parent
16400321e5
commit
3503f4e86c
|
@ -258,9 +258,215 @@ struct Character gCharacters[CT_MAX] = {
|
|||
.animOffsetHand = -10,
|
||||
|
||||
// character anims
|
||||
BASE_ANIMS(),
|
||||
.animSlowLedgeGrab = MARIO_ANIM_SLOW_LEDGE_GRAB,
|
||||
.animFallOverBackwards = MARIO_ANIM_FALL_OVER_BACKWARDS,
|
||||
.animBackwardAirKb = MARIO_ANIM_BACKWARD_AIR_KB,
|
||||
.animDyingOnBack = MARIO_ANIM_DYING_ON_BACK,
|
||||
.animBackflip = MARIO_ANIM_BACKFLIP,
|
||||
.animClimbUpPole = MARIO_ANIM_CLIMB_UP_POLE,
|
||||
.animGrabPoleShort = MARIO_ANIM_GRAB_POLE_SHORT,
|
||||
.animGrabPoleSwingPart1 = MARIO_ANIM_GRAB_POLE_SWING_PART1,
|
||||
.animGrabPoleSwingPart2 = MARIO_ANIM_GRAB_POLE_SWING_PART2,
|
||||
.animHandstandIdle = MARIO_ANIM_HANDSTAND_IDLE,
|
||||
.animHandstandJump = MARIO_ANIM_HANDSTAND_JUMP,
|
||||
.animStartHandstand = MARIO_ANIM_START_HANDSTAND,
|
||||
.animReturnFromHandstand = MARIO_ANIM_RETURN_FROM_HANDSTAND,
|
||||
.animIdleOnPole = MARIO_ANIM_IDLE_ON_POLE,
|
||||
.animAPose = MARIO_ANIM_A_POSE,
|
||||
.animSkidOnGround = MARIO_ANIM_SKID_ON_GROUND,
|
||||
.animStopSkid = MARIO_ANIM_STOP_SKID,
|
||||
.animCrouchFromFastLongjump = MARIO_ANIM_CROUCH_FROM_FAST_LONGJUMP,
|
||||
.animCrouchFromSlowLongjump = MARIO_ANIM_CROUCH_FROM_SLOW_LONGJUMP,
|
||||
.animFastLongjump = MARIO_ANIM_FAST_LONGJUMP,
|
||||
.animSlowLongjump = MARIO_ANIM_SLOW_LONGJUMP,
|
||||
.animAirborneOnStomach = MARIO_ANIM_AIRBORNE_ON_STOMACH,
|
||||
.animWalkWithLightObj = MARIO_ANIM_WALK_WITH_LIGHT_OBJ,
|
||||
.animRunWithLightObj = MARIO_ANIM_RUN_WITH_LIGHT_OBJ,
|
||||
.animSlowWalkWithLightObj = MARIO_ANIM_SLOW_WALK_WITH_LIGHT_OBJ,
|
||||
.animShiveringWarmingHand = MARIO_ANIM_SHIVERING_WARMING_HAND,
|
||||
.animShiveringReturnToIdle = MARIO_ANIM_SHIVERING_RETURN_TO_IDLE,
|
||||
.animShivering = MARIO_ANIM_SHIVERING,
|
||||
.animClimbDownLedge = MARIO_ANIM_CLIMB_DOWN_LEDGE,
|
||||
.animCreditsWaving = MARIO_ANIM_CREDITS_WAVING,
|
||||
.animCreditsLookUp = MARIO_ANIM_CREDITS_LOOK_UP,
|
||||
.animCreditsReturnFromLookUp = MARIO_ANIM_CREDITS_RETURN_FROM_LOOK_UP,
|
||||
.animCreditsRaiseHand = MARIO_ANIM_CREDITS_RAISE_HAND,
|
||||
.animCreditsLowerHand = MARIO_ANIM_CREDITS_LOWER_HAND,
|
||||
.animCreditsTakeOffCap = MARIO_ANIM_CREDITS_TAKE_OFF_CAP,
|
||||
.animCreditsStartWalkLookUp = MARIO_ANIM_CREDITS_START_WALK_LOOK_UP,
|
||||
.animCreditsLookBackThenRun = MARIO_ANIM_CREDITS_LOOK_BACK_THEN_RUN,
|
||||
.animFinalBowserRaiseHandSpin = MARIO_ANIM_FINAL_BOWSER_RAISE_HAND_SPIN,
|
||||
.animFinalBowserWingCapTakeOff = MARIO_ANIM_FINAL_BOWSER_WING_CAP_TAKE_OFF,
|
||||
.animCreditsPeaceSign = MARIO_ANIM_CREDITS_PEACE_SIGN,
|
||||
.animStandUpFromLavaBoost = MARIO_ANIM_STAND_UP_FROM_LAVA_BOOST,
|
||||
.animFireLavaBurn = MARIO_ANIM_FIRE_LAVA_BURN,
|
||||
.animWingCapFly = MARIO_ANIM_WING_CAP_FLY,
|
||||
.animHangOnOwl = MARIO_ANIM_HANG_ON_OWL,
|
||||
.animLandOnStomach = MARIO_ANIM_LAND_ON_STOMACH,
|
||||
.animAirForwardKb = MARIO_ANIM_AIR_FORWARD_KB,
|
||||
.animDyingOnStomach = MARIO_ANIM_DYING_ON_STOMACH,
|
||||
.animSuffocating = MARIO_ANIM_SUFFOCATING,
|
||||
.animCoughing = MARIO_ANIM_COUGHING,
|
||||
.animThrowCatchKey = MARIO_ANIM_THROW_CATCH_KEY,
|
||||
.animDyingFallOver = MARIO_ANIM_DYING_FALL_OVER,
|
||||
.animIdleOnLedge = MARIO_ANIM_IDLE_ON_LEDGE,
|
||||
.animFastLedgeGrab = MARIO_ANIM_FAST_LEDGE_GRAB,
|
||||
.animHangOnCeiling = MARIO_ANIM_HANG_ON_CEILING,
|
||||
.animPutCapOn = MARIO_ANIM_PUT_CAP_ON,
|
||||
.animTakeCapOffThenOn = MARIO_ANIM_TAKE_CAP_OFF_THEN_ON,
|
||||
.animQuicklyPutCapOn = MARIO_ANIM_QUICKLY_PUT_CAP_ON,
|
||||
.animHeadStuckInGround = MARIO_ANIM_HEAD_STUCK_IN_GROUND,
|
||||
.animGroundPoundLanding = MARIO_ANIM_GROUND_POUND_LANDING,
|
||||
.animTripleJumpGroundPound = MARIO_ANIM_TRIPLE_JUMP_GROUND_POUND,
|
||||
.animStartGroundPound = MARIO_ANIM_START_GROUND_POUND,
|
||||
.animGroundPound = MARIO_ANIM_GROUND_POUND,
|
||||
.animBottomStuckInGround = MARIO_ANIM_BOTTOM_STUCK_IN_GROUND,
|
||||
.animIdleWithLightObj = MARIO_ANIM_IDLE_WITH_LIGHT_OBJ,
|
||||
.animJumpLandWithLightObj = MARIO_ANIM_JUMP_LAND_WITH_LIGHT_OBJ,
|
||||
.animJumpWithLightObj = MARIO_ANIM_JUMP_WITH_LIGHT_OBJ,
|
||||
.animFallLandWithLightObj = MARIO_ANIM_FALL_LAND_WITH_LIGHT_OBJ,
|
||||
.animFallWithLightObj = MARIO_ANIM_FALL_WITH_LIGHT_OBJ,
|
||||
.animFallFromSlidingWithLightObj = MARIO_ANIM_FALL_FROM_SLIDING_WITH_LIGHT_OBJ,
|
||||
.animSlidingOnBottomWithLightObj = MARIO_ANIM_SLIDING_ON_BOTTOM_WITH_LIGHT_OBJ,
|
||||
.animStandUpFromSlidingWithLightObj = MARIO_ANIM_STAND_UP_FROM_SLIDING_WITH_LIGHT_OBJ,
|
||||
.animRidingShell = MARIO_ANIM_RIDING_SHELL,
|
||||
.animWalking = WALUIGI_ANIM_WALKING,
|
||||
.animForwardFlip = MARIO_ANIM_FORWARD_FLIP,
|
||||
.animJumpRidingShell = MARIO_ANIM_JUMP_RIDING_SHELL,
|
||||
.animLandFromDoubleJump = MARIO_ANIM_LAND_FROM_DOUBLE_JUMP,
|
||||
.animDoubleJumpFall = MARIO_ANIM_DOUBLE_JUMP_FALL,
|
||||
.animSingleJump = MARIO_ANIM_SINGLE_JUMP,
|
||||
.animLandFromSingleJump = MARIO_ANIM_LAND_FROM_SINGLE_JUMP,
|
||||
.animAirKick = MARIO_ANIM_AIR_KICK,
|
||||
.animDoubleJumpRise = MARIO_ANIM_DOUBLE_JUMP_RISE,
|
||||
.animStartForwardSpinning = MARIO_ANIM_START_FORWARD_SPINNING,
|
||||
.animThrowLightObject = MARIO_ANIM_THROW_LIGHT_OBJECT,
|
||||
.animFallFromSlideKick = MARIO_ANIM_FALL_FROM_SLIDE_KICK,
|
||||
.animBendKnessRidingShell = MARIO_ANIM_BEND_KNESS_RIDING_SHELL,
|
||||
.animLegsStuckInGround = MARIO_ANIM_LEGS_STUCK_IN_GROUND,
|
||||
.animGeneralFall = MARIO_ANIM_GENERAL_FALL,
|
||||
.animGeneralLand = MARIO_ANIM_GENERAL_LAND,
|
||||
.animBeingGrabbed = MARIO_ANIM_BEING_GRABBED,
|
||||
.animGrabHeavyObject = MARIO_ANIM_GRAB_HEAVY_OBJECT,
|
||||
.animSlowLandFromDive = MARIO_ANIM_SLOW_LAND_FROM_DIVE,
|
||||
.animFlyFromCannon = MARIO_ANIM_FLY_FROM_CANNON,
|
||||
.animMoveOnWireNetRight = MARIO_ANIM_MOVE_ON_WIRE_NET_RIGHT,
|
||||
.animMoveOnWireNetLeft = MARIO_ANIM_MOVE_ON_WIRE_NET_LEFT,
|
||||
.animMissingCap = MARIO_ANIM_MISSING_CAP,
|
||||
.animPullDoorWalkIn = MARIO_ANIM_PULL_DOOR_WALK_IN,
|
||||
.animPushDoorWalkIn = MARIO_ANIM_PUSH_DOOR_WALK_IN,
|
||||
.animUnlockDoor = MARIO_ANIM_UNLOCK_DOOR,
|
||||
.animStartReachPocket = MARIO_ANIM_START_REACH_POCKET,
|
||||
.animReachPocket = MARIO_ANIM_REACH_POCKET,
|
||||
.animStopReachPocket = MARIO_ANIM_STOP_REACH_POCKET,
|
||||
.animGroundThrow = MARIO_ANIM_GROUND_THROW,
|
||||
.animGroundKick = MARIO_ANIM_GROUND_KICK,
|
||||
.animFirstPunch = MARIO_ANIM_FIRST_PUNCH,
|
||||
.animSecondPunch = MARIO_ANIM_SECOND_PUNCH,
|
||||
.animFirstPunchFast = MARIO_ANIM_FIRST_PUNCH_FAST,
|
||||
.animSecondPunchFast = MARIO_ANIM_SECOND_PUNCH_FAST,
|
||||
.animPickUpLightObj = MARIO_ANIM_PICK_UP_LIGHT_OBJ,
|
||||
.animPushing = MARIO_ANIM_PUSHING,
|
||||
.animStartRidingShell = MARIO_ANIM_START_RIDING_SHELL,
|
||||
.animPlaceLightObj = MARIO_ANIM_PLACE_LIGHT_OBJ,
|
||||
.animForwardSpinning = MARIO_ANIM_FORWARD_SPINNING,
|
||||
.animBackwardSpinning = MARIO_ANIM_BACKWARD_SPINNING,
|
||||
.animBreakdance = MARIO_ANIM_BREAKDANCE,
|
||||
.animRunning = WALUIGI_ANIM_RUNNING,
|
||||
.animRunningUnused = MARIO_ANIM_RUNNING_UNUSED,
|
||||
.animSoftBackKb = MARIO_ANIM_SOFT_BACK_KB,
|
||||
.animSoftFrontKb = MARIO_ANIM_SOFT_FRONT_KB,
|
||||
.animDyingInQuicksand = MARIO_ANIM_DYING_IN_QUICKSAND,
|
||||
.animIdleInQuicksand = MARIO_ANIM_IDLE_IN_QUICKSAND,
|
||||
.animMoveInQuicksand = MARIO_ANIM_MOVE_IN_QUICKSAND,
|
||||
.animElectrocution = MARIO_ANIM_ELECTROCUTION,
|
||||
.animShocked = MARIO_ANIM_SHOCKED,
|
||||
.animBackwardKb = MARIO_ANIM_BACKWARD_KB,
|
||||
.animForwardKb = MARIO_ANIM_FORWARD_KB,
|
||||
.animIdleHeavyObj = MARIO_ANIM_IDLE_HEAVY_OBJ,
|
||||
.animStandAgainstWall = MARIO_ANIM_STAND_AGAINST_WALL,
|
||||
.animSidestepLeft = MARIO_ANIM_SIDESTEP_LEFT,
|
||||
.animSidestepRight = MARIO_ANIM_SIDESTEP_RIGHT,
|
||||
.animStartSleepIdle = MARIO_ANIM_START_SLEEP_IDLE,
|
||||
.animStartSleepScratch = MARIO_ANIM_START_SLEEP_SCRATCH,
|
||||
.animStartSleepYawn = MARIO_ANIM_START_SLEEP_YAWN,
|
||||
.animStartSleepSitting = MARIO_ANIM_START_SLEEP_SITTING,
|
||||
.animSleepIdle = MARIO_ANIM_SLEEP_IDLE,
|
||||
.animSleepStartLying = MARIO_ANIM_SLEEP_START_LYING,
|
||||
.animSleepLying = MARIO_ANIM_SLEEP_LYING,
|
||||
.animDive = MARIO_ANIM_DIVE,
|
||||
.animSlideDive = MARIO_ANIM_SLIDE_DIVE,
|
||||
.animGroundBonk = MARIO_ANIM_GROUND_BONK,
|
||||
.animStopSlideLightObj = MARIO_ANIM_STOP_SLIDE_LIGHT_OBJ,
|
||||
.animSlideKick = MARIO_ANIM_SLIDE_KICK,
|
||||
.animCrouchFromSlideKick = MARIO_ANIM_CROUCH_FROM_SLIDE_KICK,
|
||||
.animSlideMotionless = MARIO_ANIM_SLIDE_MOTIONLESS,
|
||||
.animStopSlide = MARIO_ANIM_STOP_SLIDE,
|
||||
.animFallFromSlide = MARIO_ANIM_FALL_FROM_SLIDE,
|
||||
.animSlide = MARIO_ANIM_SLIDE,
|
||||
.animTiptoe = MARIO_ANIM_TIPTOE,
|
||||
.animTwirlLand = MARIO_ANIM_TWIRL_LAND,
|
||||
.animTwirl = MARIO_ANIM_TWIRL,
|
||||
.animStartTwirl = MARIO_ANIM_START_TWIRL,
|
||||
.animStopCrouching = MARIO_ANIM_STOP_CROUCHING,
|
||||
.animStartCrouching = MARIO_ANIM_START_CROUCHING,
|
||||
.animCrouching = MARIO_ANIM_CROUCHING,
|
||||
.animCrawling = MARIO_ANIM_CRAWLING,
|
||||
.animStopCrawling = MARIO_ANIM_STOP_CRAWLING,
|
||||
.animStartCrawling = MARIO_ANIM_START_CRAWLING,
|
||||
.animSummonStar = MARIO_ANIM_SUMMON_STAR,
|
||||
.animReturnStarApproachDoor = MARIO_ANIM_RETURN_STAR_APPROACH_DOOR,
|
||||
.animBackwardsWaterKb = MARIO_ANIM_BACKWARDS_WATER_KB,
|
||||
.animSwimWithObjPart1 = MARIO_ANIM_SWIM_WITH_OBJ_PART1,
|
||||
.animSwimWithObjPart2 = MARIO_ANIM_SWIM_WITH_OBJ_PART2,
|
||||
.animFlutterkickWithObj = MARIO_ANIM_FLUTTERKICK_WITH_OBJ,
|
||||
.animWaterActionEndWithObj = MARIO_ANIM_WATER_ACTION_END_WITH_OBJ,
|
||||
.animStopGrabObjWater = MARIO_ANIM_STOP_GRAB_OBJ_WATER,
|
||||
.animWaterIdleWithObj = MARIO_ANIM_WATER_IDLE_WITH_OBJ,
|
||||
.animDrowningPart1 = MARIO_ANIM_DROWNING_PART1,
|
||||
.animDrowningPart2 = MARIO_ANIM_DROWNING_PART2,
|
||||
.animWaterDying = MARIO_ANIM_WATER_DYING,
|
||||
.animWaterForwardKb = MARIO_ANIM_WATER_FORWARD_KB,
|
||||
.animFallFromWater = MARIO_ANIM_FALL_FROM_WATER,
|
||||
.animSwimPart1 = MARIO_ANIM_SWIM_PART1,
|
||||
.animSwimPart2 = MARIO_ANIM_SWIM_PART2,
|
||||
.animFlutterkick = MARIO_ANIM_FLUTTERKICK,
|
||||
.animWaterActionEnd = MARIO_ANIM_WATER_ACTION_END,
|
||||
.animWaterPickUpObj = MARIO_ANIM_WATER_PICK_UP_OBJ,
|
||||
.animWaterGrabObjPart2 = MARIO_ANIM_WATER_GRAB_OBJ_PART2,
|
||||
.animWaterGrabObjPart1 = MARIO_ANIM_WATER_GRAB_OBJ_PART1,
|
||||
.animWaterThrowObj = MARIO_ANIM_WATER_THROW_OBJ,
|
||||
.animWaterIdle = MARIO_ANIM_WATER_IDLE,
|
||||
.animWaterStarDance = MARIO_ANIM_WATER_STAR_DANCE,
|
||||
.animReturnFromWaterStarDance = MARIO_ANIM_RETURN_FROM_WATER_STAR_DANCE,
|
||||
.animGrabBowser = MARIO_ANIM_GRAB_BOWSER,
|
||||
.animSwingingBowser = MARIO_ANIM_SWINGING_BOWSER,
|
||||
.animReleaseBowser = MARIO_ANIM_RELEASE_BOWSER,
|
||||
.animHoldingBowser = MARIO_ANIM_HOLDING_BOWSER,
|
||||
.animHeavyThrow = MARIO_ANIM_HEAVY_THROW,
|
||||
.animWalkPanting = MARIO_ANIM_WALK_PANTING,
|
||||
.animWalkWithHeavyObj = MARIO_ANIM_WALK_WITH_HEAVY_OBJ,
|
||||
.animTurningPart1 = MARIO_ANIM_TURNING_PART1,
|
||||
.animTurningPart2 = MARIO_ANIM_TURNING_PART2,
|
||||
.animSlideflipLand = MARIO_ANIM_SLIDEFLIP_LAND,
|
||||
.animSlideflip = MARIO_ANIM_SLIDEFLIP,
|
||||
.animTripleJumpLand = MARIO_ANIM_TRIPLE_JUMP_LAND,
|
||||
.animTripleJump = MARIO_ANIM_TRIPLE_JUMP,
|
||||
.animFirstPerson = MARIO_ANIM_FIRST_PERSON,
|
||||
.animIdleHeadLeft = MARIO_ANIM_IDLE_HEAD_LEFT,
|
||||
.animIdleHeadRight = MARIO_ANIM_IDLE_HEAD_RIGHT,
|
||||
.animIdleHeadCenter = MARIO_ANIM_IDLE_HEAD_CENTER,
|
||||
.animHandstandLeft = MARIO_ANIM_HANDSTAND_LEFT,
|
||||
.animHandstandRight = MARIO_ANIM_HANDSTAND_RIGHT,
|
||||
.animWakeFromSleep = MARIO_ANIM_WAKE_FROM_SLEEP,
|
||||
.animWakeFromLying = MARIO_ANIM_WAKE_FROM_LYING,
|
||||
.animStartTiptoe = MARIO_ANIM_START_TIPTOE,
|
||||
.animSlidejump = MARIO_ANIM_SLIDEJUMP,
|
||||
.animStartWallkick = MARIO_ANIM_START_WALLKICK,
|
||||
.animStarDance = MARIO_ANIM_STAR_DANCE,
|
||||
.animReturnFromStarDance = MARIO_ANIM_RETURN_FROM_STAR_DANCE,
|
||||
.animForwardSpinningFlip = MARIO_ANIM_FORWARD_SPINNING_FLIP,
|
||||
.animTripleJumpFly = MARIO_ANIM_TRIPLE_JUMP_FLY,
|
||||
|
||||
// sounds
|
||||
.soundFreqScale = 0.99f,
|
||||
|
|
Loading…
Reference in New Issue