use og names (#1501)

This commit is contained in:
engineer124
2023-11-21 22:24:20 +11:00
committed by GitHub
parent 52c9137b48
commit 76f81833b6
2 changed files with 160 additions and 157 deletions
+44 -44
View File
@@ -335,50 +335,50 @@ typedef enum PlayerAnimType {
} PlayerAnimType;
typedef enum PlayerAnimGroup {
/* 0 */ PLAYER_ANIMGROUP_0, // STANDING_IDLE
/* 1 */ PLAYER_ANIMGROUP_1, // WALKING
/* 2 */ PLAYER_ANIMGROUP_2, // RUNNING
/* 3 */ PLAYER_ANIMGROUP_3,
/* 4 */ PLAYER_ANIMGROUP_4,
/* 5 */ PLAYER_ANIMGROUP_5, // Z-Targeting ?
/* 6 */ PLAYER_ANIMGROUP_6, // Start or finishing some animation
/* 7 */ PLAYER_ANIMGROUP_7, // DRAW_MELEE_WEAPON
/* 8 */ PLAYER_ANIMGROUP_8, // OPEN_DOOR_LEFT_FIERCE_DEITY
/* 9 */ PLAYER_ANIMGROUP_9, // OPEN_DOOR_LEFT_HUMAN
/* 10 */ PLAYER_ANIMGROUP_10, // OPEN_DOOR_RIGHT_FIERCE_DEITY
/* 11 */ PLAYER_ANIMGROUP_11, // OPEN_DOOR_RIGHT_HUMAN
/* 12 */ PLAYER_ANIMGROUP_12, // GRABBING
/* 13 */ PLAYER_ANIMGROUP_13, // FALLING/LANDING?
/* 14 */ PLAYER_ANIMGROUP_14, // landing from short distances?
/* 15 */ PLAYER_ANIMGROUP_15, // ROLLING
/* 16 */ PLAYER_ANIMGROUP_16, // BONK/BONKING
/* 17 */ PLAYER_ANIMGROUP_17,
/* 18 */ PLAYER_ANIMGROUP_18,
/* 19 */ PLAYER_ANIMGROUP_19, // START_SHIELDING
/* 20 */ PLAYER_ANIMGROUP_20, // SHIELDING
/* 21 */ PLAYER_ANIMGROUP_21, // STOP_SHIELDING/END_SHIELDING
/* 22 */ PLAYER_ANIMGROUP_22, // SLOW_SIDE_WALK?
/* 23 */ PLAYER_ANIMGROUP_23, // SIDE_WALK
/* 24 */ PLAYER_ANIMGROUP_24, // SIDE_WALK_RIGHT
/* 25 */ PLAYER_ANIMGROUP_25,
/* 26 */ PLAYER_ANIMGROUP_26,
/* 27 */ PLAYER_ANIMGROUP_27,
/* 28 */ PLAYER_ANIMGROUP_28, // THROWING
/* 29 */ PLAYER_ANIMGROUP_29, // PUT_DOWN_OBJECT?
/* 30 */ PLAYER_ANIMGROUP_30, // back walking slow?
/* 31 */ PLAYER_ANIMGROUP_31,
/* 32 */ PLAYER_ANIMGROUP_32,
/* 33 */ PLAYER_ANIMGROUP_33,
/* 34 */ PLAYER_ANIMGROUP_34, // PULLING_START
/* 35 */ PLAYER_ANIMGROUP_35, // PULLING
/* 36 */ PLAYER_ANIMGROUP_36, // PULLING_END
/* 37 */ PLAYER_ANIMGROUP_37, // climbing from a ledge?
/* 38 */ PLAYER_ANIMGROUP_38, // ledge
/* 39 */ PLAYER_ANIMGROUP_39, // ledge
/* 40 */ PLAYER_ANIMGROUP_40, // climbing from a ledge
/* 41 */ PLAYER_ANIMGROUP_41,
/* 42 */ PLAYER_ANIMGROUP_42,
/* 43 */ PLAYER_ANIMGROUP_43,
/* 0 */ PLAYER_ANIMGROUP_wait, // STANDING_IDLE
/* 1 */ PLAYER_ANIMGROUP_walk, // WALKING
/* 2 */ PLAYER_ANIMGROUP_run, // RUNNING
/* 3 */ PLAYER_ANIMGROUP_damage_run,
/* 4 */ PLAYER_ANIMGROUP_waitL,
/* 5 */ PLAYER_ANIMGROUP_waitR, // Z-Targeting ?
/* 6 */ PLAYER_ANIMGROUP_wait2waitR, // Start or finishing some animation
/* 7 */ PLAYER_ANIMGROUP_normal2fighter, // DRAW_MELEE_WEAPON
/* 8 */ PLAYER_ANIMGROUP_doorA_free, // OPEN_DOOR_LEFT_FIERCE_DEITY
/* 9 */ PLAYER_ANIMGROUP_doorA, // OPEN_DOOR_LEFT_HUMAN
/* 10 */ PLAYER_ANIMGROUP_doorB_free, // OPEN_DOOR_RIGHT_FIERCE_DEITY
/* 11 */ PLAYER_ANIMGROUP_doorB, // OPEN_DOOR_RIGHT_HUMAN
/* 12 */ PLAYER_ANIMGROUP_carryB, // GRABBING
/* 13 */ PLAYER_ANIMGROUP_landing, // FALLING/LANDING?
/* 14 */ PLAYER_ANIMGROUP_short_landing, // landing from short distances?
/* 15 */ PLAYER_ANIMGROUP_landing_roll, // ROLLING
/* 16 */ PLAYER_ANIMGROUP_hip_down, // BONK/BONKING
/* 17 */ PLAYER_ANIMGROUP_walk_endL,
/* 18 */ PLAYER_ANIMGROUP_walk_endR,
/* 19 */ PLAYER_ANIMGROUP_defense, // START_SHIELDING
/* 20 */ PLAYER_ANIMGROUP_defense_wait, // SHIELDING
/* 21 */ PLAYER_ANIMGROUP_defense_end, // STOP_SHIELDING/END_SHIELDING
/* 22 */ PLAYER_ANIMGROUP_side_walk, // SLOW_SIDE_WALK?
/* 23 */ PLAYER_ANIMGROUP_side_walkL, // SIDE_WALK
/* 24 */ PLAYER_ANIMGROUP_side_walkR, // SIDE_WALK_RIGHT
/* 25 */ PLAYER_ANIMGROUP_45_turn,
/* 26 */ PLAYER_ANIMGROUP_waitL2wait,
/* 27 */ PLAYER_ANIMGROUP_waitR2wait,
/* 28 */ PLAYER_ANIMGROUP_throw, // THROWING
/* 29 */ PLAYER_ANIMGROUP_put, // PUT_DOWN_OBJECT?
/* 30 */ PLAYER_ANIMGROUP_back_walk, // back walking slow?
/* 31 */ PLAYER_ANIMGROUP_check,
/* 32 */ PLAYER_ANIMGROUP_check_wait,
/* 33 */ PLAYER_ANIMGROUP_check_end,
/* 34 */ PLAYER_ANIMGROUP_pull_start, // PULLING_START
/* 35 */ PLAYER_ANIMGROUP_pulling, // PULLING
/* 36 */ PLAYER_ANIMGROUP_pull_end, // PULLING_END
/* 37 */ PLAYER_ANIMGROUP_fall_up, // climbing from a ledge?
/* 38 */ PLAYER_ANIMGROUP_jump_climb_hold, // ledge
/* 39 */ PLAYER_ANIMGROUP_jump_climb_wait, // ledge
/* 40 */ PLAYER_ANIMGROUP_jump_climb_up, // climbing from a ledge
/* 41 */ PLAYER_ANIMGROUP_down_slope_slip_end,
/* 42 */ PLAYER_ANIMGROUP_up_slope_slip_end,
/* 43 */ PLAYER_ANIMGROUP_nwait,
/* 44 */ PLAYER_ANIMGROUP_MAX
} PlayerAnimGroup;