Client

This include file is designed to hold all the client lowlevel CONSTants.

Including Code

include "include/client";

Enum

HUMAN_ANIMATIONS

// PerformAction( character, action )
enum HUMAN_ANIMATIONS
	ANIM_WALK_UNARMED         :=  0x0,  // Walk unarmed.
	ANIM_WALK_ARMED           :=  0x1,  // Walk armed.
	ANIM_RUN_UNARMED          :=  0x2,  // Run unarmed.
	ANIM_RUN_ARMED            :=  0x3,  // Run armed.
	ANIM_STAND                :=  0x4,  // Stand.
	ANIM_FIDGET_1             :=  0x5,  // Twist a little (look around?).
	ANIM_FIDGET_2             :=  0x6,  // Look down.
	ANIM_STAND_1HAND          :=  0x7,  // Stand 1 handed attack.
	ANIM_STAND_2HAND          :=  0x8,  // Stand 2 handed attack.
	ANIM_ATTACK_1HAND_WIDE    :=  0x9,  // Attack 1 handed wide (sword/any).
	ANIM_ATTACK_1HAND_JAB     :=  0xA,  // Attack 1 handed jab (fencing).
	ANIM_ATTACK_1HAND_DOWN    :=  0xB,  // Attack 1 handed down (mace).
	ANIM_ATTACK_2HAND_DOWN    :=  0xC,  // Attack 2 handed jab (mace).
	ANIM_ATTACK_2HAND_WIDE    :=  0xD,  // Attack 2 handed wide.
	ANIM_ATTACK_2HAND_JAB     :=  0xE,  // Attack 2 handed jab (spear).
	ANIM_WALK_WARMODE         :=  0xF,  // Walk in warmode.
	ANIM_CAST_DIR             :=  0x10, // Spellcasting direction.
	ANIM_CAST_AREA            :=  0x11, // Spellcasting area.
	ANIM_ATTACK_BOW           :=  0x12, // Attack bow.
	ANIM_ATTACK_XBOW          :=  0x13, // Attack xbow.
	ANIM_HIT                  :=  0x14, // Get hit.
	ANIM_DIE_BACK             :=  0x15, // Die backward.
	ANIM_DIE_FOR              :=  0x16, // Die forward.
	ANIM_HORSE_RIDE_SLOW      :=  0x17, // Horseback: Ride - slow
	ANIM_HORSE_RIDE_FAST      :=  0x18, // Horseback: Ride - fast
	ANIM_HORSE_SIT            :=  0x19, // Horseback: Sit still
	ANIM_HORSE_ATTACK_MELEE   :=  0x1A, // Horseback: Attack - 1-handed
	ANIM_HORSE_ATTACK_BOW     :=  0x1B, // Horseback: Attack with a bow
	ANIM_HORSE_ATTACK_XBOW    :=  0x1C, // Horseback: Attack with a crossbow
	ANIM_HORSE_SLAP           :=  0x1D, // Horseback: Slap horse
	ANIM_TWIST_DODGE          :=  0x1E, // Twist (dodge hit?)
	ANIM_ATTACK_PUNCH         :=  0x1F, // Attack - punch 
	ANIM_BOW                  :=  0x20, // Bow.
	ANIM_SALUTE               :=  0x21, // Salute.
	ANIM_EAT                  :=  0x22  // Eat.
endenum

LAYERS

SPEECH_TYPES

FONTS

DIRECTIONS

GRAPHIC_EFFECTS

GRAPHIC_FIELDS

GRAPHIC_SPARKLES

GRAPHIC_FIRE

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