;; ;; 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) }