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Text File  |  1998-10-05  |  9KB  |  238 lines

  1. // Enemy animation definitions: move, animation number, velocity (m/s)
  2. // NB: 0.5 m/s ~= 1.1 mph
  3.  
  4. // Default
  5. Null                  0     0.0    override
  6.  
  7. // Standing
  8. Standing_1HW          2     0.0    // Looping Stance
  9. Standing_2HW          3     0.0    
  10. Standing_SLW          8     0.0
  11. Standing_SCW        158     0.0    // Scoped
  12. Standing_BIN          0     0.0
  13. Standing_SWTCH        0     0.0    // Press Switch
  14.  
  15. // Standing + Shooting
  16. Standing_S_1HW        5     0.0    // enemy 1hd var
  17. Standing_S_2HW        7     0.0    // enemy 2hd var (6)
  18. Standing_S_SLW        0     0.0
  19. Standing_S_SCW      158     0.0    // Fire while scoped
  20.  
  21. // Walking
  22. Walking0_1HW         17     1.0    // enemy patrol 1hd
  23. Walking1_1HW         81     1.0    // Left 45
  24. Walking2_1HW         82     1.0    // L Strafe
  25. Walking3_1HW         83     1.0    // L 45 Bckwd
  26. Walking4_1HW         87     1.0    // Backward
  27. Walking5_1HW         84     1.0    // R 45
  28. Walking6_1HW         85     1.0    // R Strafe
  29. Walking7_1HW         86     1.0    // R 45 Bckwd
  30.  
  31. Walking0_2HW         18     1.0    // enemy patrol 2hd
  32. Walking1_2HW         90     1.0    // L 45 
  33. Walking2_2HW         91     1.0    // L Strafe 
  34. Walking3_2HW         92     1.0    // L 45 Bckwd
  35. Walking4_2HW         96     1.0    // Backwards
  36. Walking5_2HW         95     1.0    // R 45
  37. Walking6_2HW         94     1.0    // R Strafe 
  38. Walking7_2HW         93     1.0    // R 45 Bckwd
  39.  
  40. // Walking + Shooting  
  41. Walking0_S_1HW       79     1.0    // Cautious Fwd
  42. Walking1_S_1HW       81     1.0    // Left 45
  43. Walking2_S_1HW       82     1.0    // L Strafe 
  44. Walking3_S_1HW       83     1.0    // L 45 Bckwd
  45. Walking4_S_1HW       87     1.0    // Backward
  46. Walking5_S_1HW       84     1.0    // R 45
  47. Walking6_S_1HW       85     1.0    // R Strafe
  48. Walking7_S_1HW       86     1.0    // R 45 Bckwd
  49.  
  50. Walking0_S_2HW       89     1.0    // enemy var Fwd 2hd (88)
  51. Walking1_S_2HW       90     1.0    // L 45
  52. Walking2_S_2HW       91     1.0    // L Strafe 
  53. Walking3_S_2HW       92     1.0    // L 45 Bckwd
  54. Walking4_S_2HW       96     1.0    // Backwards
  55. Walking5_S_2HW       95     1.0    // R 45
  56. Walking6_S_2HW       94     1.0    // R Strafe 
  57. Walking7_S_2HW       93     1.0    // R 45 Bckwd
  58.  
  59. // Running
  60. Running0_1HW        123     6.0    // Forward 1hd Weapon (51 or 52) 123
  61. Running1_1HW         53     6.2    // Left Fwd 45
  62. Running2_1HW         54     5.3    // Strafe Left
  63. Running3_1HW         55     4.4    // Left Bckwd 45
  64. Running4_1HW         59     3.5    // Backwards
  65. Running5_1HW         58     4.4    // Right Bckwd 45
  66. Running6_1HW         57     5.3    // Strafe Right
  67. Running7_1HW         56     6.2    // Right Fwd 45
  68.  
  69. Running0_2HW         61     5.0    // enemy Fwd 2hd Wpn   125
  70. Running1_2HW         62     5.3    // Left fwd 45
  71. Running2_2HW         63     4.5    // Strafe Left
  72. Running3_2HW         64     3.8    // Left Bckwd 45
  73. Running4_2HW         68     3.0    // Run Backwards
  74. Running5_2HW         67     3.8    // Right Bckwd 45
  75. Running6_2HW         66     4.5    // Strafe Right
  76. Running7_2HW         65     5.3    // Right Fwd 45
  77.  
  78. // Running + Shooting
  79. Running0_S_1HW      123     6.0    // Forward 1hd Weapon  (52)
  80. Running1_S_1HW       53     6.2    // Left Fwd 45
  81. Running2_S_1HW       54     5.3    // Strafe Left
  82. Running3_S_1HW       55     4.4    // Left Bckwd 45
  83. Running4_S_1HW       59     3.5    // Backwards
  84. Running5_S_1HW       58     4.4    // Right Bckwd 45
  85. Running6_S_1HW       57     5.3    // Strafe Right
  86. Running7_S_1HW       56     6.2    // Right Fwd 45
  87.  
  88. Running0_S_2HW       70     5.0    // enemy Fwd 1hd wpn   (125,69)
  89. Running1_S_2HW       71     4.4    // Lft Fwd 45
  90. Running2_S_2HW       72     3.8    // Strafe Lft
  91. Running3_S_2HW       73     3.2    // Lft Bkwd 45
  92. Running4_S_2HW       77     2.5    // Running Backwards shooting
  93. Running5_S_2HW       77     3.2    // Right Bkwd 45
  94. Running6_S_2HW       75     3.8    // Strafe Rt
  95. Running7_S_2HW       74     4.4    // Rt Fwd 45
  96.  
  97. // Crouched
  98. Crouched_1HW         12     0.0    
  99. Crouched_2HW         13     0.0    
  100. Crouched_SLW          0     0.0
  101. Crouched_SCW         13     0.0
  102. Crouched_BIN          0     0.0
  103. Crouched_SWTCH        0     0.0
  104.  
  105. // Prone, assumes character can also shoot from this pos.
  106. Prone_1HW            15     0.0    
  107. Prone_2HW            16     0.0    
  108. Prone_SLW            14     0.0
  109. Prone_SCW            16     0.0
  110. Prone_BIN            14     0.0
  111. Prone_SWTCH          14     0.0
  112.  
  113. // Crawling, character can not shoot while crawling
  114. Crawling_CR0         98     1.0  // enemy fwd hi
  115. Crawling_CR1         99     0.5
  116. Crawling_CR2         99     0.5
  117. Crawling_CR3         99     0.5
  118. Crawling_CR4        103     1.0
  119. Crawling_CR5        102     0.5
  120. Crawling_CR6        102     0.5
  121. Crawling_CR7        102     0.5
  122.  
  123. // Jumping
  124. Jumping_1HW         104     0.0
  125. Jumping_2HW         110     0.0
  126.  
  127. // Jumping + Shooting
  128. Jumping_S_1HW       105     0.0
  129. Jumping_S_2HW       111     0.0
  130.  
  131. // Animator's Choice
  132. F1                    8     0.0
  133. F2                    8     0.0
  134. F3                    8     0.0
  135. F4                    8     0.0
  136. F5                    8     0.0
  137. F6                    8     0.0
  138. F7                    8     0.0
  139. F8                    8     0.0
  140. F9                    8     0.0
  141. F10                   8     0.0
  142. F11                   8     0.0
  143. F12                   8     0.0
  144.  
  145. // Animator's Choice, crouched
  146. F1_C                  8     0.0
  147. F2_C                  8     0.0
  148. F3_C                  8     0.0
  149. F4_C                  8     0.0
  150. F5_C                  8     0.0
  151. F6_C                  8     0.0
  152. F7_C                  8     0.0
  153. F8_C                  8     0.0
  154. F9_C                  8     0.0
  155. F10_C                 8     0.0
  156. F11_C                 8     0.0
  157. F12_C                 8     0.0
  158.  
  159. // swimming
  160. Floating            134     0.0
  161. Swimming            133     2.0
  162.  
  163.  
  164. // deaths, bullet, part number, direction (Forwards, Left, Backwards, Right)
  165. Death_B_P01DF        31     0.0    override // hips
  166. Death_B_P01DL        20     0.0    override
  167. Death_B_P01DB        32     0.0    override
  168. Death_B_P01DR        26     0.0    override
  169. Death_B_P02DF        31     0.0    override // torso
  170. Death_B_P02DL        20     0.0    override
  171. Death_B_P02DB        32     0.0    override
  172. Death_B_P02DR        26     0.0    override
  173. Death_B_P03DF        33     0.0    override // head
  174. Death_B_P03DL        34     0.0    override
  175. Death_B_P03DB        36     0.0    override
  176. Death_B_P03DR        35     0.0    override
  177. Death_B_P04DF        25     0.0    override // shoulder right
  178. Death_B_P04DL        26     0.0    override
  179. Death_B_P04DB        27     0.0    override
  180. Death_B_P04DR        26     0.0    override
  181. Death_B_P05DF        19     0.0    override // shldr left
  182. Death_B_P05DL        20     0.0    override
  183. Death_B_P05DB        21     0.0    override
  184. Death_B_P05DR        20     0.0    override
  185. Death_B_P06DF        25     0.0    override // arm right
  186. Death_B_P06DL        26     0.0    override
  187. Death_B_P06DB        27     0.0    override
  188. Death_B_P06DR        26     0.0    override
  189. Death_B_P07DF        19     0.0    override // arm left
  190. Death_B_P07DL        20     0.0    override
  191. Death_B_P07DB        21     0.0    override
  192. Death_B_P07DR        20     0.0    override
  193. Death_B_P08DF        25     0.0    override // hand right
  194. Death_B_P08DL        26     0.0    override
  195. Death_B_P08DB        27     0.0    override
  196. Death_B_P08DR        26     0.0    override
  197. Death_B_P09DF        19     0.0    override // hand left
  198. Death_B_P09DL        20     0.0    override
  199. Death_B_P09DB        21     0.0    override
  200. Death_B_P09DR        20     0.0    override
  201. Death_B_P10DF        28     0.0    override // thigh right
  202. Death_B_P10DL        29     0.0    override
  203. Death_B_P10DB        30     0.0    override
  204. Death_B_P10DR        29     0.0    override
  205. Death_B_P11DF        22     0.0    override // thigh left
  206. Death_B_P11DL        23     0.0    override
  207. Death_B_P11DB        24     0.0    override
  208. Death_B_P11DR        23     0.0    override
  209. Death_B_P12DF        28     0.0    override // calf right
  210. Death_B_P12DL        29     0.0    override
  211. Death_B_P12DB        30     0.0    override
  212. Death_B_P12DR        29     0.0    override
  213. Death_B_P13DF        22     0.0    override // calf left
  214. Death_B_P13DL        23     0.0    override
  215. Death_B_P13DB        24     0.0    override
  216. Death_B_P13DR        23     0.0    override
  217. Death_B_P14DF        28     0.0    override // foot right
  218. Death_B_P14DL        29     0.0    override
  219. Death_B_P14DB        30     0.0    override
  220. Death_B_P14DR        29     0.0    override
  221. Death_B_P15DF        22     0.0    override // foot left
  222. Death_B_P15DL        23     0.0    override
  223. Death_B_P15DB        24     0.0    override
  224. Death_B_P15DR        23     0.0    override
  225.  
  226. // Death, grenade (explosion), direction
  227. Death_G_DF           48     0.0    override  // propel bckwd
  228. Death_G_DL           50     0.0    override  // propel right
  229. Death_G_DB           47     0.0    override  // propel fwd
  230. Death_G_DR           49     0.0    override  // propel left
  231.  
  232. // Death, water (floating body)
  233. Death_Water         135     0.0    override
  234.  
  235.  
  236. // Death by fire
  237. Death_Fire          135     0.0    override
  238.