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

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 * *******************************************************************/


 * 1) ifndef ABC_MESSAGE_GAME_H
 * 2) define ABC_MESSAGE_GAME_H


 * 1) include	

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 };
 * 1) 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 * *******************************************************************/


 * 1) ifndef ANIM_SYMBOL_GAME_H
 * 2) define ANIM_SYMBOL_GAME_H


 * 1) include	

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 };


 * 1) 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 * *******************************************************************/


 * 1) ifndef SOUND_SYMBOL_GAME_H
 * 2) define SOUND_SYMBOL_GAME_H


 * 1) include	

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

};


 * 1) endif //SOUND_SYMBOL_GAME_H