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Copy pathanimation.cpp
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158 lines (135 loc) · 2.39 KB
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#include "Common.h"
#include "Animation.h"
EAnimMode GetNextAnim(EAnimMode am)
{
switch (am)
{
case AM_JUMP:
case AM_CHRISTAIR:
case AM_TAILGRAB:
case AM_JUMP_HIT:
return AM_MID_JUMP;
case AM_MID_JUMP: return AM_LANDING;
// case AM_FALLING: return AM_LANDING;
case AM_WEAPON_ATT:
return AM_WEAPON_HIT;
case AM_PUNCH:
return AM_PUNCH_HIT;
case AM_JUMP_ATTACK:
return AM_JUMP_HIT;
case AM_RUN_PUNCH_LEFT:
case AM_RUN_PUNCH_RIGHT:
case AM_LANDING:
case AM_SHOOT:
case AM_SWITCH_ON:
case AM_BORED:
case AM_BLOCK_DOWN:
case AM_GUARD_DOWN:
case AM_FLINCH_BEHIND:
case AM_PUNCH_BEHIND:
case AM_FLINCH:
case AM_PUNCH_HIT:
case AM_WEAPON_HIT:
case AM_RAGE_ATTACK:
case AM_SPIN_ATTACK:
case AM_THROW:
case AM_VICTORY:
case AM_WAVE:
return AM_WALK;
case AM_WALK2STAND: return AM_STAND;
case AM_FLINCH_BLOCK:
case AM_BLOCK_UP: return AM_BLOCK;
case AM_GUARD_UP: return AM_PUNCH3;
case AM_PUNCH2:
case AM_CHARGE:
case AM_PUNCH3: return AM_GUARD_DOWN;
case AM_DYING: return AM_INVALID; // stop
default: return AM_NONE;
};
}
BOOL IsAnimLooped(EAnimMode am)
{
switch (am)
{
case AM_WALK:
case AM_RUN:
case AM_STAND:
case AM_MID_JUMP:
case AM_BLOCK:
case AM_FRONT_END1:
return TRUE;
default:
return FALSE;
};
}
BOOL IsAnimJumping(EAnimMode am)
{
switch (am)
{
case AM_JUMP:
case AM_MID_JUMP:
case AM_FALLING:
case AM_LANDING:
case AM_TAILGRAB:
case AM_CHRISTAIR:
case AM_JUMP_ATTACK:
case AM_JUMP_HIT:
return TRUE;
default:
return FALSE;
};
}
BOOL IsFinalAttackAnim(EAnimMode am)
{
switch (am)
{
case AM_WEAPON_HIT:
case AM_PUNCH_HIT:
case AM_JUMP_HIT:
case AM_CHARGE:
case AM_PUNCH2:
case AM_PUNCH3:
case AM_RUN_PUNCH_LEFT:
case AM_RUN_PUNCH_RIGHT:
return TRUE;
default:
return FALSE;
};
}
BOOL IsAnimBusy(EAnimMode am)
{
switch (am)
{
case AM_PUNCH:
case AM_FLINCH:
case AM_DYING:
case AM_TAILGRAB:
case AM_SWITCH_ON:
case AM_CHRISTAIR:
case AM_WAVE:
case AM_PUNCH2:
case AM_GUARD_UP:
case AM_PUNCH3:
case AM_WEAPON_ATT:
case AM_JUMP_ATTACK:
case AM_BLOCK:
case AM_RAGE_ATTACK:
case AM_SPIN_ATTACK:
case AM_FLINCH_BLOCK:
case AM_FLINCH_BEHIND:
case AM_PUNCH_BEHIND:
case AM_BLOCK_UP:
case AM_VICTORY:
case AM_RUN_PUNCH_LEFT:
case AM_RUN_PUNCH_RIGHT:
case AM_CHARGE:
case AM_THROW:
case AM_SHOOT:
case AM_PUNCH_HIT:
case AM_WEAPON_HIT:
case AM_JUMP_HIT:
return TRUE;
default:
return FALSE;
}
}