, // Sticks to unit in square?
  1098. false, // Ground level animation?
  1099. false, // Translucent colors in this animation?
  1100. false, // Is this a flame thrower animation?
  1101. 0x0000, // Damage to apply per tick (fixed point).
  1102. 1, // Delay between frames.
  1103. 0, // Starting frame number.
  1104. 0, // Loop start frame number.
  1105. -1, // Ending frame of loop back.
  1106. -1, // Number of animation stages.
  1107. 1, // Number of times the animation loops.
  1108. VOC_FLAMER1, // Sound effect to play.
  1109. ANIM_NONE
  1110. );
  1111. static AnimTypeClass const SmokePuff(
  1112. ANIM_SMOKE_PUFF, // Animation number.
  1113. "SMOKEY", // Data name of animation.
  1114. 24, // Maximum dimension of animation.
  1115. 2, // Biggest animation stage.
  1116. true, // Normalized animation rate?
  1117. false, // Uses white translucent table?
  1118. false, // Scorches the ground?
  1119. false, // Forms a crater?
  1120. false, // Sticks to unit in square?
  1121. false, // Ground level animation?
  1122. true, // Translucent colors in this animation?
  1123. false, // Is this a flame thrower animation?
  1124. 0x0000, // Damage to apply per tick (fixed point).
  1125. 1, // Delay between frames.
  1126. 0, // Starting frame number.
  1127. 0, // Loop start frame number.
  1128. -1, // Ending frame of loop back.
  1129. -1, // Number of animation stages.
  1130. 1, // Number of times the animation loops.
  1131. VOC_NONE, // Sound effect to play.
  1132. ANIM_NONE
  1133. );
  1134. static AnimTypeClass const Piff(
  1135. ANIM_PIFF, // Animation number.
  1136. "PIFF", // Data name of animation.
  1137. 13, // Maximum dimension of animation.
  1138. 1, // Biggest animation stage.
  1139. true, // Normalized animation rate?
  1140. false, // Uses white translucent table?
  1141. false, // Scorches the ground?
  1142. false, // Forms a crater?
  1143. false, // Sticks to unit in square?
  1144. false, // Ground level animation?
  1145. false, // Translucent colors in this animation?
  1146. false, // Is this a flame thrower animation?
  1147. 0x0000, // Damage to apply per tick (fixed point).
  1148. 1, // Delay between frames.
  1149. 0, // Starting frame number.
  1150. 0, // Loop start frame number.
  1151. -1, // Ending frame of loop back.
  1152. -1, // Number of animation stages.
  1153. 1, // Number of times the animation loops.
  1154. VOC_NONE, // Sound effect to play.
  1155. ANIM_NONE
  1156. );
  1157. static AnimTypeClass const PiffPiff(
  1158. ANIM_PIFFPIFF, // Animation number.
  1159. "PIFFPIFF", // Data name of animation.
  1160. 20, // Maximum dimension of animation.
  1161. 2, // Biggest animation stage.
  1162. true, // Normalized animation rate?
  1163. false, // Uses white translucent table?
  1164. false, // Scorches the ground?
  1165. false, // Forms a crater?
  1166. false, // Sticks to unit in square?
  1167. false, // Ground level animation?
  1168. false, // Translucent colors in this animation?
  1169. false, // Is this a flame thrower animation?
  1170. 0x0000, // Damage to apply per tick (fixed point).
  1171. 1, // Delay between frames.
  1172. 0, // Starting frame number.
  1173. 0, // Loop start frame number.
  1174. -1, // Ending frame of loop back.
  1175. -1, // Number of animation stages.
  1176. 1, // Number of times the animation loops.
  1177. VOC_NONE, // Sound effect to play.
  1178. ANIM_NONE
  1179. );
  1180. static AnimTypeClass const Fire3(
  1181. ANIM_FIRE_SMALL, // Animation number.
  1182. "FIRE3", // Data name of animation.
  1183. 23, // Maximum dimension of animation.
  1184. 0, // Biggest animation stage.
  1185. false, // Normalized animation rate?
  1186. false, // Uses white translucent table?
  1187. false, // Scorches the ground?
  1188. false, // Forms a crater?
  1189. false, // Sticks to unit in square?
  1190. true, // Ground level animation?
  1191. false, // Translucent colors in this animation?
  1192. false, // Is this a flame thrower animation?
  1193. 0x0008, // Damage to apply per tick (fixed point).
  1194. 1, // Delay between frames.
  1195. 0, // Starting frame number.
  1196. 0, // Loop start frame number.
  1197. -1, // Ending frame of loop back.
  1198. -1, // Number of animation stages.
  1199. 2, // Number of times the animation loops.
  1200. VOC_NONE, // Sound effect to play.
  1201. ANIM_NONE
  1202. );
  1203. static AnimTypeClass const Fire1(
  1204. ANIM_FIRE_MED2, // Animation number.
  1205. "FIRE1", // Data name of animation.
  1206. 23, // Maximum dimension of animation.
  1207. 0, // Biggest animation stage.
  1208. false, // Normalized animation rate?
  1209. false, // Uses white translucent table?
  1210. true, // Scorches the ground?
  1211. false, // Forms a crater?
  1212. false, // Sticks to unit in square?
  1213. true, // Ground level animation?
  1214. false, // Translucent colors in this animation?
  1215. false, // Is this a flame thrower animation?
  1216. 0x0010, // Damage to apply per tick (fixed point).
  1217. 1, // Delay between frames.
  1218. 0, // Starting frame number.
  1219. 0, // Loop start frame number.
  1220. -1, // Ending frame of loop back.
  1221. -1, // Number of animation stages.
  1222. 3, // Number of times the animation loops.
  1223. VOC_NONE, // Sound effect to play.
  1224. ANIM_NONE
  1225. );
  1226. static AnimTypeClass const Fire4(
  1227. ANIM_FIRE_TINY, // Animation number.
  1228. "FIRE4", // Data name of animation.
  1229. 7, // Maximum dimension of animation.
  1230. 0, // Biggest animation stage.
  1231. false, // Normalized animation rate?
  1232. false, // Uses white translucent table?
  1233. false, // Scorches the ground?
  1234. false, // Forms a crater?
  1235. false, // Sticks to unit in square?
  1236. true, // Ground level animation?
  1237. false, // Translucent colors in this animation?
  1238. false, // Is this a flame thrower animation?
  1239. 0x0008, // Damage to apply per tick (fixed point).
  1240. 1, // Delay between frames.
  1241. 0, // Starting frame number.
  1242. 0, // Loop start frame number.
  1243. -1, // Ending frame of loop back.
  1244. -1, // Number of animation stages.
  1245. 3, // Number of times the animation loops.
  1246. VOC_NONE, // Sound effect to play.
  1247. ANIM_NONE
  1248. );
  1249. static AnimTypeClass const Fire2(
  1250. ANIM_FIRE_MED, // Animation number.
  1251. "FIRE2", // Data name of animation.
  1252. 23, // Maximum dimension of animation.
  1253. 0, // Biggest animation stage.
  1254. false, // Normalized animation rate?
  1255. false, // Uses white translucent table?
  1256. true, // Scorches the ground?
  1257. false, // Forms a crater?
  1258. false, // Sticks to unit in square?
  1259. true, // Ground level animation?
  1260. false, // Translucent colors in this animation?
  1261. false, // Is this a flame thrower animation?
  1262. 0x0010, // Damage to apply per tick (fixed point).
  1263. 1, // Delay between frames.
  1264. 0, // Starting frame number.
  1265. 0, // Loop start frame number.
  1266. -1, // Ending frame of loop back.
  1267. -1, // Number of animation stages.
  1268. 3, // Number of times the animation loops.
  1269. VOC_NONE, // Sound effect to play.
  1270. ANIM_NONE
  1271. );
  1272. static AnimTypeClass const OilFieldBurn(
  1273. ANIM_OILFIELD_BURN, // Animation number.
  1274. "FLMSPT", // Data name of animation.
  1275. 42, // Maximum dimension of animation.
  1276. 58, // Biggest animation stage.
  1277. true, // Normalized animation rate?
  1278. false, // Uses white translucent table?
  1279. false, // Scorches the ground?
  1280. false, // Forms a crater?
  1281. false, // Sticks to unit in square?
  1282. true, // Ground level animation?
  1283. false, // Translucent colors in this animation?
  1284. false, // Is this a flame thrower animation?
  1285. 0x0000, // Damage to apply per tick (fixed point).
  1286. 1, // Delay between frames.
  1287. 0, // Starting frame number.
  1288. 33, // Loop start frame number.
  1289. 99, // Ending frame of loop back.
  1290. 66, // Number of animation stages.
  1291. 65535, // Number of times the animation loops.
  1292. VOC_NONE, // Sound effect to play.
  1293. ANIM_NONE
  1294. );
  1295. static AnimTypeClass const Gunfire(
  1296. ANIM_MUZZLE_FLASH, // Animation number.
  1297. "GUNFIRE", // Data name of animation.
  1298. 16, // Maximum dimension of animation.
  1299. 0, // Biggest animation stage.
  1300. false, // Normalized animation rate?
  1301. false, // Uses white translucent table?
  1302. false, // Scorches the ground?
  1303. false, // Forms a crater?
  1304. false, // Sticks to unit in square?
  1305. true, // Ground level animation?
  1306. true, // Translucent colors in this animation?
  1307. false, // Is this a flame thrower animation?
  1308. 0x0000, // Damage to apply per tick (fixed point).
  1309. 1, // Delay between frames.
  1310. 0, // Starting frame number.
  1311. 0, // Loop start frame number.
  1312. 0, // Number of times the animation loops.
  1313. // 2, // Number of times the animation loops.
  1314. 1, // Number of animation stages.
  1315. // 2, // Number of animation stages.
  1316. 1, // Ending frame of loop back.
  1317. VOC_NONE, // Sound effect to play.
  1318. ANIM_NONE
  1319. );
  1320. #ifdef NEVER
  1321. static AnimTypeClass const E1RotFire(
  1322. ANIM_E1_ROT_FIRE, // Animation number.
  1323. "E1ROT", // Data name of animation.
  1324. false, // Normalized animation rate?
  1325. false, // Uses white translucent table?
  1326. false, // Scorches the ground?
  1327. false, // Forms a crater?
  1328. false, // Sticks to unit in square?
  1329. true, // Is a flat on the ground animation?
  1330. true, // Ground level animation?
  1331. false, // Translucent colors in this animation?
  1332. false, // Is this a flame thrower animation?
  1333. 0x0000, // Damage to apply per tick (fixed point).
  1334. 30, // Delay between frames.
  1335. 28, // Starting frame number.
  1336. 0, // Loop start frame number.
  1337. 0, // Ending frame of loop back.
  1338. 4, // Number of animation stages.
  1339. 1, // Number of times the animation loops.
  1340. VOC_NONE, // Sound effect to play.
  1341. ANIM_NONE
  1342. );
  1343. static AnimTypeClass const E1RotGrenade(
  1344. ANIM_E1_ROT_GRENADE, // Animation number.
  1345. "E1ROT", // Data name of animation.
  1346. false, // Normalized animation rate?
  1347. false, // Uses white translucent table?
  1348. false, // Scorches the ground?
  1349. false, // Forms a crater?
  1350. false, // Sticks to unit in square?
  1351. true, // Is a flat on the ground animation?
  1352. true, // Ground level animation?
  1353. false, // Translucent colors in this animation?
  1354. false, // Is this a flame thrower animation?
  1355. 0x0000, // Damage to apply per tick (fixed point).
  1356. 30, // Delay between frames.
  1357. 24, // Starting frame number.
  1358. 0, // Loop start frame number.
  1359. 0, // Loopback frame number.
  1360. 4, // Number of animation stages.
  1361. 1, // Number of times the animation loops.
  1362. VOC_NONE, // Sound effect to play.
  1363. ANIM_NONE
  1364. );
  1365. static AnimTypeClass const E1RotGun(
  1366. ANIM_E1_ROT_GUN, // Animation number.
  1367. "E1ROT", // Data name of animation.
  1368. false, // Normalized animation rate?
  1369. false, // Uses white translucent table?
  1370. false, // Scorches the ground?
  1371. false, // Forms a crater?
  1372. false, // Sticks to unit in square?
  1373. true, // Is a flat on the ground animation?
  1374. true, // Ground level animation?
  1375. false, // Translucent colors in this animation?
  1376. false, // Is this a flame thrower animation?
  1377. 0x0000, // Damage to apply per tick (fixed point).
  1378. 30, // Delay between frames.
  1379. 16, // Starting frame number.
  1380. 0, // Loop start frame number.
  1381. 0, // Loopback frame number.
  1382. 4, // Number of animation stages.
  1383. 1, // Number of times the animation loops.
  1384. VOC_NONE, // Sound effect to play.
  1385. ANIM_NONE
  1386. );
  1387. static AnimTypeClass const E1RotExp(
  1388. ANIM_E1_ROT_EXP, // Animation number.
  1389. "E1ROT", // Data name of animation.
  1390. false, // Normalized animation rate?
  1391. false, // Uses white translucent table?
  1392. false, // Scorches the ground?
  1393. false, // Forms a crater?
  1394. false, // Sticks to unit in square?
  1395. true, // Is a flat on the ground animation?
  1396. true, // Ground level animation?
  1397. false, // Translucent colors in this animation?
  1398. false, // Is this a flame thrower animation?
  1399. 0x0000, // Damage to apply per tick (fixed point).
  1400. 30, // Delay between frames.
  1401. 20, // Starting frame number.
  1402. 0, // Loop start frame number.
  1403. 0, // Loopback frame number.
  1404. 4, // Number of animation stages.
  1405. 1, // Number of times the animation loops.
  1406. VOC_NONE, // Sound effect to play.
  1407. ANIM_NONE
  1408. );
  1409. static AnimTypeClass const E2RotFire(
  1410. ANIM_E2_ROT_FIRE, // Animation number.
  1411. "E2ROT", // Data name of animation.
  1412. false, // Normalized animation rate?
  1413. false, // Uses white translucent table?
  1414. false, // Scorches the ground?
  1415. false, // Forms a crater?
  1416. false, // Sticks to unit in square?
  1417. true, // Is a flat on the ground animation?
  1418. true, // Ground level animation?
  1419. false, // Translucent colors in this animation?
  1420. false, // Is this a flame thrower animation?
  1421. 0x0000, // Damage to apply per tick (fixed point).
  1422. 30, // Delay between frames.
  1423. 28, // Starting frame number.
  1424. 0, // Loop start frame number.
  1425. 0, // Loopback frame number.
  1426. 4, // Number of animation stages.
  1427. 1, // Number of times the animation loops.
  1428. VOC_NONE, // Sound effect to play.
  1429. ANIM_NONE
  1430. );
  1431. static AnimTypeClass const E2RotGrenade(
  1432. ANIM_E2_ROT_GRENADE, // Animation number.
  1433. "E2ROT", // Data name of animation.
  1434. false, // Normalized animation rate?
  1435. false, // Uses white translucent table?
  1436. false, // Scorches the ground?
  1437. false, // Forms a crater?
  1438. false, // Sticks to unit in square?
  1439. true, // Is a flat on the ground animation?
  1440. true, // Ground level animation?
  1441. false, // Translucent colors in this animation?
  1442. false, // Is this a flame thrower animation?
  1443. 0x0000, // Damage to apply per tick (fixed point).
  1444. 30, // Delay between frames.
  1445. 24, // Starting frame number.
  1446. 0, // Loop start frame number.
  1447. 0, // Loopback frame number.
  1448. 4, // Number of animation stages.
  1449. 1, // Number of times the animation loops.
  1450. VOC_NONE, // Sound effect to play.
  1451. ANIM_NONE
  1452. );
  1453. static AnimTypeClass const E2RotGun(
  1454. ANIM_E2_ROT_GUN, // Animation number.
  1455. "E2ROT", // Data name of animation.
  1456. false, // Normalized animation rate?
  1457. false, // Uses white translucent table?
  1458. false, // Scorches the ground?
  1459. false, // Forms a crater?
  1460. false, // Sticks to unit in square?
  1461. true, // Is a flat on the ground animation?
  1462. true, // Ground level animation?
  1463. false, // Translucent colors in this animation?
  1464. false, // Is this a flame thrower animation?
  1465. 0x0000, // Damage to apply per tick (fixed point).
  1466. 30, // Delay between frames.
  1467. 16, // Starting frame number.
  1468. 0, // Loop start frame number.
  1469. 0, // Loopback frame number.
  1470. 4, // Number of animation stages.
  1471. 1, // Number of times the animation loops.
  1472. VOC_NONE, // Sound effect to play.
  1473. ANIM_NONE
  1474. );
  1475. static AnimTypeClass const E2RotExp(
  1476. ANIM_E2_ROT_EXP, // Animation number.
  1477. "E2ROT", // Data name of animation.
  1478. false, // Normalized animation rate?
  1479. false, // Uses white translucent table?
  1480. false, // Scorches the ground?
  1481. false, // Forms a crater?
  1482. false, // Sticks to unit in square?
  1483. true, // Is a flat on the ground animation?
  1484. true, // Ground level animation?
  1485. false, // Translucent colors in this animation?
  1486. false, // Is this a flame thrower animation?
  1487. 0x0000, // Damage to apply per tick (fixed point).
  1488. 30, // Delay between frames.
  1489. 20, // Starting frame number.
  1490. 0, // Loop start frame number.
  1491. 0, // Loopback frame number.
  1492. 4, // Number of animation stages.
  1493. 1, // Number of times the animation loops.
  1494. VOC_NONE, // Sound effect to play.
  1495. ANIM_NONE
  1496. );
  1497. static AnimTypeClass const E3RotFire(
  1498. ANIM_E3_ROT_FIRE, // Animation number.
  1499. "E3ROT", // Data name of animation.
  1500. false, // Normalized animation rate?
  1501. false, // Uses white translucent table?
  1502. false, // Scorches the ground?
  1503. false, // Forms a crater?
  1504. false, // Sticks to unit in square?
  1505. true, // Is a flat on the ground animation?
  1506. true, // Ground level animation?
  1507. false, // Translucent colors in this animation?
  1508. false, // Is this a flame thrower animation?
  1509. 0x0000, // Damage to apply per tick (fixed point).
  1510. 30, // Delay between frames.
  1511. 28, // Starting frame number.
  1512. 0, // Loop start frame number.
  1513. 0, // Loopback frame number.
  1514. 4, // Number of animation stages.
  1515. 1, // Number of times the animation loops.
  1516. VOC_NONE, // Sound effect to play.
  1517. ANIM_NONE
  1518. );
  1519. static AnimTypeClass const E3RotGrenade(
  1520. ANIM_E3_ROT_GRENADE, // Animation number.
  1521. "E3ROT", // Data name of animation.
  1522. false, // Normalized animation rate?
  1523. false, // Uses white translucent table?
  1524. false, // Scorches the ground?
  1525. false, // Forms a crater?
  1526. false, // Sticks to unit in square?
  1527. true, // Is a flat on the ground animation?
  1528. true, // Ground level animation?
  1529. false, // Translucent colors in this animation?
  1530. false, // Is this a flame thrower animation?
  1531. 0x0000, // Damage to apply per tick (fixed point).
  1532. 30, // Delay between frames.
  1533. 24, // Starting frame number.
  1534. 0, // Loop start frame number.
  1535. 0, // Loopback frame number.
  1536. 4, // Number of animation stages.
  1537. 1, // Number of times the animation loops.
  1538. VOC_NONE, // Sound effect to play.
  1539. ANIM_NONE
  1540. );
  1541. static AnimTypeClass const E3RotGun(
  1542. ANIM_E3_ROT_GUN, // Animation number.
  1543. "E3ROT", // Data name of animation.
  1544. false, // Normalized animation rate?
  1545. false, // Uses white translucent table?
  1546. false, // Scorches the ground?
  1547. false, // Forms a crater?
  1548. false, // Sticks to unit in square?
  1549. true, // Is a flat on the ground animation?
  1550. true, // Ground level animation?
  1551. false, // Translucent colors in this animation?
  1552. false, // Is this a flame thrower animation?
  1553. 0x0000, // Damage to apply per tick (fixed point).
  1554. 30, // Delay between frames.
  1555. 16, // Starting frame number.
  1556. 0, // Loop start frame number.
  1557. 0, // Loopback frame number.
  1558. 4, // Number of animation stages.
  1559. 1, // Number of times the animation loops.
  1560. VOC_NONE, // Sound effect to play.
  1561. ANIM_NONE
  1562. );
  1563. static AnimTypeClass const E3RotExp(
  1564. ANIM_E3_ROT_EXP, // Animation number.
  1565. "E3ROT", // Data name of animation.
  1566. false, // Normalized animation rate?
  1567. false, // Uses white translucent table?
  1568. false, // Scorches the ground?
  1569. false, // Forms a crater?
  1570. false, // Sticks to unit in square?
  1571. true, // Is a flat on the ground animation?
  1572. true, // Ground level animation?
  1573. false, // Translucent colors in this animation?
  1574. false, // Is this a flame thrower animation?
  1575. 0x0000, // Damage to apply per tick (fixed point).
  1576. 30, // Delay between frames.
  1577. 20, // Starting frame number.
  1578. 0, // Loop start frame number.
  1579. 0, // Loopback frame number.
  1580. 4, // Number of animation stages.
  1581. 1, // Number of times the animation loops.
  1582. VOC_NONE, // Sound effect to play.
  1583. ANIM_NONE
  1584. );
  1585. static AnimTypeClass const E4RotFire(
  1586. ANIM_E4_ROT_FIRE, // Animation number.
  1587. "E4ROT", // Data name of animation.
  1588. false, // Normalized animation rate?
  1589. false, // Uses white translucent table?
  1590. false, // Scorches the ground?
  1591. false, // Forms a crater?
  1592. false, // Sticks to unit in square?
  1593. true, // Is a flat on the ground animation?
  1594. true, // Ground level animation?
  1595. false, // Translucent colors in this animation?
  1596. false, // Is this a flame thrower animation?
  1597. 0x0000, // Damage to apply per tick (fixed point).
  1598. 30, // Delay between frames.
  1599. 28, // Starting frame number.
  1600. 0, // Loop start frame number.
  1601. 0, // Loopback frame number.
  1602. 4, // Number of animation stages.
  1603. 1, // Number of times the animation loops.
  1604. VOC_NONE, // Sound effect to play.
  1605. ANIM_NONE
  1606. );
  1607. static AnimTypeClass const E4RotGrenade(
  1608. ANIM_E4_ROT_GRENADE, // Animation number.
  1609. "E4ROT", // Data name of animation.
  1610. false, // Normalized animation rate?
  1611. false, // Uses white translucent table?
  1612. false, // Scorches the ground?
  1613. false, // Forms a crater?
  1614. false, // Sticks to unit in square?
  1615. true, // Is a flat on the ground animation?
  1616. true, // Ground level animation?
  1617. false, // Translucent colors in this animation?
  1618. false, // Is this a flame thrower animation?
  1619. 0x0000, // Damage to apply per tick (fixed point).
  1620. 30, // Delay between frames.
  1621. 24, // Starting frame number.
  1622. 0, // Loop start frame number.
  1623. 0, // Loopback frame number.
  1624. 4, // Number of animation stages.
  1625. 1, // Number of times the animation loops.
  1626. VOC_NONE, // Sound effect to play.
  1627. ANIM_NONE
  1628. );
  1629. static AnimTypeClass const E4RotGun(
  1630. ANIM_E4_ROT_GUN, // Animation number.
  1631. "E4ROT", // Data name of animation.
  1632. false, // Normalized animation rate?
  1633. false, // Uses white translucent table?
  1634. false, // Scorches the ground?
  1635. false, // Forms a crater?
  1636. false, // Sticks to unit in square?
  1637. true, // Is a flat on the ground animation?
  1638. true, // Ground level animation?
  1639. false, // Translucent colors in this animation?
  1640. false, // Is this a flame thrower animation?
  1641. 0x0000, // Damage to apply per tick (fixed point).
  1642. 30, // Delay between frames.
  1643. 16, // Starting frame number.
  1644. 0, // Loop start frame number.
  1645. 0, // Loopback frame number.
  1646. 4, // Number of animation stages.
  1647. 1, // Number of times the animation loops.
  1648. VOC_NONE, // Sound effect to play.
  1649. ANIM_NONE
  1650. );
  1651. static AnimTypeClass const E4RotExp(
  1652. ANIM_E4_ROT_EXP, // Animation number.
  1653. "E4ROT", // Data name of animation.
  1654. false, // Normalized animation rate?
  1655. false, // Uses white translucent table?
  1656. false, // Scorches the ground?
  1657. false, // Forms a crater?
  1658. false, // Sticks to unit in square?
  1659. true, // Is a flat on the ground animation?
  1660. true, // Ground level animation?
  1661. false, // Translucent colors in this animation?
  1662. false, // Is this a flame thrower animation?
  1663. 0x0000, // Damage to apply per tick (fixed point).
  1664. 30, // Delay between frames.
  1665. 20, // Starting frame number.
  1666. 0, // Loop start frame number.
  1667. 0, // Loopback frame number.
  1668. 4, // Number of animation stages.
  1669. 1, // Number of times the animation loops.
  1670. VOC_NONE, // Sound effect to play.
  1671. ANIM_NONE
  1672. );
  1673. #endif
  1674. static AnimTypeClass const SmokeM(
  1675. ANIM_SMOKE_M, // Animation number.
  1676. "SMOKE_M", // Data name of animation.
  1677. 28, // Maximum dimension of animation.
  1678. 30, // Biggest animation stage.
  1679. true, // Normalized animation rate?
  1680. false, // Uses white translucent table?
  1681. false, // Scorches the ground?
  1682. false, // Forms a crater?
  1683. false, // Sticks to unit in square?
  1684. true, // Ground level animation?
  1685. false, // Translucent colors in this animation?
  1686. false, // Is this a flame thrower animation?
  1687. 0x0000, // Damage to apply per tick (fixed point).
  1688. 1, // Delay between frames.
  1689. 0, // Starting frame number.
  1690. 67, // Loop start frame number.
  1691. -1, // Loopback frame number.
  1692. -1, // Number of animation stages.
  1693. 6, // Number of times the animation loops.
  1694. VOC_NONE, // Sound effect to play.
  1695. ANIM_NONE
  1696. );
  1697. /*
  1698. ** Mini-gun fire effect -- used by guard towers.
  1699. */
  1700. static AnimTypeClass const GUNN(
  1701. ANIM_GUN_N, // Animation number.
  1702. "MINIGUN", // Data name of animation.
  1703. 18, // Maximum dimension of animation.
  1704. 0, // Biggest animation stage.
  1705. false, // Normalized animation rate?
  1706. false, // Uses white translucent table?
  1707. false, // Scorches the ground?
  1708. false, // Forms a crater?
  1709. false, // Sticks to unit in square?
  1710. false, // Ground level animation?
  1711. false, // Translucent colors in this animation?
  1712. false, // Is this a flame thrower animation?
  1713. 0x0000, // Damage to apply per tick (fixed point).
  1714. 1, // Delay between frames.
  1715. 0, // Starting frame number.
  1716. 0, // Loop start frame number.
  1717. 0, // Number of times the animation loops.
  1718. 6, // Number of animation stages.
  1719. 0, // Ending frame of loop back.
  1720. VOC_NONE, // Sound effect to play.
  1721. ANIM_NONE
  1722. );
  1723. static AnimTypeClass const GUNNW(
  1724. ANIM_GUN_NW, // Animation number.
  1725. "MINIGUN", // Data name of animation.
  1726. 18, // Maximum dimension of animation.
  1727. 0, // Biggest animation stage.
  1728. false, // Normalized animation rate?
  1729. false, // Uses white translucent table?
  1730. false, // Scorches the ground?
  1731. false, // Forms a crater?
  1732. false, // Sticks to unit in square?
  1733. false, // Ground level animation?
  1734. false, // Translucent colors in this animation?
  1735. false, // Is this a flame thrower animation?
  1736. 0x0000, // Damage to apply per tick (fixed point).
  1737. 1, // Delay between frames.
  1738. 6, // Starting frame number.
  1739. 0, // Loop start frame number.
  1740. 0, // Number of times the animation loops.
  1741. 6, // Number of animation stages.
  1742. 0, // Ending frame of loop back.
  1743. VOC_NONE, // Sound effect to play.
  1744. ANIM_NONE
  1745. );
  1746. static AnimTypeClass const GUNW(
  1747. ANIM_GUN_W, // Animation number.
  1748. "MINIGUN", // Data name of animation.
  1749. 18, // Maximum dimension of animation.
  1750. 0, // Biggest animation stage.
  1751. false, // Normalized animation rate?
  1752. false, // Uses white translucent table?
  1753. false, // Scorches the ground?
  1754. false, // Forms a crater?
  1755. false, // Sticks to unit in square?
  1756. false, // Ground level animation?
  1757. false, // Translucent colors in this animation?
  1758. false, // Is this a flame thrower animation?
  1759. 0x0000, // Damage to apply per tick (fixed point).
  1760. 1, // Delay between frames.
  1761. 12, // Starting frame number.
  1762. 0, // Loop start frame number.
  1763. 0, // Number of times the animation loops.
  1764. 6, // Number of animation stages.
  1765. 0, // Ending frame of loop back.
  1766. VOC_NONE, // Sound effect to play.
  1767. ANIM_NONE
  1768. );
  1769. static AnimTypeClass const GUNSW(
  1770. ANIM_GUN_SW, // Animation number.
  1771. "MINIGUN", // Data name of animation.
  1772. 18, // Maximum dimension of animation.
  1773. 0, // Biggest animation stage.
  1774. false, // Normalized animation rate?
  1775. false, // Uses white translucent table?
  1776. false, // Scorches the ground?
  1777. false, // Forms a crater?
  1778. false, // Sticks to unit in square?
  1779. false, // Ground level animation?
  1780. false, // Translucent colors in this animation?
  1781. false, // Is this a flame thrower animation?
  1782. 0x0000, // Damage to apply per tick (fixed point).
  1783. 1, // Delay between frames.
  1784. 18, // Starting frame number.
  1785. 0, // Loop start frame number.
  1786. 0, // Number of times the animation loops.
  1787. 6, // Number of animation stages.
  1788. 0, // Ending frame of loop back.
  1789. VOC_NONE, // Sound effect to play.
  1790. ANIM_NONE
  1791. );
  1792. static AnimTypeClass const GUNS(
  1793. ANIM_GUN_S, // Animation number.
  1794. "MINIGUN", // Data name of animation.
  1795. 18, // Maximum dimension of animation.
  1796. 0, // Biggest animation stage.
  1797. false, // Normalized animation rate?
  1798. false, // Uses white translucent table?
  1799. false, // Scorches the ground?
  1800. false, // Forms a crater?
  1801. false, // Sticks to unit in square?
  1802. false, // Ground level animation?
  1803. false, // Translucent colors in this animation?
  1804. false, // Is this a flame thrower animation?
  1805. 0x0000, // Damage to apply per tick (fixed point).
  1806. 1, // Delay between frames.
  1807. 24, // Starting frame number.
  1808. 0, // Loop start frame number.
  1809. 0, // Number of times the animation loops.
  1810. 6, // Number of animation stages.
  1811. 0, // Ending frame of loop back.
  1812. VOC_NONE, // Sound effect to play.
  1813. ANIM_NONE
  1814. );
  1815. static AnimTypeClass const GUNSE(
  1816. ANIM_GUN_SE, // Animation number.
  1817. "MINIGUN", // Data name of animation.
  1818. 18, // Maximum dimension of animation.
  1819. 0, // Biggest animation stage.
  1820. false, // Normalized animation rate?
  1821. false, // Uses white translucent table?
  1822. false, // Scorches the ground?
  1823. false, // Forms a crater?
  1824. false, // Sticks to unit in square?
  1825. false, // Ground level animation?
  1826. false, // Translucent colors in this animation?
  1827. false, // Is this a flame thrower animation?
  1828. 0x0000, // Damage to apply per tick (fixed point).
  1829. 1, // Delay between frames.
  1830. 30, // Starting frame number.
  1831. 0, // Loop start frame number.
  1832. 0, // Number of times the animation loops.
  1833. 6, // Number of animation stages.
  1834. 0, // Ending frame of loop back.
  1835. VOC_NONE, // Sound effect to play.
  1836. ANIM_NONE
  1837. );
  1838. static AnimTypeClass const GUNE(
  1839. ANIM_GUN_E, // Animation number.
  1840. "MINIGUN", // Data name of animation.
  1841. 18, // Maximum dimension of animation.
  1842. 0, // Biggest animation stage.
  1843. false, // Normalized animation rate?
  1844. false, // Uses white translucent table?
  1845. false, // Scorches the ground?
  1846. false, // Forms a crater?
  1847. false, // Sticks to unit in square?
  1848. false, // Ground level animation?
  1849. false, // Translucent colors in this animation?
  1850. false, // Is this a flame thrower animation?
  1851. 0x0000, // Damage to apply per tick (fixed point).
  1852. 1, // Delay between frames.
  1853. 36, // Starting frame number.
  1854. 0, // Loop start frame number.
  1855. 0, // Number of times the animation loops.
  1856. 6, // Number of animation stages.
  1857. 0, // Ending frame of loop back.
  1858. VOC_NONE, // Sound effect to play.
  1859. ANIM_NONE
  1860. );
  1861. static AnimTypeClass const GUNNE(
  1862. ANIM_GUN_NE, // Animation number.
  1863. "MINIGUN", // Data name of animation.
  1864. 18, // Maximum dimension of animation.
  1865. 0, // Biggest animation stage.
  1866. false, // Normalized animation rate?
  1867. false, // Uses white translucent table?
  1868. false, // Scorches the ground?
  1869. false, // Forms a crater?
  1870. false, // Sticks to unit in square?
  1871. false, // Ground level animation?
  1872. false, // Translucent colors in this animation?
  1873. false, // Is this a flame thrower animation?
  1874. 0x0000, // Damage to apply per tick (fixed point).
  1875. 1, // Delay between frames.
  1876. 42, // Starting frame number.
  1877. 0, // Loop start frame number.
  1878. 0, // Number of times the animation loops.
  1879. 6, // Number of animation stages.
  1880. 0, // Ending frame of loop back.
  1881. VOC_NONE, // Sound effect to play.
  1882. ANIM_NONE
  1883. );
  1884. static AnimTypeClass const IonCannon(
  1885. ANIM_ION_CANNON, // Animation number.
  1886. "IONSFX", // Data name of animation.
  1887. 48, // Maximum dimension of animation.
  1888. 11, // Biggest animation stage.
  1889. false, // Normalized animation rate?
  1890. false, // Uses white translucent table?
  1891. true, // Scorches the ground?
  1892. true, // Forms a crater?
  1893. false, // Sticks to unit in square?
  1894. false, // Ground level animation?
  1895. false, // Translucent colors in this animation?
  1896. false, // Is this a flame thrower animation?
  1897. 0x0000, // Damage to apply per tick (fixed point).
  1898. 1, // Delay between frames.
  1899. 0, // Starting frame number.
  1900. 0, // Loop start frame number.
  1901. 0, // Ending frame of loop back.
  1902. 15, // Number of animation stages.
  1903. 0, // Number of times the animation loops.
  1904. VOC_ION_CANNON, // Sound effect to play.
  1905. ANIM_ART_EXP1
  1906. );
  1907. static AnimTypeClass const AtomBomb(
  1908. ANIM_ATOM_BLAST, // Animation number.
  1909. "ATOMSFX", // Data name of animation.
  1910. 72, // Maximum dimension of animation.
  1911. 19, // Biggest animation stage.
  1912. false, // Normalized animation rate?
  1913. false, // Uses white translucent table?
  1914. true, // Scorches the ground?
  1915. true, // Forms a crater?
  1916. false, // Sticks to unit in square?
  1917. false, // Ground level animation?
  1918. false, // Translucent colors in this animation?
  1919. false, // Is this a flame thrower animation?
  1920. 0x0000, // Damage to apply per tick (fixed point).
  1921. 1, // Delay between frames.
  1922. 0, // Starting frame number.
  1923. 0, // Loop start frame number.
  1924. 0, // Ending frame of loop back.
  1925. -1, // Number of animation stages.
  1926. 0, // Number of times the animation loops.
  1927. VOC_NUKE_EXPLODE, // Sound effect to play.
  1928. ANIM_NONE
  1929. );
  1930. static AnimTypeClass const AtomDoor(
  1931. ANIM_ATOM_DOOR, // Animation number.
  1932. "ATOMDOOR", // Data name of animation.
  1933. 48, // Maximum dimension of animation.
  1934. 19, // Biggest animation stage.
  1935. false, // Normalized animation rate?
  1936. false, // Uses white translucent table?
  1937. true, // Scorches the ground?
  1938. true, // Forms a crater?
  1939. true, // Sticks to unit in square?
  1940. false, // Ground level animation?
  1941. false, // Translucent colors in this animation?
  1942. false, // Is this a flame thrower animation?
  1943. 0x0000, // Damage to apply per tick (fixed point).
  1944. 1, // Delay between frames.
  1945. 0, // Starting frame number.
  1946. 0, // Loop start frame number.
  1947. 0, // Ending frame of loop back.
  1948. -1, // Number of animation stages.
  1949. 0, // Number of times the animation loops.
  1950. VOC_NONE, // Sound effect to play.
  1951. ANIM_NONE
  1952. );
  1953. static AnimTypeClass const CDeviator(
  1954. ANIM_CRATE_DEVIATOR, // Animation number.
  1955. "DEVIATOR", // Data name of animation.
  1956. 48, // Maximum dimension of animation.
  1957. 0, // Biggest animation stage.
  1958. true, // Normalized animation rate?
  1959. false, // Uses white translucent table?
  1960. false, // Scorches the ground?
  1961. false, // Forms a crater?
  1962. false, // Sticks to unit in square?
  1963. false, // Ground level animation?
  1964. false, // Translucent colors in this animation?
  1965. false, // Is this a flame thrower animation?
  1966. 0x0000, // Damage to apply per tick (fixed point).
  1967. 2, // Delay between frames.
  1968. 0, // Starting frame number.
  1969. 0, // Loop start frame number.
  1970. 0, // Ending frame of loop back.
  1971. -1, // Number of animation stages.
  1972. 0, // Number of times the animation loops.
  1973. VOC_NONE, // Sound effect to play.
  1974. ANIM_NONE // Follow up animation.
  1975. );
  1976. static AnimTypeClass const CDollar(
  1977. ANIM_CRATE_DOLLAR, // Animation number.
  1978. "DOLLAR", // Data name of animation.
  1979. 48, // Maximum dimension of animation.
  1980. 0, // Biggest animation stage.
  1981. true, // Normalized animation rate?
  1982. false, // Uses white translucent table?
  1983. false, // Scorches the ground?
  1984. false, // Forms a crater?
  1985. false, // Sticks to unit in square?
  1986. false, // Ground level animation?
  1987. false, // Translucent colors in this animation?
  1988. false, // Is this a flame thrower animation?
  1989. 0x0000, // Damage to apply per tick (fixed point).
  1990. 2, // Delay between frames.
  1991. 0, // Starting frame number.
  1992. 0, // Loop start frame number.
  1993. 0, // Ending frame of loop back.
  1994. -1, // Number of animation stages.
  1995. 0, // Number of times the animation loops.
  1996. VOC_NONE, // Sound effect to play.
  1997. ANIM_NONE // Follow up animation.
  1998. );
  1999. static AnimTypeClass const CEarth(
  2000. ANIM_CRATE_EARTH, // Animation number.
  2001. "EARTH", // Data name of animation.
  2002. 48, // Maximum dimension of animation.
  2003. 0, // Biggest animation stage.
  2004. true, // Normalized animation rate?
  2005. false, // Uses white translucent table?
  2006. false, // Scorches the ground?
  2007. false, // Forms a crater?
  2008. false, // Sticks to unit in square?
  2009. false, // Ground level animation?
  2010. false, // Translucent colors in this animation?
  2011. false, // Is this a flame thrower animation?
  2012. 0x0000, // Damage to apply per tick (fixed point).
  2013. 2, // Delay between frames.
  2014. 0, // Starting frame number.
  2015. 0, // Loop start frame number.
  2016. 0, // Ending frame of loop back.
  2017. -1, // Number of animation stages.
  2018. 0, // Number of times the animation loops.
  2019. VOC_NONE, // Sound effect to play.
  2020. ANIM_NONE // Follow up animation.
  2021. );
  2022. static AnimTypeClass const CEmpulse(
  2023. ANIM_CRATE_EMPULSE, // Animation number.
  2024. "EMPULSE", // Data name of animation.
  2025. 48, // Maximum dimension of animation.
  2026. 0, // Biggest animation stage.
  2027. true, // Normalized animation rate?
  2028. false, // Uses white translucent table?
  2029. false, // Scorches the ground?
  2030. false, // Forms a crater?
  2031. false, // Sticks to unit in square?
  2032. false, // Ground level animation?
  2033. false, // Translucent colors in this animation?
  2034. false, // Is this a flame thrower animation?
  2035. 0x0000, // Damage to apply per tick (fixed point).
  2036. 2, // Delay between frames.
  2037. 0, // Starting frame number.
  2038. 0, // Loop start frame number.
  2039. 0, // Ending frame of loop back.
  2040. -1, // Number of animation stages.
  2041. 0, // Number of times the animation loops.
  2042. VOC_NONE, // Sound effect to play.
  2043. ANIM_NONE // Follow up animation.
  2044. );
  2045. static AnimTypeClass const CInvun(
  2046. ANIM_CRATE_INVUN, // Animation number.
  2047. "INVUN", // Data name of animation.
  2048. 48, // Maximum dimension of animation.
  2049. 0, // Biggest animation stage.
  2050. true, // Normalized animation rate?
  2051. false, // Uses white translucent table?
  2052. false, // Scorches the ground?
  2053. false, // Forms a crater?
  2054. false, // Sticks to unit in square?
  2055. false, // Ground level animation?
  2056. false, // Translucent colors in this animation?
  2057. false, // Is this a flame thrower animation?
  2058. 0x0000, // Damage to apply per tick (fixed point).
  2059. 2, // Delay between frames.
  2060. 0, // Starting frame number.
  2061. 0, // Loop start frame number.
  2062. 0, // Ending frame of loop back.
  2063. -1, // Number of animation stages.
  2064. 0, // Number of times the animation loops.
  2065. VOC_NONE, // Sound effect to play.
  2066. ANIM_NONE // Follow up animation.
  2067. );
  2068. static AnimTypeClass const CMine(
  2069. ANIM_CRATE_MINE, // Animation number.
  2070. "MINE", // Data name of animation.
  2071. 48, // Maximum dimension of animation.
  2072. 0, // Biggest animation stage.
  2073. true, // Normalized animation rate?
  2074. false, // Uses white translucent table?
  2075. false, // Scorches the ground?
  2076. false, // Forms a crater?
  2077. false, // Sticks to unit in square?
  2078. false, // Ground level animation?
  2079. false, // Translucent colors in this animation?
  2080. false, // Is this a flame thrower animation?
  2081. 0x0000, // Damage to apply per tick (fixed point).
  2082. 2, // Delay between frames.
  2083. 0, // Starting frame number.
  2084. 0, // Loop start frame number.
  2085. 0, // Ending frame of loop back.
  2086. -1, // Number of animation stages.
  2087. 0, // Number of times the animation loops.
  2088. VOC_NONE, // Sound effect to play.
  2089. ANIM_NONE // Follow up animation.
  2090. );
  2091. static AnimTypeClass const CRapid(
  2092. ANIM_CRATE_RAPID, // Animation number.
  2093. "RAPID", // Data name of animation.
  2094. 48, // Maximum dimension of animation.
  2095. 0, // Biggest animation stage.
  2096. true, // Normalized animation rate?
  2097. false, // Uses white translucent table?
  2098. false, // Scorches the ground?
  2099. false, // Forms a crater?
  2100. false, // Sticks to unit in square?
  2101. false, // Ground level animation?
  2102. false, // Translucent colors in this animation?
  2103. false, // Is this a flame thrower animation?
  2104. 0x0000, // Damage to apply per tick (fixed point).
  2105. 2, // Delay between frames.
  2106. 0, // Starting frame number.
  2107. 0, // Loop start frame number.
  2108. 0, // Ending frame of loop back.
  2109. -1, // Number of animation stages.
  2110. 0, // Number of times the animation loops.
  2111. VOC_NONE, // Sound effect to play.
  2112. ANIM_NONE // Follow up animation.
  2113. );
  2114. static AnimTypeClass const CStealth(
  2115. ANIM_CRATE_STEALTH, // Animation number.
  2116. "STEALTH2", // Data name of animation.
  2117. 48, // Maximum dimension of animation.
  2118. 0, // Biggest animation stage.
  2119. true, // Normalized animation rate?
  2120. false, // Uses white translucent table?
  2121. false, // Scorches the ground?
  2122. false, // Forms a crater?
  2123. false, // Sticks to unit in square?
  2124. false, // Ground level animation?
  2125. false, // Translucent colors in this animation?
  2126. false, // Is this a flame thrower animation?
  2127. 0x0000, // Damage to apply per tick (fixed point).
  2128. 2, // Delay between frames.
  2129. 0, // Starting frame number.
  2130. 0, // Loop start frame number.
  2131. 0, // Ending frame of loop back.
  2132. -1, // Number of animation stages.
  2133. 0, // Number of times the animation loops.
  2134. VOC_NONE, // Sound effect to play.
  2135. ANIM_NONE // Follow up animation.
  2136. );
  2137. static AnimTypeClass const CMissile(
  2138. ANIM_CRATE_MISSILE, // Animation number.
  2139. "MISSILE2", // Data name of animation.
  2140. 48, // Maximum dimension of animation.
  2141. 0, // Biggest animation stage.
  2142. true, // Normalized animation rate?
  2143. false, // Uses white translucent table?
  2144. false, // Scorches the ground?
  2145. false, // Forms a crater?
  2146. false, // Sticks to unit in square?
  2147. false, // Ground level animation?
  2148. false, // Translucent colors in this animation?
  2149. false, // Is this a flame thrower animation?
  2150. 0x0000, // Damage to apply per tick (fixed point).
  2151. 2, // Delay between frames.
  2152. 0, // Starting frame number.
  2153. 0, // Loop start frame number.
  2154. 0, // Ending frame of loop back.
  2155. -1, // Number of animation stages.
  2156. 0, // Number of times the animation loops.
  2157. VOC_NONE, // Sound effect to play.
  2158. ANIM_NONE // Follow up animation.
  2159. );
  2160. static AnimTypeClass const MoveFlash(
  2161. ANIM_MOVE_FLASH, // Animation number.
  2162. "MOVEFLSH", // Data name of animation.
  2163. 24, // Maximum dimension of animation.
  2164. 0, // Biggest animation stage.
  2165. true, // Normalized animation rate?
  2166. true, // Uses white translucent table?
  2167. false, // Scorches the ground?
  2168. false, // Forms a crater?
  2169. false, // Sticks to unit in square?
  2170. true, // Ground level animation?
  2171. false, // Translucent colors in this animation?
  2172. false, // Is this a flame thrower animation?
  2173. 0x0000, // Damage to apply per tick (fixed point).
  2174. 1, // Delay between frames.
  2175. 0, // Starting frame number.
  2176. 0, // Loop start frame number.
  2177. 0, // Ending frame of loop back.
  2178. -1, // Number of animation stages.
  2179. 0, // Number of times the animation loops.
  2180. VOC_NONE, // Sound effect to play.
  2181. ANIM_NONE // Follow up animation.
  2182. );
  2183. static AnimTypeClass const ChemBall(
  2184. ANIM_CHEM_BALL, // Animation number.
  2185. "CHEMBALL", // Data name of animation.
  2186. 21, // Maximum dimension of animation.
  2187. 5, // Biggest animation stage.
  2188. false, // Normalized animation rate?
  2189. false, // Uses white translucent table?
  2190. false, // Scorches the ground?
  2191. false, // Forms a crater?
  2192. false, // Sticks to unit in square?
  2193. false, // Ground level animation?
  2194. false, // Translucent colors in this animation?
  2195. false, // Is this a flame thrower animation?
  2196. 0x0000, // Damage to apply per tick (fixed point).
  2197. 1, // Delay between frames.
  2198. 0, // Starting frame number.
  2199. 0, // Loop start frame number.
  2200. -1, // Ending frame of loop back.
  2201. -1, // Number of animation stages.
  2202. 1, // Number of times the animation loops.
  2203. VOC_FLAMER1, // Sound effect to play.
  2204. ANIM_NONE
  2205. );
  2206. AnimTypeClass const * const AnimTypeClass::Pointers[ANIM_COUNT] = {
  2207. &FBall1,
  2208. &Grenade,
  2209. &Frag1,
  2210. &Frag3,
  2211. &VehHit1,
  2212. &VehHit2,
  2213. &VehHit3,
  2214. &ArtExp1,
  2215. &Napalm1,
  2216. &Napalm2,
  2217. &Napalm3,
  2218. &SmokePuff,
  2219. &Piff,
  2220. &PiffPiff,
  2221. &FlameN,
  2222. &FlameNE,
  2223. &FlameE,
  2224. &FlameSE,
  2225. &FlameS,
  2226. &FlameSW,
  2227. &FlameW,
  2228. &FlameNW,
  2229. &ChemN,
  2230. &ChemNE,
  2231. &ChemE,
  2232. &ChemSE,
  2233. &ChemS,
  2234. &ChemSW,
  2235. &ChemW,
  2236. &ChemNW,
  2237. &Fire3,
  2238. &Fire2,
  2239. &Fire1,
  2240. &Fire4,
  2241. &Gunfire,
  2242. #ifdef NEVER
  2243. &E1RotFire,
  2244. &E1RotGrenade,
  2245. &E1RotGun,
  2246. &E1RotExp,
  2247. &E2RotFire,
  2248. &E2RotGrenade,
  2249. &E2RotGun,
  2250. &E2RotExp,
  2251. &E3RotFire,
  2252. &E3RotGrenade,
  2253. &E3RotGun,
  2254. &E3RotExp,
  2255. &E4RotFire,
  2256. &E4RotGrenade,
  2257. &E4RotGun,
  2258. &E4RotExp,
  2259. #endif
  2260. &SmokeM,
  2261. &BurnSmall,
  2262. &BurnMed,
  2263. &BurnBig,
  2264. &OnFireSmall,
  2265. &OnFireMed,
  2266. &OnFireBig,
  2267. &SAMN,
  2268. &SAMNE,
  2269. &SAME,
  2270. &SAMSE,
  2271. &SAMS,
  2272. &SAMSW,
  2273. &SAMW,
  2274. &SAMNW,
  2275. &GUNN,
  2276. &GUNNE,
  2277. &GUNE,
  2278. &GUNSE,
  2279. &GUNS,
  2280. &GUNSW,
  2281. &GUNW,
  2282. &GUNNW,
  2283. &LZSmoke,
  2284. &IonCannon,
  2285. &AtomBomb,
  2286. &CDeviator,
  2287. &CDollar,
  2288. &CEarth,
  2289. &CEmpulse,
  2290. &CInvun,
  2291. &CMine,
  2292. &CRapid,
  2293. &CStealth,
  2294. &CMissile,
  2295. &AtomDoor,
  2296. &MoveFlash,
  2297. &OilFieldBurn,
  2298. &TricDie,
  2299. &TRexDie,
  2300. &StegDie,
  2301. &RaptDie,
  2302. &ChemBall
  2303. };
  2304. /***********************************************************************************************
  2305. * AnimTypeClass::AnimTypeClass -- Constructor for animation types. *
  2306. * *
  2307. * This is the constructor for static objects that elaborate the various animation types *
  2308. * allowed in the game. Each animation in the game is of one of these types. *
  2309. * *
  2310. * INPUT: see below... *
  2311. * *
  2312. * OUTPUT: none *
  2313. * *
  2314. * WARNINGS: none *
  2315. * *
  2316. * HISTORY: *
  2317. * 08/23/1994 JLB : Created. *
  2318. *=============================================================================================*/
  2319. AnimTypeClass::AnimTypeClass(AnimType anim, char const *name, int size, int biggest,
  2320. bool isnormal, bool iswhitetrans, bool isscorcher, bool iscrater, bool issticky, bool ground,
  2321. bool istrans, bool isflame, unsigned int damage,
  2322. int delaytime, int start, int loopstart, int loopend, int stages, int loops,
  2323. VocType sound, AnimType chainto) :
  2324. ObjectTypeClass(true, false, false, true, false, false, true, true, TXT_NONE, name, ARMOR_NONE, 0)
  2325. {
  2326. Biggest = biggest;
  2327. ChainTo = chainto;
  2328. Damage = damage;
  2329. Delay = (unsigned char)delaytime;
  2330. IsCraterForming = iscrater;
  2331. IsFlameThrower = isflame;
  2332. IsGroundLayer = ground;
  2333. IsNormalized = isnormal;
  2334. IsScorcher = isscorcher;
  2335. IsSticky = issticky;
  2336. IsTranslucent = istrans;
  2337. IsWhiteTrans = iswhitetrans;
  2338. LoopEnd = loopend;
  2339. LoopStart = loopstart;
  2340. Loops = (unsigned char)loops;
  2341. Size = size;
  2342. Sound = sound;
  2343. Stages = stages;
  2344. Start = start;
  2345. Type = anim;
  2346. }
  2347. /***********************************************************************************************
  2348. * AnimTypeClass::One_Time -- Performs one time action for animation types. *
  2349. * *
  2350. * This will load the animation shape data. It is called by the game initialization *
  2351. * process. *
  2352. * *
  2353. * INPUT: none *
  2354. * *
  2355. * OUTPUT: none *
  2356. * *
  2357. * WARNINGS: This routine should be called ONLY once. *
  2358. * *
  2359. * HISTORY: *
  2360. * 06/02/1994 JLB : Created. *
  2361. *=============================================================================================*/
  2362. void AnimTypeClass::One_Time(void)
  2363. {
  2364. AnimType index;
  2365. for (index = ANIM_FIRST; index < ANIM_COUNT; index++) {
  2366. char fullname[_MAX_FNAME+_MAX_EXT];
  2367. _makepath(fullname, NULL, NULL, As_Reference(index).IniName, ".SHP");
  2368. RawFileClass file(fullname);
  2369. if (file.Is_Available()) {
  2370. ((void const *&)As_Reference(index).ImageData) = Load_Alloc_Data(file);
  2371. } else {
  2372. ((void const *&)As_Reference(index).ImageData) = MixFileClass::Retrieve(fullname);
  2373. }
  2374. }
  2375. }