convert line ends
[canaan.git] / prj / cam / src / deepc / player / dpcmel_.c
blob3e00dcb9971f3410892302fab506bb25253c872a
1 /*
2 @Copyright Looking Glass Studios, Inc.
3 1996,1997,1998,1999,2000 Unpublished Work.
4 */
6 ////////////////////////////////////////////
8 #include <plyablty.h>
9 #include <plyablt_.h>
10 #include <mschbase.h>
11 #include <dpccret.h>
12 #include <dpcmel_.h>
14 // Must be last header
15 #include <dbmem.h>
17 // needs to be in c file for Watcom compile
19 //////////////
20 // THE MELEE ABILITY
23 // @NOTE: the arm position and rotation offsets here get overridden by the global
24 // position and rotation offsets passed in to the cPlayerMeleeAbility constructor.
25 // If you want these to win out, then pass in NULL for pos and rot offsets to the
26 // constructor. Probably what we really want is a property for global pos and rot offset
27 // hanging off Melee and bow archetypes where the listener updates the
28 // associated player ability pos and rot offsets. KJ 4/98
30 sPlayerSkillFullDesc g_meleeSkillDesc[] = {
31 // Melee Ready
33 kDPCMC_PlayerArm, // controller id
34 kTrans_Immediate,
35 { kPSS_Ready, kPSS_SwingMediumLeft, kPSS_Ready, kPSS_End }, // connecting skills
36 { 0 // maneuver skill data
38 "PlyrMelee 0",
39 NULL, // schema name
40 0, // time to max
41 0, // mouse speed
42 0, // mouse zone
43 0, // slewSpeedScale
44 0, // rotateSpeedScale
45 TRUE, // IsIdleMotion
47 // Melee Windup Medium Left
49 kDPCMC_PlayerArm, // controller id
50 kTrans_Immediate,
51 { kPSS_AtWoundMediumLeft, kPSS_SwingMediumLeft, kPSS_SwingMediumLeft, kPSS_End },// connecting skills
52 { 0 // maneuver skill data
54 "PlyrMelee 1, PlyrMeleeSwing 1, Direction 1",
55 NULL, // schema name
56 0, // time to max
58 // Melee At Wound Medium Left
60 kDPCMC_PlayerArm, // controller id
61 kTrans_Immediate,
62 { kPSS_Ready, kPSS_SwingMediumLeft, kPSS_SwingMediumLeft, kPSS_End }, // connecting skills
63 { 0 // maneuver skill data
65 NULL,
66 NULL, // schema name
67 0, // time to max
69 // Melee Swing Medium Left
71 kDPCMC_PlayerArm, // controller id
72 kTrans_AtEnd,
73 { kPSS_Ready, kPSS_SwingMediumLeft, kPSS_Ready, kPSS_End }, // connecting skills
74 { 0 // maneuver skill data
76 "PlyrMelee 2, PlyrMeleeSwing 1, Direction 1",
77 "Melee_swing_M", // schema name
78 0, // time to max
80 // Melee Windup Long
82 kDPCMC_PlayerArm, // controller id
83 kTrans_Immediate,
84 { kPSS_AtWoundLong, kPSS_SwingMediumLeft, kPSS_SwingMediumLeft, kPSS_End }, // connecting skills
85 { 0 // maneuver skill data
87 "PlyrMelee 1, PlyrMeleeSwing 2",
88 NULL, // schema name
89 0, // time to max
91 // Melee At Wound Long
93 kDPCMC_PlayerArm, // controller id
94 kTrans_Immediate,
95 { kPSS_Ready, kPSS_SwingLong, kPSS_SwingLong, kPSS_End }, // connecting skills
96 { 0 // maneuver skill data
98 NULL,
99 NULL, // schema name
100 0, // time to max
102 // Melee Swing Long
104 kDPCMC_PlayerArm, // controller id
105 kTrans_AtEnd,
106 { kPSS_Ready, kPSS_SwingMediumLeft, kPSS_Ready, kPSS_End }, // connecting skills
107 { 0 // maneuver skill data
109 "PlyrMelee 2, PlyrMeleeSwing 2",
110 NULL, // schema name
111 0, // time to max
113 // Melee Begin
115 kDPCMC_PlayerArm, // controller id
116 kTrans_Immediate,
117 { kPSS_Ready, kPSS_SwingMediumLeft, kPSS_Ready, kPSS_End }, // connecting skills
118 { 0 // maneuver skill data
120 "PlyrMelee 4",
121 NULL, // schema name
123 // Melee End
125 kDPCMC_PlayerArm, // controller id
126 kTrans_Immediate,
127 { kSkillInvalid, kSkillInvalid, kSkillInvalid, kSkillInvalid}, // connecting skills
128 { 0 // maneuver skill data
130 "PlyrMelee 5",
131 NULL, // schema name