From d0160628bfae66eb8e20bfa71404734f948b6977 Mon Sep 17 00:00:00 2001 From: Ryan Dwyer Date: Sun, 2 Feb 2020 23:45:05 +1000 Subject: [PATCH] Fix unintended replacements from when animation was renamed to chr_do_animation --- src/files/setup/setupame.c | 2 +- src/files/setup/setupark.c | 2 +- src/files/setup/setupazt.c | 2 +- src/files/setup/setupdam.c | 2 +- src/files/setup/setupdish.c | 2 +- src/files/setup/setupeld.c | 2 +- src/files/setup/setupimp.c | 4 +- src/files/setup/setupold.c | 2 +- src/files/setup/setuppete.c | 10 +- src/files/setup/setuprit.c | 2 +- src/files/setup/setupsho.c | 2 +- src/files/setup/setupwax.c | 6 +- src/game/data/ailists.c | 22 +- src/game/data/inventory.c | 950 ++++++++++++++++++------------------ src/include/constants.h | 4 +- src/include/gunscript.h | 4 +- 16 files changed, 509 insertions(+), 509 deletions(-) diff --git a/src/files/setup/setupame.c b/src/files/setup/setupame.c index 7b551b902..819e20e28 100644 --- a/src/files/setup/setupame.c +++ b/src/files/setup/setupame.c @@ -1018,7 +1018,7 @@ s32 path29[] = { * @unused */ u8 func0401_do_some_animation[] = { - // Do some chr_do_animation + // Do some animation restart_timer chr_do_animation(0x0066, 0, 1, 0x04, 0x10, CHR_SELF, 2) diff --git a/src/files/setup/setupark.c b/src/files/setup/setupark.c index 02c70100d..787696383 100644 --- a/src/files/setup/setupark.c +++ b/src/files/setup/setupark.c @@ -1877,7 +1877,7 @@ u8 func040a_tech2[] = { // @bug: Duplicate label. I suspect the goto first 0x21 below is // supposed to go here. The only possible side effect is the tech may - // restart his chr_do_animation repeatedly. + // restart his animation repeatedly. label(0x21) yield if_sound_finished(CHANNEL_7, /*goto*/ 0x20) diff --git a/src/files/setup/setupazt.c b/src/files/setup/setupazt.c index ecc75ac86..0c0e78053 100644 --- a/src/files/setup/setupazt.c +++ b/src/files/setup/setupazt.c @@ -1171,7 +1171,7 @@ u8 func0404_elvis[] = { call_rng if_rand_gt(128, /*goto*/ 0x31) - // 50% chance of doing look around chr_do_animation + // 50% chance of doing look around animation call_rng if_rand_lt(64, /*goto*/ 0x99) if_rand_lt(128, /*goto*/ 0x9a) diff --git a/src/files/setup/setupdam.c b/src/files/setup/setupdam.c index 531f59ffd..06f1c02d9 100644 --- a/src/files/setup/setupdam.c +++ b/src/files/setup/setupdam.c @@ -2485,7 +2485,7 @@ u8 func0415_elvis_at_start[] = { call_rng if_rand_gt(128, /*goto*/ 0x07) - // 50% chance of doing an idle chr_do_animation + // 50% chance of doing an idle animation call_rng if_rand_lt(64, /*goto*/ 0x44) if_rand_lt(128, /*goto*/ 0x45) diff --git a/src/files/setup/setupdish.c b/src/files/setup/setupdish.c index 15cebad2a..7cad96d39 100644 --- a/src/files/setup/setupdish.c +++ b/src/files/setup/setupdish.c @@ -578,7 +578,7 @@ u8 func041e_colleague[] = { chr_do_animation(0x0227, 0, -1, 0x14, 0x00, CHR_SELF, 2) reloop(0x04) - // Player not in sight - 2 in 255 chance of doing a bored chr_do_animation + // Player not in sight - 2 in 255 chance of doing a bored animation label(0x7f) call_rng if_rand_gt(1, /*goto*/ 0x06) diff --git a/src/files/setup/setupeld.c b/src/files/setup/setupeld.c index 0305f6231..1d024c3fc 100644 --- a/src/files/setup/setupeld.c +++ b/src/files/setup/setupeld.c @@ -1838,7 +1838,7 @@ u8 func0404_sniper[] = { label(0x10) // 4 in 255 chance of looking around, - // and the chr_do_animation used is random too. + // and the animation used is random too. call_rng if_rand_gt(3, /*goto*/ 0x0b) call_rng diff --git a/src/files/setup/setupimp.c b/src/files/setup/setupimp.c index 544e69afe..32f67db65 100644 --- a/src/files/setup/setupimp.c +++ b/src/files/setup/setupimp.c @@ -872,11 +872,11 @@ u8 func0c01_outro[] = { set_chr_hiddenflag(CHR_P1P2, CHRHFLAG_00020000) chr_do_animation(0x01a3, -1, -1, 0x06, 0x00, CHR_P1P2, 4) - #define show_object_with_animation(object, chr_do_animation) \ + #define show_object_with_animation(object, animation) \ show_object(object) \ set_object_flag2(object, OBJFLAG2_04000000) \ set_object_flag3(object, OBJFLAG3_00000010) \ - object_do_animation(chr_do_animation, object, 0x04ff, 0xff) + object_do_animation(animation, object, 0x04ff, 0xff) diff --git a/src/files/setup/setupold.c b/src/files/setup/setupold.c index d47b9a0dd..ce841f8f6 100644 --- a/src/files/setup/setupold.c +++ b/src/files/setup/setupold.c @@ -41,7 +41,7 @@ struct path paths[] = { /** * Some kind of camera movement test? When you press a button it jumps forward - * to the next camera chr_do_animation rather than ending the cutscene. + * to the next camera animation rather than ending the cutscene. */ u8 func0c00_017c[] = { set_chr_chrflag(CHR_COOP, CHRCFLAG_HIDDEN) diff --git a/src/files/setup/setuppete.c b/src/files/setup/setuppete.c index 5782ea7f1..94ef5618f 100644 --- a/src/files/setup/setuppete.c +++ b/src/files/setup/setuppete.c @@ -478,11 +478,11 @@ s32 path13[] = { -1, }; -#define chicago_car_do_animation(object, chr_do_animation) \ +#define chicago_car_do_animation(object, animation) \ show_object(object) \ set_object_flag2(object, OBJFLAG2_04000000) \ set_object_flag3(object, OBJFLAG3_00000010) \ - object_do_animation(chr_do_animation, object, 0x04ff, 0xff) + object_do_animation(animation, object, 0x04ff, 0xff) @@ -1639,7 +1639,7 @@ u8 func0413_bugspotter[] = { set_stage_flag(STAGEFLAG_TRACERBUG_SPOTTED) message(CHR_BOND, 0x3243) // "Tracer Bug has been spotted." - // Wait for talking chr_do_animation to finish + // Wait for talking animation to finish beginloop(0x05) if_stage_flag_eq(STAGEFLAG_LIMO_READY_TO_LEAVE, TRUE, /*goto*/ LABEL_RUN_AWAY) if_stage_flag_eq(STAGEFLAG_TAXI_READY_TO_CRASH, TRUE, /*goto*/ LABEL_RUN_AWAY) @@ -1804,7 +1804,7 @@ u8 func041d_fbi[] = { label(0x03) if_num_times_shot_lt(1, /*goto*/ 0x19) - // Shot - wait for chr_do_animation to finish + // Shot - wait for animation to finish beginloop(0x05) if_chr_stopped(/*goto*/ 0x04) endloop(0x05) @@ -3069,7 +3069,7 @@ u8 func1020_elevator_doors[] = { }; /** - * Guard at top stairs: Turn off special death chr_do_animation if he's moved away from + * Guard at top stairs: Turn off special death animation if he's moved away from * his pad or if Jo has climbed the staircase. */ u8 func1021_check_topstairs_guy[] = { diff --git a/src/files/setup/setuprit.c b/src/files/setup/setuprit.c index f34b514fe..4ebc336d2 100644 --- a/src/files/setup/setuprit.c +++ b/src/files/setup/setuprit.c @@ -1469,7 +1469,7 @@ u8 func0404_president_running[] = { if_chr_stopped(/*goto*/ 0x55) endloop(0x56) - // Not injured, or injury chr_do_animation finished + // Not injured, or injury animation finished label(0x55) stop_chr restart_timer diff --git a/src/files/setup/setupsho.c b/src/files/setup/setupsho.c index 9467f7bc6..dd2245766 100644 --- a/src/files/setup/setupsho.c +++ b/src/files/setup/setupsho.c @@ -3056,7 +3056,7 @@ u8 func1017_msg_skedararmy[] = { endloop(0x04) label(0x2d) - speak(CHR_P1P2, 0x4220, 0x73e2, CHANNEL_6, COLOR_09_BLUE) // "OH, NO!!! A Skedar army in suspended chr_do_animation!" + speak(CHR_P1P2, 0x4220, 0x73e2, CHANNEL_6, COLOR_09_BLUE) // "OH, NO!!! A Skedar army in suspended animation!" set_ailist(CHR_SELF, GAILIST_IDLE) endlist }; diff --git a/src/files/setup/setupwax.c b/src/files/setup/setupwax.c index 37980ac0d..ed7414106 100644 --- a/src/files/setup/setupwax.c +++ b/src/files/setup/setupwax.c @@ -1350,7 +1350,7 @@ u8 func0411_cass_in_office[] = { label(0x2c) try_aim_and_shoot_thing2(0x0200, 0x0000, /*goto*/ 0x82) - // Wait until shooting chr_do_animation finished + // Wait until shooting animation finished beginloop(0x82) if_chr_stopped(/*goto*/ 0x06) endloop(0x82) @@ -1380,7 +1380,7 @@ u8 func0413_cass_running[] = { if_just_injured(CHR_SELF, /*goto*/ 0xb5) goto_next(0xb1) - // Shot/hurt - wait until chr_do_animation finished + // Shot/hurt - wait until animation finished beginloop(0xb5) if_chr_stopped(/*goto*/ 0xb1) endloop(0xb5) @@ -2120,7 +2120,7 @@ u8 func1011_shuttle_animation[] = { label(0x09) restart_timer - // Some kind of chr_do_animation on repeat + // Some kind of animation on repeat beginloop(0x08) object_do_animation(0x0489, OBJ_SHUTTLE1, 0x08ff, -1) endloop(0x08) diff --git a/src/game/data/ailists.c b/src/game/data/ailists.c index 388ab1a12..e5a08fcc2 100644 --- a/src/game/data/ailists.c +++ b/src/game/data/ailists.c @@ -111,8 +111,8 @@ u8 func0006_unalerted[] = { label(0x14) set_chr_hiddenflag(CHR_TARGET, CHRHFLAG_04000000) - // Stop chr, either immediately or by waiting for their chr_do_animation to end. - // I think the chr_do_animation is their injured chr_do_animation. + // Stop chr, either immediately or by waiting for their animation to end. + // I think the animation is their injured animation. label(0x13) set_chr_hiddenflag(CHR_TARGET, CHRHFLAG_02000000) if_chr_idle(/*goto*/ 0x13) @@ -760,7 +760,7 @@ u8 func0006_unalerted[] = { label(0x13) set_ailist(CHR_SELF, GAILIST_WAKEUP) - // Wait until chr finished chr_do_animation, then become alert. + // Wait until chr finished animation, then become alert. // Used when standing up from sitting. label(0x0c) dprint 'G','O','T',' ','W','A','T','\n',0, @@ -789,7 +789,7 @@ u8 func0008_wakeup[] = { set_returnlist(CHR_SELF, GAILIST_INIT_PSYCHOSIS) set_ailist(CHR_SELF, GAILIST_INIT_PSYCHOSIS) - // Unset special death chr_do_animation if no longer idle + // Unset special death animation if no longer idle label(0x16) if_self_flag_bankx_eq(CHRFLAG1_DOINGIDLEANIMATION, FALSE, BANK_1, /*goto*/ 0x13) set_chr_special_death_animation(CHR_SELF, 0) @@ -828,7 +828,7 @@ u8 func0008_wakeup[] = { label(0x16) object_do_animation(0x027b, 0xff, 0x02ff, 0xff) - // Wait for stand up chr_do_animation to finish + // Wait for stand up animation to finish label(0x0c) dprint 'G','O','T',' ','W','A','T','\n',0, yield @@ -861,7 +861,7 @@ u8 func0007_alerted[] = { set_returnlist(CHR_SELF, GAILIST_INIT_PSYCHOSIS) set_ailist(CHR_SELF, GAILIST_INIT_PSYCHOSIS) - // If doing idle chr_do_animation, turn off special death chr_do_animation + // If doing idle animation, turn off special death animation label(0x16) if_self_flag_bankx_eq(CHRFLAG1_DOINGIDLEANIMATION, FALSE, BANK_1, /*goto*/ 0x13) set_chr_special_death_animation(CHR_SELF, 0) @@ -925,7 +925,7 @@ u8 func0007_alerted[] = { dprint 'C','H','E','C','K','I','N','J','U','R','Y','\n',0, // Say an injury quip if we haven't already, then wait up to 3 seconds for - // the chr to have finished their injury chr_do_animation + // the chr to have finished their injury animation beginloop(0x1d) if_self_flag_bankx_eq(CHRFLAG0_SAID_INJURY_QUIP, TRUE, BANK_0, /*goto*/ 0x16) if_num_times_shot_lt(1, /*goto*/ 0x16) @@ -2807,7 +2807,7 @@ u8 func000b_choose_target_chr[] = { u8 func000d_init_combat[] = { set_shotlist(GAILIST_COMBAT_WITH_TARGET) - // If not idle, turn off special death chr_do_animation + // If not idle, turn off special death animation if_self_flag_bankx_eq(CHRFLAG1_DOINGIDLEANIMATION, FALSE, BANK_1, /*goto*/ 0x13) set_chr_special_death_animation(CHR_SELF, 0) @@ -3670,7 +3670,7 @@ u8 func001e_look_around[] = { chr_do_animation(ANIM_LOOK_AROUND_025D, 0, 183, 0x18, 0x10, CHR_SELF, 2) goto_next(0x16) - // @bug: Shows grab crotch chr_do_animation when wanting to look around instead. + // @bug: Shows grab crotch animation when wanting to look around instead. // Probably a copy/paste error from previous function. label(0x13) if_rand_gt(200, /*goto*/ 0x13) @@ -4225,7 +4225,7 @@ u8 func001b_observe_camspy[] = { label(0x16) try_aim_and_shoot_thing2(0x0200, 0x0000, /*goto*/ 0xc3) - // Wait until shooting chr_do_animation done + // Wait until shooting animation done beginloop(0xc3) if_chr_stopped(/*goto*/ 0x16) endloop(0xc3) @@ -5155,7 +5155,7 @@ u8 func0026_init_psychosis[] = { yield chr_do_animation(ANIM_BIG_SNEEZE, -1, -1, 0x10, 0x14, CHR_SELF, 2) - // Wait for chr_do_animation to finish + // Wait for animation to finish beginloop(0x03) if_chr_stopped(/*goto*/ 0x16) endloop(0x03) diff --git a/src/game/data/inventory.c b/src/game/data/inventory.c index b4d16b643..4ea87491a 100644 --- a/src/game/data/inventory.c +++ b/src/game/data/inventory.c @@ -133,7 +133,7 @@ struct weaponfunc_shootsingle invfunc_00011160 = { 0x00, // unk06 0, // unk07 &invmenupos_0001100c, // menupos - NULL, // fire chr_do_animation + NULL, // fire animation 0x00000000, // flags (u32) &invmenupos_00011098, 0x00000000, @@ -155,7 +155,7 @@ struct inventory_ammo invammo_default = { AMMOTYPE_RIFLE, CASING_RIFLE, 30, // clip size - NULL, // reload chr_do_animation + NULL, // reload animation 0, // style }; @@ -163,10 +163,10 @@ struct inventory_ammo invammo_default = { struct weapon invitem_hammer = { 0x0000, // lo model 0x0000, // hi model - NULL, // equip chr_do_animation - NULL, // unequip chr_do_animation - NULL, // pritosec chr_do_animation - NULL, // sectopri chr_do_animation + NULL, // equip animation + NULL, // unequip animation + NULL, // pritosec animation + NULL, // sectopri animation NULL, // pri function NULL, // sec function &invammo_default, // pri ammo @@ -190,10 +190,10 @@ struct weapon invitem_hammer = { struct weapon invitem_nothing = { 0x0000, // lo model 0x0000, // hi model - NULL, // equip chr_do_animation - NULL, // unequip chr_do_animation - NULL, // pritosec chr_do_animation - NULL, // sectopri chr_do_animation + NULL, // equip animation + NULL, // unequip animation + NULL, // pritosec animation + NULL, // sectopri animation NULL, // pri function NULL, // sec function NULL, // pri ammo @@ -258,7 +258,7 @@ struct weaponfunc_close invfunc_unarmed_punch = { 0x00, // unk06 -1, // unk07 &invmenupos_00010fd0, // menupos - invanim_punch, // fire chr_do_animation + invanim_punch, // fire animation 0x0041a200, // flags 0x3f000000, 0x42700000, @@ -283,7 +283,7 @@ struct weaponfunc_close invfunc_unarmed_disarm = { 0x00, // unk06 -1, // unk07 &invmenupos_00010fd0, // menupos - invanim_punch, // fire chr_do_animation + invanim_punch, // fire animation 0x0041a600, // flags 0x3e99999a, 0x42700000, @@ -305,10 +305,10 @@ struct weaponfunc_close invfunc_unarmed_disarm = { struct weapon invitem_unarmed = { 0x04e5, // lo model 0x04e5, // hi model - NULL, // equip chr_do_animation - NULL, // unequip chr_do_animation - NULL, // pritosec chr_do_animation - NULL, // sectopri chr_do_animation + NULL, // equip animation + NULL, // unequip animation + NULL, // pritosec animation + NULL, // sectopri animation {&invfunc_unarmed_punch, &invfunc_unarmed_disarm}, // functions NULL, // pri ammo NULL, // sec ammo @@ -504,7 +504,7 @@ struct weaponfunc_shootsingle invfunc_falcon2_singleshot = { 0x00, // unk06 0, // unk07 &invmenupos_0001100c, // menupos - invanim_falcon2_shoot, // fire chr_do_animation + invanim_falcon2_shoot, // fire animation 0x00000000, // flags (u32) &invmenupos_00011098, 0x10000000, @@ -526,7 +526,7 @@ struct weaponfunc_shootsingle invfunc_falcon2silenced_singleshot = { 0x00, // unk06 0, // unk07 &invmenupos_00010fe4, // menupos - invanim_falcon2_shoot, // fire chr_do_animation + invanim_falcon2_shoot, // fire animation 0x00002000, // flags (u32) &invmenupos_00011098, 0x10000000, @@ -548,7 +548,7 @@ struct weaponfunc_close invfunc_falcon2_pistolwhip = { 0x00, // unk06 -1, // unk07 &invmenupos_00010fd0, // menupos - invanim_falcon2_pistolwhip, // fire chr_do_animation + invanim_falcon2_pistolwhip, // fire animation 0x0041a200, // flags 0x3f666666, 0x42700000, @@ -573,7 +573,7 @@ struct inventory_ammo invammo_falcon2 = { AMMOTYPE_PISTOL, CASING_STANDARD, 8, // clip size - invanim_falcon2_reload, // reload chr_do_animation + invanim_falcon2_reload, // reload animation 0, // style }; @@ -584,7 +584,7 @@ struct inventory_ammo invammo_falcon2scope = { AMMOTYPE_PISTOL, CASING_STANDARD, 8, // clip size - invanim_falcon2scope_reload, // reload chr_do_animation + invanim_falcon2scope_reload, // reload animation 0, // style }; @@ -592,10 +592,10 @@ struct inventory_ammo invammo_falcon2scope = { struct weapon invitem_falcon2 = { 0x0377, // lo model 0x039c, // hi model - invanim_falcon2_equip, // equip chr_do_animation - invanim_falcon2_unequip, // unequip chr_do_animation - NULL, // pritosec chr_do_animation - NULL, // sectopri chr_do_animation + invanim_falcon2_equip, // equip animation + invanim_falcon2_unequip, // unequip animation + NULL, // pritosec animation + NULL, // sectopri animation { &invfunc_falcon2_singleshot, &invfunc_falcon2_pistolwhip }, // functions &invammo_falcon2, // pri ammo NULL, // sec ammo @@ -618,10 +618,10 @@ struct weapon invitem_falcon2 = { struct weapon invitem_falcon2scope = { 0x0377, // lo model 0x039c, // hi model - invanim_falcon2_equip, // equip chr_do_animation - invanim_falcon2_unequip, // unequip chr_do_animation - NULL, // pritosec chr_do_animation - NULL, // sectopri chr_do_animation + invanim_falcon2_equip, // equip animation + invanim_falcon2_unequip, // unequip animation + NULL, // pritosec animation + NULL, // sectopri animation { &invfunc_falcon2_singleshot, &invfunc_falcon2_pistolwhip }, // functions &invammo_falcon2scope, // pri ammo NULL, // sec ammo @@ -644,10 +644,10 @@ struct weapon invitem_falcon2scope = { struct weapon invitem_falcon2silencer = { 0x0377, // lo model 0x039c, // hi model - invanim_falcon2_equip, // equip chr_do_animation - invanim_falcon2_unequip, // unequip chr_do_animation - NULL, // pritosec chr_do_animation - NULL, // sectopri chr_do_animation + invanim_falcon2_equip, // equip animation + invanim_falcon2_unequip, // unequip animation + NULL, // pritosec animation + NULL, // sectopri animation { &invfunc_falcon2silenced_singleshot, &invfunc_falcon2_pistolwhip }, // functions &invammo_falcon2, // pri ammo NULL, // sec ammo @@ -753,7 +753,7 @@ struct weaponfunc_shootsingle invfunc_magsec_singleshot = { 0x00, // unk06 0, // unk07 &invmenupos_0001100c, // menupos - invanim_magsec_equiporshoot, // fire chr_do_animation + invanim_magsec_equiporshoot, // fire animation 0x00000000, // flags (u32) &invmenupos_00011098, 0x10000000, @@ -775,7 +775,7 @@ struct weaponfunc_shootsingle invfunc_magsec_burst = { 0x00, // unk06 0, // unk07 &invmenupos_0001100c, // menupos - invanim_magsec_equiporshoot, // fire chr_do_animation + invanim_magsec_equiporshoot, // fire animation 0x00000002, // flags (u32) &invmenupos_00011098, 0x10000000, @@ -797,7 +797,7 @@ struct inventory_ammo invammo_magsec = { AMMOTYPE_PISTOL, CASING_STANDARD, 9, // clip size - invanim_magsec_reload, // reload chr_do_animation + invanim_magsec_reload, // reload animation 0, // style }; @@ -805,10 +805,10 @@ struct inventory_ammo invammo_magsec = { struct weapon invitem_magsec = { 0x0378, // lo model 0x04c4, // hi model - invanim_magsec_equiporshoot, // equip chr_do_animation - NULL, // unequip chr_do_animation - NULL, // pritosec chr_do_animation - NULL, // sectopri chr_do_animation + invanim_magsec_equiporshoot, // equip animation + NULL, // unequip animation + NULL, // pritosec animation + NULL, // sectopri animation { &invfunc_magsec_singleshot, &invfunc_magsec_burst }, // functions &invammo_magsec, // pri ammo NULL, // sec ammo @@ -936,7 +936,7 @@ struct weaponfunc_shootsingle invfunc_dy357_singleshot = { 0x00, // unk06 0, // unk07 &invmenupos_00011020, // menupos - invanim_dy357_equiporshoot, // fire chr_do_animation + invanim_dy357_equiporshoot, // fire animation 0x00000000, // flags (u32) &invmenupos_00011098, 0x14000000, @@ -958,7 +958,7 @@ struct weaponfunc_shootsingle invfunc_dy357lx_singleshot = { 0x00, // unk06 0, // unk07 &invmenupos_00011020, // menupos - invanim_dy357_equiporshoot, // fire chr_do_animation + invanim_dy357_equiporshoot, // fire animation 0x00000000, // flags (u32) &invmenupos_00011098, 0x1e000000, @@ -980,7 +980,7 @@ struct weaponfunc_close invfunc_dy357_pistolwhip = { 0x00, // unk06 -1, // unk07 &invmenupos_00010fd0, // menupos - invanim_dy357_pistolwhip, // fire chr_do_animation + invanim_dy357_pistolwhip, // fire animation 0x0041a200, // flags 0x3f666666, 0x42700000, @@ -1005,7 +1005,7 @@ struct inventory_ammo invammo_dy357 = { AMMOTYPE_MAGNUM, CASING_STANDARD, 6, // clip size - invanim_dy357_reload, // reload chr_do_animation + invanim_dy357_reload, // reload animation 0, // style }; @@ -1013,10 +1013,10 @@ struct inventory_ammo invammo_dy357 = { struct weapon invitem_dy357 = { 0x037a, // lo model 0x04bd, // hi model - invanim_dy357_equiporshoot, // equip chr_do_animation - NULL, // unequip chr_do_animation - NULL, // pritosec chr_do_animation - NULL, // sectopri chr_do_animation + invanim_dy357_equiporshoot, // equip animation + NULL, // unequip animation + NULL, // pritosec animation + NULL, // sectopri animation { &invfunc_dy357_singleshot, &invfunc_dy357_pistolwhip }, // functions &invammo_dy357, // pri ammo NULL, // sec ammo @@ -1039,10 +1039,10 @@ struct weapon invitem_dy357 = { struct weapon invitem_dy357lx = { 0x037b, // lo model 0x04be, // hi model - invanim_dy357_equiporshoot, // equip chr_do_animation - NULL, // unequip chr_do_animation - NULL, // pritosec chr_do_animation - NULL, // sectopri chr_do_animation + invanim_dy357_equiporshoot, // equip animation + NULL, // unequip animation + NULL, // pritosec animation + NULL, // sectopri animation { &invfunc_dy357lx_singleshot, &invfunc_dy357_pistolwhip }, // functions &invammo_dy357, // pri ammo NULL, // sec ammo @@ -1121,7 +1121,7 @@ struct weaponfunc_shootsingle invfunc_phoenix_singleshot = { 0x00, // unk06 0, // unk07 &invmenupos_0001100c, // menupos - invanim_phoenix_shoot, // fire chr_do_animation + invanim_phoenix_shoot, // fire animation 0x00000000, // flags (u32) &invmenupos_00011098, 0x10000000, @@ -1143,7 +1143,7 @@ struct weaponfunc_shootsingle invfunc_phoenix_explosiveshells = { 0x00, // unk06 0, // unk07 &invmenupos_0001100c, // menupos - invanim_phoenix_shoot, // fire chr_do_animation + invanim_phoenix_shoot, // fire animation 0x00004000, // flags (u32) &invmenupos_00011098, 0x10000000, @@ -1165,7 +1165,7 @@ struct inventory_ammo invammo_phoenix = { AMMOTYPE_PISTOL, CASING_NONE, 8, // clip size - invanim_phoenix_equiporreload, // reload chr_do_animation + invanim_phoenix_equiporreload, // reload animation 0, // style }; @@ -1173,10 +1173,10 @@ struct inventory_ammo invammo_phoenix = { struct weapon invitem_phoenix = { 0x037c, // lo model 0x04c5, // hi model - invanim_phoenix_equiporreload, // equip chr_do_animation - NULL, // unequip chr_do_animation - NULL, // pritosec chr_do_animation - NULL, // sectopri chr_do_animation + invanim_phoenix_equiporreload, // equip animation + NULL, // unequip animation + NULL, // pritosec animation + NULL, // sectopri animation { &invfunc_phoenix_singleshot, &invfunc_phoenix_explosiveshells }, // functions &invammo_phoenix, // pri ammo NULL, // sec ammo @@ -1274,7 +1274,7 @@ struct weaponfunc_shootsingle invfunc_mauler_singleshot = { 0x00, // unk06 0, // unk07 &invmenupos_00011020, // menupos - invanim_mauler_equiporshoot, // fire chr_do_animation + invanim_mauler_equiporshoot, // fire animation 0x00000000, // flags (u32) &invmenupos_00011098, 0x00000000, @@ -1296,7 +1296,7 @@ struct weaponfunc_shootsingle invfunc_mauler_chargeshot = { 0x00, // unk06 0, // unk07 &invmenupos_00011020, // menupos - invanim_mauler_equiporshoot, // fire chr_do_animation + invanim_mauler_equiporshoot, // fire animation 0x00000000, // flags (u32) &invmenupos_00011098, 0x00000000, @@ -1318,7 +1318,7 @@ struct inventory_ammo invammo_mauler = { AMMOTYPE_PISTOL, CASING_NONE, 20, // clip size - invanim_mauler_reload, // reload chr_do_animation + invanim_mauler_reload, // reload animation 0, // style }; @@ -1326,10 +1326,10 @@ struct inventory_ammo invammo_mauler = { struct weapon invitem_mauler = { 0x0379, // lo model 0x04cb, // hi model - invanim_mauler_equiporshoot, // equip chr_do_animation - NULL, // unequip chr_do_animation - NULL, // pritosec chr_do_animation - NULL, // sectopri chr_do_animation + invanim_mauler_equiporshoot, // equip animation + NULL, // unequip animation + NULL, // pritosec animation + NULL, // sectopri animation { &invfunc_mauler_singleshot, &invfunc_mauler_chargeshot }, // functions &invammo_mauler, // pri ammo NULL, // sec ammo @@ -1435,7 +1435,7 @@ struct weaponfunc_shootauto invfunc_cmp150_rapidfire = { 0x00, // unk06 0, // unk07 &invmenupos_00011020, // menupos - invanim_cmp150_equiporshoot, // fire chr_do_animation + invanim_cmp150_equiporshoot, // fire animation 0x00000000, // flags (u32) &invmenupos_00011098, 0x00000000, @@ -1462,7 +1462,7 @@ struct weaponfunc_shootauto invfunc_cmp150_followlockon = { 0x00, // unk06 0, // unk07 &invmenupos_00011020, // menupos - invanim_cmp150_equiporshoot, // fire chr_do_animation + invanim_cmp150_equiporshoot, // fire animation 0x00000000, // flags (u32) &invmenupos_00011098, 0x00000000, @@ -1489,7 +1489,7 @@ struct inventory_ammo invammo_cmp150 = { AMMOTYPE_SMG, CASING_STANDARD, 32, // clip size - invanim_cmp150_reload, // reload chr_do_animation + invanim_cmp150_reload, // reload animation 0, // style }; @@ -1497,10 +1497,10 @@ struct inventory_ammo invammo_cmp150 = { struct weapon invitem_cmp150 = { 0x037d, // lo model 0x04b9, // hi model - invanim_cmp150_equiporshoot, // equip chr_do_animation - NULL, // unequip chr_do_animation - NULL, // pritosec chr_do_animation - NULL, // sectopri chr_do_animation + invanim_cmp150_equiporshoot, // equip animation + NULL, // unequip animation + NULL, // pritosec animation + NULL, // sectopri animation { &invfunc_cmp150_rapidfire, &invfunc_cmp150_followlockon }, // functions &invammo_cmp150, // pri ammo NULL, // sec ammo @@ -1574,7 +1574,7 @@ struct weaponfunc_shootauto invfunc_cyclone_rapidfire = { 0x00, // unk06 0, // unk07 &invmenupos_00011034, // menupos - invanim_cyclone_shoot, // fire chr_do_animation + invanim_cyclone_shoot, // fire animation 0x00000000, // flags (u32) &invmenupos_00011098, 0x00000000, @@ -1601,7 +1601,7 @@ struct weaponfunc_shootauto invfunc_cyclone_magazinedischarge = { 0x00, // unk06 0, // unk07 &invmenupos_00011034, // menupos - invanim_cyclone_shoot, // fire chr_do_animation + invanim_cyclone_shoot, // fire animation 0x00000020, // flags (u32) &invmenupos_00011098, 0x00000000, @@ -1628,7 +1628,7 @@ struct inventory_ammo invammo_cyclone = { AMMOTYPE_SMG, CASING_NONE, 50, // clip size - invanim_cyclone_equiporreload, // reload chr_do_animation + invanim_cyclone_equiporreload, // reload animation 0, // style }; @@ -1636,10 +1636,10 @@ struct inventory_ammo invammo_cyclone = { struct weapon invitem_cyclone = { 0x0382, // lo model 0x04bb, // hi model - invanim_cyclone_equiporreload, // equip chr_do_animation - NULL, // unequip chr_do_animation - NULL, // pritosec chr_do_animation - NULL, // sectopri chr_do_animation + invanim_cyclone_equiporreload, // equip animation + NULL, // unequip animation + NULL, // pritosec animation + NULL, // sectopri animation { &invfunc_cyclone_rapidfire, &invfunc_cyclone_magazinedischarge }, // functions &invammo_cyclone, // pri ammo NULL, // sec ammo @@ -1701,7 +1701,7 @@ struct weaponfunc_shootauto invfunc_rcp120_rapidfire = { 0x00, // unk06 0, // unk07 &invmenupos_0001100c, // menupos - invanim_rcp120_equiporshoot, // fire chr_do_animation + invanim_rcp120_equiporshoot, // fire animation 0x00000000, // flags (u32) &invmenupos_00011098, 0x00000000, @@ -1728,7 +1728,7 @@ struct weaponfunc_special invfunc_rcp120_cloak = { 0x00, // unk06 0, // unk07 &invmenupos_00010fd0, // menupos - NULL, // fire chr_do_animation + NULL, // fire animation 0x00102000, // flags 0x00000009, 0x0000001e, @@ -1742,7 +1742,7 @@ struct inventory_ammo invammo_rcp120 = { AMMOTYPE_SMG, CASING_STANDARD, 120, // clip size - invanim_rcp120_reload, // reload chr_do_animation + invanim_rcp120_reload, // reload animation 0, // style }; @@ -1750,10 +1750,10 @@ struct inventory_ammo invammo_rcp120 = { struct weapon invitem_rcp120 = { 0x0384, // lo model 0x04c8, // hi model - invanim_rcp120_equiporshoot, // equip chr_do_animation - NULL, // unequip chr_do_animation - NULL, // pritosec chr_do_animation - NULL, // sectopri chr_do_animation + invanim_rcp120_equiporshoot, // equip animation + NULL, // unequip animation + NULL, // pritosec animation + NULL, // sectopri animation { &invfunc_rcp120_rapidfire, &invfunc_rcp120_cloak }, // functions &invammo_rcp120, // pri ammo NULL, // sec ammo @@ -1810,7 +1810,7 @@ struct weaponfunc_shootauto invfunc_callisto_rapidfire = { 0x00, // unk06 0, // unk07 &invmenupos_0001100c, // menupos - invanim_callisto_shoot, // fire chr_do_animation + invanim_callisto_shoot, // fire animation 0x00000000, // flags (u32) &invmenupos_00011098, 0x00000000, @@ -1837,7 +1837,7 @@ struct weaponfunc_shootauto invfunc_callisto_highimpactshells = { 0x00, // unk06 0, // unk07 &invmenupos_0001100c, // menupos - invanim_callisto_shoot, // fire chr_do_animation + invanim_callisto_shoot, // fire animation 0x00000000, // flags (u32) &invmenupos_00011098, 0x00000000, @@ -1864,7 +1864,7 @@ struct inventory_ammo invammo_callisto = { AMMOTYPE_SMG, CASING_NONE, 32, // clip size - invanim_callisto_equiporreload, // reload chr_do_animation + invanim_callisto_equiporreload, // reload animation 0, // style }; @@ -1872,10 +1872,10 @@ struct inventory_ammo invammo_callisto = { struct weapon invitem_callisto = { 0x0383, // lo model 0x04c6, // hi model - invanim_callisto_equiporreload, // equip chr_do_animation - NULL, // unequip chr_do_animation - NULL, // pritosec chr_do_animation - NULL, // sectopri chr_do_animation + invanim_callisto_equiporreload, // equip animation + NULL, // unequip animation + NULL, // pritosec animation + NULL, // sectopri animation { &invfunc_callisto_rapidfire, &invfunc_callisto_highimpactshells }, // functions &invammo_callisto, // pri ammo NULL, // sec ammo @@ -1933,7 +1933,7 @@ struct weaponfunc_shootauto invfunc_dragon_rapidfire = { 0x00, // unk06 0, // unk07 &invmenupos_00011034, // menupos - invanim_dragon_equiporshoot, // fire chr_do_animation + invanim_dragon_equiporshoot, // fire animation 0x00000000, // flags (u32) &invmenupos_00011098, 0x00000000, @@ -1960,7 +1960,7 @@ struct weaponfunc_throw invfunc_dragon_selfdestruct = { 0x00, // unk06 -1, // unk07 &invmenupos_00010fd0, // menupos - NULL, // fire chr_do_animation + NULL, // fire animation 0x00042040, // flags 0x000000ff, 0x00f00000, @@ -1975,7 +1975,7 @@ struct inventory_ammo invammo_dragon = { AMMOTYPE_RIFLE, CASING_RIFLE, 30, // clip size - invanim_dragon_reload, // reload chr_do_animation + invanim_dragon_reload, // reload animation 0, // style }; @@ -1983,10 +1983,10 @@ struct inventory_ammo invammo_dragon = { struct weapon invitem_dragon = { 0x037f, // lo model 0x04c0, // hi model - invanim_dragon_equiporshoot, // equip chr_do_animation - NULL, // unequip chr_do_animation - NULL, // pritosec chr_do_animation - NULL, // sectopri chr_do_animation + invanim_dragon_equiporshoot, // equip animation + NULL, // unequip animation + NULL, // pritosec animation + NULL, // sectopri animation { &invfunc_dragon_rapidfire, &invfunc_dragon_selfdestruct }, // functions &invammo_dragon, // pri ammo NULL, // sec ammo @@ -2081,7 +2081,7 @@ struct weaponfunc_shootauto invfunc_superdragon_rapidfire = { 0x00, // unk06 0, // unk07 &invmenupos_00011034, // menupos - invanim_superdragon_equiporshoot, // fire chr_do_animation + invanim_superdragon_equiporshoot, // fire animation 0x00000000, // flags (u32) &invmenupos_00011098, 0x00000000, @@ -2108,7 +2108,7 @@ struct weaponfunc_shootprojectile invfunc_superdragon_grenadelauncher = { 0x00, // unk06 1, // unk07 &invmenupos_00011048, // menupos - invanim_superdragon_shootgrenade, // fire chr_do_animation + invanim_superdragon_shootgrenade, // fire animation 0x30000040, // flags 0x00000000, 0x00000000, @@ -2139,7 +2139,7 @@ struct inventory_ammo invammo_superdragon = { AMMOTYPE_RIFLE, CASING_RIFLE, 30, // clip size - invanim_superdragon_reload, // reload chr_do_animation + invanim_superdragon_reload, // reload animation 0, // style }; @@ -2150,7 +2150,7 @@ struct inventory_ammo invammo_superdragon_grenades = { AMMOTYPE_DEVASTATOR, CASING_NONE, 6, // clip size - invanim_superdragon_grenadereload, // reload chr_do_animation + invanim_superdragon_grenadereload, // reload animation 0, // style }; @@ -2158,10 +2158,10 @@ struct inventory_ammo invammo_superdragon_grenades = { struct weapon invitem_superdragon = { 0x0380, // lo model 0x04c1, // hi model - invanim_superdragon_equiporshoot, // equip chr_do_animation - NULL, // unequip chr_do_animation - invanim_superdragon_pritosec, // pritosec chr_do_animation - invanim_superdragon_sectopri, // sectopri chr_do_animation + invanim_superdragon_equiporshoot, // equip animation + NULL, // unequip animation + invanim_superdragon_pritosec, // pritosec animation + invanim_superdragon_sectopri, // sectopri animation { &invfunc_superdragon_rapidfire, &invfunc_superdragon_grenadelauncher }, // functions &invammo_superdragon, // pri ammo &invammo_superdragon_grenades, // sec ammo @@ -2230,7 +2230,7 @@ struct weaponfunc_shootauto invfunc_ar34_burstfire = { 0x00, // unk06 0, // unk07 &invmenupos_00011034, // menupos - NULL, // fire chr_do_animation + NULL, // fire animation 0x00000002, // flags (u32) &invmenupos_00011098, 0x00000000, @@ -2257,7 +2257,7 @@ struct weaponfunc_shootauto invfunc_ar34_usescope = { 0x00, // unk06 0, // unk07 &invmenupos_00011034, // menupos - NULL, // fire chr_do_animation + NULL, // fire animation 0x00000002, // flags (u32) &invmenupos_00011098, 0x00000000, @@ -2284,7 +2284,7 @@ struct inventory_ammo invammo_ar34 = { AMMOTYPE_RIFLE, CASING_RIFLE, 30, // clip size - invanim_ar34_equiporreload, // reload chr_do_animation + invanim_ar34_equiporreload, // reload animation 0, // style }; @@ -2292,10 +2292,10 @@ struct inventory_ammo invammo_ar34 = { struct weapon invitem_ar34 = { 0x037e, // lo model 0x04b7, // hi model - invanim_ar34_equiporreload, // equip chr_do_animation - NULL, // unequip chr_do_animation - NULL, // pritosec chr_do_animation - NULL, // sectopri chr_do_animation + invanim_ar34_equiporreload, // equip animation + NULL, // unequip animation + NULL, // pritosec animation + NULL, // sectopri animation { &invfunc_ar34_burstfire, &invfunc_ar34_usescope }, // functions &invammo_ar34, // pri ammo NULL, // sec ammo @@ -2380,7 +2380,7 @@ struct weaponfunc_shootauto invfunc_k7avenger_burstfire = { 0x00, // unk06 0, // unk07 &invmenupos_00011034, // menupos - NULL, // fire chr_do_animation + NULL, // fire animation 0x00000002, // flags (u32) &invmenupos_00011098, 0x00000000, @@ -2407,7 +2407,7 @@ struct weaponfunc_shootauto invfunc_k7avenger_threatdetector = { 0x00, // unk06 0, // unk07 &invmenupos_00011034, // menupos - NULL, // fire chr_do_animation + NULL, // fire animation 0x00082002, // flags (u32) &invmenupos_00011098, 0x00000000, @@ -2434,7 +2434,7 @@ struct inventory_ammo invammo_k7avenger = { AMMOTYPE_RIFLE, CASING_RIFLE, 25, // clip size - invanim_k7avenger_reload, // reload chr_do_animation + invanim_k7avenger_reload, // reload animation 0, // style }; @@ -2442,10 +2442,10 @@ struct inventory_ammo invammo_k7avenger = { struct weapon invitem_k7avenger = { 0x0381, // lo model 0x04b8, // hi model - invanim_k7avenger_equip, // equip chr_do_animation - invanim_k7avenger_unequip, // unequip chr_do_animation - NULL, // pritosec chr_do_animation - NULL, // sectopri chr_do_animation + invanim_k7avenger_equip, // equip animation + invanim_k7avenger_unequip, // unequip animation + NULL, // pritosec animation + NULL, // sectopri animation { &invfunc_k7avenger_burstfire, &invfunc_k7avenger_threatdetector }, // functions &invammo_k7avenger, // pri ammo NULL, // sec ammo @@ -2538,7 +2538,7 @@ struct weaponfunc_shootauto invfunc_laptopgun_burstfire = { 0x00, // unk06 0, // unk07 &invmenupos_00011020, // menupos - invanim_laptopgun_shoot, // fire chr_do_animation + invanim_laptopgun_shoot, // fire animation 0x00000002, // flags (u32) &invmenupos_00011098, 0x00000000, @@ -2565,7 +2565,7 @@ struct weaponfunc_throw invfunc_laptopgun_deploy = { 0x00, // unk06 -1, // unk07 &invmenupos_00010fd0, // menupos - NULL, // fire chr_do_animation + NULL, // fire animation 0x00842140, // flags 0x00000157, 0x00f00000, @@ -2580,7 +2580,7 @@ struct inventory_ammo invammo_laptopgun = { AMMOTYPE_SMG, CASING_NONE, 50, // clip size - invanim_laptopgun_reload, // reload chr_do_animation + invanim_laptopgun_reload, // reload animation 0, // style }; @@ -2588,10 +2588,10 @@ struct inventory_ammo invammo_laptopgun = { struct weapon invitem_laptopgun = { 0x0385, // lo model 0x04c7, // hi model - invanim_laptopgun_equip, // equip chr_do_animation - invanim_laptopgun_unequip, // unequip chr_do_animation - NULL, // pritosec chr_do_animation - NULL, // sectopri chr_do_animation + invanim_laptopgun_equip, // equip animation + invanim_laptopgun_unequip, // unequip animation + NULL, // pritosec animation + NULL, // sectopri animation { &invfunc_laptopgun_burstfire, &invfunc_laptopgun_deploy }, // functions &invammo_laptopgun, // pri ammo NULL, // sec ammo @@ -2659,7 +2659,7 @@ struct weaponfunc_shootsingle invfunc_shotgun_single = { 0x00, // unk06 0, // unk07 &invmenupos_00011048, // menupos - invanim_shotgun_equiporsingleshot, // fire chr_do_animation + invanim_shotgun_equiporsingleshot, // fire animation 0x00000000, // flags (u32) &invmenupos_00011098, 0x00000000, @@ -2681,7 +2681,7 @@ struct weaponfunc_shootsingle invfunc_shotgun_double = { 0x00, // unk06 0, // unk07 &invmenupos_00011048, // menupos - invanim_shotgun_doubleshot, // fire chr_do_animation + invanim_shotgun_doubleshot, // fire animation 0x00001000, // flags (u32) &invmenupos_00011098, 0x00000000, @@ -2703,7 +2703,7 @@ struct inventory_ammo invammo_shotgun = { AMMOTYPE_SHOTGUN, CASING_SHOTGUN, 9, // clip size - invanim_shotgun_reload, // reload chr_do_animation + invanim_shotgun_reload, // reload animation 67108864, // style }; @@ -2711,10 +2711,10 @@ struct inventory_ammo invammo_shotgun = { struct weapon invitem_shotgun = { 0x0386, // lo model 0x04ca, // hi model - invanim_shotgun_equiporsingleshot, // equip chr_do_animation - NULL, // unequip chr_do_animation - NULL, // pritosec chr_do_animation - NULL, // sectopri chr_do_animation + invanim_shotgun_equiporsingleshot, // equip animation + NULL, // unequip animation + NULL, // pritosec animation + NULL, // sectopri animation { &invfunc_shotgun_single, &invfunc_shotgun_double }, // functions &invammo_shotgun, // pri ammo NULL, // sec ammo @@ -2811,7 +2811,7 @@ struct weaponfunc_shootauto invfunc_reaper_shoot = { 0x00, // unk06 0, // unk07 &invmenupos_0001105c, // menupos - invanim_reaper_shoot, // fire chr_do_animation + invanim_reaper_shoot, // fire animation 0x00000002, // flags (u32) &invmenupos_000110ac, 0x00000000, @@ -2838,7 +2838,7 @@ struct weaponfunc_close invfunc_reaper_grind = { 0x00, // unk06 -1, // unk07 &invmenupos_0001100c, // menupos - NULL, // fire chr_do_animation + NULL, // fire animation 0x00002000, // flags 0x3d4ccccd, 0x42a00000, @@ -2863,7 +2863,7 @@ struct inventory_ammo invammo_reaper = { AMMOTYPE_REAPER, CASING_REAPER, 200, // clip size - invanim_reaper_reload, // reload chr_do_animation + invanim_reaper_reload, // reload animation 0, // style }; @@ -2871,10 +2871,10 @@ struct inventory_ammo invammo_reaper = { struct weapon invitem_reaper = { 0x0387, // lo model 0x039d, // hi model - invanim_reaper_equip, // equip chr_do_animation - invanim_reaper_unequip, // unequip chr_do_animation - NULL, // pritosec chr_do_animation - NULL, // sectopri chr_do_animation + invanim_reaper_equip, // equip animation + invanim_reaper_unequip, // unequip animation + NULL, // pritosec animation + NULL, // sectopri animation { &invfunc_reaper_shoot, &invfunc_reaper_grind }, // functions &invammo_reaper, // pri ammo NULL, // sec ammo @@ -2948,7 +2948,7 @@ struct weaponfunc_shootprojectile invfunc_rockerlauncher_shoot = { 0x00, // unk06 0, // unk07 &invmenupos_00011048, // menupos - invanim_rockerlauncher_equiporshoot, // fire chr_do_animation + invanim_rockerlauncher_equiporshoot, // fire animation 0x08000040, // flags 0x00000000, 0x00000000, @@ -2979,7 +2979,7 @@ struct weaponfunc_shootprojectile invfunc_rocketlauncher_homing = { 0x00, // unk06 0, // unk07 &invmenupos_00011048, // menupos - invanim_rockerlauncher_equiporshoot, // fire chr_do_animation + invanim_rockerlauncher_equiporshoot, // fire animation 0x48000040, // flags 0x00000000, 0x00000000, @@ -3010,7 +3010,7 @@ struct inventory_ammo invammo_rocketlauncher = { AMMOTYPE_ROCKET, CASING_NONE, 1, // clip size - invanim_rocketlauncher_reload, // reload chr_do_animation + invanim_rocketlauncher_reload, // reload animation 0, // style }; @@ -3018,10 +3018,10 @@ struct inventory_ammo invammo_rocketlauncher = { struct weapon invitem_rocketlauncher = { 0x0388, // lo model 0x04c9, // hi model - invanim_rockerlauncher_equiporshoot, // equip chr_do_animation - NULL, // unequip chr_do_animation - NULL, // pritosec chr_do_animation - NULL, // sectopri chr_do_animation + invanim_rockerlauncher_equiporshoot, // equip animation + NULL, // unequip animation + NULL, // pritosec animation + NULL, // sectopri animation { &invfunc_rockerlauncher_shoot, &invfunc_rocketlauncher_homing }, // functions &invammo_rocketlauncher, // pri ammo NULL, // sec ammo @@ -3064,7 +3064,7 @@ struct weaponfunc_shootprojectile invfunc_slayer_shoot = { 0x00, // unk06 0, // unk07 &invmenupos_00011048, // menupos - invanim_slayer_equiporshoot, // fire chr_do_animation + invanim_slayer_equiporshoot, // fire animation 0x08000040, // flags 0x00000000, 0x00000000, @@ -3095,7 +3095,7 @@ struct weaponfunc_shootprojectile invfunc_slayer_flybywire = { 0x00, // unk06 0, // unk07 &invmenupos_00011048, // menupos - NULL, // fire chr_do_animation + NULL, // fire animation 0x28000840, // flags 0x00000000, 0x00000000, @@ -3126,7 +3126,7 @@ struct inventory_ammo invammo_slayer = { AMMOTYPE_ROCKET, CASING_NONE, 1, // clip size - invanim_slayer_reload, // reload chr_do_animation + invanim_slayer_reload, // reload animation 0, // style }; @@ -3134,10 +3134,10 @@ struct inventory_ammo invammo_slayer = { struct weapon invitem_slayer = { 0x038a, // lo model 0x04cc, // hi model - invanim_slayer_equiporshoot, // equip chr_do_animation - NULL, // unequip chr_do_animation - NULL, // pritosec chr_do_animation - NULL, // sectopri chr_do_animation + invanim_slayer_equiporshoot, // equip animation + NULL, // unequip animation + NULL, // pritosec animation + NULL, // sectopri animation { &invfunc_slayer_shoot, &invfunc_slayer_flybywire }, // functions &invammo_slayer, // pri ammo NULL, // sec ammo @@ -3191,7 +3191,7 @@ struct weaponfunc_shootprojectile invfunc_devastator_shoot = { 0x00, // unk06 0, // unk07 &invmenupos_00011048, // menupos - invanim_devastator_equiporshoot, // fire chr_do_animation + invanim_devastator_equiporshoot, // fire animation 0x30000040, // flags 0x00000000, 0x00000000, @@ -3222,7 +3222,7 @@ struct weaponfunc_shootprojectile invfunc_devastator_wallhugger = { 0x00, // unk06 0, // unk07 &invmenupos_00011048, // menupos - invanim_devastator_equiporshoot, // fire chr_do_animation + invanim_devastator_equiporshoot, // fire animation 0x30000140, // flags 0x00000000, 0x00000000, @@ -3253,7 +3253,7 @@ struct inventory_ammo invammo_devastator = { AMMOTYPE_DEVASTATOR, CASING_NONE, 8, // clip size - invanim_devastator_reload, // reload chr_do_animation + invanim_devastator_reload, // reload animation 134217728, // style }; @@ -3265,10 +3265,10 @@ s8 invg_00013a10[] = {41, 0, -1}; struct weapon invitem_devastator = { 0x0389, // lo model 0x04bf, // hi model - invanim_devastator_equiporshoot, // equip chr_do_animation - NULL, // unequip chr_do_animation - NULL, // pritosec chr_do_animation - NULL, // sectopri chr_do_animation + invanim_devastator_equiporshoot, // equip animation + NULL, // unequip animation + NULL, // pritosec animation + NULL, // sectopri animation { &invfunc_devastator_shoot, &invfunc_devastator_wallhugger }, // functions &invammo_devastator, // pri ammo NULL, // sec ammo @@ -3294,7 +3294,7 @@ struct weaponfunc invfunc_mine_threatdetector = { 0x00, // unk06 -1, // unk07 &invmenupos_00010fd0, // menupos - NULL, // fire chr_do_animation + NULL, // fire animation 0x00080000, // flags }; @@ -3325,7 +3325,7 @@ struct weaponfunc_throw invfunc_timedmine_throw = { 0x00, // unk06 0, // unk07 &invmenupos_00010fd0, // menupos - invanim_mine_throw, // fire chr_do_animation + invanim_mine_throw, // fire animation 0x00802040, // flags 0x00000113, 0x00f00000, @@ -3340,7 +3340,7 @@ struct inventory_ammo invammo_timedmine = { AMMOTYPE_TIMED_MINE, CASING_NONE, 1, // clip size - inanim_mine_equiporreload, // reload chr_do_animation + inanim_mine_equiporreload, // reload animation 33554432, // style }; @@ -3348,10 +3348,10 @@ struct inventory_ammo invammo_timedmine = { struct weapon invitem_timedmine = { 0x0391, // lo model 0x0391, // hi model - inanim_mine_equiporreload, // equip chr_do_animation - invanim_mine_unequip, // unequip chr_do_animation - NULL, // pritosec chr_do_animation - NULL, // sectopri chr_do_animation + inanim_mine_equiporreload, // equip animation + invanim_mine_unequip, // unequip animation + NULL, // pritosec animation + NULL, // sectopri animation { &invfunc_timedmine_throw, &invfunc_mine_threatdetector }, // functions &invammo_timedmine, // pri ammo NULL, // sec ammo @@ -3415,7 +3415,7 @@ struct weaponfunc_throw invfunc_remotemine_throw = { 0x00, // unk06 0, // unk07 &invmenupos_00010fd0, // menupos - invanim_remotemine_throw, // fire chr_do_animation + invanim_remotemine_throw, // fire animation 0x00802040, // flags 0x00000115, 0x00f00000, @@ -3430,7 +3430,7 @@ struct weaponfunc_special invfunc_remotemine_detonate = { 0x00, // unk06 -1, // unk07 &invmenupos_00010fd0, // menupos - NULL, // fire chr_do_animation + NULL, // fire animation 0x00102000, // flags 0x00000005, 0x0000001e, @@ -3444,7 +3444,7 @@ struct inventory_ammo invammo_remotemine = { AMMOTYPE_REMOTE_MINE, CASING_NONE, 1, // clip size - invanim_remotemine_equiporreload, // reload chr_do_animation + invanim_remotemine_equiporreload, // reload animation 33554432, // style }; @@ -3456,10 +3456,10 @@ s8 invg_00013c0c[] = {41, 0, -1}; struct weapon invitem_remotemine = { 0x0393, // lo model 0x0393, // hi model - invanim_remotemine_equiporreload, // equip chr_do_animation - invanim_remotemine_unequip, // unequip chr_do_animation - NULL, // pritosec chr_do_animation - NULL, // sectopri chr_do_animation + invanim_remotemine_equiporreload, // equip animation + invanim_remotemine_unequip, // unequip animation + NULL, // pritosec animation + NULL, // sectopri animation { &invfunc_remotemine_throw, &invfunc_remotemine_detonate }, // functions &invammo_remotemine, // pri ammo NULL, // sec ammo @@ -3485,7 +3485,7 @@ struct weaponfunc_throw invfunc_proxymine_throw = { 0x00, // unk06 0, // unk07 &invmenupos_00010fd0, // menupos - invanim_mine_throw, // fire chr_do_animation + invanim_mine_throw, // fire animation 0x00802040, // flags 0x00000114, 0x00f00000, @@ -3500,7 +3500,7 @@ struct inventory_ammo invammo_proximitymine = { AMMOTYPE_PROXY_MINE, CASING_NONE, 1, // clip size - inanim_mine_equiporreload, // reload chr_do_animation + inanim_mine_equiporreload, // reload animation 33554432, // style }; @@ -3508,10 +3508,10 @@ struct inventory_ammo invammo_proximitymine = { struct weapon invitem_proximitymine = { 0x0392, // lo model 0x0392, // hi model - inanim_mine_equiporreload, // equip chr_do_animation - invanim_mine_unequip, // unequip chr_do_animation - NULL, // pritosec chr_do_animation - NULL, // sectopri chr_do_animation + inanim_mine_equiporreload, // equip animation + invanim_mine_unequip, // unequip animation + NULL, // pritosec animation + NULL, // sectopri animation { &invfunc_proxymine_throw, &invfunc_mine_threatdetector }, // functions &invammo_proximitymine, // pri ammo NULL, // sec ammo @@ -3556,7 +3556,7 @@ struct weaponfunc_throw invfunc_ecmmine_throw = { 0x00, // unk06 0, // unk07 &invmenupos_00010fd0, // menupos - invanim_ecmmine_throw, // fire chr_do_animation + invanim_ecmmine_throw, // fire animation 0x00802040, // flags 0x00000116, 0x00f00000, @@ -3571,7 +3571,7 @@ struct inventory_ammo invammo_ecmmine = { AMMOTYPE_ECM_MINE, CASING_NONE, 1, // clip size - invanim_ecmmine_equiporreload, // reload chr_do_animation + invanim_ecmmine_equiporreload, // reload animation 33554432, // style }; @@ -3579,10 +3579,10 @@ struct inventory_ammo invammo_ecmmine = { struct weapon invitem_ecmmine = { 0x074d, // lo model 0x074d, // hi model - invanim_ecmmine_equiporreload, // equip chr_do_animation - invanim_ecmmine_unequip, // unequip chr_do_animation - NULL, // pritosec chr_do_animation - NULL, // sectopri chr_do_animation + invanim_ecmmine_equiporreload, // equip animation + invanim_ecmmine_unequip, // unequip animation + NULL, // pritosec animation + NULL, // sectopri animation { &invfunc_ecmmine_throw, NULL }, // functions &invammo_ecmmine, // pri ammo NULL, // sec ammo @@ -3654,7 +3654,7 @@ struct weaponfunc_throw invfunc_grenade_throw = { 0x00, // unk06 0, // unk07 &invmenupos_00010fd0, // menupos - invanim_grenade_throw, // fire chr_do_animation + invanim_grenade_throw, // fire animation 0x00002040, // flags 0x00000112, 0x00f00000, @@ -3669,7 +3669,7 @@ struct weaponfunc_throw invfunc_grenade_pinball = { 0x00, // unk06 0, // unk07 &invmenupos_00010fd0, // menupos - invanim_grenade_throw, // fire chr_do_animation + invanim_grenade_throw, // fire animation 0x00002040, // flags 0x00000112, 0x005a0000, @@ -3684,7 +3684,7 @@ struct inventory_ammo invammo_grenade = { AMMOTYPE_GRENADE, CASING_NONE, 1, // clip size - invanim_grenade_equiporreload, // reload chr_do_animation + invanim_grenade_equiporreload, // reload animation 167772160, // style }; @@ -3692,10 +3692,10 @@ struct inventory_ammo invammo_grenade = { struct weapon invitem_grenade = { 0x0390, // lo model 0x04fe, // hi model - invanim_grenade_equiporreload, // equip chr_do_animation - NULL, // unequip chr_do_animation - NULL, // pritosec chr_do_animation - NULL, // sectopri chr_do_animation + invanim_grenade_equiporreload, // equip animation + NULL, // unequip animation + NULL, // pritosec animation + NULL, // sectopri animation { &invfunc_grenade_throw, &invfunc_grenade_pinball }, // functions &invammo_grenade, // pri ammo NULL, // sec ammo @@ -3721,7 +3721,7 @@ struct weaponfunc_throw invfunc_nbomb_throw = { 0x00, // unk06 0, // unk07 &invmenupos_00010fd0, // menupos - invanim_grenade_throw, // fire chr_do_animation + invanim_grenade_throw, // fire animation 0x00002640, // flags 0x00000110, 0x00f00000, @@ -3736,7 +3736,7 @@ struct weaponfunc_throw invfunc_nbomb_proxy = { 0x00, // unk06 0, // unk07 &invmenupos_00010fd0, // menupos - invanim_grenade_throw, // fire chr_do_animation + invanim_grenade_throw, // fire animation 0x00002640, // flags 0x00000110, 0x00f00000, @@ -3751,7 +3751,7 @@ struct inventory_ammo invammo_nbomb = { AMMOTYPE_NBOMB, CASING_NONE, 1, // clip size - invanim_grenade_equiporreload, // reload chr_do_animation + invanim_grenade_equiporreload, // reload animation 167772160, // style }; @@ -3759,10 +3759,10 @@ struct inventory_ammo invammo_nbomb = { struct weapon invitem_nbomb = { 0x04fc, // lo model 0x04fd, // hi model - invanim_grenade_equiporreload, // equip chr_do_animation - NULL, // unequip chr_do_animation - NULL, // pritosec chr_do_animation - NULL, // sectopri chr_do_animation + invanim_grenade_equiporreload, // equip animation + NULL, // unequip animation + NULL, // pritosec animation + NULL, // sectopri animation { &invfunc_nbomb_throw, &invfunc_nbomb_proxy }, // functions &invammo_nbomb, // pri ammo NULL, // sec ammo @@ -3825,7 +3825,7 @@ struct weaponfunc_shootsingle invfunc_farsight_shoot = { 0x00, // unk06 0, // unk07 &invmenupos_00011034, // menupos - invanim_farsight_equiporshoot, // fire chr_do_animation + invanim_farsight_equiporshoot, // fire animation 0x00000000, // flags (u32) &invmenupos_00011098, 0x00000000, @@ -3847,7 +3847,7 @@ struct weaponfunc_shootsingle invfunc_farsight_targetlocator = { 0x00, // unk06 0, // unk07 &invmenupos_00011034, // menupos - invanim_farsight_equiporshoot, // fire chr_do_animation + invanim_farsight_equiporshoot, // fire animation 0x00000000, // flags (u32) &invmenupos_00011098, 0x00000000, @@ -3869,7 +3869,7 @@ struct inventory_ammo invammo_farsight = { AMMOTYPE_FARSIGHT, CASING_NONE, 8, // clip size - invanim_farsight_reload, // reload chr_do_animation + invanim_farsight_reload, // reload animation 0, // style }; @@ -3881,10 +3881,10 @@ s8 invg_000140ac[] = {40, 0, -1}; struct weapon invitem_farsight = { 0x038b, // lo model 0x04ce, // hi model - invanim_farsight_equiporshoot, // equip chr_do_animation - NULL, // unequip chr_do_animation - NULL, // pritosec chr_do_animation - NULL, // sectopri chr_do_animation + invanim_farsight_equiporshoot, // equip animation + NULL, // unequip animation + NULL, // pritosec animation + NULL, // sectopri animation { &invfunc_farsight_shoot, &invfunc_farsight_targetlocator }, // functions &invammo_farsight, // pri ammo NULL, // sec ammo @@ -3963,7 +3963,7 @@ struct weaponfunc_shootprojectile invfunc_crossbow_lethal = { 0x00, // unk06 0, // unk07 &invmenupos_00010fe4, // menupos - invanim_crossbow_shoot, // fire chr_do_animation + invanim_crossbow_shoot, // fire animation 0x00802000, // flags 0x00000000, 0x00000000, @@ -3994,7 +3994,7 @@ struct weaponfunc_shootprojectile invfunc_crossbow_shoot = { 0x00, // unk06 0, // unk07 &invmenupos_00010fe4, // menupos - invanim_crossbow_shoot, // fire chr_do_animation + invanim_crossbow_shoot, // fire animation 0x00802200, // flags 0x00000000, 0x00000000, @@ -4025,7 +4025,7 @@ struct inventory_ammo invammo_crossbow = { AMMOTYPE_CROSSBOW, CASING_NONE, 5, // clip size - invanim_crossbow_reload, // reload chr_do_animation + invanim_crossbow_reload, // reload animation 67108864, // style }; @@ -4037,10 +4037,10 @@ s8 invg_000142bc[] = {40, 0, 41, 0, 42, 0, -1}; struct weapon invitem_crossbow = { 0x038d, // lo model 0x04ba, // hi model - invanim_crosbow_equip, // equip chr_do_animation - invanim_crossbow_unequip, // unequip chr_do_animation - NULL, // pritosec chr_do_animation - NULL, // sectopri chr_do_animation + invanim_crosbow_equip, // equip animation + invanim_crossbow_unequip, // unequip animation + NULL, // pritosec animation + NULL, // sectopri animation { &invfunc_crossbow_shoot, &invfunc_crossbow_lethal }, // functions &invammo_crossbow, // pri ammo NULL, // sec ammo @@ -4115,7 +4115,7 @@ struct weaponfunc_shootsingle invfunc_tranquilizer_shoot = { 0x00, // unk06 0, // unk07 &invmenupos_00010fe4, // menupos - invanim_tranquilizer_equiporshoot, // fire chr_do_animation + invanim_tranquilizer_equiporshoot, // fire animation 0x00000200, // flags (u32) &invmenupos_00011098, 0x10000000, @@ -4137,7 +4137,7 @@ struct weaponfunc_close invfunc_tranquilizer_lethal = { 0x00, // unk06 0, // unk07 &invmenupos_00010fe4, // menupos - invanim_tranquilizer_lethalinject, // fire chr_do_animation + invanim_tranquilizer_lethalinject, // fire animation 0x00002000, // flags 0x42c80000, 0x42700000, @@ -4162,7 +4162,7 @@ struct inventory_ammo invammo_tranquilizer = { AMMOTYPE_SEDATIVE, CASING_NONE, 8, // clip size - invanim_tranquilizer_reload, // reload chr_do_animation + invanim_tranquilizer_reload, // reload animation 0, // style }; @@ -4174,10 +4174,10 @@ s8 invg_00014494[] = {40, 0, 41, 0, 42, 0, -1}; struct weapon invitem_tranquilizer = { 0x038e, // lo model 0x04bc, // hi model - invanim_tranquilizer_equiporshoot, // equip chr_do_animation - NULL, // unequip chr_do_animation - NULL, // pritosec chr_do_animation - NULL, // sectopri chr_do_animation + invanim_tranquilizer_equiporshoot, // equip animation + NULL, // unequip animation + NULL, // pritosec animation + NULL, // sectopri animation { &invfunc_tranquilizer_shoot, &invfunc_tranquilizer_lethal }, // functions &invammo_tranquilizer, // pri ammo NULL, // sec ammo @@ -4203,7 +4203,7 @@ struct inventory_ammo invammo_psychosisgun = { AMMOTYPE_PSYCHOSIS, CASING_NONE, 8, // clip size - invanim_tranquilizer_reload, // reload chr_do_animation + invanim_tranquilizer_reload, // reload animation 0, // style }; @@ -4214,7 +4214,7 @@ struct weaponfunc_shootsingle invfunc_psychosisgun_shoot = { 0x00, // unk06 0, // unk07 &invmenupos_00010fe4, // menupos - invanim_tranquilizer_equiporshoot, // fire chr_do_animation + invanim_tranquilizer_equiporshoot, // fire animation 0x00200200, // flags (u32) &invmenupos_00011098, 0x10000000, @@ -4233,10 +4233,10 @@ struct weaponfunc_shootsingle invfunc_psychosisgun_shoot = { struct weapon invitem_psychosisgun = { 0x038e, // lo model 0x04bc, // hi model - invanim_tranquilizer_equiporshoot, // equip chr_do_animation - NULL, // unequip chr_do_animation - NULL, // pritosec chr_do_animation - NULL, // sectopri chr_do_animation + invanim_tranquilizer_equiporshoot, // equip animation + NULL, // unequip animation + NULL, // pritosec animation + NULL, // sectopri animation { &invfunc_psychosisgun_shoot, NULL }, // functions &invammo_psychosisgun, // pri ammo NULL, // sec ammo @@ -4304,7 +4304,7 @@ struct weaponfunc_shootsingle invfunc_sniperrifle_singleshot = { 0x00, // unk06 0, // unk07 &invmenupos_00010ff8, // menupos - NULL, // fire chr_do_animation + NULL, // fire animation 0x00002000, // flags (u32) &invmenupos_00011098, 0x10000000, @@ -4326,7 +4326,7 @@ struct weaponfunc_special invfunc_sniperrifle_crouch = { 0x00, // unk06 -1, // unk07 &invmenupos_00010fd0, // menupos - NULL, // fire chr_do_animation + NULL, // fire animation 0x00102000, // flags 0x00000008, 0x0000001e, @@ -4340,7 +4340,7 @@ struct inventory_ammo invammo_sniperrifle = { AMMOTYPE_RIFLE, CASING_RIFLE, 8, // clip size - invanim_sniperrifle_reload, // reload chr_do_animation + invanim_sniperrifle_reload, // reload animation 0, // style }; @@ -4352,10 +4352,10 @@ s8 invg_000146a0[] = {41, 0, -1}; struct weapon invitem_sniperrifle = { 0x038c, // lo model 0x04cd, // hi model - invanim_sniperrifle_equip, // equip chr_do_animation - NULL, // unequip chr_do_animation - NULL, // pritosec chr_do_animation - NULL, // sectopri chr_do_animation + invanim_sniperrifle_equip, // equip animation + NULL, // unequip animation + NULL, // pritosec animation + NULL, // sectopri animation { &invfunc_sniperrifle_singleshot, &invfunc_sniperrifle_crouch }, // functions &invammo_sniperrifle, // pri ammo NULL, // sec ammo @@ -4393,7 +4393,7 @@ struct weaponfunc_shootsingle invfunc_laser_pulse = { 0x00, // unk06 -1, // unk07 &invmenupos_0001100c, // menupos - NULL, // fire chr_do_animation + NULL, // fire animation 0x00000000, // flags (u32) &invmenupos_00011098, 0x00000000, @@ -4415,7 +4415,7 @@ struct weaponfunc_shootauto invfunc_laser_stream = { 0x00, // unk06 -1, // unk07 &invmenupos_00010fd0, // menupos - NULL, // fire chr_do_animation + NULL, // fire animation 0x00000000, // flags (u32) &invmenupos_00011084, 0x00000000, @@ -4439,10 +4439,10 @@ struct weaponfunc_shootauto invfunc_laser_stream = { struct weapon invitem_laser = { 0x04df, // lo model 0x04c3, // hi model - invanim_laser_equip, // equip chr_do_animation - invanim_laser_unequip, // unequip chr_do_animation - NULL, // pritosec chr_do_animation - NULL, // sectopri chr_do_animation + invanim_laser_equip, // equip animation + invanim_laser_unequip, // unequip animation + NULL, // pritosec animation + NULL, // sectopri animation { &invfunc_laser_pulse, &invfunc_laser_stream }, // functions NULL, // pri ammo NULL, // sec ammo @@ -4488,7 +4488,7 @@ struct weaponfunc_shootsingle invfunc_pp9i_shoot = { 0x00, // unk06 0, // unk07 &invmenupos_0001100c, // menupos - invanim_pp9i_equiporshoot, // fire chr_do_animation + invanim_pp9i_equiporshoot, // fire animation 0x00000000, // flags (u32) &invmenupos_00011098, 0x10000000, @@ -4510,7 +4510,7 @@ struct inventory_ammo invammo_pp9i = { AMMOTYPE_PISTOL, CASING_STANDARD, 7, // clip size - NULL, // reload chr_do_animation + NULL, // reload animation 0, // style }; @@ -4518,10 +4518,10 @@ struct inventory_ammo invammo_pp9i = { struct weapon invitem_pp9i = { 0x0394, // lo model 0x0394, // hi model - invanim_pp9i_equiporshoot, // equip chr_do_animation - NULL, // unequip chr_do_animation - NULL, // pritosec chr_do_animation - NULL, // sectopri chr_do_animation + invanim_pp9i_equiporshoot, // equip animation + NULL, // unequip animation + NULL, // pritosec animation + NULL, // sectopri animation { &invfunc_pp9i_shoot, NULL }, // functions &invammo_pp9i, // pri ammo NULL, // sec ammo @@ -4554,7 +4554,7 @@ struct weaponfunc_shootsingle invfunc_cc13_shoot = { 0x00, // unk06 0, // unk07 &invmenupos_0001100c, // menupos - invanim_cc13_equiporshoot, // fire chr_do_animation + invanim_cc13_equiporshoot, // fire animation 0x00000000, // flags (u32) &invmenupos_00011098, 0x10000000, @@ -4576,7 +4576,7 @@ struct inventory_ammo invammo_cc13 = { AMMOTYPE_PISTOL, CASING_STANDARD, 8, // clip size - NULL, // reload chr_do_animation + NULL, // reload animation 0, // style }; @@ -4584,10 +4584,10 @@ struct inventory_ammo invammo_cc13 = { struct weapon invitem_cc13 = { 0x0395, // lo model 0x0395, // hi model - invanim_cc13_equiporshoot, // equip chr_do_animation - NULL, // unequip chr_do_animation - NULL, // pritosec chr_do_animation - NULL, // sectopri chr_do_animation + invanim_cc13_equiporshoot, // equip animation + NULL, // unequip animation + NULL, // pritosec animation + NULL, // sectopri animation { &invfunc_cc13_shoot, NULL }, // functions &invammo_cc13, // pri ammo NULL, // sec ammo @@ -4613,7 +4613,7 @@ struct weaponfunc_shootauto invfunc_kl01313_shoot = { 0x00, // unk06 0, // unk07 &invmenupos_0001100c, // menupos - NULL, // fire chr_do_animation + NULL, // fire animation 0x00000000, // flags (u32) &invmenupos_00011098, 0x00000000, @@ -4640,7 +4640,7 @@ struct inventory_ammo invammo_kl01313 = { AMMOTYPE_SMG, CASING_STANDARD, 20, // clip size - NULL, // reload chr_do_animation + NULL, // reload animation 0, // style }; @@ -4648,10 +4648,10 @@ struct inventory_ammo invammo_kl01313 = { struct weapon invitem_kl01313 = { 0x0396, // lo model 0x0396, // hi model - NULL, // equip chr_do_animation - NULL, // unequip chr_do_animation - NULL, // pritosec chr_do_animation - NULL, // sectopri chr_do_animation + NULL, // equip animation + NULL, // unequip animation + NULL, // pritosec animation + NULL, // sectopri animation { &invfunc_kl01313_shoot, NULL }, // functions &invammo_kl01313, // pri ammo NULL, // sec ammo @@ -4677,7 +4677,7 @@ struct weaponfunc_shootauto invfunc_kf7special_shoot = { 0x00, // unk06 0, // unk07 &invmenupos_0001100c, // menupos - NULL, // fire chr_do_animation + NULL, // fire animation 0x00000002, // flags (u32) &invmenupos_00011098, 0x00000000, @@ -4704,7 +4704,7 @@ struct inventory_ammo invammo_kf7special = { AMMOTYPE_RIFLE, CASING_RIFLE, 30, // clip size - NULL, // reload chr_do_animation + NULL, // reload animation 0, // style }; @@ -4712,10 +4712,10 @@ struct inventory_ammo invammo_kf7special = { struct weapon invitem_kf7special = { 0x0397, // lo model 0x0397, // hi model - NULL, // equip chr_do_animation - NULL, // unequip chr_do_animation - NULL, // pritosec chr_do_animation - NULL, // sectopri chr_do_animation + NULL, // equip animation + NULL, // unequip animation + NULL, // pritosec animation + NULL, // sectopri animation { &invfunc_kf7special_shoot, NULL }, // functions &invammo_kf7special, // pri ammo NULL, // sec ammo @@ -4741,7 +4741,7 @@ struct weaponfunc_shootauto invfunc_zzt9mm_shoot = { 0x00, // unk06 0, // unk07 &invmenupos_0001100c, // menupos - NULL, // fire chr_do_animation + NULL, // fire animation 0x00000000, // flags (u32) &invmenupos_00011098, 0x00000000, @@ -4768,7 +4768,7 @@ struct inventory_ammo invammo_zzt9mm = { AMMOTYPE_SMG, CASING_STANDARD, 32, // clip size - NULL, // reload chr_do_animation + NULL, // reload animation 0, // style }; @@ -4776,10 +4776,10 @@ struct inventory_ammo invammo_zzt9mm = { struct weapon invitem_zzt9mm = { 0x0398, // lo model 0x0398, // hi model - NULL, // equip chr_do_animation - NULL, // unequip chr_do_animation - NULL, // pritosec chr_do_animation - NULL, // sectopri chr_do_animation + NULL, // equip animation + NULL, // unequip animation + NULL, // pritosec animation + NULL, // sectopri animation { &invfunc_zzt9mm_shoot, NULL }, // functions &invammo_zzt9mm, // pri ammo NULL, // sec ammo @@ -4805,7 +4805,7 @@ struct weaponfunc_shootauto invfunc_dmc_shoot = { 0x00, // unk06 0, // unk07 &invmenupos_0001100c, // menupos - NULL, // fire chr_do_animation + NULL, // fire animation 0x00000000, // flags (u32) &invmenupos_00011098, 0x00000000, @@ -4832,7 +4832,7 @@ struct inventory_ammo invammo_dmc = { AMMOTYPE_SMG, CASING_STANDARD, 30, // clip size - NULL, // reload chr_do_animation + NULL, // reload animation 0, // style }; @@ -4840,10 +4840,10 @@ struct inventory_ammo invammo_dmc = { struct weapon invitem_dmc = { 0x0399, // lo model 0x0399, // hi model - NULL, // equip chr_do_animation - NULL, // unequip chr_do_animation - NULL, // pritosec chr_do_animation - NULL, // sectopri chr_do_animation + NULL, // equip animation + NULL, // unequip animation + NULL, // pritosec animation + NULL, // sectopri animation { &invfunc_dmc_shoot, NULL }, // functions &invammo_dmc, // pri ammo NULL, // sec ammo @@ -4869,7 +4869,7 @@ struct weaponfunc_shootauto invfunc_ar53_shoot = { 0x00, // unk06 0, // unk07 &invmenupos_0001100c, // menupos - NULL, // fire chr_do_animation + NULL, // fire animation 0x00000002, // flags (u32) &invmenupos_00011098, 0x00000000, @@ -4896,7 +4896,7 @@ struct inventory_ammo invammo_ar53 = { AMMOTYPE_RIFLE, CASING_RIFLE, 30, // clip size - NULL, // reload chr_do_animation + NULL, // reload animation 0, // style }; @@ -4904,10 +4904,10 @@ struct inventory_ammo invammo_ar53 = { struct weapon invitem_ar53 = { 0x039a, // lo model 0x039a, // hi model - NULL, // equip chr_do_animation - NULL, // unequip chr_do_animation - NULL, // pritosec chr_do_animation - NULL, // sectopri chr_do_animation + NULL, // equip animation + NULL, // unequip animation + NULL, // pritosec animation + NULL, // sectopri animation { &invfunc_ar53_shoot, NULL }, // functions &invammo_ar53, // pri ammo NULL, // sec ammo @@ -4933,7 +4933,7 @@ struct weaponfunc_shootauto invfunc_rcp45_shoot = { 0x00, // unk06 0, // unk07 &invmenupos_0001100c, // menupos - NULL, // fire chr_do_animation + NULL, // fire animation 0x00000000, // flags (u32) &invmenupos_00011098, 0x00000000, @@ -4960,7 +4960,7 @@ struct inventory_ammo invammo_rcp45 = { AMMOTYPE_SMG, CASING_STANDARD, 80, // clip size - NULL, // reload chr_do_animation + NULL, // reload animation 0, // style }; @@ -4968,10 +4968,10 @@ struct inventory_ammo invammo_rcp45 = { struct weapon invitem_rcp45 = { 0x039b, // lo model 0x039b, // hi model - NULL, // equip chr_do_animation - NULL, // unequip chr_do_animation - NULL, // pritosec chr_do_animation - NULL, // sectopri chr_do_animation + NULL, // equip animation + NULL, // unequip animation + NULL, // pritosec animation + NULL, // sectopri animation { &invfunc_rcp45_shoot, NULL }, // functions &invammo_rcp45, // pri ammo NULL, // sec ammo @@ -4997,7 +4997,7 @@ struct weaponfunc invfunc_briefcase_use = { 0x00, // unk06 0, // unk07 &invmenupos_00010fd0, // menupos - NULL, // fire chr_do_animation + NULL, // fire animation 0x00000000, // flags }; @@ -5011,10 +5011,10 @@ u32 var8006eddc = 0x00000000; struct weapon invitem_briefcase2 = { 0x039c, // lo model 0x039c, // hi model - NULL, // equip chr_do_animation - NULL, // unequip chr_do_animation - NULL, // pritosec chr_do_animation - NULL, // sectopri chr_do_animation + NULL, // equip animation + NULL, // unequip animation + NULL, // pritosec animation + NULL, // sectopri animation { &invfunc_briefcase_use, &invfunc_briefcase_use }, // functions NULL, // pri ammo NULL, // sec ammo @@ -5040,7 +5040,7 @@ struct weaponfunc_shootauto invfunc_59_rapidfire = { 0x00, // unk06 0, // unk07 &invmenupos_0001100c, // menupos - NULL, // fire chr_do_animation + NULL, // fire animation 0x00000000, // flags (u32) &invmenupos_00011098, 0x00000000, @@ -5067,7 +5067,7 @@ struct inventory_ammo invammo_59 = { AMMOTYPE_SMG, CASING_RIFLE, 27, // clip size - NULL, // reload chr_do_animation + NULL, // reload animation 0, // style }; @@ -5075,10 +5075,10 @@ struct inventory_ammo invammo_59 = { struct weapon invitem_59 = { 0x0000, // lo model 0x0000, // hi model - NULL, // equip chr_do_animation - NULL, // unequip chr_do_animation - NULL, // pritosec chr_do_animation - NULL, // sectopri chr_do_animation + NULL, // equip animation + NULL, // unequip animation + NULL, // pritosec animation + NULL, // sectopri animation { &invfunc_59_rapidfire, NULL }, // functions &invammo_59, // pri ammo NULL, // sec ammo @@ -5104,7 +5104,7 @@ struct weaponfunc_shootauto invfunc_5a_rapidfire = { 0x00, // unk06 0, // unk07 &invmenupos_0001100c, // menupos - NULL, // fire chr_do_animation + NULL, // fire animation 0x00000000, // flags (u32) &invmenupos_00011098, 0x00000000, @@ -5131,7 +5131,7 @@ struct inventory_ammo invammo_5a = { AMMOTYPE_SMG, CASING_RIFLE, 27, // clip size - NULL, // reload chr_do_animation + NULL, // reload animation 0, // style }; @@ -5139,10 +5139,10 @@ struct inventory_ammo invammo_5a = { struct weapon invitem_5a = { 0x0000, // lo model 0x0000, // hi model - NULL, // equip chr_do_animation - NULL, // unequip chr_do_animation - NULL, // pritosec chr_do_animation - NULL, // sectopri chr_do_animation + NULL, // equip animation + NULL, // unequip animation + NULL, // pritosec animation + NULL, // sectopri animation { &invfunc_5a_rapidfire, NULL }, // functions &invammo_5a, // pri ammo NULL, // sec ammo @@ -5236,7 +5236,7 @@ struct weaponfunc_close invfunc_combatknife_slash = { 0x00, // unk06 0, // unk07 &invmenupos_00010fd0, // menupos - invanim_combatknife_slash, // fire chr_do_animation + invanim_combatknife_slash, // fire animation 0x00002000, // flags 0x40000000, 0x428c0000, @@ -5261,7 +5261,7 @@ struct weaponfunc_throw invfunc_combatknife_throw = { 0x00, // unk06 0, // unk07 &invmenupos_00010fd0, // menupos - invanim_combatknife_throw, // fire chr_do_animation + invanim_combatknife_throw, // fire animation 0x00802000, // flags 0x0000010f, 0x00f00000, @@ -5276,7 +5276,7 @@ struct inventory_ammo invammo_combatknife = { AMMOTYPE_KNIFE, CASING_NONE, 1, // clip size - invanim_combatknife_reload, // reload chr_do_animation + invanim_combatknife_reload, // reload animation 167772160, // style }; @@ -5284,10 +5284,10 @@ struct inventory_ammo invammo_combatknife = { struct weapon invitem_combatknife = { 0x038f, // lo model 0x04c2, // hi model - invanim_combatknife_equip, // equip chr_do_animation - NULL, // unequip chr_do_animation - invanim_combatknife_pritosec, // pritosec chr_do_animation - invanim_combatknife_sectopri, // sectopri chr_do_animation + invanim_combatknife_equip, // equip animation + NULL, // unequip animation + invanim_combatknife_pritosec, // pritosec animation + invanim_combatknife_sectopri, // sectopri animation { &invfunc_combatknife_slash, &invfunc_combatknife_throw }, // functions &invammo_combatknife, // pri ammo NULL, // sec ammo @@ -5313,7 +5313,7 @@ struct weaponfunc_throw invfunc_bug_throw = { 0x00, // unk06 0, // unk07 &invmenupos_00010fd0, // menupos - NULL, // fire chr_do_animation + NULL, // fire animation 0x00802040, // flags 0x00000012, 0x00f00000, @@ -5328,7 +5328,7 @@ struct weaponfunc_throw invfunc_targetamplifier_throw = { 0x00, // unk06 0, // unk07 &invmenupos_00010fd0, // menupos - NULL, // fire chr_do_animation + NULL, // fire animation 0x00802040, // flags 0x000001b1, 0x00f00000, @@ -5343,7 +5343,7 @@ struct inventory_ammo invammo_bug = { AMMOTYPE_BUG, CASING_NONE, 1, // clip size - NULL, // reload chr_do_animation + NULL, // reload animation 33554432, // style }; @@ -5351,10 +5351,10 @@ struct inventory_ammo invammo_bug = { struct weapon invitem_commsrider = { 0x0087, // lo model 0x0087, // hi model - NULL, // equip chr_do_animation - NULL, // unequip chr_do_animation - NULL, // pritosec chr_do_animation - NULL, // sectopri chr_do_animation + NULL, // equip animation + NULL, // unequip animation + NULL, // pritosec animation + NULL, // sectopri animation { &invfunc_bug_throw, NULL }, // functions &invammo_bug, // pri ammo NULL, // sec ammo @@ -5377,10 +5377,10 @@ struct weapon invitem_commsrider = { struct weapon invitem_tracerbug = { 0x0087, // lo model 0x0087, // hi model - NULL, // equip chr_do_animation - NULL, // unequip chr_do_animation - NULL, // pritosec chr_do_animation - NULL, // sectopri chr_do_animation + NULL, // equip animation + NULL, // unequip animation + NULL, // pritosec animation + NULL, // sectopri animation { &invfunc_bug_throw, NULL }, // functions &invammo_bug, // pri ammo NULL, // sec ammo @@ -5403,10 +5403,10 @@ struct weapon invitem_tracerbug = { struct weapon invitem_targetamplifier = { 0x07b2, // lo model 0x07b2, // hi model - NULL, // equip chr_do_animation - NULL, // unequip chr_do_animation - NULL, // pritosec chr_do_animation - NULL, // sectopri chr_do_animation + NULL, // equip animation + NULL, // unequip animation + NULL, // pritosec animation + NULL, // sectopri animation { &invfunc_targetamplifier_throw, NULL }, // functions &invammo_bug, // pri ammo NULL, // sec ammo @@ -5432,7 +5432,7 @@ struct weaponfunc_visual invfunc_nightvision_primary = { 0x00, // unk06 0, // unk07 &invmenupos_00010fd0, // menupos - NULL, // fire chr_do_animation + NULL, // fire animation 0x00002000, // flags 0x00000001, }; @@ -5441,10 +5441,10 @@ struct weaponfunc_visual invfunc_nightvision_primary = { struct weapon invitem_nightvision = { 0x0346, // lo model 0x0346, // hi model - NULL, // equip chr_do_animation - NULL, // unequip chr_do_animation - NULL, // pritosec chr_do_animation - NULL, // sectopri chr_do_animation + NULL, // equip animation + NULL, // unequip animation + NULL, // pritosec animation + NULL, // sectopri animation { &invfunc_nightvision_primary, NULL }, // functions NULL, // pri ammo NULL, // sec ammo @@ -5470,7 +5470,7 @@ struct weaponfunc invfunc_horizonscanner_primary = { 0x00, // unk06 -1, // unk07 &invmenupos_00010fd0, // menupos - NULL, // fire chr_do_animation + NULL, // fire animation 0x00000000, // flags }; @@ -5490,10 +5490,10 @@ struct inventory_typee inve_00015348 = { struct weapon invitem_horizonscanner = { 0x04e6, // lo model 0x04e6, // hi model - NULL, // equip chr_do_animation - NULL, // unequip chr_do_animation - NULL, // pritosec chr_do_animation - NULL, // sectopri chr_do_animation + NULL, // equip animation + NULL, // unequip animation + NULL, // pritosec animation + NULL, // sectopri animation { &invfunc_horizonscanner_primary, NULL }, // functions NULL, // pri ammo NULL, // sec ammo @@ -5519,7 +5519,7 @@ struct weaponfunc_visual invfunc_cloak_primary = { 0x00, // unk06 0, // unk07 &invmenupos_00010fd0, // menupos - NULL, // fire chr_do_animation + NULL, // fire animation 0x00002000, // flags 0x00000040, }; @@ -5531,7 +5531,7 @@ struct inventory_ammo invammo_cloakingdevice = { AMMOTYPE_CLOAK, CASING_NONE, 10, // clip size - NULL, // reload chr_do_animation + NULL, // reload animation 16777216, // style }; @@ -5539,10 +5539,10 @@ struct inventory_ammo invammo_cloakingdevice = { struct weapon invitem_cloakingdevice = { 0x04cf, // lo model 0x04cf, // hi model - NULL, // equip chr_do_animation - NULL, // unequip chr_do_animation - NULL, // pritosec chr_do_animation - NULL, // sectopri chr_do_animation + NULL, // equip animation + NULL, // unequip animation + NULL, // pritosec animation + NULL, // sectopri animation { &invfunc_cloak_primary, NULL }, // functions &invammo_cloakingdevice, // pri ammo NULL, // sec ammo @@ -5568,7 +5568,7 @@ struct weaponfunc_special invfunc_combatboost_boost = { 0x00, // unk06 0, // unk07 &invmenupos_00010fd0, // menupos - NULL, // fire chr_do_animation + NULL, // fire animation 0x00002000, // flags 0x00000006, 0x0000001e, @@ -5582,7 +5582,7 @@ struct weaponfunc_special invfunc_combatboost_revert = { 0x00, // unk06 0, // unk07 &invmenupos_00010fd0, // menupos - NULL, // fire chr_do_animation + NULL, // fire animation 0x00002000, // flags 0x00000007, 0x0000001e, @@ -5596,7 +5596,7 @@ struct inventory_ammo invammo_combatboost = { AMMOTYPE_BOOST, CASING_NONE, 4, // clip size - NULL, // reload chr_do_animation + NULL, // reload animation 16777216, // style }; @@ -5604,10 +5604,10 @@ struct inventory_ammo invammo_combatboost = { struct weapon invitem_combatboost = { 0x04d0, // lo model 0x04d0, // hi model - NULL, // equip chr_do_animation - NULL, // unequip chr_do_animation - NULL, // pritosec chr_do_animation - NULL, // sectopri chr_do_animation + NULL, // equip animation + NULL, // unequip animation + NULL, // pritosec animation + NULL, // sectopri animation { &invfunc_combatboost_boost, &invfunc_combatboost_revert }, // functions &invammo_combatboost, // pri ammo NULL, // sec ammo @@ -5633,7 +5633,7 @@ struct weaponfunc_visual invfunc_suicidepill_primary = { 0x00, // unk06 0, // unk07 &invmenupos_00010fd0, // menupos - NULL, // fire chr_do_animation + NULL, // fire animation 0x00002000, // flags 0x00000020, }; @@ -5642,10 +5642,10 @@ struct weaponfunc_visual invfunc_suicidepill_primary = { struct weapon invitem_suicidepill = { 0x0000, // lo model 0x0000, // hi model - NULL, // equip chr_do_animation - NULL, // unequip chr_do_animation - NULL, // pritosec chr_do_animation - NULL, // sectopri chr_do_animation + NULL, // equip animation + NULL, // unequip animation + NULL, // pritosec animation + NULL, // sectopri animation { &invfunc_suicidepill_primary, NULL }, // functions NULL, // pri ammo NULL, // sec ammo @@ -5671,7 +5671,7 @@ struct weaponfunc_visual invfunc_irscanner_primary = { 0x00, // unk06 0, // unk07 &invmenupos_00010fd0, // menupos - NULL, // fire chr_do_animation + NULL, // fire animation 0x00002000, // flags 0x00000008, }; @@ -5680,10 +5680,10 @@ struct weaponfunc_visual invfunc_irscanner_primary = { struct weapon invitem_irscanner = { 0x074f, // lo model 0x074f, // hi model - NULL, // equip chr_do_animation - NULL, // unequip chr_do_animation - NULL, // pritosec chr_do_animation - NULL, // sectopri chr_do_animation + NULL, // equip animation + NULL, // unequip animation + NULL, // pritosec animation + NULL, // sectopri animation { &invfunc_irscanner_primary, NULL }, // functions NULL, // pri ammo NULL, // sec ammo @@ -5709,7 +5709,7 @@ struct weaponfunc invfunc_disguise_primary = { 0x00, // unk06 -1, // unk07 &invmenupos_00010fd0, // menupos - NULL, // fire chr_do_animation + NULL, // fire animation 0x00000000, // flags }; @@ -5717,10 +5717,10 @@ struct weaponfunc invfunc_disguise_primary = { struct weapon invitem_disguise40 = { 0x0000, // lo model 0x0000, // hi model - NULL, // equip chr_do_animation - NULL, // unequip chr_do_animation - NULL, // pritosec chr_do_animation - NULL, // sectopri chr_do_animation + NULL, // equip animation + NULL, // unequip animation + NULL, // pritosec animation + NULL, // sectopri animation { &invfunc_disguise_primary, NULL }, // functions NULL, // pri ammo NULL, // sec ammo @@ -5743,10 +5743,10 @@ struct weapon invitem_disguise40 = { struct weapon invitem_disguise41 = { 0x0000, // lo model 0x0000, // hi model - NULL, // equip chr_do_animation - NULL, // unequip chr_do_animation - NULL, // pritosec chr_do_animation - NULL, // sectopri chr_do_animation + NULL, // equip animation + NULL, // unequip animation + NULL, // pritosec animation + NULL, // sectopri animation { &invfunc_disguise_primary, NULL }, // functions NULL, // pri ammo NULL, // sec ammo @@ -5772,7 +5772,7 @@ struct weaponfunc_visual invfunc_camspy_deploy = { 0x00, // unk06 0, // unk07 &invmenupos_00010fd0, // menupos - NULL, // fire chr_do_animation + NULL, // fire animation 0x00002000, // flags 0x00000004, }; @@ -5781,10 +5781,10 @@ struct weaponfunc_visual invfunc_camspy_deploy = { struct weapon invitem_camspy = { 0x004b, // lo model 0x004b, // hi model - NULL, // equip chr_do_animation - NULL, // unequip chr_do_animation - NULL, // pritosec chr_do_animation - NULL, // sectopri chr_do_animation + NULL, // equip animation + NULL, // unequip animation + NULL, // pritosec animation + NULL, // sectopri animation { &invfunc_camspy_deploy, NULL }, // functions NULL, // pri ammo NULL, // sec ammo @@ -5810,7 +5810,7 @@ struct weaponfunc_visual invfunc_rtracker_primary = { 0x00, // unk06 0, // unk07 &invmenupos_00010fd0, // menupos - NULL, // fire chr_do_animation + NULL, // fire animation 0x00002000, // flags 0x00000010, }; @@ -5819,10 +5819,10 @@ struct weaponfunc_visual invfunc_rtracker_primary = { struct weapon invitem_rtracker = { 0x076f, // lo model 0x076f, // hi model - NULL, // equip chr_do_animation - NULL, // unequip chr_do_animation - NULL, // pritosec chr_do_animation - NULL, // sectopri chr_do_animation + NULL, // equip animation + NULL, // unequip animation + NULL, // pritosec animation + NULL, // sectopri animation { &invfunc_rtracker_primary, NULL }, // functions NULL, // pri ammo NULL, // sec ammo @@ -5848,7 +5848,7 @@ struct weaponfunc_visual invfunc_xray_primary = { 0x00, // unk06 0, // unk07 &invmenupos_00010fd0, // menupos - NULL, // fire chr_do_animation + NULL, // fire animation 0x00002000, // flags 0x00000002, }; @@ -5857,10 +5857,10 @@ struct weaponfunc_visual invfunc_xray_primary = { struct weapon invitem_xrayscanner = { 0x0770, // lo model 0x0770, // hi model - NULL, // equip chr_do_animation - NULL, // unequip chr_do_animation - NULL, // pritosec chr_do_animation - NULL, // sectopri chr_do_animation + NULL, // equip animation + NULL, // unequip animation + NULL, // pritosec animation + NULL, // sectopri animation { &invfunc_xray_primary, NULL }, // functions NULL, // pri ammo NULL, // sec ammo @@ -5903,7 +5903,7 @@ struct weaponfunc_special invfunc_datauplink_primary = { 0x00, // unk06 -1, // unk07 &invmenupos_00010fd0, // menupos - NULL, // fire chr_do_animation + NULL, // fire animation 0x00102000, // flags 0x0000000c, 0x0000001e, @@ -5914,10 +5914,10 @@ struct weaponfunc_special invfunc_datauplink_primary = { struct weapon invitem_datauplink = { 0x074e, // lo model 0x074e, // hi model - invanim_datauplink_equip, // equip chr_do_animation - invanim_datauplink_unequip, // unequip chr_do_animation - NULL, // pritosec chr_do_animation - NULL, // sectopri chr_do_animation + invanim_datauplink_equip, // equip animation + invanim_datauplink_unequip, // unequip animation + NULL, // pritosec animation + NULL, // sectopri animation { &invfunc_datauplink_primary, NULL }, // functions NULL, // pri ammo NULL, // sec ammo @@ -5940,10 +5940,10 @@ struct weapon invitem_datauplink = { struct weapon invitem_doordecoder = { 0x0772, // lo model 0x0772, // hi model - NULL, // equip chr_do_animation - NULL, // unequip chr_do_animation - NULL, // pritosec chr_do_animation - NULL, // sectopri chr_do_animation + NULL, // equip animation + NULL, // unequip animation + NULL, // pritosec animation + NULL, // sectopri animation NULL, // pri function NULL, // sec function NULL, // pri ammo @@ -5967,10 +5967,10 @@ struct weapon invitem_doordecoder = { struct weapon invitem_rocket = { 0x0382, // lo model 0x04bb, // hi model - NULL, // equip chr_do_animation - NULL, // unequip chr_do_animation - NULL, // pritosec chr_do_animation - NULL, // sectopri chr_do_animation + NULL, // equip animation + NULL, // unequip animation + NULL, // pritosec animation + NULL, // sectopri animation NULL, // pri function NULL, // sec function &invammo_default, // pri ammo @@ -5994,10 +5994,10 @@ struct weapon invitem_rocket = { struct weapon invitem_homingrocket = { 0x0382, // lo model 0x04bb, // hi model - NULL, // equip chr_do_animation - NULL, // unequip chr_do_animation - NULL, // pritosec chr_do_animation - NULL, // sectopri chr_do_animation + NULL, // equip animation + NULL, // unequip animation + NULL, // pritosec animation + NULL, // sectopri animation NULL, // pri function NULL, // sec function &invammo_default, // pri ammo @@ -6021,10 +6021,10 @@ struct weapon invitem_homingrocket = { struct weapon invitem_grenaderound = { 0x0382, // lo model 0x04bb, // hi model - NULL, // equip chr_do_animation - NULL, // unequip chr_do_animation - NULL, // pritosec chr_do_animation - NULL, // sectopri chr_do_animation + NULL, // equip animation + NULL, // unequip animation + NULL, // pritosec animation + NULL, // sectopri animation { &invfunc_devastator_shoot, &invfunc_devastator_wallhugger }, // functions &invammo_default, // pri ammo NULL, // sec ammo @@ -6047,10 +6047,10 @@ struct weapon invitem_grenaderound = { struct weapon invitem_bolt = { 0x0382, // lo model 0x04bb, // hi model - NULL, // equip chr_do_animation - NULL, // unequip chr_do_animation - NULL, // pritosec chr_do_animation - NULL, // sectopri chr_do_animation + NULL, // equip animation + NULL, // unequip animation + NULL, // pritosec animation + NULL, // sectopri animation { &invfunc_crossbow_shoot, &invfunc_crossbow_lethal }, // functions &invammo_default, // pri ammo NULL, // sec ammo @@ -6082,10 +6082,10 @@ u32 var8006f9c0 = 0x00000000; struct weapon invitem_skedarbomb = { 0x075f, // lo model 0x075f, // hi model - NULL, // equip chr_do_animation - NULL, // unequip chr_do_animation - NULL, // pritosec chr_do_animation - NULL, // sectopri chr_do_animation + NULL, // equip animation + NULL, // unequip animation + NULL, // pritosec animation + NULL, // sectopri animation NULL, // pri function NULL, // sec function NULL, // pri ammo @@ -6109,10 +6109,10 @@ struct weapon invitem_skedarbomb = { struct weapon invitem_explosives = { 0x0760, // lo model 0x0760, // hi model - NULL, // equip chr_do_animation - NULL, // unequip chr_do_animation - NULL, // pritosec chr_do_animation - NULL, // sectopri chr_do_animation + NULL, // equip animation + NULL, // unequip animation + NULL, // pritosec animation + NULL, // sectopri animation NULL, // pri function NULL, // sec function NULL, // pri ammo @@ -6139,7 +6139,7 @@ struct weaponfunc_visual invfunc_presidentscanner_primary = { 0x00, // unk06 0, // unk07 &invmenupos_00010fd0, // menupos - NULL, // fire chr_do_animation + NULL, // fire animation 0x00002000, // flags 0x00000010, }; @@ -6148,10 +6148,10 @@ struct weaponfunc_visual invfunc_presidentscanner_primary = { struct weapon invitem_presidentscanner = { 0x076f, // lo model 0x076f, // hi model - NULL, // equip chr_do_animation - NULL, // unequip chr_do_animation - NULL, // pritosec chr_do_animation - NULL, // sectopri chr_do_animation + NULL, // equip animation + NULL, // unequip animation + NULL, // pritosec animation + NULL, // sectopri animation { &invfunc_presidentscanner_primary, NULL }, // functions NULL, // pri ammo NULL, // sec ammo @@ -6174,10 +6174,10 @@ struct weapon invitem_presidentscanner = { struct weapon invitem_autosurgeon = { 0x049d, // lo model 0x049d, // hi model - NULL, // equip chr_do_animation - NULL, // unequip chr_do_animation - NULL, // pritosec chr_do_animation - NULL, // sectopri chr_do_animation + NULL, // equip animation + NULL, // unequip animation + NULL, // pritosec animation + NULL, // sectopri animation NULL, // pri function NULL, // sec function NULL, // pri ammo @@ -6201,10 +6201,10 @@ struct weapon invitem_autosurgeon = { struct weapon invitem_flightplans = { 0x0763, // lo model 0x0763, // hi model - NULL, // equip chr_do_animation - NULL, // unequip chr_do_animation - NULL, // pritosec chr_do_animation - NULL, // sectopri chr_do_animation + NULL, // equip animation + NULL, // unequip animation + NULL, // pritosec animation + NULL, // sectopri animation NULL, // pri function NULL, // sec function NULL, // pri ammo @@ -6228,10 +6228,10 @@ struct weapon invitem_flightplans = { struct weapon invitem_researchtape = { 0x0761, // lo model 0x0761, // hi model - NULL, // equip chr_do_animation - NULL, // unequip chr_do_animation - NULL, // pritosec chr_do_animation - NULL, // sectopri chr_do_animation + NULL, // equip animation + NULL, // unequip animation + NULL, // pritosec animation + NULL, // sectopri animation NULL, // pri function NULL, // sec function NULL, // pri ammo @@ -6255,10 +6255,10 @@ struct weapon invitem_researchtape = { struct weapon invitem_backupdisk = { 0x0762, // lo model 0x0762, // hi model - NULL, // equip chr_do_animation - NULL, // unequip chr_do_animation - NULL, // pritosec chr_do_animation - NULL, // sectopri chr_do_animation + NULL, // equip animation + NULL, // unequip animation + NULL, // pritosec animation + NULL, // sectopri animation NULL, // pri function NULL, // sec function NULL, // pri ammo @@ -6282,10 +6282,10 @@ struct weapon invitem_backupdisk = { struct weapon invitem_briefcase = { 0x0563, // lo model 0x0563, // hi model - NULL, // equip chr_do_animation - NULL, // unequip chr_do_animation - NULL, // pritosec chr_do_animation - NULL, // sectopri chr_do_animation + NULL, // equip animation + NULL, // unequip animation + NULL, // pritosec animation + NULL, // sectopri animation NULL, // pri function NULL, // sec function NULL, // pri ammo @@ -6309,10 +6309,10 @@ struct weapon invitem_briefcase = { struct weapon invitem_suitcase = { 0x0086, // lo model 0x0086, // hi model - NULL, // equip chr_do_animation - NULL, // unequip chr_do_animation - NULL, // pritosec chr_do_animation - NULL, // sectopri chr_do_animation + NULL, // equip animation + NULL, // unequip animation + NULL, // pritosec animation + NULL, // sectopri animation NULL, // pri function NULL, // sec function NULL, // pri ammo @@ -6336,10 +6336,10 @@ struct weapon invitem_suitcase = { struct weapon invitem_necklace = { 0x01c3, // lo model 0x01c3, // hi model - NULL, // equip chr_do_animation - NULL, // unequip chr_do_animation - NULL, // pritosec chr_do_animation - NULL, // sectopri chr_do_animation + NULL, // equip animation + NULL, // unequip animation + NULL, // pritosec animation + NULL, // sectopri animation NULL, // pri function NULL, // sec function NULL, // pri ammo @@ -6363,10 +6363,10 @@ struct weapon invitem_necklace = { struct weapon invitem_shield = { 0x0347, // lo model 0x0347, // hi model - NULL, // equip chr_do_animation - NULL, // unequip chr_do_animation - NULL, // pritosec chr_do_animation - NULL, // sectopri chr_do_animation + NULL, // equip animation + NULL, // unequip animation + NULL, // pritosec animation + NULL, // sectopri animation NULL, // pri function NULL, // sec function NULL, // pri ammo @@ -6390,10 +6390,10 @@ struct weapon invitem_shield = { struct weapon invitem_keycard = { 0x0563, // lo model 0x0563, // hi model - NULL, // equip chr_do_animation - NULL, // unequip chr_do_animation - NULL, // pritosec chr_do_animation - NULL, // sectopri chr_do_animation + NULL, // equip animation + NULL, // unequip animation + NULL, // pritosec animation + NULL, // sectopri animation NULL, // pri function NULL, // sec function NULL, // pri ammo @@ -6420,7 +6420,7 @@ struct weaponfunc_shootprojectile invfunc_rocketlauncher34_primary = { 0x00, // unk06 0, // unk07 &invmenupos_00011048, // menupos - invanim_rockerlauncher_equiporshoot, // fire chr_do_animation + invanim_rockerlauncher_equiporshoot, // fire animation 0x08000040, // flags 0x00000000, 0x00000000, @@ -6451,7 +6451,7 @@ struct inventory_ammo invammo_rocketlauncher34 = { AMMOTYPE_ROCKET, CASING_NONE, 1, // clip size - invanim_rocketlauncher_reload, // reload chr_do_animation + invanim_rocketlauncher_reload, // reload animation 0, // style }; @@ -6459,10 +6459,10 @@ struct inventory_ammo invammo_rocketlauncher34 = { struct weapon invitem_rocketlauncher_34 = { 0x0388, // lo model 0x04c9, // hi model - NULL, // equip chr_do_animation - NULL, // unequip chr_do_animation - NULL, // pritosec chr_do_animation - NULL, // sectopri chr_do_animation + NULL, // equip animation + NULL, // unequip animation + NULL, // pritosec animation + NULL, // sectopri animation { &invfunc_rocketlauncher34_primary, NULL }, // functions &invammo_rocketlauncher34, // pri ammo NULL, // sec ammo @@ -6494,7 +6494,7 @@ struct weaponfunc_shootsingle invfunc_tester_primary = { 0x00, // unk06 0, // unk07 &invmenupos_0001100c, // menupos - invanim_tester_shoot, // fire chr_do_animation + invanim_tester_shoot, // fire animation 0x00000000, // flags (u32) &invmenupos_00011070, 0x10000000, @@ -6516,7 +6516,7 @@ struct inventory_ammo invammo_tester = { AMMOTYPE_PISTOL, CASING_STANDARD, 8, // clip size - NULL, // reload chr_do_animation + NULL, // reload animation 0, // style }; @@ -6524,10 +6524,10 @@ struct inventory_ammo invammo_tester = { struct weapon invitem_tester = { 0x0193, // lo model 0x0193, // hi model - NULL, // equip chr_do_animation - NULL, // unequip chr_do_animation - NULL, // pritosec chr_do_animation - NULL, // sectopri chr_do_animation + NULL, // equip animation + NULL, // unequip animation + NULL, // pritosec animation + NULL, // sectopri animation { &invfunc_tester_primary, NULL }, // functions &invammo_tester, // pri ammo NULL, // sec ammo diff --git a/src/include/constants.h b/src/include/constants.h index 5a0937ec1..f0fbaa82e 100644 --- a/src/include/constants.h +++ b/src/include/constants.h @@ -262,7 +262,7 @@ #define CHRFLAG1_00000004 0x00000004 // Globals - If set, avoids cmd0184 #define CHRFLAG1_00000008 0x00000008 // Only used in WAR. If set, chr waits 2 seconds before attacking while defending #define CHRFLAG1_00000010 0x00000010 // Globals - If set, avoids cmd0184 -#define CHRFLAG1_00000020 0x00000020 // Globals, AF1, Defense - related to reload chr_do_animation +#define CHRFLAG1_00000020 0x00000020 // Globals, AF1, Defense - related to reload animation #define CHRFLAG1_CAN_SNIPE 0x00000040 #define CHRFLAG1_00000080 0x00000080 // Not used in scripts #define CHRFLAG1_DOINGIDLEANIMATION 0x00000100 @@ -332,7 +332,7 @@ #define CHRCFLAG_INVINCIBLE_TO_GUNFIRE 0x00000010 #define CHRCFLAG_00000020 0x00000020 // Chicago, Infiltration, AF1, Ruins, WAR #define CHRCFLAG_00000040 0x00000040 // Used quite a lot -#define CHRCFLAG_00000080 0x00000080 // Defection programmer, Rescue lab techs, globals when doing idle chr_do_animation +#define CHRCFLAG_00000080 0x00000080 // Defection programmer, Rescue lab techs, globals when doing idle animation #define CHRCFLAG_JUST_INJURED 0x00000100 #define CHRCFLAG_00000200 0x00000200 // Set on clones #define CHRCFLAG_HIDDEN 0x00000400 diff --git a/src/include/gunscript.h b/src/include/gunscript.h index 5c63de378..c028c6047 100644 --- a/src/include/gunscript.h +++ b/src/include/gunscript.h @@ -38,8 +38,8 @@ 0x09000000 | unk1, \ 0, -#define gunscript_playanimation(chr_do_animation, direction, speed) \ - 0x0a000000 | chr_do_animation, \ +#define gunscript_playanimation(animation, direction, speed) \ + 0x0a000000 | animation, \ (direction << 16) | speed, #define gunscript_setsoundspeed(keyframe, speed) \