; machine gun animation file
;
;  This is text file that contains the animation sequence for the 
; machine gun weapon.  It is a simple table, just like other files.
; Read weapdef.txt before attempting to modify this file.  Also, do
; no modify this file if it is in the main weapons directory:
; c:\p3dgcs\weapons.
;  Only modify copies of this file that are in the palette directory
; weapons subdirectories like c:\p3dgcs\$rp9a\def_weap or 
; c:\p3dgcs\$vvk\weapcand.
;
;  An animation file starts on the first line, and displays this weapon
; picture, and then proceeds to the next line, displaying the next picture,
; and so on.  Each line in the animation table is like a movie frame
; on film.  Each line in the table has a handle number which tells the
; game which picture to put up, and then a bunch of other numbers which
; specify position and special commands which tell the 3D engine when
; the damage to the enemies should be caused, and when to wait for the
; player to press the trigger key etc.
;
;  The first column should always be a '2'.  With the exception of the last
; line in your animation file, which should have a '-1' in the 1st column.
;
;  The second column should be a handle number of some artwork that you have
; already placed in weapdef.txt.  All the handle numbers in this column must
; be defined in the weapdef.txt file.  If you use one that is not listed in
; your weapdef.txt directory, you will get CRITICAL ERROR #58
;
;  The third column is the weapons command.  This should be 0 or a negative
; integer.  The explanations of the available weapons commands follows:
;
;-1  : fire weapon.  If there is ammo, the computer causes a shot to ring out
;       and the ammo is decremented, etc.  If there is no ammo, the fluid will
;       advance by the number of frames in the frame field +1.  This is used
;      to make the weapon do something when out of ammo.  For example, if you
;      have a -1 in the abs x field of frame 10 in a fluid file, the computer
;      will send a shot out and make a noise upon getting to frame 10.  It will
;      then proceed normally to frame 11.  However if you are out of ammo, it
;      will instead read the number in the frame field, and add this to the
;       frame number of the next frame, and jump there.  In this case if there
;       were a 7 in the frame field, the computer would jump to 11+7=18.  At
;       18 you could do the 'no ammo' stuff.
;
;-3  :  This is for throwing hand grenades.
;
;-6  :  This commands waits here until the user hits the fire key.  If this
;      frame is executed, and there is no fire key, it simply doesn't advance
;      to the next frame.  It just sits there.  If the user hits the fire key,
;      it advances immediately to the next frame.  This next frame is usually
;      a -1 command for firing the weapon, however you could have complex a
;      animations before firing if you want.  This command uses the 'oneshot'
;      fire keying, which means if you hold down the fire key, it will not
;      fire again until you release the key and try again.
;
;-7  : This is just like -6, except it doesn't use the 'oneshot' keying.  If
;      the user holds down the fire key, all commands that use the -6 will
;      skipped over while the key is down.
;
;-8  :  This is used for looping with automatic weapons.  This command is 
;      like a normal jump except the jump occurs immediately instead of waiting
;      until the next frame like in normal fluid files.  IE, the picture 
;      specifed will not be displayed not even for one frame.  
;        The special thing about the -8 command is that if the fire key is
;      being held down, it jumps to frame +1.  Normally you would be jumping to
;      a frame with a -6 in it to wait for a shot.  If the user is holding down
;      the fire key, it will jump to the frame following the -6 command, so
;      you don't have to wait another frame there.
;
;        For examples of these commands, here are fluid files for a
;      machine gun.  
;      
;  The fourth column not used.
;
;  The fifth column is the vertical position.  This is a number that you
; must experiment with.  That is why it is good to start out with an existing
; weapon, so you can at least see the weapon before you start fooling with
; the position.
;
;  The sixth column is not used, leave it to be 0.
; 
;  The seventh column is delay time.  The larger the number, the longer
; this animation frame will stay up before going to next one.  A typical
; value here is 1 or 2.  107 is the maximum delay, and this is a long long
; wait.
; A special case of this delay is 256, which is an illegal delay time, but
; will make the animation jump to a different place in the animation instead
; of plodding along to the next frame.  The frame number that you want to
; jump to is then put in the eight column.  Frame numbers are 0 for the first
; frame ( IE, the first line in the table below).  The next frame is #1, then
; #2, etc.  If you add a line to your animation, then all the frame numbers
; after the added line will be changed, and you will have to change these
; 'jump' lines to use the new frame numbers.
;  Another special case can be seen in fldshtgn.txt.  This is the number
; 5890 in the delay column for one of the frames.  This is a special delay
; flag that plays the reloading 'click' sound.  The sounds.txt number of
; desired reload sound is in the eighth column.
;
;  The Eighth column is the frame field.  The only purpose of this column
; is to put a frame number in case the seventh column contains a 256.
;
;  The ninth column is the 'depth' value.  The larger this number, the
; farther away from the player's face the weapon will be.  Changing this
; value will change the way the vertical and horiz position numbers
; affect the height.  Don't make this any close than 52, and you may want
; to go out further for better control of position with your vert and
; horizontal position.
;
;  The tenth column is the horizontal position.  0 means draw it in the
; center.
;
;  NOTE:  The last line must start with a '-1' in the first column to
; avoid a critical error.
;
;  Make sure you check out the file fldshtgn.txt also, because that
; is a great example of a complicated animation file.  THe shotgun fires
; first one barrel, and then the other.
;

2 2061  0    0    14   0    3     0    52   0    ;poised machine gun
2 2061  -6    0    14   0    2     0    52   0    ; loop till fire
2 2062  -1   0    12   0    1       4    52   0    ;fire and skip 7 if no ammo
2 2063  0    0    13   0    0       0    52   0    ;load
2 2064  0    0    12   0    0       1    52   0    ;fire and load
2 2064  -8    0    12   0    0       1    52   0    ;fire and load
2 2061  0    0    12   0    256     0    52   0    ;poised machine gun
2 2061  0    0    12   0    4     0    52   0   ;poised machine gun
2 2061  0    0    12   0    256     0    52   0    ;poised machine gun
-1 0  0  0 0 0 0 0 0 0 0
