Give names to cutscene and gun animations

This commit is contained in:
Ryan Dwyer
2022-07-25 20:04:20 +10:00
parent 0ece9fc788
commit d382f0bbf7
33 changed files with 3713 additions and 3711 deletions
+15 -15
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@@ -17733,21 +17733,21 @@ void bgun0f0a5550(s32 handnum)
#if VERSION >= VERSION_PAL_BETA
switch (modelGetAnimNum(&hand->gunmodel)) {
case ANIM_00C1:
case ANIM_00E2:
case ANIM_00E3:
case ANIM_00E4:
case ANIM_00ED:
case ANIM_0115:
case ANIM_03EC:
case ANIM_03EE:
case ANIM_0400:
case ANIM_0409:
case ANIM_040E:
case ANIM_040F:
case ANIM_0415:
case ANIM_0417:
case ANIM_0432:
case ANIM_GUN_CROSSBOW_EQUIP:
case ANIM_GUN_LAPTOP_EQUIP:
case ANIM_GUN_LAPTOP_UNEQUIP:
case ANIM_GUN_LAPTOP_RELOAD:
case ANIM_GUN_FALCON2_RELOAD:
case ANIM_GUN_CMP150_RELOAD:
case ANIM_GUN_FARSIGHT_SHOOT:
case ANIM_GUN_SHOTGUN_SHOOT_SINGLE:
case ANIM_GUN_REAPER_SHOOT:
case ANIM_GUN_MAGSEC4_RELOAD:
case ANIM_GUN_CYCLONE_RELOAD:
case ANIM_GUN_SNIPER_RELOAD:
case ANIM_GUN_PHOENIX_RELOAD:
case ANIM_GUN_FALCON2_RELOAD_SCOPE:
case ANIM_GUN_REMOTEMINE_EQUIP:
a3 = 1;
break;
}
+206 -206
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File diff suppressed because it is too large Load Diff
+1 -1
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@@ -1337,7 +1337,7 @@ Gfx *lvRender(Gfx *gdl)
frac = 1.0f - (f32)g_CutsceneCurAnimFrame60 / 90.0f;
}
if (g_CutsceneAnimNum != ANIM_046C) {
if (g_CutsceneAnimNum != ANIM_CUT_OLD_TITLE_CAM_04) {
if (g_CutsceneCurAnimFrame60 > endframe - 90) {
frac = (g_CutsceneCurAnimFrame60 - endframe + 90) / 90.0f;
}
+1 -1
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@@ -30532,7 +30532,7 @@ void objCheckDestroyed(struct defaultobj *obj, struct coord *pos, s32 playernum)
s16 rooms[8];
// If in Deep Sea outro
if (g_Vars.tickmode == TICKMODE_CUTSCENE && g_CutsceneAnimNum == ANIM_02D7) {
if (g_Vars.tickmode == TICKMODE_CUTSCENE && g_CutsceneAnimNum == ANIM_CUT_PAM_OUTRO_CAM) {
exptype = EXPLOSIONTYPE_24;
}