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PC World Komputer 1998 April B
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Pcwk4b98.iso
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Gry
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DARKREIG
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DefTxt
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ANIMATE.TXT
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1997-10-28
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47KB
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2,360 lines
;;
;; Animation Types
;;
;; Big fire
DefineAnimationType(eomedfl0_animation)
{
SetSprite(eomedfl0.spr)
Frames(0 16 1)
Link(eomedfl0_animation)
}
;; Small smoke puff used in Skirmish tank
DefineAnimationType(eosmosm0_animation)
{
SetSprite(eosmosm0.spr)
Frames(0 15 1)
}
DefineAnimationType(eosmosm1_animation)
{
SetSprite(eosmosm1.spr)
Frames(0 15 1)
}
DefineAnimationType(eosmosm2_animation)
{
SetSprite(eosmosm2.spr)
Frames(0 15 1)
}
DefineAnimationType(eosmosm2loop_animation)
{
SetSprite(eosmosm2.spr)
Frames(0 19 1)
Link(eosmosm2loop_animation)
}
DefineAnimationType(eosmosm3_animation)
{
SetSprite(eosmosm3.spr)
Frames(0 20 1)
Link(eosmosm3_animation)
}
DefineAnimationType(eomedsm0_animation)
{
SetSprite(eomedsm2.spr)
Frames(0 21 1)
Link(eomedsm0_animation)
}
DefineAnimationType(eomedsm1_animation)
{
SetSprite(eomedsm1.spr)
Frames(0 21 1)
Link(eomedsm1_animation)
}
DefineAnimationType(eomedsm2_animation)
{
SetSprite(eomedsm2.spr)
Frames(0 21 1)
Link(eomedsm2_animation)
}
;; Changing smoke pattern
DefineAnimationType(holyrandom4_animation)
{
SetSprite(eomedsm2.spr)
Frames(0 21 1)
Link(eosmosm3_animation)
}
DefineAnimationType(holyrandom3_animation)
{
SetSprite(eomedsm2.spr)
Frames(0 21 1)
Link(holyrandom4_animation)
}
DefineAnimationType(holyrandom2_animation)
{
SetSprite(eosmosm1.spr)
Frames(0 21 1)
Link(holyrandom3_animation)
}
DefineAnimationType(holyrandom1_animation)
{
SetSprite(eomedsm0.spr)
Frames(0 21 1)
Link(holyrandom2_animation)
}
;; Water well crater
DefineAnimationType(watercrater_animation)
{
SetSprite(eowcocr0.spr)
Frame(0 10000)
Link(watercrater_animation)
}
DefineAnimationType(aoctr5_shadow_animation)
{
SetSprite(aoctr5sh.spr)
Frame(0 10000)
Link(aoctr5_shadow_animation)
}
DefineAnimationType(aoctr6_shadow_animation)
{
SetSprite(aoctr6sh.spr)
Frame(0 10000)
Link(aoctr6_shadow_animation)
}
DefineAnimationType(aoctr7_shadow_animation)
{
SetSprite(aoctr7sh.spr)
Frame(0 10000)
Link(aoctr7_shadow_animation)
}
;; Horizontal bridge crater shadow
DefineAnimationType(aoctr8_shadow_animation)
{
SetSprite(aoctr8sh.spr)
Frame(0 10000)
Link(aoctr8_shadow_animation)
}
;; Vertical Bridge crater shadow
DefineAnimationType(aoctr9_shadow_animation)
{
SetSprite(aoctr9sh.spr)
Frame(0 10000)
Link(aoctr9_shadow_animation)
}
;; New flames
DefineAnimationType(eosmlfl0_animation)
{
SetSprite(eosmlfl0.spr)
Frames(0 7 1)
Link(eosmlfl0_animation)
}
DefineAnimationType(eosmlfl1_animation)
{
SetSprite(eosmlfl1.spr)
Frames(0 7 1)
Link(eosmlfl1_animation)
}
DefineAnimationType(eosmlfl2_animation)
{
SetSprite(eosmlfl2.spr)
Frames(0 7 1)
Link(eosmlfl2_animation)
}
DefineAnimationType(eosmlfl3_animation)
{
SetSprite(eosmlfl3.spr)
Frames(0 7 1)
Link(eosmlfl3_animation)
}
;; Water contaminator sprites
DefineAnimationType(wco2_animation)
{
SetSprite(eowcost2.spr)
Frames(0 4 3)
Link(wco2_animation)
}
DefineAnimationType(wco1_animation)
{
SetSprite(eowcost1.spr)
Frames(0 3 3)
Link(wco2_animation)
}
DefineAnimationType(wco3_animation)
{
SetSprite(eowcost1.spr)
Frames(0 5 1)
}
DefineAnimationType(splata_animation)
{
SetSprite(splata.spr)
Frames(0 14 2)
}
DefineAnimationType(splatb_animation)
{
SetSprite(splatb.spr)
Frames(0 14 2)
}
DefineAnimationType(splatc_animation)
{
SetSprite(splatc.spr)
Frames(0 12 2)
}
DefineAnimationType(splatd_animation)
{
SetSprite(splatd.spr)
Frames(0 12 2)
}
DefineAnimationType(eoskypr0_animation)
{
SetSprite(eoskypr0.spr)
Frames(0 10 1)
}
; Debris animation
DefineAnimationType(eodebsp7_animation)
{
SetSprite(eodebsp7.spr)
Frames(0 17 1)
; Link(eodebsp7_animation)
}
; Neutron gun
DefineAnimationType(eoncnpr0_animation)
{
SetSprite(eoncnpr0.spr)
Frames(0 4 1)
Link(eoncnpr0_animation)
}
;Special Animations
DefineAnimationType(repricon_animation)
{
SetSprite(repricon.spr)
Frames(0 7 2)
Link(repricon_animation)
}
; Big Puff Animations
DefineAnimationType(eobpfsm0_animation)
{
SetSprite(eobpfsm0.spr)
Frames(0 19 1)
}
DefineAnimationType(eobpfsm1_animation)
{
SetSprite(eobpfsm1.spr)
Frames(0 19 1)
}
DefineAnimationType(eobpfsm2_animation)
{
SetSprite(eobpfsm2.spr)
Frames(0 19 1)
}
DefineAnimationType(eobpfsm3_animation)
{
SetSprite(eobpfsm3.spr)
Frames(0 21 1)
}
DefineAnimationType(eobpfsm4_animation)
{
SetSprite(eobpfsm4.spr)
Frames(0 21 1)
}
; --------------- Blast Animations ---------------
; These blasts are currently used in building health explosions
DefineAnimationType(eoblamd0_animation)
{
SetSprite(eoblamd0.spr)
Frames(0 12 1)
}
DefineAnimationType(eoblamd1_animation)
{
SetSprite(eoblalg2.spr)
Frames(0 10 1)
}
DefineAnimationType(eoblamd2_animation)
{
SetSprite(eoblamd1.spr)
Frames(0 11 1)
}
DefineAnimationType(eoblalg0_animation)
{
SetSprite(eoblalg0.spr)
Frames(0 12 1)
}
DefineAnimationType(eoblalg1_animation)
{
SetSprite(eoblalg1.spr)
Frames(0 14 1)
}
DefineAnimationType(eoblatr0_animation)
{
SetSprite(eoblatr0.spr)
Frames(0 10 1)
}
DefineAnimationType(eoblatr1_animation)
{
SetSprite(eoblatr1.spr)
Frames(0 10 1)
}
;Weapon Glows
DefineAnimationType(lite1_animation)
{
SetSprite(lite1.spr)
Frames(0 5 2)
}
DefineAnimationType(lite2_animation)
{
SetSprite(lite2.spr)
Frames(0 4 2)
}
DefineAnimationType(lite3_animation)
{
SetSprite(lite3.spr)
Frames(0 4 2)
}
;Others
DefineAnimationType(wal_animation)
{
SetSprite(aowal000.spr)
Frame(0 10000)
Link(wal_animation)
}
; These animations are used for the vertical overlay vehicle bridge(brdv),
; and its shadow
DefineAnimationType(brdv_animation)
{
SetSprite(tcvbvst0.spr)
Frame(0 10000)
Link(brdv_animation)
}
DefineAnimationType(brdv_shadow_animation)
{
SetSprite(tcvbvsh0.spr)
Frame(0 10000)
Link(brdv_shadow_animation)
}
; These animations are used for the horizontal overlay vehicle bridge(brdh),
; and its shadow
DefineAnimationType(brdh_animation)
{
SetSprite(tcvbhst0.spr)
Frame(0 10000)
Link(brdh_animation)
}
DefineAnimationType(brdh_shadow_animation)
{
SetSprite(tcvbhsh0.spr)
Frame(0 10000)
Link(brdh_shadow_animation)
}
; These animations are used for the vertical overlay pedestrian bridge(pbrdv),
; and its shadow
DefineAnimationType(pbrdv_animation)
{
SetSprite(tcpbvst0.spr)
Frame(0 10000)
Link(pbrdv_animation)
}
DefineAnimationType(pbrdv_shadow_animation)
{
SetSprite(tcpbvsh0.spr)
Frame(0 10000)
Link(pbrdv_shadow_animation)
}
;These animations are used for the horizontal overlay pedestrian bridge(pbrdh),
; and its shadow
DefineAnimationType(pbrdh_animation)
{
SetSprite(tcpbhst0.spr)
Frame(0 10000)
Link(pbrdh_animation)
}
DefineAnimationType(pbrdh_shadow_animation)
{
SetSprite(tcpbhsh0.spr)
Frame(0 10000)
Link(pbrdh_shadow_animation)
}
DefineAnimationType(ecexpsp1_animation)
{
SetSprite(eoexpsp1.spr)
Frames(0 16 1)
}
; small flames 1 animation
DefineAnimationType(smallflames_1_animation)
{
SetSprite(ecfirsm0.spr)
Frames(0 7 1)
Link(smallflames_1_animation)
}
;smoke column 1 animation
DefineAnimationType(smokecolumn_1_animation)
{
SetSprite(ecsmolg3.spr)
Frames(0 9 1)
Link(smokecolumn_1_animation)
}
;small smoke column animation
DefineAnimationType(e_smor_animation)
{
SetSprite(ecsmolg1.spr)
Frames(0 14 1)
Link(e_smor_animation)
}
;death 1 animation
DefineAnimationType(death_1_animation)
{
SetSprite(ecexpmd1.spr)
Frames(0 12 1)
}
; medium smoke column
DefineAnimationType(e_smoq_animation)
{
SetSprite(ecsmolg0.spr)
Frames(0 10 1)
Link(e_smoq_animation)
}
; small flames
DefineAnimationType(e_smfb_animation)
{
SetSprite(ecfirsm1.spr)
Frames(0 6 1)
Link(e_smfb_animation)
}
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;smoke puffs
DefineAnimationType(e_spfa_animation)
{
SetSprite(ecsmosm0.spr)
Frames(0 9 1)
}
;building explosion
DefineAnimationType(e_nexp_animation)
{
SetSprite(ecexplg2.spr)
Frames(0 12 1)
}
; large flames
DefineAnimationType(e_firb_animation)
{
SetSprite(ecfirlg0.spr)
Frames(0 7 1)
Link(e_firb_animation)
}
; big death explosion
DefineAnimationType(e_nvxp_animation)
{
SetSprite(ecexpmd0.spr)
Frames(0 14 1)
}
;-------------- projectiles
;big laser projectile animation
DefineAnimationType(big_laser_animation)
{
SetSprite(ecprj001.spr)
Frame(0 10000)
Link(big_laser_animation)
}
;rifle laser projectile animation
DefineAnimationType(rifle_laser_animation)
{
SetSprite(ecprj006.spr)
Frame(0 1000)
Link(rifle_laser_animation)
}
;pistol laser projectile animation
DefineAnimationType(pistol_laser_animation)
{
SetSprite(ecprj003.spr)
Frame(0 10000)
Link(pistol_laser_animation)
}
;biggest laser animation
DefineAnimationType(biggest_laser_animation)
{
SetSprite(ecprj004.spr)
Frame(0 1)
Link(biggest_laser_animation)
}
;photon torpedo animation
DefineAnimationType(photon_torpedo_animation)
{
SetSprite(ecprjsp2.spr)
Frames(0 8 5)
Link(photon_torpedo_animation)
}
;blaster animation
DefineAnimationType(pulse_blaster_animation)
{
SetSprite(ecprjsp0.spr)
Frames(0 5 2)
Link(pulse_blaster_animation)
}
;pulse laser animation
DefineAnimationType(pulse_laser_animation)
{
SetSprite(ecprjsp3.spr)
Frames(0 6 3)
Link(pulse_laser_animation)
}
;lightning bolt animation
DefineAnimationType(lightning_bolt_animation)
{
SetSprite(ecprjsp1.spr)
Frames(0 8 2)
Link(lightning_bolt_animation)
}
;vtol gun animation
DefineAnimationType(vtol_gun_animation)
{
SetSprite(ecprjsp5.spr)
Frame(0 10000)
Link(vtol_gun_animation)
}
; ----------------------
; Building Explosions
DefineAnimationType(eofirlg0_animation)
{
SetSprite(eofirlg0.spr)
Frames(0 10 1)
Link(eofirlg0_animation)
}
DefineAnimationType(eofirmd0_animation)
{
SetSprite(eofirmd0.spr)
Frames(0 10 1)
Link(eofirmd0_animation)
}
DefineAnimationType(eofirsm0_animation)
{
SetSprite(eofirsm0.spr)
Frames(0 10 1)
Link(eofirsm0_animation)
}
DefineAnimationType(eodebmd0_animation)
{
SetSprite(eodebmd0.spr)
Frames(0 11 2)
}
DefineAnimationType(eodeblg0_animation)
{
SetSprite(eodeblg0.spr)
Frames(0 10 2)
}
DefineAnimationType(eodebmd1_animation)
{
SetSprite(eodebmd1.spr)
Frames(0 9 2)
}
DefineAnimationType(eodebmd2_animation)
{
SetSprite(eodebmd2.spr)
Frames(0 17 1)
}
DefineAnimationType(eodeblg1_animation)
{
SetSprite(eodeblg1.spr)
Frames(0 9 2)
}
DefineAnimationType(eodeblg2_animation)
{
SetSprite(eodeblg2.spr)
Frames(0 9 2)
}
DefineAnimationType(eodeblg3_animation)
{
SetSprite(eodeblg3.spr)
Frames(0 22 1)
}
DefineAnimationType(eodebsp3_animation)
{
SetSprite(eodebsp3.spr)
Frames(0 22 1)
}
;-------- gun hits
;smoke puff1
DefineAnimationType(smoke_puff_2_animation)
{
SetSprite(ecsmosm1.spr)
Frames(0 9 1)
}
;tachyon explosion
DefineAnimationType(tachyon_animation)
{
SetSprite(ecexplg1.spr)
Frames(0 12 1)
}
DefineAnimationType(death_with_sparks_animation)
{
SetSprite(ecexpmd1.spr)
Frames(0 12 1)
}
; Medium explosion, flames
DefineAnimationType(airexplode_animation)
{
SetSprite(ecexpsm1.spr)
Frames(0 10 1)
}
; Standard Bullet
DefineAnimationType(stdbullet_animation)
{
SetSprite(ecprj000.spr)
Frame(0 10000)
Link(stdbullet_animation)
}
; Small Crater
DefineAnimationType(smcrater_animation)
{
SetSprite(aoctr000.spr)
Frame(0 10000)
Link(smcrater_animation)
}
; Medium Crater
DefineAnimationType(medcrater_animation)
{
SetSprite(aoctr001.spr)
Frame(0 10000)
Link(medcrater_animation)
}
DefineAnimationType(medcrater_shadow_animation)
{
SetSprite(aoctr1sh.spr)
Frame(0 10000)
Link(medcrater_shadow_animation)
}
; Large Crater
DefineAnimationType(largecrater_animation)
{
SetSprite(aoctr002.spr)
Frame(0 10000)
Link(largecrater_animation)
}
DefineAnimationType(largercrater_animation)
{
SetSprite(aoctr003.spr)
Frame(0 10000)
Link(largercrater_animation)
}
DefineAnimationType(hugecrater1_animation)
{
SetSprite(aoctr004.spr)
Frame(0 10000)
Link(hugecrater1_animation)
}
; Civilian Bridge H Crater
DefineAnimationType(bridgehcrater2_animation)
{
SetSprite(aoctr005.spr)
Frame(0 10000)
Link(bridgehcrater2_animation)
}
; Civilian Bridge V crater
DefineAnimationType(bridgevcrater3_animation)
{
SetSprite(aoctr006.spr)
Frame(0 10000)
Link(bridgevcrater3_animation)
}
; Bridge center crater
DefineAnimationType(bridgeccrater4_animation)
{
SetSprite(aoctr007.spr)
Frame(0 10000)
Link(bridgeccrater4_animation)
}
; Bridge H crater
DefineAnimationType(bridgehcrater5_animation)
{
SetSprite(aoctr008.spr)
Frame(0 10000)
Link(bridgehcrater5_animation)
}
; Bridge crater
DefineAnimationType(bridgevcrater6_animation)
{
SetSprite(aoctr009.spr)
Frame(0 10000)
Link(bridgevcrater6_animation)
}
DefineAnimationType(smoq_animation) ; light smoke upwards
{
SetSprite(ecsmolg0.spr)
Frames(0 10 1) ; firstframe, lastframe, cycles
Link(smoq_animation) ; animationid
}
DefineAnimationType(missile1_animation) ; missile
{
SetSprite(ecprj007.spr)
Frames(0 2 1)
Link(missile1_animation) ; animationid
}
DefineAnimationType(smor_animation) ; medium smoke upwards
{
SetSprite(eosmopf1.spr)
Frames(0 9 1)
Link(smor_animation)
}
DefineAnimationType(smos_animation) ; heavy smoke upwards
{
SetSprite(ecsmolg2.spr)
Frames(0 14 1)
Link(smos_animation)
}
DefineAnimationType(smot_animation) ; light smoke upwards to left
{
SetSprite(ecsmolg3.spr)
Frames(0 9 1)
Link(smot_animation)
}
DefineAnimationType(smou_animation) ; heavy smoke upwards (with light flame)
{
SetSprite(ecsmolg4.spr)
Frames(0 14 1)
Link(smou_animation)
}
DefineAnimationType(smov_animation) ; heavy smoke upwards (with heavier flame)
{
SetSprite(ecsmolg5.spr)
Frames(0 10 1)
Link(smov_animation)
}
DefineAnimationType(mdfc_animation) ; fire explosion with light scattered fireballs
{
SetSprite(ecexpsp0.spr)
Frames(0 15 1)
}
DefineAnimationType(nuke_animation) ; medium explosion with 2 plumes, and concentric circles of smoke
{
SetSprite(ecexpsp1.spr)
Frames(0 16 1)
}
DefineAnimationType(electric_blue_animation) ; blue electric plasma explosion
{
SetSprite(ecexplg1.spr)
Frames(0 12 1)
}
DefineAnimationType(electric_purple_animation) ; small orange smoke explosion with purple sparks
{
SetSprite(ecexpsm0.spr)
Frames(0 14 1)
}
DefineAnimationType(gun_dest_med_animation) ; medium gun shot on target
{
SetSprite(ecprj005.spr)
Frames(0 10 1)
}
DefineAnimationType(smallfired_animation) ; medium fire
{
SetSprite(ecfirsm2.spr)
Frames(0 8 1)
Link(smallfired_animation)
}
; ===================================
;
; Overlay animations
;
; ===================================
DefineAnimationType(clif1_animation)
{
SetSprite(aoclf000.spr)
Frame(0 10000)
Link(clif1_animation)
}
DefineAnimationType(clif1_shadow_animation)
{
SetSprite(aoclf0sh.spr)
Frame(0 10000)
Link(clif1_shadow_animation)
}
DefineAnimationType(clif2_animation)
{
SetSprite(aoclf001.spr)
Frame(0 10000)
Link(clif2_animation)
}
DefineAnimationType(clif2_shadow_animation)
{
SetSprite(aoclf1sh.spr)
Frame(0 10000)
Link(clif2_shadow_animation)
}
DefineAnimationType(clif3_animation)
{
SetSprite(aoclf002.spr)
Frame(0 10000)
Link(clif3_animation)
}
DefineAnimationType(clif3_shadow_animation)
{
SetSprite(aoclf2sh.spr)
Frame(0 10000)
Link(clif3_shadow_animation)
}
DefineAnimationType(clif4_animation)
{
SetSprite(aoclf003.spr)
Frame(0 10000)
Link(clif4_animation)
}
DefineAnimationType(clif4_shadow_animation)
{
SetSprite(aoclf3sh.spr)
Frame(0 10000)
Link(clif4_shadow_animation)
}
DefineAnimationType(clif5_animation)
{
SetSprite(aoclf004.spr)
Frame(0 10000)
Link(clif5_animation)
}
DefineAnimationType(clif5_shadow_animation)
{
SetSprite(aoclf4sh.spr)
Frame(0 10000)
Link(clif5_shadow_animation)
}
DefineAnimationType(clif6_animation)
{
SetSprite(aoclf005.spr)
Frame(0 10000)
Link(clif6_animation)
}
DefineAnimationType(clif6_shadow_animation)
{
SetSprite(aoclf5sh.spr)
Frame(0 10000)
Link(clif6_shadow_animation)
}
DefineAnimationType(plnt1_animation)
{
SetSprite(aopln000.spr)
Frame(0 10000)
Link(plnt1_animation)
}
DefineAnimationType(plnt1_shadow_animation)
{
SetSprite(aopln0sh.spr)
Frame(0 10000)
Link(plnt1_shadow_animation)
}
DefineAnimationType(plnt2_animation)
{
SetSprite(aopln001.spr)
Frame(0 10000)
Link(plnt2_animation)
}
DefineAnimationType(plnt2_shadow_animation)
{
SetSprite(aopln1sh.spr)
Frame(0 10000)
Link(plnt2_shadow_animation)
}
DefineAnimationType(plnt3_animation)
{
SetSprite(aopln002.spr)
Frame(0 10000)
Link(plnt3_animation)
}
DefineAnimationType(plnt3_shadow_animation)
{
SetSprite(aopln2sh.spr)
Frame(0 10000)
Link(plnt3_shadow_animation)
}
DefineAnimationType(rock1_animation)
{
SetSprite(aoroc000.spr)
Frame(0 10000)
Link(rock1_animation)
}
DefineAnimationType(rock1_shadow_animation)
{
SetSprite(aoroc0sh.spr)
Frame(0 10000)
Link(rock1_shadow_animation)
}
DefineAnimationType(rock2_animation)
{
SetSprite(aoroc001.spr)
Frame(0 10000)
Link(rock2_animation)
}
DefineAnimationType(rock2_shadow_animation)
{
SetSprite(aoroc1sh.spr)
Frame(0 10000)
Link(rock2_shadow_animation)
}
DefineAnimationType(rock3_animation)
{
SetSprite(aoroc002.spr)
Frame(0 10000)
Link(rock3_animation)
}
DefineAnimationType(rock3_shadow_animation)
{
SetSprite(aoroc2sh.spr)
Frame(0 10000)
Link(rock3_shadow_animation)
}
DefineAnimationType(rock4_animation)
{
SetSprite(aoroc003.spr)
Frame(0 10000)
Link(rock4_animation)
}
DefineAnimationType(rock4_shadow_animation)
{
SetSprite(aoroc3sh.spr)
Frame(0 10000)
Link(rock4_shadow_animation)
}
DefineAnimationType(rock5_animation)
{
SetSprite(aoroc004.spr)
Frame(0 10000)
Link(rock5_animation)
}
DefineAnimationType(rock5_shadow_animation)
{
SetSprite(aoroc4sh.spr)
Frame(0 10000)
Link(rock5_shadow_animation)
}
DefineAnimationType(rock6_animation)
{
SetSprite(aoroc005.spr)
Frame(0 10000)
Link(rock6_animation)
}
DefineAnimationType(rock6_shadow_animation)
{
SetSprite(aoroc5sh.spr)
Frame(0 10000)
Link(rock6_shadow_animation)
}
DefineAnimationType(tree1_animation)
{
SetSprite(aotre000.spr)
Frame(0 10000)
Link(tree1_animation)
}
DefineAnimationType(tree1_shadow_animation)
{
SetSprite(aotre0sh.spr)
Frame(0 10000)
Link(tree1_shadow_animation)
}
DefineAnimationType(tree2_animation)
{
SetSprite(aotre001.spr)
Frame(0 10000)
Link(tree2_animation)
}
DefineAnimationType(tree2_shadow_animation)
{
SetSprite(aotre1sh.spr)
Frame(0 10000)
Link(tree2_shadow_animation)
}
DefineAnimationType(tree3_animation)
{
SetSprite(aotre002.spr)
Frame(0 10000)
Link(tree3_animation)
}
DefineAnimationType(tree3_shadow_animation)
{
SetSprite(aotre2sh.spr)
Frame(0 10000)
Link(tree3_shadow_animation)
}
DefineAnimationType(tree4_animation)
{
SetSprite(aotre003.spr)
Frame(0 10000)
Link(tree4_animation)
}
DefineAnimationType(tree4_shadow_animation)
{
SetSprite(aotre3sh.spr)
Frame(0 10000)
Link(tree4_shadow_animation)
}
DefineAnimationType(tree5_animation)
{
SetSprite(aotre004.spr)
Frame(0 10000)
Link(tree5_animation)
}
DefineAnimationType(tree5_shadow_animation)
{
SetSprite(aotre4sh.spr)
Frame(0 10000)
Link(tree5_shadow_animation)
}
DefineAnimationType(tree6_animation)
{
SetSprite(aotre005.spr)
Frame(0 10000)
Link(tree6_animation)
}
DefineAnimationType(tree6_shadow_animation)
{
SetSprite(aotre5sh.spr)
Frame(0 10000)
Link(tree6_shadow_animation)
}
DefineAnimationType(wreck1_animation)
{
SetSprite(aowrk000.spr)
Frame(0 10000)
Link(wreck1_animation)
}
DefineAnimationType(wreck1_shadow_animation)
{
SetSprite(aowrk0sh.spr)
Frame(0 10000)
Link(wreck1_shadow_animation)
}
DefineAnimationType(wreck2_animation)
{
SetSprite(aowrk001.spr)
Frame(0 10000)
Link(wreck2_animation)
}
DefineAnimationType(wreck2_shadow_animation)
{
SetSprite(aowrk1sh.spr)
Frame(0 10000)
Link(wreck2_shadow_animation)
}
DefineAnimationType(wreck3_animation)
{
SetSprite(aowrk002.spr)
Frame(0 10000)
Link(wreck3_animation)
}
DefineAnimationType(wreck3_shadow_animation)
{
SetSprite(aowrk2sh.spr)
Frame(0 10000)
Link(wreck3_shadow_animation)
}
DefineAnimationType(rubble1_animation)
{
SetSprite(aorub000.spr)
Frame(0 10000)
Link(rubble1_animation)
}
DefineAnimationType(rubble1_shadow_animation)
{
SetSprite(aorub0sh.spr)
Frame(0 10000)
Link(rubble1_shadow_animation)
}
DefineAnimationType(rubble2_animation)
{
SetSprite(aorub001.spr)
Frame(0 10000)
Link(rubble2_animation)
}
DefineAnimationType(rubble2_shadow_animation)
{
SetSprite(aorub1sh.spr)
Frame(0 10000)
Link(rubble2_shadow_animation)
}
DefineAnimationType(rubble3_animation)
{
SetSprite(aorub002.spr)
Frame(0 10000)
Link(rubble3_animation)
}
DefineAnimationType(rubble3_shadow_animation)
{
SetSprite(aorub2sh.spr)
Frame(0 10000)
Link(rubble3_shadow_animation)
}
DefineAnimationType(special1_animation)
{
SetSprite(aospc000.spr)
Frame(0 10000)
Link(special1_animation)
}
DefineAnimationType(special1_shadow_animation)
{
SetSprite(aospc0sh.spr)
Frame(0 10000)
Link(special1_shadow_animation)
}
DefineAnimationType(water1_animation)
{
SetSprite(aowtr000.spr)
Frame(0 10000)
Link(water1_animation)
}
DefineAnimationType(water1_shadow_animation)
{
SetSprite(aowtr0sh.spr)
Frame(0 10000)
Link(water1_shadow_animation)
}
DefineAnimationType(water2_animation)
{
SetSprite(aowtr001.spr)
Frame(0 10000)
Link(water2_animation)
}
DefineAnimationType(water2_shadow_animation)
{
SetSprite(aowtr1sh.spr)
Frame(0 10000)
Link(water2_shadow_animation)
}
DefineAnimationType(water3_animation)
{
SetSprite(aowtr002.spr)
Frame(0 10000)
Link(water3_animation)
}
DefineAnimationType(water3_shadow_animation)
{
SetSprite(aowtr2sh.spr)
Frame(0 10000)
Link(water3_shadow_animation)
}
DefineAnimationType(misc1_animation)
{
SetSprite(aomsc000.spr)
Frame(0 10000)
Link(misc1_animation)
}
DefineAnimationType(misc1_shadow_animation)
{
SetSprite(aomsc0sh.spr)
Frame(0 10000)
Link(misc1_shadow_animation)
}
DefineAnimationType(misc2_animation)
{
SetSprite(aomsc001.spr)
Frame(0 10000)
Link(misc2_animation)
}
DefineAnimationType(misc2_shadow_animation)
{
SetSprite(aomsc1sh.spr)
Frame(0 10000)
Link(misc2_shadow_animation)
}
DefineAnimationType(misc3_animation)
{
SetSprite(aomsc002.spr)
Frame(0 10000)
Link(misc3_animation)
}
DefineAnimationType(misc3_shadow_animation)
{
SetSprite(aomsc2sh.spr)
Frame(0 10000)
Link(misc3_shadow_animation)
}
;; Tristan's new amended projectiles
; animation for hte exterminator's weapon explosion
DefineAnimationType(eorfgex0_animation)
{
SetSprite(eorfgex0.spr)
Frames(0 21 1)
}
; animation for the exterminator's weapon persistence
DefineAnimationType(eorfgex1_animation)
{
SetSprite(eorfgex1.spr)
Frames(0 25 1)
}
; animation for the exterminator's projectile
DefineAnimationType(eorfgpr0_animation)
{
SetSprite(eorfgpr0.spr)
Frame(0 1)
Link(eorfgpr0_animation)
}
DefineAnimationType(eofarpr0_animation)
{
SetSprite(eofarpr0.spr)
Frames(0 2 1)
Link(eofarpr0_animation)
}
DefineAnimationType(eofarex1_animation)
{
SetSprite(eofarex1.spr)
Frames(0 25 1)
}
DefineAnimationType(eofarex0_animation)
{
SetSprite(eofarex0.spr)
Frames(0 20 1)
}
DefineAnimationType(eolasex0_animation)
{
SetSprite(eolasex0.spr)
Frames(0 6 1)
}
DefineAnimationType(eolasex1_animation)
{
SetSprite(eolasex1.spr)
Frames(0 6 1)
}
; this laser puff is large and should be used for large laser fire
DefineAnimationType(eolasex2_animation)
{
SetSprite(eolasex2.spr)
Frames(0 18 1)
}
; this laser puff is very small and should be used for rifle fire
DefineAnimationType(eolasex3_animation)
{
SetSprite(eolasex3.spr)
Frames(0 12 1)
}
DefineAnimationType(eolasex5_animation)
{
SetSprite(eolasex5.spr)
Frames(0 6 1)
}
;This is a small smoke puff used for a missile puff
DefineAnimationType(eovapex0_animation)
{
SetSprite(eovapex0.spr)
Frames(0 10 1)
}
DefineAnimationType(eopamex0_animation)
{
SetSprite(eopamex0.spr)
Frames(0 6 1)
}
DefineAnimationType(eomispr0_animation)
{
SetSprite(eomispr0.spr)
Frames(0 2 1)
Link(eomispr0_animation)
}
DefineAnimationType(eomispr1_animation)
{
SetSprite(eomispr1.spr)
Frames(0 2 1)
Link(eomispr1_animation)
}
DefineAnimationType(eomispr2_animation)
{
SetSprite(eomispr2.spr)
Frames(0 2 1)
Link(eomispr2_animation)
}
DefineAnimationType(eomispr4_animation)
{
SetSprite(eomispr4.spr)
Frames(0 3 1)
Link(eomispr4_animation)
}
DefineAnimationType(eoncnpr1_animation)
{
SetSprite(eoncnpr1.spr)
Frames(0 5 1)
Link(eoncnpr1_animation)
}
DefineAnimationType(eoorbpr0_animation)
{
SetSprite(eoorbpr0.spr)
Frames(0 5 1)
Link(eoorbpr0_animation)
}
; really cool plasma splats
DefineAnimationType(eoplsex4_animation)
{
SetSprite(eoplsex4.spr)
Frames(0 17 1)
}
DefineAnimationType(eoplsex0_animation)
{
SetSprite(eoplsex0.spr)
Frames(0 15 1)
}
DefineAnimationType(eoplsex1_animation)
{
SetSprite(eoplsex1.spr)
Frames(0 15 1)
}
DefineAnimationType(eoplsex2_animation)
{
SetSprite(eoplsex2.spr)
Frames(0 15 1)
}
DefineAnimationType(eoplsex3_animation)
{
SetSprite(eoplsex3.spr)
Frames(0 15 1)
}
DefineAnimationType(eoplspr0_animation)
{
SetSprite(eoplspr0.spr)
Frames(0 3 1)
Link(eoplspr0_animation)
}
DefineAnimationType(eoplspr1_animation)
{
SetSprite(eoplspr1.spr)
Frames(0 3 1)
Link(eoplspr1_animation)
}
DefineAnimationType(eoplspr2_animation)
{
SetSprite(eoplspr2.spr)
Frames(0 3 1)
Link(eoplspr2_animation)
}
DefineAnimationType(eoiarex0_animation)
{
SetSprite(eoiarex0.spr)
Frames(0 19 1)
}
DefineAnimationType(eoiarex1_animation)
{
SetSprite(eoiarex1.spr)
Frames(0 17 1)
}
DefineAnimationType(eoiarex2_animation)
{
SetSprite(eoiarex2.spr)
Frames(0 20 1)
}
DefineAnimationType(eoiarpr0_animation)
{
SetSprite(eoiarpr0.spr)
Frames(0 17 1)
Link(eoiarpr0_animation)
}
DefineAnimationType(eorgnpr0_animation)
{
SetSprite(eorgnpr0.spr)
Frames(0 2 1)
Link(eorgnpr0_animation)
}
DefineAnimationType(eorgnpr1_animation)
{
SetSprite(eorgnpr1.spr)
Frames(0 2 1)
Link(eorgnpr1_animation)
}
DefineAnimationType(eorgnpr2_animation)
{
SetSprite(eorgnpr2.spr)
Frames(0 2 1)
Link(eorgnpr2_animation)
}
DefineAnimationType(eorgnpr3_animation)
{
SetSprite(eorgnpr3.spr)
Frames(0 2 1)
Link(eorgnpr3_animation)
}
DefineAnimationType(eorgnpr4_animation)
{
SetSprite(eorgnpr4.spr)
Frames(0 2 1)
Link(eorgnpr4_animation)
}
DefineAnimationType(eorgnpr5_animation)
{
SetSprite(eorgnpr5.spr)
Frames(0 1 1)
Link(eorgnpr5_animation)
}
DefineAnimationType(eorgnex0_animation)
{
SetSprite(eorgnex0.spr)
Frames(0 13 1)
}
DefineAnimationType(eorgnex1_animation)
{
SetSprite(eorgnex1.spr)
Frames(0 13 1)
}
DefineAnimationType(eorgnex2_animation)
{
SetSprite(eorgnex2.spr)
Frames(0 10 1)
}
DefineAnimationType(eothnex0_animation)
{
SetSprite(eothnex0.spr)
Frames(0 27 1)
}
DefineAnimationType(eothnpr0_animation)
{
SetSprite(eothnpr0.spr)
Frames(0 6 1)
Link(eothnpr0_animation)
}
DefineAnimationType(eolaspr0_animation)
{
SetSprite(eolaspr0.spr)
Frames(0 2 1)
Link(eolaspr0_animation)
}
DefineAnimationType(eolaspr1_animation)
{
SetSprite(eolaspr1.spr)
Frames(0 2 1)
Link(eolaspr1_animation)
}
DefineAnimationType(eolaspr2_animation)
{
SetSprite(eolaspr2.spr)
Frame(0 1)
Link(eolaspr2_animation)
}
DefineAnimationType(eolaspr3_animation)
{
SetSprite(eolaspr3.spr)
Frame(0 1)
Link(eolaspr3_animation)
}
DefineAnimationType(eolaspr4_animation)
{
SetSprite(eolaspr4.spr)
Frame(0 1)
Link(eolaspr4_animation)
}
DefineAnimationType(eoncnex0_animation)
{
SetSprite(eoncnex0.spr)
Frames(0 21 1)
}
;used in the tachyon tank's hit explosion
DefineAnimationType(eotacex0_animation)
{
SetSprite(eotacex0.spr)
Frames(0 16 1)
}
DefineAnimationType(eotacpr0_animation)
{
SetSprite(eotacpr0.spr)
Frames(0 5 1)
Link(eotacpr0_animation)
}
DefineAnimationType(eochfex0_animation)
{
SetSprite(eochfex0.spr)
Frames(0 14 1)
}
;for the explosion part
DefineAnimationType(eochfex1_animation)
{
SetSprite(eochfex1.spr)
Frames(0 14 1)
}
;for the persisten damage part of the chaff explosion
DefineAnimationType(eochfex1_persistent_animation)
{
SetSprite(eochfex1.spr)
Frames(10 1 2)
}
DefineAnimationType(eochfex2_animation)
{
SetSprite(eochfex2.spr)
Frames(0 15 1)
}
DefineAnimationType(eochfex3_animation)
{
SetSprite(eochfex3.spr)
Frames(0 14 1)
}
DefineAnimationType(eochfpr0_animation)
{
SetSprite(eochfpr0.spr)
Frames(0 2 1)
}
; skirmish tank hit explosion
DefineAnimationType(eosktex0_animation)
{
SetSprite(eosktex0.spr)
Frames(0 14 1)
}
;outrider blast hit explosion
DefineAnimationType(eooutex0_animation)
{
SetSprite(eooutex0.spr)
Frames(0 10 1)
}
;;
;; Explosion Types
;;
;;
;; Transparency Options
;;
;; translucentA0
;; translucentA1
;; translucentB0
;; translucentB1
;; light
;; opaque
DefineExplosionType(splata_explosion)
{
PlayAnimation(0 0 100 splata_animation opaque) ;; startcycle, minhotspot, maxhotspot, animationid
}
DefineExplosionType(splatb_explosion)
{
PlayAnimation(0 0 100 splatb_animation opaque) ;; startcycle, minhotspot, maxhotspot, animationid
}
DefineExplosionType(splatc_explosion)
{
PlayAnimation(0 0 100 splatc_animation opaque) ;; startcycle, minhotspot, maxhotspot, animationid
}
DefineExplosionType(splatd_explosion)
{
PlayAnimation(0 0 100 splatd_animation opaque) ;; startcycle, minhotspot, maxhotspot, animationid
}
DefineExplosionType(smoq_explosion)
{
PlayAnimation(0 0 100 smoq_animation opaque) ;; startcycle, minhotspot, maxhotspot, animationid
}
DefineExplosionType(smor_explosion)
{
PlayAnimation(0 2 2 smor_animation opaque) ;; startcycle, minhotspot, maxhotspot, animationid
}
DefineExplosionType(smos_explosion)
{
PlayAnimation(0 0 100 smos_animation opaque) ;; startcycle, minhotspot, maxhotspot, animationid
}
DefineExplosionType(smot_explosion)
{
PlayAnimation(0 0 100 smot_animation opaque) ;; startcycle, minhotspot, maxhotspot, animationid
}
DefineExplosionType(smou_explosion)
{
PlayAnimation(0 0 100 smou_animation opaque) ;; startcycle, minhotspot, maxhotspot, animationid
}
DefineExplosionType(smov_explosion)
{
PlayAnimation(0 0 100 smov_animation opaque) ;; startcycle, minhotspot, maxhotspot, animationid
}
DefineExplosionType(mdfc_explosion)
{
PlayAnimation(0 0 100 mdfc_animation opaque) ;; startcycle, minhotspot, maxhotspot, animationid
}
DefineExplosionType(nuke_explosion)
{
PlayAnimation(0 0 100 nuke_animation translucentA0) ;; startcycle, minhotspot, maxhotspot, animationid
}
DefineExplosionType(electric_blue_explosion)
{
PlayAnimation(0 0 100 electric_blue_animation opaque)
}
DefineExplosionType(smallfired_explosion)
{
PlayAnimation(0 3 3 smallfired_animation translucentA1) ;; startcycle, minhotspot, maxhotspot, animationid
PlayAnimation(0 2 2 smor_animation opaque) ;; startcycle, minhotspot, maxhotspot, animationid
}
DefineExplosionType(gun_dest_med_explosion)
{
PlayAnimation(0 3 3 gun_dest_med_animation opaque) ;; startcycle, minhotspot, maxhotspot, animationid
}
DefineExplosionType(air_explosion)
{
PlayAnimation(0 3 3 airexplode_animation opaque)
}
DefineExplosionType(death_with_sparks_explosion)
{
PlayAnimation(0 3 3 death_with_sparks_animation opaque)
}
DefineExplosionType(death_1_explosion)
{
PlayAnimation(0 3 3 death_1_animation opaque)
PlayAnimation(0 3 3 lite2_animation light)
}
DefineExplosionType(tachyon_explosion)
{
PlayAnimation(0 3 3 tachyon_animation opaque)
PlayAnimation(0 3 3 lite2_animation light)
}
DefineExplosionType(smoke_puff_2_explosion)
{
PlayAnimation(0 3 3 smoke_puff_2_animation opaque)
}
;; Transparency Options
;;
;; translucentA0
;; translucentA1
;; translucentB0
;; translucentB1
;; light
;; opaque
;Gas Cloud for the exterminator
DefineExplosionType(eorfgex0_explosion)
{
PlayAnimation(0 3 3 eorfgex0_animation translucentA1)
PlayAnimation(22 3 3 eorfgex1_animation translucentA1)
PlayAnimation(0 3 3 lite1_animation light)
}
;HellStorm Artillery
DefineExplosionType(eofarex0_explosion)
{
PlayAnimation(0 1 0 eofarex1_animation opaque)
PlayAnimation(0 1 0 eofarex0_animation translucentB1)
PlayAnimation(0 3 3 lite2_animation light)
}
;Laser Hit
DefineExplosionType(eolasex0_explosion)
{
PlayAnimation(0 3 3 eolasex0_animation translucentB1)
PlayAnimation(0 3 3 lite1_animation light)
}
;LaserHit. Bigger
DefineExplosionType(eolasex1_explosion)
{
PlayAnimation(0 3 3 eolasex1_animation translucentB1)
PlayAnimation(0 3 3 lite1_animation light)
}
; laser puff, large, drifting right
DefineExplosionType(eolasex2_explosion)
{
PlayAnimation(0 3 3 eolasex2_animation translucentB1)
PlayAnimation(0 3 3 lite2_animation light)
}
;ambush tank
DefineExplosionType(ambushtank_explosion)
{
PlayAnimation(0 0 0 eolasex2_animation translucentB1)
PlayAnimation(0 0 0 eolasex5_animation opaque)
PlayAnimation(0 0 0 lite2_animation light)
}
; sky fortress cannon hit explosion
DefineExplosionType(fortress_hit_explosion)
{
PlayAnimation(0 3 3 eoplsex4_animation opaque)
PlayAnimation(0 3 3 lite2_animation light)
PlayAnimation(0 3 3 eoplsex0_animation opaque)
PlayAnimation(0 3 3 eoplsex2_animation opaque)
}
;laser puff, very small, drifting right
DefineExplosionType(eolasex3_explosion)
{
PlayAnimation(0 3 3 eolasex3_animation translucentB1)
PlayAnimation(0 3 3 lite2_animation light)
}
;Plasma (bion)
DefineExplosionType(eoplsex0_explosion)
{
PlayAnimation(0 3 3 eoplsex0_animation translucentA1)
PlayAnimation(0 3 3 lite1_animation light)
}
;Plasma Bigger
DefineExplosionType(eoplsex1_explosion)
{
PlayAnimation(0 3 3 eoplsex4_animation opaque)
PlayAnimation(0 3 3 eoplsex1_animation translucentA0)
PlayAnimation(0 3 3 eoplsex2_animation translucentA1)
PlayAnimation(0 3 3 eoplsex3_animation translucentB1)
PlayAnimation(0 3 3 lite2_animation light)
}
;Plasma Tank
DefineExplosionType(eoplsex2_explosion)
{
PlayAnimation(0 3 3 eoplsex2_animation opaque)
PlayAnimation(0 3 3 lite2_animation light)
}
;Scarab
DefineExplosionType(eoiarex0_explosion)
{
PlayAnimation(0 3 3 eoiarex0_animation opaque)
PlayAnimation(0 3 3 eoiarex1_animation opaque)
PlayAnimation(15 3 3 eoiarex2_animation opaque)
}
;
DefineExplosionType(eosmosm0_explosion)
{
PlayAnimation(0 3 3 eosmosm0_animation translucentA1)
}
DefineExplosionType(eosmosm1_explosion)
{
PlayAnimation(0 3 3 eosmosm1_animation translucentA1)
}
;Drifting Smoke Puff
DefineExplosionType(eosmosm2_explosion)
{
PlayAnimation(0 3 3 eosmosm2_animation translucentA1)
}
;Drifting Smoke Puff
DefineExplosionType(eosmosm3_explosion)
{
PlayAnimation(0 3 3 eosmosm3_animation translucentA1)
}
;Tank Hunter
DefineExplosionType(eothnex0_explosion)
{
PlayAnimation(0 3 3 eothnex0_animation opaque)
PlayAnimation(0 3 3 lite2_animation light)
}
;Rail Gun - Triple Rail
DefineExplosionType(eorgnex0_explosion)
{
PlayAnimation(0 3 3 eorgnex0_animation translucentB1)
PlayAnimation(0 0 0 eodebsp7_animation opaque)
PlayAnimation(0 3 3 lite2_animation light)
}
;RailGun
DefineExplosionType(eorgnex1_explosion)
{
PlayAnimation(0 3 3 eorgnex1_animation translucentB1)
PlayAnimation(0 3 3 lite1_animation light)
}
;RailGun - ?
DefineExplosionType(eorgnex2_explosion)
{
PlayAnimation(0 3 3 eorgnex2_animation translucentB1)
PlayAnimation(0 3 3 lite1_animation light)
}
DefineExplosionType(ecexpsp1_explosion)
{
PlayAnimation(0 3 3 ecexpsp1_animation opaque)
PlayAnimation(0 3 3 lite2_animation light)
}
DefineExplosionType(eoncnex0_explosion)
{
PlayAnimation(0 3 3 eoncnex0_animation opaque)
PlayAnimation(0 3 3 lite2_animation light)
}
;Tachyon Tank Hit Explosion
DefineExplosionType(eotacex0_explosion)
{
PlayAnimation(0 0 0 eotacex0_animation opaque)
PlayAnimation(0 0 0 lite3_animation light)
PlayAnimation(0 0 0 eodebsp3_animation opaque)
}
DefineExplosionType(eodebmd0_explosion)
{
PlayAnimation(0 3 3 eodebmd0_animation opaque)
PlayAnimation(0 3 3 lite2_animation light)
}
DefineExplosionType(eodeblg0_explosion)
{
PlayAnimation(0 3 3 eodeblg0_animation opaque)
PlayAnimation(0 3 3 lite2_animation light)
}
DefineExplosionType(eodebmd1_explosion)
{
PlayAnimation(0 3 3 eodebmd1_animation opaque)
PlayAnimation(0 3 3 lite2_animation light)
}
DefineExplosionType(eodeblg1_explosion)
{
PlayAnimation(0 3 3 eodeblg1_animation opaque)
PlayAnimation(0 3 3 lite2_animation light)
}
DefineExplosionType(eodeblg2_explosion)
{
PlayAnimation(0 3 3 eodeblg2_animation opaque)
PlayAnimation(0 3 3 lite2_animation light)
PlayAnimation(0 3 3 lite1_animation light)
}
;----------- Building Health explosions
DefineExplosionType(building_80_explosion)
{
PlayAnimation(0 1 1 eoblamd0_animation opaque)
PlayAnimation(0 1 1 lite3_animation light)
PlayAnimation(0 1 3 holyrandom1_animation opaque)
PlayAnimation(0 1 3 eosmosm2loop_animation opaque)
PlayAnimation(0 1 3 eosmlfl0_animation opaque)
PlayAnimation(14 1 3 eobpfsm2_animation opaque)
}
DefineExplosionType(building_60_explosion)
{
PlayAnimation(0 2 2 eoblamd1_animation opaque)
PlayAnimation(0 2 2 lite3_animation light)
PlayAnimation(0 1 3 eosmlfl1_animation opaque)
PlayAnimation(1 2 2 smallflames_1_animation opaque)
PlayAnimation(0 1 3 eomedsm1_animation opaque)
PlayAnimation(0 1 3 eosmlfl2_animation opaque)
}
DefineExplosionType(building_33_explosion)
{
PlayAnimation(0 3 3 eoblalg0_animation opaque)
PlayAnimation(0 3 3 lite3_animation light)
PlayAnimation(0 1 3 eosmosm1_animation opaque)
PlayAnimation(0 1 3 eomedsm2_animation opaque)
PlayAnimation(0 1 3 eosmlfl1_animation opaque)
PlayAnimation(0 1 3 eosmlfl2_animation opaque)
PlayAnimation(0 1 3 eosmlfl3_animation opaque)
PlayAnimation(0 1 3 holyrandom1_animation opaque)
PlayAnimation(0 1 3 eosmosm2loop_animation opaque)
PlayAnimation(0 1 1 lite3_animation light)
PlayAnimation(0 1 3 eomedfl0_animation opaque)
PlayAnimation(34 1 3 eobpfsm1_animation opaque)
}
DefineExplosionType(building_0_explosion)
{
PlayAnimation(0 3 3 eoblalg1_animation opaque)
PlayAnimation(0 3 3 lite3_animation light)
PlayAnimation(2 2 2 eoblalg0_animation opaque)
PlayAnimation(2 2 2 lite3_animation light)
PlayAnimation(4 1 1 eoblamd0_animation opaque)
PlayAnimation(4 1 1 lite3_animation light)
PlayAnimation(2 1 3 eobpfsm2_animation opaque)
}
; ------ Head quarters health explosions
DefineExplosionType(headquarter_80_explosion)
{
PlayAnimation(0 0 0 eoblamd0_animation opaque)
PlayAnimation(0 0 0 lite3_animation light)
PlayAnimation(4 1 3 holyrandom1_animation opaque)
PlayAnimation(0 1 3 eosmosm2loop_animation opaque)
PlayAnimation(0 1 3 eosmlfl0_animation opaque)
PlayAnimation(14 1 3 eobpfsm0_animation opaque)
}
DefineExplosionType(headquarter_60_explosion)
{
PlayAnimation(0 2 2 eoblamd1_animation opaque)
PlayAnimation(0 2 2 lite3_animation light)
PlayAnimation(0 1 3 eosmlfl1_animation opaque)
PlayAnimation(6 1 3 eosmlfl2_animation opaque)
}
DefineExplosionType(headquarter_33_explosion)
{
PlayAnimation(0 4 4 eoblalg0_animation opaque)
PlayAnimation(0 4 4 lite3_animation light)
PlayAnimation(0 1 3 eosmlfl1_animation opaque)
PlayAnimation(10 1 3 eosmlfl2_animation opaque)
PlayAnimation(4 1 3 holyrandom1_animation opaque)
PlayAnimation(0 1 3 holyrandom1_animation translucentA1)
PlayAnimation(0 1 3 eomedfl0_animation opaque)
PlayAnimation(34 1 3 eobpfsm2_animation opaque)
}
DefineExplosionType(headquarter_0_explosion)
{
PlayAnimation(0 5 5 eoblalg1_animation opaque)
PlayAnimation(0 5 5 lite3_animation light)
PlayAnimation(2 3 3 eoblalg0_animation opaque)
PlayAnimation(2 3 3 lite3_animation light)
PlayAnimation(4 1 1 eoblamd0_animation opaque)
PlayAnimation(4 1 1 lite3_animation light)
}
; ------------- Flack Jack explosion +persistendamage
DefineExplosionType(chaff_explosion)
{
PlayAnimation(0 0 0 eochfex0_animation opaque)
PlayAnimation(0 0 0 eochfex1_animation translucentA1)
; PlayAnimation(0 0 0 eochfex3_animation translucentB1)
; Persistent Damage
PlayAnimation(5 0 0 eochfex1_persistent_animation translucentA1)
PlayAnimation(5 0 0 eochfex2_animation opaque)
PlayAnimation(22 0 0 eochfex2_animation opaque)
}
; ----------- This is a small laser hit + small laser puff
DefineExplosionType(smalllaser_hitpuff_explosion)
{
PlayAnimation(0 0 0 eolasex0_animation opaque)
PlayAnimation(0 0 0 eolasex3_animation translucentA1)
}
; ----------- This is a small laser hit + small laser puff
DefineExplosionType(largelaser_hitpuff_explosion)
{
PlayAnimation(0 0 0 eolasex0_animation opaque)
PlayAnimation(0 0 0 eolasex2_animation translucentA1)
}
; ----------- This is the explosion used for the amper hit
DefineExplosionType(eopamex0_explosion)
{
PlayAnimation(0 0 0 eopamex0_animation translucentB0)
}
;------- This explosion is used for the a missile puff in flight
DefineExplosionType(eovapex0_explosion)
{
PlayAnimation(0 0 0 eovapex0_animation translucentA1)
}
; ---------- skirmish tank hit explosion
DefineExplosionType(eosktex0_explosion)
{
PlayAnimation(0 0 0 eoblatr0_animation opaque)
PlayAnimation(0 0 0 eosmosm0_animation translucentA0)
PlayAnimation(0 0 0 lite1_animation light)
}
DefineExplosionType(eosktex1_explosion)
{
PlayAnimation(0 0 0 eoblatr1_animation opaque)
PlayAnimation(0 0 0 eosmosm0_animation translucentA0)
PlayAnimation(0 0 0 lite1_animation light)
}
; ------------ outrider hit explosion
DefineExplosionType(eooutex0_explosion)
{
PlayAnimation(0 0 0 eooutex0_animation opaque)
PlayAnimation(0 0 0 eosmosm0_animation translucentA0)
PlayAnimation(0 0 0 lite1_animation light)
}
; -------------- medium debris explosion
DefineExplosionType(eodebmd2_explosion)
{
PlayAnimation(0 0 0 eodebmd2_animation opaque)
}
; --------------- large debris explosion
DefineExplosionType(eodeblg3_explosion)
{
PlayAnimation(0 0 0 eodeblg3_animation opaque)
}
; Imperium Anti-air explosion
DefineExplosionType(eoblatr0_explosion)
{
PlayAnimation(0 0 0 eoblatr0_animation opaque)
PlayAnimation(0 0 0 lite1_animation light)
}
; Smoke Puffs
DefineExplosionType(eobpfsm0_explosion)
{
PlayAnimation(0 0 0 eobpfsm0_animation opaque)
}
DefineExplosionType(eobpfsm3_explosion)
{
PlayAnimation(0 0 0 eobpfsm3_animation opaque)
}
DefineExplosionType(eobpfsm4_explosion)
{
PlayAnimation(0 0 0 eobpfsm4_animation opaque)
}
; water well health explosions
DefineExplosionType(wco1_explosion)
{
PlayAnimation(0 5 5 wco1_animation opaque)
}
DefineExplosionType(wco2_explosion)
{
PlayAnimation(0 5 5 wco2_animation opaque)
}
DefineExplosionType(wco3_explosion)
{
PlayAnimation(0 5 5 wco3_animation opaque)
}
DefineExplosionType(eosmlfl0_explosion)
{
PlayAnimation(0 3 5 eosmlfl0_animation opaque)
}
DefineExplosionType(eosmlfl1_explosion)
{
PlayAnimation(0 3 5 eosmlfl1_animation opaque)
}
DefineExplosionType(eosmlfl2_explosion)
{
PlayAnimation(0 3 5 eosmlfl2_animation opaque)
}
DefineExplosionType(eosmlfl3_explosion)
{
PlayAnimation(0 3 5 eosmlfl3_animation opaque)
}
DefineExplosionType(eoblamd0_explosion)
{
PlayAnimation(0 0 0 eoblamd0_animation opaque)
}
DefineExplosionType(eoblamd1_explosion)
{
PlayAnimation(0 0 0 eoblamd1_animation opaque)
}
DefineExplosionType(bridge_explosion)
{
PlayAnimation(0 1 1 eoblamd2_animation opaque)
PlayAnimation(0 2 2 eoblamd1_animation opaque)
PlayAnimation(0 3 3 eoblamd2_animation opaque)
PlayAnimation(0 1 3 eoblamd2_animation opaque)
}
DefineExplosionType(bridge2_explosion)
{
PlayAnimation(0 1 1 eoblamd1_animation opaque)
PlayAnimation(0 2 2 eoblamd1_animation opaque)
PlayAnimation(0 3 3 eoblamd1_animation opaque)
PlayAnimation(0 4 4 eoblamd1_animation opaque)
PlayAnimation(0 1 4 eoblamd1_animation opaque)
}