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This is a sub-page of Jimmy Neutron: Boy Genius (PlayStation 2, GameCube).

In the GameCube version, the Enums\Game folder has uncompiled source code, many with developer notes.

ABC_Message_Game.h#

/********************************************************************
 *
 * $Workfile: ABC_Message_Game.h $
 *
 * (c) Copyright 2000 Kalisto USA.  All rights reserved.
 *
 * $Log: /GameSrc/Main/ABC_Message_Game.h $ 
 * 
 * 135   6/03/02 3:59p Ashapiro
 * 
 * 134   4/02/02 10:29a Ashapiro
 * NO CONTROLLER shit
 * 
 * 133   3/16/02 4:26p Fmizac
 * Numerous MC fixes + msg box stuff
 * 
 * 132   3/13/02 2:57p Fmizac
 * Added PLAY_MUSIC rtc message
 * 
 * 131   3/12/02 2:32p Fmizac
 * Added 2 combos
 * L1+L2 : runs the ps2user.tsc / gcuser.tsc
 * R1+R2: makes screenshot
 * 
 * 130   3/08/02 11:26p Fmizac
 * Added Memory Card support on FrontEnd
 * 
 * 129   3/08/02 2:23p Fmizac
 * Added Debug menu on L1+R1 key combo
 * 
 * 128   2/22/02 5:34p Fmizac
 * MessageBox test version implemented
 * 
 * 127   2/22/02 3:15p Fmizac
 * 
 * 126   2/13/02 7:11p Jmchugh
 * 
 * 125   2/06/02 4:40p Fmizac
 * 
 * 124   1/29/02 6:34p Ashapiro
 * 
 * 123   1/14/02 4:13p Ashapiro
 * Moved LevelStates to get called from PlayerAgent register
 * 
 * 122   1/14/02 8:59a Ashapiro
 * Death fixes
 * 
 * 121   1/11/02 10:12a Jmchugh
 * Adding new message
 * 
 * 120   1/04/02 6:08p Ashapiro
 * redid fade in/ out.. changed the msgs that come out of screendraw2d
 * 
 * 119   12/18/01 3:24p Jmchugh
 * 
 * 118   12/18/01 1:08a Jmchugh
 * 
 * 117   12/11/01 1:48p Wmcburnett
 * Checkin for Beta
 * 
 * 116   11/29/01 6:05p Ashapiro
 * SUBLEVEL stuff
 * 
 * 115   11/27/01 12:28p Jmchugh
 * Adding collision message for the ball.
 * 
 * 114   11/15/01 4:26p Wmcburnett
 * Space Flight
 * 
 * 113   11/13/01 3:12p Phyman
 * 
 * 112   11/07/01 3:50p Jmchugh
 * adding play_sound message
 * 
 * 111   11/07/01 3:06a Phyman
 * added msg_activate_rtc.
 * 
 * 110   11/02/01 11:04a Phyman
 * added: msg_rtc_last_sound so RTC will synch correctly with the text.
 * 
 * 109   10/30/01 2:18a Phyman
 * 
 * 108   10/10/01 10:07a Fmizac
 * 
 * 107   10/01/01 8:26p Jmchugh
 * 
 * 106   9/26/01 3:26p Phyman
 * 
 * 105   9/19/01 9:02p Ashapiro
 * New controller config / no goddard call button / end of level fix 
 * 
 * 104   9/18/01 1:45p Jmchugh
 * 
 * 103   9/14/01 5:04p Phyman
 * 
 * 102   9/06/01 5:58p Jmchugh
 * 
 * 101   8/20/01 2:37p Phyman
 * 
 * 100   8/20/01 2:33p Phyman
 * 
 * 99    8/19/01 3:05p Jmchugh
 * Adding new stay message for volumes
 * 
 * 98    8/17/01 3:14p Phyman
 * 
 * 97    8/17/01 10:21a Jmchugh
 * Adding messages for particle volumes
 * 
 * 96    8/15/01 3:59a Phyman
 * 
 * 95    8/13/01 2:28a Phyman
 * added msg_move_npc
 * 
 * 94    8/10/01 5:45p Ashapiro
 * EOL level menu
 * 
 * 93    8/09/01 7:12p Jmchugh
 * 
 * 92    8/08/01 7:48p Jmchugh
 * Adding inflato stuff and bat stuff
 * 
 * 91    8/07/01 11:02a Jmchugh
 * Adding grenade messages
 * 
 * 90    8/06/01 7:03p Ashapiro
 * 
 * 89    8/03/01 11:10a Ashapiro
 * 
 * 88    7/27/01 4:03p Jmchugh
 * Fixing rock / crystal interaction in level 3
 * 
 * 87    7/26/01 11:57a Jmchugh
 * Adding conv message
 * 
 * 86    7/25/01 11:14p Jhamilton
 * added throw finished.
 * 
 * 85    7/24/01 2:53p Ashapiro
 * added Goddard Scooter spin and handlebar trick.   Changed Goddard flags
 * from FL_XXXX to FL_GODD_XXXX
 * 
 * 84    7/16/01 2:21p Jmchugh
 * Adding two additional collision messages to prevent particle contact
 * crash.
 * 
 * 83    7/03/01 9:19p Jmchugh
 * 
 * 82    6/29/01 3:26p Fmizac
 * Added Fade In/Out for teleporter. Not used yet
 * 
 * 81    6/26/01 10:26p Phyman
 * add msg about carls glasses
 * 
 * 80    6/26/01 10:20p Jmchugh
 * 
 * 79    6/26/01 11:13a Jmchugh
 * 
 * 78    6/20/01 11:32a Ashapiro
 * 
 * 77    6/08/01 10:05a Jmchugh
 * 
 * 76    6/04/01 2:59p Alan
 * SetPlayerDamageValue GetPlayerDamageValue msg_player_impact
 * 
 * 75    5/31/01 8:16p Jhamilton
 * added message to continue the conversations
 * 
 * 74    5/31/01 3:00p Ashapiro
 * 
 * 73    5/29/01 6:20p Jmchugh
 * 
 * 72    5/24/01 5:58p Jmchugh
 * ADDING RESCUE MESSAGES
 * 
 * 71    5/23/01 5:39p Jmchugh
 * 
 * 70    5/22/01 5:37p Jmchugh
 * 
 * 69    5/22/01 5:22p Ashapiro
 * 
 * 68    5/22/01 12:11p Ashapiro
 * added goddard action code and a goddard context
 * 
 * 67    5/22/01 9:11a Ashapiro
 * 
 * 66    5/16/01 1:29p Ashapiro
 * 
 * 65    5/16/01 4:19a Phyman
 * 
 * 64    5/16/01 3:55a Ashapiro
 * 
 * 63    5/15/01 8:10p Jmchugh
 * 
 * 62    5/15/01 10:47a Phyman
 * added reborn msg
 * 
 * 61    5/15/01 4:10a Jmchugh
 * 
 * 60    5/14/01 2:50p Ashapiro
 * Goddard Respawns correctly after a death.
 * 
 * 59    5/11/01 3:02p Jmchugh
 * 
 * 58    5/10/01 5:48p Jmchugh
 * 
 * 57    5/09/01 10:45a Fmizac
 * 
 * 56    5/08/01 3:38p Fmizac
 * 
 * 55    5/03/01 8:53p Jmchugh
 * 
 * 54    5/03/01 7:00p Ashapiro
 * Goddard Barks when O is pressed
 * 
 * 53    5/02/01 5:57p Phyman
 * more talking stuff
 * 
 * 52    5/02/01 11:47a Phyman
 * added a talk msg for jimmy
 * 
 * 51    4/26/01 8:26a Fmizac
 * Added Pause menu
 * Fixed Reset command
 * 
 * 50    4/23/01 7:39p Jmchugh
 * 
 * 49    4/19/01 3:48p Ashapiro
 * 
 * 48    4/16/01 10:57a Jmchugh
 * 
 * 47    4/14/01 1:05p Jmchugh
 * Adding yolkian messages/categories/animations
 * 
 * 46    4/12/01 8:40p Phyman
 * added food collection msg
 * 
 * 45    4/12/01 11:17a Phyman
 * added respawn msg
 * 
 * 44    4/12/01 11:17a Jmchugh
 * adding yolkian messages
 * 
 * 43    4/11/01 4:32p Phyman
 * added respawn pt msg
 * 
 * 42    4/10/01 8:14p Ashapiro
 * 
 * 41    4/10/01 6:12p Phyman
 * added death msg
 * 
 * 40    4/06/01 7:29p Ashapiro
 * Goddard converts runs. rides, etc the helicoptoers back to start
 * 
 * 39    4/01/01 3:06p Jmchugh
 * 
 * 38    3/31/01 2:04a Ashapiro
 * Goddard.... again
 * 
 * 37    3/29/01 4:26p Ashapiro
 * MOre Goddard transfomation sutff & msgs
 * 
 * 36    3/29/01 12:23p Phyman
 * 
 * 35    3/28/01 11:42p Jmchugh
 * Space urchin stuff added
 * 
 * 34    3/28/01 4:30p Jmchugh
 * 
 * 33    3/28/01 12:17p Phyman
 * added talking msg
 * 
 * 32    3/27/01 10:26p Ashapiro
 * 
 * 31    3/27/01 2:25p Phyman
 * Added talking msgs
 * 
 * 30    3/27/01 12:49p Ashapiro
 * Goddard Head, Jimmy and goddard transformation messaging
 * 
 * 29    3/26/01 10:57a Jmchugh
 * adding enemy msgs
 * 
 * 28    3/26/01 10:08a Jmchugh
 * Added new enemy messages
 * 
 * 27    3/23/01 5:35p Jhamilton
 * added initial slide stuff.  does not work yet.
 * 
 * 26    3/23/01 3:49p Ashapiro
 * added goddard head coll
 * 
 * 25    3/22/01 3:54p Phyman
 * 
 * 24    3/22/01 10:24a Phyman
 * Corrected Protons to Neutrons
 * 
 * 23    3/21/01 6:28p Phyman
 * 
 * 22    3/21/01 5:11p Phyman
 * Added Neutron coll msg
 * 
 * 21    3/21/01 1:29p Ashapiro
 * 
 * 20    3/20/01 11:13p Jmchugh
 * 
 * 19    3/20/01 10:04p Jmchugh
 * 
 * 18    3/19/01 1:06p Jmchugh
 * 
 * 17    3/17/01 4:43p Jmchugh
 * 
 * 16    3/16/01 10:08a Jmchugh
 * siesmic sneakers implemented
 * 
 * 15    3/14/01 10:12p Jmchugh
 * added death and hit messages
 * 
 * 14    3/08/01 12:22p Jmchugh
 * 
 * 13    3/06/01 6:18p Jmchugh
 * added recent Jimmy animations and plant messages
 * 
 * 12    3/02/01 4:02p Jmchugh
 * 
 * 11    2/27/01 3:08p Jmchugh
 * 
 * 10    2/19/01 5:38p Jmchugh
 * 
 * 9     2/15/01 2:16p Jmchugh
 * Added teleport message
 * 
 * 8     2/14/01 4:29p Fmizac
 * Added a reset player on the start key
 * 
 * 7     2/12/01 4:15p Jmchugh
 * 
 * 6     2/10/01 6:24p Jmchugh
 * 
 * 5     2/08/01 3:23p Jmchugh
 * added exiting volume message
 * 
 * 4     2/02/01 11:14a Fmizac
 * Camera Code cleaned, Commented out sections for Gamma correction.
 * All SetAnim commented out, in order to avoid asserts on the PS2
 * 
 * 3     1/30/01 6:02p Fmizac
 * 
 * 2     11/12/00 15:04 Fmizac
 * Project Creation
 * 
 *******************************************************************/

#ifndef ABC_MESSAGE_GAME_H
#define ABC_MESSAGE_GAME_H

#include    <ABC_Message_Engine.h>

enum
{
    msg_game_start=msg_engine_end,          //dont remove this.
    msg_wait_change_anim,
    
    msg_sound_up,
    msg_sound_down,
    msg_jump_up,
    msg_jump_down,
    msg_action_up,
    msg_action_down,
    msg_button01_up,
    msg_button01_down,
    msg_crouch_up,
    msg_crouch_down,
    msg_highJump_up,
    msg_highJump_down,
    msg_startButton_down,
    msg_jump_begin,

    msg_jump_finished,
    msg_kick_finished,
    msg_kicked,
    msg_cin_player,     // message sent when entering a volume
    msg_cout_player,    // message sent when exiting a volume
    msg_stay_player,    // message sent to a volume when you're standing inside of it.
    msg_stamped,
    msg_stamping,
    msg_lamp_opened,
    msg_wake_up,
    msg_begin_effect_item_4,
    msg_entering_kitchen,
    msg_end_current_item,
    msg_end_effect_current_item,
    msg_pickup,
    msg_contact_rock_thrown,
    msg_contact_rock,
    msg_projectile_end,
    msg_projectile_hit,
    msg_carried_object_is_gone,
    msg_coll_item_4,
    msg_camera_left_up,
    msg_camera_left_down,
    msg_camera_right_up,
    msg_camera_right_down,
//  msg_teleport_now,
    msg_break_complete,

    // menu stuff
    msg_run_level,
    msg_pause_menu,
    msg_go_next_item,
    msg_go_previous_item,
    msg_go_right_item,
    msg_go_left_item,
    msg_select_item,
    msg_abort_pause,
    msg_goto_frontend,

    // end level
    msg_run_endlevel_anim,
    msg_end_endlevel,

//  msg_activate_teleporter,
    msg_reset_player,
    
    //PLANT MESSAGES
    msg_idle_complete,
    msg_idle,
    msg_attack_finished,
    msg_plant_attack,
    msg_plant_awake,
    msg_stun_finished,

    msg_light_damage,
    msg_passive_damage_light,
    msg_passive_damage_heavy,
    msg_heavy_damage,
    msg_death,
    msg_no_invincible,
    
    msg_coll_seismic_sneakers,
    msg_end_seismic,
    msg_seismic_kicked,
    
    msg_activate,
    msg_deactivate,
    msg_toggle_idle,
    msg_inside_alert,
    msg_start_on_spline,
    msg_can_attack,
    
    // msg to jimmy to saddle/unsaddle
    msg_unsaddle,
    //msg_saddleup,

    msg_goddard_transform,
    msg_goddard_transform_done,
    msg_hide,
    msg_unhide,
    msg_goddard_collide,
    msg_pogo_collide,
    msg_done_compressing,
    msg_goddard_inair,
    msg_goddard_landing,
    msg_scooter_collide,
    msg_sled_collide,
    msg_copter_collide,
    msg_call_goddard,
    msg_goddard_anim_done,
    msg_goddard_idle_done,
    msg_goddard_bark_done,
    msg_goddard_walk_done,
    msg_loop_goddard_snd,
    msg_start_goddard_snd,
    msg_saddlebutton_down,
    msg_unsaddlebutton_down,
    msg_callbutton_down,
    msg_goddardaction_down,
    msg_saddle_trick1_down,
    msg_saddle_trick2_down,
    msg_goddard_saddletrick1_done,
    msg_goddard_saddletrick2_done,
    msg_goddard_straight,
    msg_goddard_left,
    msg_goddard_right,

    msg_init,

    // sliding stuff
    msg_slide_begin,
    msg_slide_end,

    msg_crab_attack,

    // collection items
    msg_coll_item_neutron,
    msg_coll_item_food,

    //general enemy messages for volumes
    msg_cin_enemy,
    msg_cout_enemy,
    msg_enemy_attack_enabled,
    msg_enemy_teleport_jump,
    msg_contact_enemy_charge,

    msg_egg_bomb_destroyed,
    msg_spawn_egg_bomb,
    msg_release,
    //battle manager messages
    msg_doors_open,
    msg_wave_started,
    //more enemy messages
    msg_meteor_explode,
    msg_end_wander_move,
    msg_awake,
    msg_end_wander_wait,
    msg_enemy_next_move_enabled,
    msg_has_attacked,
    msg_enemy_attack_is_finished,
    msg_end_orientation,
    msg_charge_end,
    msg_enemy_aggressivity,
    msg_enemy_end_stunned,
    msg_enemy_attack,
    msg_enemy_dead,
    msg_enemy_stun_complete,
    msg_enemy_attack_complete,
    msg_worm_roar,
    msg_enemy_walk,
    msg_enemy_walk_finished,
    msg_enemy_chase_jimmy,
    msg_enemy_return,
    msg_enemy_spawn_item,
    msg_end_state,
    
    msg_coll_shrink_ray,
    msg_begin_shrink_ray,
    msg_end_shrink_ray,
    msg_hit_shrink_ray,

    msg_alert_loop_complete,

    msg_worm_damage,
    msg_deactivate_shield,

    //talking stuff
    msg_talk,
    msg_talk_long,      //msg for long converstations
    msg_talk_short,     //msg for short reminders
    msg_talk_finished,
    msg_jimmy_spoke,    //used to tell NPCs Jimmy spoke via msg_action_down (in playeragent)
    msg_npc_spoke,      //used to tell Jimmy that a NPC spoke
    msg_rescue,
    msg_coll_rescue_implement,
    msg_coll_ball,
    msg_coll_asteroid,
    msg_coll_moon,
    msg_coll_rocket,
    msg_rescue_begin,
    msg_rescue_finished,  
    
    msg_lift_off,
    msg_player_lift_off,
    

    //swapping stuff
    msg_swap_model,
    msg_swap_complete,
    msg_squish,
    msg_popup,

    //Respawning stuff
    msg_pt_passed,
    msg_respawn,

    msg_reborn,
    
    msg_coll_jet_1,
    msg_coll_jet_2,
    msg_coll_backpack,

    msg_continue_conversation,

    msg_player_impact,
    msg_wrath,
    msg_play_next,
    msg_repeat_current,
    msg_camswitch_one,
    msg_camswitch_two,

    msg_loop_counter,
    msg_coll_player_passive,
    msg_coll_player_active,
    msg_coll_carl_glasses,

    msg_conv_activate,

    msg_grenade_impact,
    msg_grenade_impact_finished,

    msg_throw_finished,
    msg_deflate_complete,
    msg_inflate_pop_complete,
    msg_inflate_zapped_complete,
    msg_inflate_complete,
    msg_hit_inflate_ray,

    msg_footstep,

    msg_swing_bat_finished,

    msg_move_npc,
    msg_player_caught,

    msg_start_particles,
    msg_start_particle_test,
    msg_stop_particle_test,

    msg_particles_no_skel,

    msg_fire_bazooka_finished,
    msg_hide_gamelod,
    msg_unhide_gamelod,
    msg_start_gamelod_keyframer,
    msg_rescued,

    msg_talkbutton_down,
    msg_talkbutton_up,

    // end of sublevel fade
    msg_sublev_fadedone,

    msg_hide_laser,
    msg_play_injured_sound,
    msg_sbf_playsound,
    msg_play_sound,
    msg_rtc_continue,
    msg_rtc_last_sound,
    msg_activate_rtc,
    msg_play_next_rtc,
    msg_stop_rtc,

    // spaceflight messages
    msg_enemy_collide,
    msg_enemy_bump,
    msg_powerup_collide,
    msg_jimmy_ship_fired,
    msg_friendly_pellet_collide,
    msg_enemy_pellet_collide,
    msg_friendly_laser_collide,
    msg_enemy_laser_collide,
    msg_friendly_missile_collide,
    msg_enemy_missile_collide,
    msg_stop_vibration,

    msg_end_of_fade_out,
    msg_end_of_fade_in,

    msg_do_level_states,

    msg_wave_anim_complete,

    msg_open_40eggdoor,

    msg_stop_player_controls,
    msg_resume_player_controls,

    msg_rtc_particle_effect_start,
    msg_rtc_particle_effect_stop,

    msg_menu_scrolldown,

    msg_msgbox_yes,
    msg_msgbox_no,

    msg_debug_pause_menu,
    msg_nocontroller_menu,

    msg_msgbox_startaction,
    msg_msgbox_noinputboxended,

    msg_debug_special_tsc,
    msg_debug_screenshot,

    msg_play_music,

    msg_gameover
};
#endif //ABC_MESSAGE_GAME_H

Anim_Symbol_Game.h#

/********************************************************************
 *
 * $Workfile: Anim_Symbol_Game.h $
 *
 * (c) Copyright 2000 Kalisto USA.  All rights reserved.
 *
 * $Log: /GameSrc/Main/Anim_Symbol_Game.h $ 
 * 
 * 90    5/24/02 11:20a Jmchugh
 * 
 * 89    1/14/02 9:08a Jmchugh
 * 
 * 88    1/08/02 9:42a Jmchugh
 * 
 * 87    12/11/01 1:48p Wmcburnett
 * Checkin for Beta
 * 
 * 86    12/04/01 7:55p Jmchugh
 * 
 * 85    12/04/01 3:54p Phyman
 * adding nick rand idles
 * 
 * 84    12/03/01 2:19p Jmchugh
 * 
 * 83    11/27/01 5:33p Jmchugh
 * Adding new Jimmy idles.
 * 
 * 82    11/27/01 12:28p Jmchugh
 * Adding asteroid animations.
 * 
 * 81    10/03/01 3:21p Jhamilton
 * changed some enums to UNUSED
 * 
 * 80    9/28/01 10:45p Phyman
 * 
 * 79    9/28/01 9:53p Phyman
 * 
 * 78    9/20/01 3:21a Phyman
 * 
 * 77    9/14/01 1:01p Phyman
 * 
 * 76    9/13/01 4:40a Phyman
 * 
 * 75    9/11/01 11:49a Jmchugh
 * 
 * 74    9/05/01 6:04p Phyman
 * 
 * 73    8/30/01 4:21p Jhamilton
 * fixed an enum
 * 
 * 72    8/30/01 4:00p Jhamilton
 * added a few more enums
 * 
 * 71    8/28/01 7:00p Jmchugh
 * 
 * 70    8/27/01 9:06p Jmchugh
 * 
 * 69    8/17/01 5:14p Phyman
 * 
 * 68    8/17/01 3:14p Phyman
 * 
 * 67    8/17/01 10:23a Jmchugh
 * Adding in bazooka animations.
 * 
 * 66    8/16/01 3:51p Phyman
 * 
 * 65    8/16/01 12:17p Jmchugh
 * 
 * 64    8/15/01 5:49p Fmizac
 * 
 * 63    8/10/01 8:26p Ashapiro
 * 
 * 62    8/10/01 5:45p Ashapiro
 * EOL level menu
 * 
 * 61    8/10/01 2:41p Jhamilton
 * 
 * 60    8/09/01 10:05p Jhamilton
 * changed idle to normalidleloop, converse and talk to conversenormal.
 * 
 * 59    8/09/01 5:24p Jmchugh
 * 
 * 58    8/08/01 7:48p Jmchugh
 * Adding inflato stuff and bat stuff
 * 
 * 57    8/06/01 7:03p Ashapiro
 * 
 * 56    8/01/01 4:50p Jhamilton
 * added new jump stuff.
 * 
 * 55    7/25/01 12:50p Ashapiro
 * 
 * 54    7/03/01 9:19p Jmchugh
 * 
 * 53    6/20/01 9:04p Jmchugh
 * Adding kick/punch/punch cycles
 * 
 * 52    6/20/01 9:44a Ashapiro
 * 
 * 51    6/13/01 12:01a Jmchugh
 * 
 * 50    6/11/01 5:36p Jmchugh
 * 
 * 49    6/08/01 10:05a Jmchugh
 * 
 * 48    6/01/01 5:03p Jmchugh
 * 
 * 47    5/31/01 3:00p Ashapiro
 * 
 * 46    5/29/01 6:20p Jmchugh
 * 
 * 45    5/25/01 10:48a Jmchugh
 * 
 * 44    5/24/01 7:42p Ashapiro
 * 
 * 43    5/22/01 5:58p Ashapiro
 * 
 * 42    5/15/01 8:52a Jmchugh
 * 
 * 41    5/14/01 5:35p Mbowman
 * 
 * 40    5/11/01 3:02p Jmchugh
 * 
 * 39    5/09/01 12:18p Phyman
 * 
 * 38    5/09/01 11:56a Phyman
 * added anim to carl's list
 * 
 * 37    5/07/01 10:22a Jmchugh
 * 
 * 36    5/02/01 2:47p Jmchugh
 * 
 * 35    5/01/01 5:06p Jmchugh
 * Adding anim_carry
 * 
 * 34    4/30/01 12:04a Jmchugh
 * 
 * 33    4/29/01 8:36p Phyman
 * added NPC stuff
 * 
 * 32    4/27/01 6:07p Jmchugh
 * 
 * 31    4/26/01 8:49p Jmchugh
 * 
 * 30    4/26/01 5:33p Jmchugh
 * This is John checking in this file.  Jim owes the pig!
 * 
 * 29    4/26/01 4:32p Jmchugh
 * 
 * 28    4/25/01 7:18p Ashapiro
 * 
 * 27    4/24/01 1:03p Phyman
 * 
 * 26    4/24/01 12:55p Jmchugh
 * 
 * 25    4/23/01 7:39p Jmchugh
 * 
 * 24    4/19/01 11:27a Jmchugh
 * Adding some new animations
 * 
 * 23    4/16/01 11:57a Ashapiro
 * 
 * 22    4/16/01 11:33a Jmchugh
 * Adding new and needed animations
 * 
 * 21    4/14/01 1:05p Jmchugh
 * Adding yolkian messages/categories/animations
 * 
 * 20    4/11/01 4:37p Jmchugh
 * 
 * 19    4/03/01 11:39a Jmchugh
 * added last animation
 * 
 * 18    3/26/01 3:38p Ashapiro
 * 
 * 17    3/21/01 11:59a Fmizac
 * 
 * 16    3/20/01 3:50p Fmizac
 * 
 * 15    3/17/01 5:54p Alan
 * added anim_spring for goddard pogo
 * 
 * 14    3/17/01 4:43p Jmchugh
 * 
 * 13    3/16/01 7:41p Jmchugh
 * added spacecrab stuff
 * 
 * 12    3/16/01 4:58p Ashapiro
 * Added Goddard Agent and anim stuff
 * 
 * 11    3/15/01 12:25p Jmchugh
 * 
 * 10    3/12/01 4:24p Fmizac
 * 
 * 9     3/02/01 4:02p Jmchugh
 * 
 * 8     3/01/01 10:03a Jmchugh
 * 
 * 7     2/22/01 3:37p Jmchugh
 * 
 * 6     2/14/01 10:56a Fmizac
 * 
 * 5     2/10/01 6:04p Jmchugh
 * open/close added 
 * 
 * 4     2/07/01 3:51p Jmchugh
 * updated jimmy's animations
 * 
 * 3     2/07/01 3:29p Fmizac
 * added iddle animation
 * 
 * 2     11/12/00 15:04 Fmizac
 * Project Creation
 * 
 *******************************************************************/

#ifndef ANIM_SYMBOL_GAME_H
#define ANIM_SYMBOL_GAME_H

#include    <Anim_Symbol_Engine.h>

enum
{
    anim_game_start=anim_engine_end,    //dont remove this.
    anim_coopJump_take_off,
    anim_coopJump_air,
    anim_coopJump_land,
    anim_simpleJump_take_off,
    anim_simpleJump_air,
    anim_simpleJump_land,
    anim_sleep,
    anim_run,
    anim_wake_up,
    anim_walk,
    anim_attack_hammer_jump,
    anim_hold,
    anim_hold_wait,
    anim_hold_throw,
    anim_attack,
    anim_dive,
    anim_bend,
    anim_call_UNUSED,
    anim_confident,
    anim_thought,
    anim_excited,
    anim_worry,
    anim_death,
    anim_fall,
    anim_firegun,
    anim_roll,
    anim_impatient,
    anim_jump,
    anim_jumpgooz,
    anim_kick,
    anim_look,
    anim_throwswitch,
    anim_lookin,
    anim_bash_UNUSED,
    anim_bashtrash,
    anim_rotatechair,
    anim_shocked,
    anim_sitslide_UNUSED,
    anim_sit,
    anim_rocking,
    anim_skate_UNUSED,
    anim_slide,
    anim_stand,
    anim_struck,
    anim_struckslight,
    anim_suckedin,
    anim_swat,
    anim_throw,
    anim_upgrade_UNUSED,

    anim_beginshrink,
    anim_shrink,
    anim_endshrink,
    anim_runray,
    anim_open,
    anim_close,
    anim_toasted,
    anim_afraid,
    anim_duck,
    anim_idleafraid,
    anim_rotateup,
    anim_rotatedown,
    anim_rotate,

    anim_jumpland,
    anim_jumptofall,

    anim_inflate,
    anim_inflate_pop,
    anim_inflate_zapped,
    anim_deflate,

    anim_swingbat,
    anim_runbat,
    anim_idlebat,

    anim_jumpbat,
    anim_jumpbattrans,
    anim_jumpfallbat,
    anim_jumplandbat,

    // Goddard
    anim_bark,
    anim_angry,
    anim_slam,
    anim_situp,
    anim_headbutt,
    anim_impatientidle,
    anim_destruct,
    anim_squash,
    anim_transform,
    anim_transscooter,

    // Goddard Scooter,
    anim_slow,
    anim_moderate,
    anim_fast,
    anim_somersault,
    anim_attackspin,
    anim_impact,
    
    // Goddard Pogo,
    anim_spring,
    anim_compress,
    anim_decompress,
    
    // Goddard Copter,
    anim_copter,

    // Jimmy's when saddled to goddard
    anim_onpogo,
    anim_onpogo_compress,
    anim_onpogo_compressloop,
    anim_onpogo_enter_top,
    anim_onpogo_toploop,
    
    anim_onscooter,
    anim_onscooter_kick,
    anim_onscooter_accel,
    anim_onscooter_fast,
    anim_onscooter_impact,
    anim_onscooter_up,
    anim_onscooter_down, 
    anim_onscooter_balance,
    anim_onscooter_launch,
    anim_onscooter_inair, 
    anim_onscooter_inairloop,
    anim_launch,
    anim_inair, 
    anim_inairloop,

    anim_onsled,
    anim_onsled_standing,
    anim_onsled_left,
    anim_onsled_left_loop,
    anim_onsled_right,
    anim_onsled_right_loop,
    
    //plant
    anim_snore,
    anim_awake,
    anim_stunned,
    
    //some more
    anim_animate,
    anim_aggressive,
    anim_mean,
    anim_belly,
    anim_shake,
    anim_shot,
    anim_spin,
    anim_bloated,
    anim_deathgooz,
    anim_flip,
    anim_lie,
    anim_arrogant,
    anim_bob,
    anim_fly,
    anim_closeone,
    anim_closetwo,
    anim_closethree,
    anim_up,
    anim_bite,
    
    anim_runseismic,
    
    //crab stuff
    anim_idleA,
    anim_idleB,
    anim_idleC,
    anim_rammed,
    anim_alertidleloop,
    anim_injuredrazorscooter,
    
    anim_exit,
    anim_jumpsneakers,
    anim_kicksneakers,
    anim_carrybrain,
    anim_carry,
    anim_idle_carry,
    anim_pickup,
    anim_throwbrain,
    anim_flattened,
    anim_smackcarl,
    anim_give,
    
    //again, more
    anim_runsneakers,
    anim_idlenormal,
    anim_periodic,
    anim_talk_REMOVE,
    anim_out,
    anim_knockedout,
    anim_rub,
    
    //yolkian animations
    anim_hover,
    anim_weld,
    anim_defeated,
    anim_idlealert,
    anim_armdet,
    anim_explode,
    anim_impactstunned,
    anim_impactbazooka,
    anim_thrown,
    anim_revive,
    anim_deflegs,
    anim_defleg,
    anim_defgun,
    anim_explosion,
    anim_dissipates,
    anim_flies,
    anim_alert,
    anim_alertperiodic,
    anim_attackclaw,
    anim_injured,
    anim_rotation,

    //generic enemy stuff
    anim_move,
    anim_normalidleloop,
    anim_defeatednormal,
    
    // still more
    anim_drop,
    anim_impactsv,
    anim_popup,
    anim_squished,
    anim_burst,
    anim_gulp,
    anim_roar,
    anim_spit,
    anim_withdraw,
    anim_joyleap,
    anim_roast,
    anim_talkcomic,
    anim_scatter,
    anim_release,
    anim_rock,
    anim_rockback,

    anim_chunksscatter,
    anim_releasedtossed,

    anim_bootrun,
    anim_bootjump,
    anim_bootkick,

    // NPC General
    anim_affirmative,
    anim_disappointed,
    anim_negative,
    anim_worried,
    anim_scream,
    anim_awed,

    //Carl Wheezer

    anim_rubforehead,
    anim_normalperiodic,
    anim_idleblindA,
    anim_idleblindB,
    anim_converseworried,
    anim_converseblind,
    anim_blasted,

    //Zachary

    anim_converseafraid,
    anim_converseathole,

    //Nissa
    anim_conversenormal,
    anim_frightened,

    //Nick
    anim_idlereadingA,
    anim_idlereadingB,
    anim_conversereading,
    anim_notohelp,

    //Grace
    anim_sweep,
    
    //Cindy
    anim_idlefrustrated,
    anim_idlefrustratedB_REMOVE,
    anim_converseA_REMOVE,
    anim_converseB_REMOVE,
    
    // Humphrey
    anim_catch,

    // Sheen
    anim_congratulate,

    // Rose
    anim_leapjoy,
    anim_cheerful,
    anim_fakingconfidence,

    //Parents
    anim_celebration,
    anim_usingpickaxe,

    anim_energysphereflies,
    anim_energyspheredissipates,
    anim_defeatedrazorscooter,

    anim_jumpsfromthrone,
    anim_swingdoomstick,
    anim_taunts,
    anim_yellsanguish,
    anim_yellsvictory,

    anim_attackegg,
    anim_finishes,
    anim_idleegg,
    anim_periodicidleegg,
    anim_wounded,
    anim_throneattack,
    anim_throneidle,
    anim_tucked,
    
    anim_activate,
    anim_inactive,
    anim_movehop,
    anim_movehoplong,
    anim_movehopmech,
    anim_moverun,
    anim_moveruntran,
    anim_periodicscratch,

    // Robofiend
    anim_alarmed,

    // General
    anim_float,
    anim_chatter,

    // Generator
    anim_turn,

    // Tube
    anim_falling,

    // NPC General
    anim_confused, 

    // celebration
    anim_celebrate,
    anim_celebratespin,
    anim_idle_bazooka,
    anim_run_bazooka,
    anim_shoot_bazooka,

    anim_curious,

    anim_jumpbazooka,
    anim_jumpbazookatrans,
    anim_jumpfallbazooka,
    anim_jumplandbazooka,
    anim_shoot_run_bazooka,

    anim_serious,
    anim_distraught,
    anim_eager,
    anim_appreciative,
    anim_happy,
    anim_embarrassed,
    anim_bloatedidle,
    anim_blastedidle,
    anim_blastedconverse,
    anim_grateful,
    anim_explaining,
    anim_frantic,
    anim_terror,
    anim_thoughtful,

    anim_idle_inflato_ray,
    anim_run_inflato_ray,
    anim_shoot_inflato_ray,
    anim_shoot_run_inflato_ray,
    anim_jumpinflato_ray,
    anim_jumpinflato_ray_trans,
    anim_jumpfallinflato_ray,
    anim_jumplandinflato_ray,

    anim_after_attack,

    anim_pauseshort, 
    anim_pausemed, 
    anim_pauselong, 
    anim_taunt,
    anim_blind,
    anim_sweepimpact,
    anim_hit_carry,
    anim_lose_helmet,
    anim_recover,
    anim_remove,
    anim_disoriented,
    anim_impactnohelmet,
    anim_determined,
    anim_horrific,
    anim_idlehelmet,
    anim_losehelmet,
    anim_leftspin,
    anim_rightspin,
    anim_anxious,
    anim_attackmace,
    anim_injuredspin,
    anim_moveaggressive,
    anim_shakeoffgoodart,
    anim_converseagg,
    anim_impactgaz,
    anim_impactslight,
    anim_attack_close,
    anim_periodicidle,
    anim_legegg,
    anim_anger,
    anim_relieved,
    anim_idle,
    anim_converse,
    anim_sweepwalk,
    anim_swipe,
    anim_rock_01,
    anim_rock_02,
    anim_rock_03,

    anim_think,
    anim_counting,
    anim_laptop,
    anim_stepleft,
    anim_stepright,

    //Nick randoms
    anim_primping,
    anim_flakingdust,
    anim_disgusted,
    
    anim_wave,
    
    anim_legs_running,
    anim_shoot_only,
    
    anim_lower_body_run,
    anim_upper_body_shoot,
    anim_upper_body_run,

    anim_game_end       //this should always be the last animation
    
};

#endif //ANIM_SYMBOL_GAME_H

Sound_Symbol_Game.h#

/********************************************************************
 *
 * $Workfile: Sound_Symbol_Game.h $
 *
 * (c) Copyright 2000 Kalisto USA.  All rights reserved.
 *
 * $Log: /GameSrc/Main/Sound_Symbol_Game.h $ 
 * 
 * 28    5/17/02 11:20a Jmchugh
 * 
 * 27    5/06/02 9:30a Jmchugh
 * 
 * 26    4/25/02 4:19p Jmchugh
 * Adding a splash sound.
 * 
 * 25    3/04/02 4:45p Jmchugh
 * 
 * 24    2/25/02 2:17p Ashapiro
 * 
 * 23    2/22/02 7:01p Ashapiro
 * 
 * 22    1/07/02 9:26a Jmchugh
 * 
 * 21    12/11/01 1:48p Wmcburnett
 * Checkin for Beta
 * 
 * 20    12/03/01 2:19p Jmchugh
 * 
 * 19    11/20/01 2:23p Ashapiro
 * 
 * 18    11/15/01 4:26p Wmcburnett
 * Space Flight
 * 
 * 17    11/07/01 3:50p Jmchugh
 * adding yolkian sounds.
 * 
 * 16    11/02/01 2:07p Wmcburnett
 * Bug fixes, controller pull, sounds, save games, full card, alotoflives
 * (really!)
 * 
 * 15    10/24/01 5:25p Jmchugh
 * 
 * 14    10/22/01 4:20p Jmchugh
 * Adding peirscope sounds and piano sounds.
 * 
 * 13    10/17/01 3:01p Cnorden
 * front end sounds
 * 
 * 12    9/25/01 5:46p Jmchugh
 * Adding new sound enums.
 * 
 * 11    8/12/01 2:07p Jhamilton
 * removed voice enums.  added some new npc enums.
 * 
 * 10    6/26/01 4:15p Mbowman
 * 
 * 9     5/16/01 1:29p Ashapiro
 * 
 * 8     5/16/01 12:53a Phyman
 * 
 * 7     5/15/01 8:23p Phyman
 * 
 * 6     5/15/01 4:07p Ashapiro
 * Camera adjust on Pogo 
 * and Goddard hidden moves to a visible area
 * 
 * 5     5/11/01 5:17p Jhamilton
 * added Jimmy sound enums
 * 
 * 4     5/09/01 9:03p Fmizac
 * Pause menu does a ding when changing line
 * 
 * 3     5/08/01 7:43p Mbowman
 * 
 * 2     11/12/00 15:04 Fmizac
 * Project Creation
 * 
 *******************************************************************/

#ifndef SOUND_SYMBOL_GAME_H
#define SOUND_SYMBOL_GAME_H

#include    <Sound_Symbol_Engine.h>

enum
{
    snd_game_start=snd_engine_end,  //dont remove this.
    snd_action,
    snd_NoSound,
    snd_ding,

    // Jimmy Sounds
    snd_expend,         
    snd_jetpack,
    snd_throw,
    snd_getthrow,
    snd_shrnkray,
    snd_getsray,
    snd_getsnkrs,
    snd_loselevl,
    snd_respawn,
    snd_defeat,
    snd_danger,
    snd_allgoals,
    snd_getgoal,
    snd_getfood,
    snd_getlife,
    snd_getnp,
    snd_kicksnkr,
    snd_kick,
    snd_tumble,
    snd_longfall,
    snd_jump,
    snd_slide,
    snd_steprock,
    snd_stepsnkr,
    snd_stepwatr,
    snd_killrock,
    snd_podopen,
    snd_timeout,

    snd_gfalldie,
    snd_gdefeat,
    snd_ghit,
    snd_gspin,
    snd_gchomp,
    snd_gbark10,
    snd_gbark9,
    snd_gbark8,
    snd_gbark7,
    snd_gbark6,
    snd_gbark5,
    snd_gbark4,
    snd_gbark3,
    snd_gbark2,
    snd_gbark1,
    
    snd_gcopter,
    
    snd_gjump,
    snd_grun,
    
    snd_g3brake,
    snd_g3accel,
    snd_g3sled,
    
    snd_g2jump,
    snd_g2brake,
    snd_g2accel,
    snd_g2skate,
    snd_g2change,
    
    snd_g1bounce,
    snd_g1change,
    
    snd_g0change,

    snd_move,
    snd_alert,
    snd_threat,
    snd_attack,
    snd_stun,
    snd_hurt,
    snd_die,
    snd_idle,
    snd_roar,
    snd_shovel,

    snd_egg_break,
    snd_moon_break,
    snd_taste_bud_break,
    snd_turban_break,
    snd_trash_can_break,

    snd_grenade_explode,
    snd_balloon_break,

    snd_pop_balloon,
    snd_sewing_kit_break,

    snd_crystal_break,
    snd_crystal_ring,

    snd_goback,     
    snd_reject, 
    snd_click,  
    snd_accept, 
    snd_musibar,

    snd_piano,
    snd_peri_foc,
    
    snd_take_damage,
    snd_alert_sound_AL0,
    snd_alert_sound_AL1,
    snd_alert_sound_AL2,
    snd_alert_sound_AL3,
    snd_alert_sound_AL4,
    
    snd_attack_sound_AT0,
    snd_attack_sound_AT1,
    snd_attack_sound_AT2,

    snd_defeat_sound_DF0,
    snd_defeat_sound_DF1,
    snd_defeat_sound_DF2,
    snd_defeat_sound_DF3,
    snd_defeat_sound_DF4,

    snd_hit_sound_H0,
    snd_hit_sound_H1,
    snd_hit_sound_H2,
    snd_hit_sound_H3,
    snd_hit_sound_H4,

    // space level sounds 
    snd_pellet_shot,
    snd_laser_shot,
    snd_missile_shot,
    snd_powerup,

    snd_double,     //dblpwrup
    snd_multi,      //mltpwrup
    snd_back,       //bckpwrup
    snd_speedy,     //spdpwrup
    snd_mega,       //mgapwrup
    snd_laser,      //lzrpwrup
    snd_missile,    //rktpwrup
    snd_shield,     //shdpwrup
    snd_heal,       //hpwrup
    snd_allheal,    //halpwrup
    snd_bomb,       //gcharge
    snd_flying,     //rcktamb
    // end space level sounds 

    snd_inflray,
    snd_splash,
    
    //goobot sounds
    snd_gb_grunt0,
    snd_gb_grunt1,
    snd_gb_grunt2,
    
    snd_gb_attack0,
    snd_gb_attack1,
    snd_gb_attack2,
    
    snd_gb_taunt0,
    snd_gb_taunt1,
    
    snd_gb_order0,
    snd_gb_order1,
    
    snd_gb_yell0,
    snd_gb_yell1,

    //this plays when all neutrons in the level have been collected
    snd_all_neutrons,
    
    snd_MAX     // always the last one

};

#endif //SOUND_SYMBOL_GAME_H