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anim.h
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anim.h
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#ifndef ANIM_H
#define ANIM_H
#include <stdint.h>
typedef struct anim {
uint16_t first;
uint16_t last;
} anim;
enum __attribute__ ((__packed__)) animation_id {
ANIM_P1_MOVE_N = 0,
ANIM_P1_MOVE_NW,
ANIM_P1_MOVE_W,
ANIM_P1_MOVE_SW,
ANIM_P1_MOVE_S,
ANIM_P1_MOVE_SO,
ANIM_P1_MOVE_O,
ANIM_P1_MOVE_NO,
ANIM_P1_DIE,
ANIM_P1_THROW_N,
ANIM_P1_THROW_NW,
ANIM_P1_THROW_W,
ANIM_P1_THROW_SW,
ANIM_P1_THROW_S,
ANIM_P1_THROW_SO,
ANIM_P1_THROW_O,
ANIM_P1_THROW_NO,
ANIM_P2_MOVE_N,
ANIM_P2_MOVE_NW,
ANIM_P2_MOVE_W,
ANIM_P2_MOVE_SW,
ANIM_P2_MOVE_S,
ANIM_P2_MOVE_SO,
ANIM_P2_MOVE_O,
ANIM_P2_MOVE_NO,
ANIM_P2_DIE,
ANIM_P2_THROW_N,
ANIM_P2_THROW_NW,
ANIM_P2_THROW_W,
ANIM_P2_THROW_SW,
ANIM_P2_THROW_S,
ANIM_P2_THROW_SO,
ANIM_P2_THROW_O,
ANIM_P2_THROW_NO,
ANIM_BULLET,
ANIM_CROSSHAIR,
ANIM_FLASH_O,
ANIM_FLASH_NO,
ANIM_FLASH_N,
ANIM_FLASH_NW,
ANIM_FLASH_W,
ANIM_FLASH_SW,
ANIM_FLASH_S,
ANIM_FLASH_SO,
ANIM_FLAME,
ANIM_GRENADE_SMALL,
ANIM_GRENADE_BIG,
ANIM_GRENADE_EXPLOSION,
ANIM_ROCKET_O,
ANIM_ROCKET_NO,
ANIM_ROCKET_N,
ANIM_ROCKET_NW,
ANIM_ROCKET_W,
ANIM_ROCKET_SW,
ANIM_ROCKET_S,
ANIM_ROCKET_SO,
ANIM_BIG_EXPLOSION,
ANIM_ENEMY_GUNNER_DOWN,
ANIM_ENEMY_GUNNER_RIGHT,
ANIM_ENEMY_GUNNER_LEFT,
ANIM_ENEMY_GUNNER_DIE,
ANIM_ENEMY_BOMBER_DOWN,
ANIM_ENEMY_BOMBER_RIGHT,
ANIM_ENEMY_BOMBER_LEFT,
ANIM_ENEMY_BOMBER_DIE,
ANIM_ENEMY_BURNT,
ANIM_JEEP,
ANIM_JEEP_DESTROYED,
ANIM_TANK_SMALL,
ANIM_TANK_SMALL_DESTROYED,
ANIM_TANK_BIG,
ANIM_TANK_BIG_DESTROYED,
ANIM_TRANSPORTER,
ANIM_TRANSPORTER_DESTROYED,
ANIM_GUNTURRET_MOVABLE_MACHINE_N,
ANIM_GUNTURRET_MOVABLE_MACHINE_NO,
ANIM_GUNTURRET_MOVABLE_MACHINE_O,
ANIM_GUNTURRET_MOVABLE_MACHINE_SO,
ANIM_GUNTURRET_MOVABLE_MACHINE_S,
ANIM_GUNTURRET_MOVABLE_MACHINE_SW,
ANIM_GUNTURRET_MOVABLE_MACHINE_W,
ANIM_GUNTURRET_MOVABLE_MACHINE_NW,
ANIM_GUNTURRET_MOVABLE_MACHINE_DESTROYED,
ANIM_GUNTURRET_MOVABLE_MAN_N,
ANIM_GUNTURRET_MOVABLE_MAN_NO,
ANIM_GUNTURRET_MOVABLE_MAN_O,
ANIM_GUNTURRET_MOVABLE_MAN_SO,
ANIM_GUNTURRET_MOVABLE_MAN_S,
ANIM_GUNTURRET_MOVABLE_MAN_SW,
ANIM_GUNTURRET_MOVABLE_MAN_W,
ANIM_GUNTURRET_MOVABLE_MAN_NW,
ANIM_GUNTURRET_MOVABLE_MAN_DESTROYED,
ANIM_BUNKER1,
ANIM_BUNKER2,
ANIM_BUNKER3,
ANIM_BUNKER4,
ANIM_BUNKER5,
ANIM_BUNKER_DESTROYED,
ANIM_MINE_FLAT,
ANIM_MINE_CROSSED,
ANIM_FLAMETURRET,
ANIM_GUNTURRET_FIXED_SOUTH,
ANIM_GUNTURRET_FIXED_NORTH,
ANIM_BOSS1,
ANIM_BOSS2,
ANIM_BOSS3,
ANIM_BOSS4,
ANIM_BOSS5,
ANIM_BOSS6,
ANIM_BOSS7,
ANIM_BOSS8,
ANIM_BOSS9,
ANIM_BOSS10,
ANIM_BOSS11,
ANIM_BOSS12,
ANIM_BLOOD,
ANIM_MAX,
ANIM_INVALID = ANIM_MAX
};
#define ANIM(a, b, c) [a] = {b, b + c - 1}
extern const struct anim animations[];
#pragma RcB2 DEP "anim.c"
#endif