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  1. //  DH INTERACTIVE LLC, COPYRIGHT (C) 1999 
  2. //
  3. //  arms_a.ast written at Wed Feb 10 16:48 1999
  4. //
  5.  
  6.  24                     //  file_type
  7. 112                     //  file_version
  8.  
  9. //spaz_model_name arm_spaz
  10.  
  11. //collision_joint_table hands_joint_table
  12. //{
  13. //    l_wrist,
  14. //    l_fingers,
  15. //    l_thumb,
  16. //    r_wrist,
  17. //    r_fingers,
  18. //    r_thumb
  19. //};
  20.  
  21.  
  22. //  arms_a              //  Session name
  23. crazy_laugh.wav
  24. end
  25.  
  26. // *** This first section contains the names of all the win_anims used by the table
  27. arm_idle
  28. arm_idle_to_ready
  29. arm_ready
  30. arm_ready_to_idle
  31. arm_slash_pt_1
  32. arm_slash_pt_2
  33. arm_hit
  34. end
  35.  
  36. // *** This second section contains the values for each anim state
  37. arm_idle
  38. arm_idle_to_ready
  39. arm_ready
  40. arm_ready_to_idle
  41. arm_slash_pt_1
  42. arm_slash_pt_2
  43. arm_hit
  44. end
  45.  
  46. //***********************************************
  47.  
  48. arm_idle                                // name of this anim_state
  49. arm_idle                                // name for the win_anim for this state
  50. arm_idle                                // default link anim for this anim state
  51. // Begin entries for this anim state
  52. ni; arm_idle
  53. end_of_entries
  54.  
  55. arm_idle_to_ready                        // name of this anim_state
  56. arm_idle_to_ready                        // name for the win_anim for this state
  57. arm_ready                                // default link anim for this anim state
  58. // Begin entries for this anim state
  59. ni; arm_ready
  60. end_of_entries
  61.  
  62. arm_ready                                // name of this anim_state
  63. arm_ready                                // name for the win_anim for this state
  64. arm_ready                                // default link anim for this anim state
  65. // Begin entries for this anim state
  66. ni; arm_ready
  67. end_of_entries
  68.  
  69. arm_ready_to_idle                       // name of this anim_state
  70. arm_ready_to_idle                       // name for the win_anim for this state
  71. arm_idle                                // default link anim for this anim state
  72. // Begin entries for this anim state
  73. ni; arm_idle
  74. end_of_entries
  75.  
  76. arm_slash_pt_1                           // name of this anim_state
  77. arm_slash_pt_1                           // name for the win_anim for this state
  78. arm_slash_pt_2                           // default link anim for this anim state
  79. //combat_joint_table hands_joint_table
  80. attacking 17
  81. standard_1
  82. sound_effect 0
  83. // Begin entries for this anim state
  84. end_of_entries
  85.  
  86. arm_slash_pt_2                           // name of this anim_state
  87. arm_slash_pt_2                           // name for the win_anim for this state
  88. arm_ready                                // default link anim for this anim state
  89. // Begin entries for this anim state
  90. end_of_entries
  91.  
  92. arm_hit                                // name of this anim_state
  93. arm_hit                                // name for the win_anim for this state
  94. arm_recovering                         // default link anim for this anim state
  95. hit
  96. //fatal
  97. // Begin entries for this anim state
  98. //ni; arm_ready
  99. end_of_entries
  100.  
  101. arm_hit_fatal                          // name of this anim_state
  102. arm_hit                                // name for the win_anim for this state
  103. arm_dead_1                             // default link anim for this anim state
  104. hit
  105. fatal
  106. // Begin entries for this anim state
  107. //ni; arm_ready
  108. end_of_entries
  109.  
  110. arm_recovering                                // name of this anim_state
  111. arm_idle                                // name for the win_anim for this state
  112. arm_idle                                // default link anim for this anim state
  113. // Begin entries for this anim state
  114. ni; arm_idle
  115. end_of_entries
  116.  
  117. arm_dead_1                                // name of this anim_state
  118. arm_idle                                // name for the win_anim for this state
  119. arm_idle                              // default link anim for this anim state
  120. //fatal
  121. // Begin entries for this anim state
  122. //ni; arm_ready
  123. end_of_entries