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Sep 18th, 2020
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  1. state_t states[NUMSTATES] = {
  2.  
  3.     {SPR_TROO,0,-1,NULL,S_NULL,0,0}, //S_NULL
  4.     {SPR_PSHO,4,0,A_Light0,S_NULL,0,0}, //S_LIGHTDONE
  5.     {SPR_PBAY,0,1,A_WeaponReady,S_BAYONET,16,68}, //S_BAYONET
  6.     {SPR_PBAY,1,7,NULL,S_BAYONET2,16,36}, //S_BAYONET1
  7.     {SPR_PBAY,2,7,A_FireGun,S_BAYONET3,0,0}, //S_BAYONET2
  8.     {SPR_PBAY,1,7,NULL,S_BAYONET4,0,0}, //S_BAYONET3
  9.     {SPR_PBAY,1,7,A_Refire,S_BAYONET,0,0}, //S_BAYONET4
  10.     {SPR_PBAY,0,1,A_Lower,S_BAYONETDOWN,0,0}, //S_BAYONETDOWN
  11.     {SPR_PBAY,0,1,A_Raise,S_BAYONETUP,0,0}, //S_BAYONETUP
  12.     {SPR_PRIF,0,1,A_WeaponReady,S_RIFLE,16,68}, //S_RIFLE
  13.     {SPR_PRIF,0,5,NULL,S_RIFLE2,16,36}, //S_RIFLE1
  14.     {SPR_PRIF,0,8,A_FireGun,S_RIFLE3,0,0}, //S_RIFLE2
  15.     {SPR_PRIF,0,7,NULL,S_RIFLE4,0,0}, //S_RIFLE3
  16.     {SPR_PRIF,0,7,A_Refire,S_RIFLE,0,0}, //S_RIFLE4
  17.     {SPR_PRIF,0,1,A_Lower,S_RIFLEDOWN,0,0}, //S_RIFLEDOWN
  18.     {SPR_PRIF,0,1,A_Raise,S_RIFLEUP,0,0}, //S_RIFLEUP
  19.     {SPR_PSHO,4,4,A_Light1,S_RIFLASH2,128,99}, //S_RIFLASH1
  20.     {SPR_PSHO,5,4,A_Light2,S_LIGHTDONE,121,90}, //S_RIFLASH2
  21.     {SPR_PMAC,0,1,A_WeaponReady,S_AUTO,16,68}, //S_AUTO
  22.     {SPR_PMAC,0,5,NULL,S_AUTO2,16,36}, //S_AUTO1
  23.     {SPR_PMAC,0,8,A_FireGun,S_AUTO3,0,0}, //S_AUTO2
  24.     {SPR_PMAC,0,7,NULL,S_AUTO4,0,0}, //S_AUTO3
  25.     {SPR_PMAC,0,7,A_Refire,S_AUTO,0,0}, //S_AUTO4
  26.     {SPR_PMAC,0,1,A_Lower,S_AUTODOWN,0,0}, //S_AUTODOWN
  27.     {SPR_PMAC,0,1,A_Raise,S_AUTOUP,0,0}, //S_AUTOUP
  28.     {SPR_PSHO,4,4,A_Light1,S_AUTOFLASH2,128,99}, //S_AUTOFLASH1
  29.     {SPR_PSHO,5,4,A_Light2,S_LIGHTDONE,121,90}, //S_AUTOFLASH2
  30.     {SPR_PSHO,0,1,A_WeaponReady,S_SGUN,16,68}, //S_SGUN
  31.     {SPR_PSHO,0,3,NULL,S_SGUN2,16,36}, //S_SGUN1
  32.     {SPR_PSHO,0,8,A_FireGun,S_SGUN3,0,0}, //S_SGUN2
  33.     {SPR_PSHO,1,7,NULL,S_SGUN4,0,0}, //S_SGUN3
  34.     {SPR_PSHO,2,7,NULL,S_SGUN5,0,0}, //S_SGUN4
  35.     {SPR_PSHO,3,7,NULL,S_SGUN6,0,0}, //S_SGUN5
  36.     {SPR_PSHO,2,7,NULL,S_SGUN7,0,0}, //S_SGUN6
  37.     {SPR_PSHO,1,7,NULL,S_SGUN8,0,0}, //S_SGUN7
  38.     {SPR_PSHO,0,3,NULL,S_SGUN9,0,0}, //S_SGUN8
  39.     {SPR_PSHO,0,7,A_Refire,S_SGUN,0,0}, //S_SGUN9
  40.     {SPR_PSHO,0,1,A_Lower,S_SGUNDOWN,0,0}, //S_SGUNDOWN
  41.     {SPR_PSHO,0,1,A_Raise,S_SGUNUP,0,0}, //S_SGUNUP
  42.     {SPR_PSHO,4,4,A_Light1,S_SGUNFLASH2,128,99}, //S_SGUNFLASH1
  43.     {SPR_PSHO,5,4,A_Light2,S_LIGHTDONE,121,90}, //S_SGUNFLASH2
  44.     {SPR_PLAY,0,-1,NULL,S_NULL,0,0}, //S_PLAYER
  45.     {SPR_POSS,0,10,A_Look,S_POSS_STND,0,0}, //S_POSS_STND
  46.     {SPR_POSS,0,10,A_Chase,S_POSS_RUN2,0,0}, //S_POSS_RUN1
  47.     {SPR_POSS,1,10,A_Chase,S_POSS_RUN3,0,0}, //S_POSS_RUN2
  48.     {SPR_POSS,2,10,A_Chase,S_POSS_RUN4,0,0}, //S_POSS_RUN3
  49.     {SPR_POSS,3,10,A_Chase,S_POSS_RUN1,0,0}, //S_POSS_RUN4
  50.     {SPR_POSS,4,10,NULL,S_POSS_ATK2,0,0}, //S_POSS_ATK1
  51.     {SPR_POSS,5,10,A_Attack,S_POSS_RUN1,0,0}, //S_POSS_ATK2
  52.     {SPR_POSS,4,10,NULL,S_POSS_RUN1,0,0}, //S_POSS_ATK3
  53.     {SPR_POSS,6,10,NULL,S_POSS_RUN1,0,0}, //S_POSS_PAIN
  54.     {SPR_POSS,7,10,A_Scream,S_POSS_DIE2,0,0}, //S_POSS_DIE1
  55.     {SPR_POSS,8,10,NULL,S_POSS_DIE3,0,0}, //S_POSS_DIE2
  56.     {SPR_POSS,9,10,NULL,S_POSS_DIE4,0,0}, //S_POSS_DIE3
  57.     {SPR_POSS,10,10,NULL,S_POSS_DIE5,0,0}, //S_POSS_DIE4
  58.     {SPR_POSS,11,-1,NULL,S_NULL,0,0}, //S_POSS_DIE5
  59.     {SPR_TROO,0,10,A_Look,S_TROO_STND,0,0}, //S_TROO_STND
  60.     {SPR_TROO,0,10,A_Chase,S_TROO_RUN2,0,0}, //S_TROO_RUN1
  61.     {SPR_TROO,1,10,A_Chase,S_TROO_RUN3,0,0}, //S_TROO_RUN2
  62.     {SPR_TROO,2,10,A_Chase,S_TROO_RUN4,0,0}, //S_TROO_RUN3
  63.     {SPR_TROO,3,10,A_Chase,S_TROO_RUN1,0,0}, //S_TROO_RUN4
  64.     {SPR_TROO,4,10,NULL,S_TROO_ATK2,0,0}, //S_TROO_ATK1
  65.     {SPR_TROO,5,10,NULL,S_TROO_ATK3,0,0}, //S_TROO_ATK2
  66.     {SPR_TROO,6,10,A_Attack,S_TROO_RUN1,0,0}, //S_TROO_ATK3
  67.     {SPR_TROO,7,10,NULL,S_TROO_RUN1,0,0}, //S_TROO_PAIN
  68.     {SPR_TROO,8,10,A_Scream,S_TROO_DIE2,0,0}, //S_TROO_DIE1
  69.     {SPR_TROO,9,10,NULL,S_TROO_DIE3,0,0}, //S_TROO_DIE2
  70.     {SPR_TROO,10,10,NULL,S_TROO_DIE4,0,0}, //S_TROO_DIE3
  71.     {SPR_TROO,11,-1,NULL,S_NULL,0,0}, //S_TROO_DIE4
  72.     {SPR_SARG,0,10,A_Look,S_SARG_STND,0,0}, //S_SARG_STND
  73.     {SPR_SARG,0,10,A_Chase,S_SARG_RUN2,0,0}, //S_SARG_RUN1
  74.     {SPR_SARG,1,10,A_Chase,S_SARG_RUN3,0,0}, //S_SARG_RUN2
  75.     {SPR_SARG,2,10,A_Chase,S_SARG_RUN4,0,0}, //S_SARG_RUN3
  76.     {SPR_SARG,3,10,A_Chase,S_SARG_RUN1,0,0}, //S_SARG_RUN4
  77.     {SPR_SARG,4,10,NULL,S_SARG_ATK2,0,0}, //S_SARG_ATK1
  78.     {SPR_SARG,5,10,NULL,S_SARG_ATK3,0,0}, //S_SARG_ATK2
  79.     {SPR_SARG,6,10,A_Attack,S_SARG_RUN1,0,0}, //S_SARG_ATK3
  80.     {SPR_SARG,7,10,NULL,S_SARG_RUN1,0,0}, //S_SARG_PAIN
  81.     {SPR_SARG,8,10,A_Scream,S_SARG_DIE2,0,0}, //S_SARG_DIE1
  82.     {SPR_SARG,9,10,NULL,S_SARG_DIE3,0,0}, //S_SARG_DIE2
  83.     {SPR_SARG,10,10,NULL,S_SARG_DIE4,0,0}, //S_SARG_DIE3
  84.     {SPR_SARG,11,10,NULL,S_SARG_DIE5,0,0}, //S_SARG_DIE4
  85.     {SPR_SARG,12,-1,NULL,S_NULL,0,0}, //S_SARG_DIE5
  86.     {SPR_HEAD,0,10,A_Look,S_HEAD_STND,0,0}, //S_HEAD_STND
  87.     {SPR_HEAD,0,10,A_Chase,S_HEAD_RUN2,0,0}, //S_HEAD_RUN1
  88.     {SPR_HEAD,1,10,A_Chase,S_HEAD_RUN3,0,0}, //S_HEAD_RUN2
  89.     {SPR_HEAD,2,10,A_Chase,S_HEAD_RUN4,0,0}, //S_HEAD_RUN3
  90.     {SPR_HEAD,3,10,A_Chase,S_HEAD_RUN1,0,0}, //S_HEAD_RUN4
  91.     {SPR_HEAD,4,10,NULL,S_HEAD_ATK2,0,0}, //S_HEAD_ATK1
  92.     {SPR_HEAD,5,10,NULL,S_HEAD_ATK3,0,0}, //S_HEAD_ATK2
  93.     {SPR_HEAD,6,10,A_Attack,S_HEAD_RUN1,0,0}, //S_HEAD_ATK3
  94.     {SPR_HEAD,7,10,NULL,S_HEAD_RUN1,0,0}, //S_HEAD_PAIN
  95.     {SPR_HEAD,8,10,A_Scream,S_HEAD_DIE2,0,0}, //S_HEAD_DIE1
  96.     {SPR_HEAD,9,10,NULL,S_HEAD_DIE3,0,0}, //S_HEAD_DIE2
  97.     {SPR_HEAD,10,10,NULL,S_HEAD_DIE4,0,0}, //S_HEAD_DIE3
  98.     {SPR_HEAD,11,10,NULL,S_HEAD_DIE5,0,0}, //S_HEAD_DIE4
  99.     {SPR_HEAD,12,-1,NULL,S_NULL,0,0}, //S_HEAD_DIE5
  100.     {SPR_BOSS,0,10,A_Look,S_BOSS_STND,0,0}, //S_BOSS_STND
  101.     {SPR_BOSS,0,10,A_Chase,S_BOSS_RUN2,0,0}, //S_BOSS_RUN1
  102.     {SPR_BOSS,1,10,A_Chase,S_BOSS_RUN3,0,0}, //S_BOSS_RUN2
  103.     {SPR_BOSS,2,10,A_Chase,S_BOSS_RUN4,0,0}, //S_BOSS_RUN3
  104.     {SPR_BOSS,3,10,A_Chase,S_BOSS_RUN1,0,0}, //S_BOSS_RUN4
  105.     {SPR_BOSS,4,10,NULL,S_BOSS_ATK2,0,0}, //S_BOSS_ATK1
  106.     {SPR_BOSS,5,10,NULL,S_BOSS_ATK3,0,0}, //S_BOSS_ATK2
  107.     {SPR_BOSS,6,10,A_Attack,S_BOSS_RUN1,0,0}, //S_BOSS_ATK3
  108.     {SPR_BOSS,7,10,NULL,S_BOSS_RUN1,0,0}, //S_BOSS_PAIN
  109.     {SPR_BOSS,8,10,A_Scream,S_BOSS_DIE2,0,0}, //S_BOSS_DIE1
  110.     {SPR_BOSS,9,10,NULL,S_BOSS_DIE3,0,0}, //S_BOSS_DIE2
  111.     {SPR_BOSS,10,10,NULL,S_BOSS_DIE4,0,0}, //S_BOSS_DIE3
  112.     {SPR_BOSS,11,10,NULL,S_BOSS_DIE5,0,0}, //S_BOSS_DIE4
  113.     {SPR_BOSS,12,-1,NULL,S_NULL,0,0}, //S_BOSS_DIE5
  114.     {SPR_SHOT,0,-1,NULL,S_NULL,0,0}, //S_SHOT
  115.     {SPR_MGUN,0,-1,NULL,S_NULL,0,0}, //S_MGUN
  116.     {SPR_LAUN,0,-1,NULL,S_NULL,0,0}, //S_LAUN
  117.     {SPR_CSAW,0,-1,NULL,S_NULL,0,0}, //S_CSAW
  118.     {SPR_CLIP,0,-1,NULL,S_NULL,0,0}, //S_CLIP
  119.     {SPR_SHEL,0,-1,NULL,S_NULL,0,0}, //S_SHEL
  120.     {SPR_MISL,0,-1,NULL,S_NULL,0,0}, //S_MISL
  121.     {SPR_STIM,0,-1,NULL,S_NULL,0,0}, //S_STIM
  122.     {SPR_MEDI,0,-1,NULL,S_NULL,0,0}, //S_MEDI
  123.     {SPR_SOUL,0,-1,NULL,S_NULL,0,0}, //S_SOUL
  124.     {SPR_BON1,0,-1,NULL,S_NULL,0,0}, //S_BON1
  125.     {SPR_BON2,0,-1,NULL,S_NULL,0,0}, //S_BON2
  126.     {SPR_BON3,0,-1,NULL,S_NULL,0,0}, //S_BON3
  127.     {SPR_BON4,0,-1,NULL,S_NULL,0,0}, //S_BON4
  128.     {SPR_ARM1,0,-1,NULL,S_NULL,0,0}, //S_ARM1
  129.     {SPR_ARM2,0,-1,NULL,S_NULL,0,0}, //S_ARM2
  130.     {SPR_POW1,0,-1,NULL,S_NULL,0,0}, //S_POW1
  131.     {SPR_POW2,0,-1,NULL,S_NULL,0,0}, //S_POW2
  132.     {SPR_POW3,0,-1,NULL,S_NULL,0,0}, //S_POW3
  133.     {SPR_POW4,0,-1,NULL,S_NULL,0,0}, //S_POW4
  134.     {SPR_POW5,0,-1,NULL,S_NULL,0,0}, //S_POW5
  135.     {SPR_GBAR,0,-1,NULL,S_NULL,0,0}, //S_GBAR
  136.     {SPR_COLU,0,-1,NULL,S_NULL,0,0}, //S_COLU
  137.     {SPR_RBAR,0,-1,NULL,S_NULL,0,0}, //S_RBAR
  138.     {SPR_SPAR,0,-1,NULL,S_NULL,0,0}, //S_SPAR
  139.     {SPR_IGOG,0,-1,NULL,S_NULL,0,0}, //S_IGOG
  140.     {SPR_MMIS,0,-1,NULL,S_NULL,0,0}, //S_MMIS
  141.     {SPR_MBUL,0,-1,NULL,S_NULL,0,0}, //S_MBUL
  142.     {SPR_MSHE,0,-1,NULL,S_NULL,0,0}, //S_MSHE
  143. };
  144.  
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