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Jimmy Neutron: Boy Genius (PlayStation 2, GameCube)/Uncompiled Source Code

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

And you were just a scroll away from being fired too...
Oh dear, I do believe I have the vapors.
This page contains content that is not safe for work or other locations with the potential for personal embarrassment.
Such as: Profanity in some strings.

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