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This documents the `ov5_021D37AC.c` file, which is in charge of managing the animations on map props. The map prop animation code is actually split into two separate managers: * The `MapPropAnimationManager`, which is in charge of loading animation data from the two related NARC files, and managing long-running animations (e.g. Valley Windworks windmills, Fuego Ironworks furnace, Veilstone Game Corner lights...) * The `MapPropOneShotAnimationManager`, which is in charge of loading and playing "one shot" animations (e.g. any door opening/closing, the Pokémon Center stairs...) Signed-off-by: Kuruyia <github@kuruyia.net>
82 lines
2.9 KiB
C
82 lines
2.9 KiB
C
#ifndef POKEPLATINUM_CONSTANTS_MAP_PROP_H
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#define POKEPLATINUM_CONSTANTS_MAP_PROP_H
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enum MapPropModelId {
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// Model name: treeeff
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MAP_PROP_MODEL_HONEY_TREE = 26,
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// Model name: c2_s03a
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MAP_PROP_MODEL_CANALAVE_BRIDGE_LEFT = 31,
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// Model name: c2_s03b
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MAP_PROP_MODEL_CANALAVE_BRIDGE_RIGHT = 32,
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// Model name: door01
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MAP_PROP_MODEL_DOOR01 = 66,
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// Model name: t1_door1
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MAP_PROP_MODEL_BROWN_WOODEN_DOOR = 67,
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// Model name: t2_door1
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MAP_PROP_MODEL_GREEN_WOODEN_DOOR = 68,
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// Model name: t2_door2
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MAP_PROP_MODEL_IRON_DOOR = 69,
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// Model name: p_door
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MAP_PROP_MODEL_POKECENTER_DOOR = 70,
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// Model name: ele_door1
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MAP_PROP_MODEL_ELEVATOR_DOOR = 75,
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// Model name: table_l01
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MAP_PROP_MODEL_DESK_DRAWER_LAPTOP = 112,
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// Model name: table_l02
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MAP_PROP_MODEL_DESK_DRAWER_LAPTOP_FACING_RIGHT = 115,
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// Model name: pc01
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MAP_PROP_MODEL_POKECENTER_PC = 119,
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// Model name: machine_pc03
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MAP_PROP_MODEL_POKECENTER_HEALING_MACHINE_TV = 124,
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// Model name: counter_pc04
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MAP_PROP_MODEL_POKECENTER_INSIDE_COUNTER_DOOR = 128,
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// Model name: stair_pc_u01
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MAP_PROP_MODEL_POKECENTER_STAIR_UP_LEFT = 130,
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// Model name: stair_pc_d01
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MAP_PROP_MODEL_POKECENTER_STAIR_DOWN_LEFT = 131,
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// Model name: r04_w
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MAP_PROP_MODEL_PASTORIA_GYM_WATER_FLOOR = 242,
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// Model name: c1_door1
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MAP_PROP_MODEL_JUBILIFE_CITY_BUILDING_DOOR = 246,
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// Model name: table_l03
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MAP_PROP_MODEL_DESK_DRAWER_LAPTOP_FACING_LEFT = 248,
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// Model name: lift_base01
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MAP_PROP_MODEL_IRON_ISLAND_LIFT_PLATFORM = 258,
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// Model name: gym_door01
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MAP_PROP_MODEL_HEARTHOME_GYM_INSIDE_DOOR = 260,
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// Model name: gym_door00
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MAP_PROP_MODEL_GYM_DOOR = 298,
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// Model name: c3_door1
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MAP_PROP_MODEL_BLUE_DOOR = 312,
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// Model name: c3_door2
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MAP_PROP_MODEL_IRON_DOOR_2 = 313,
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// Model name: stair_pc_u02
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MAP_PROP_MODEL_POKECENTER_STAIR_UP_RIGHT = 425,
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// Model name: stair_pc_d02
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MAP_PROP_MODEL_POKECENTER_STAIR_DOWN_RIGHT = 426,
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// Model name: door_pc01
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MAP_PROP_MODEL_POKECENTER_INSIDE_DOOR = 427,
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// Model name: t3_door1
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MAP_PROP_MODEL_YELLOW_WOODEN_DOOR = 438,
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// Model name: d3_door1
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MAP_PROP_MODEL_MANSION_DOOR = 441,
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// Model name: c5_door_s
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MAP_PROP_MODEL_VEILSTONE_DPT_STORE_DOOR = 442,
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// Model name: c4_door1
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MAP_PROP_MODEL_BLUE_WOODEN_DOOR = 444,
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// Model name: door_wi01
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MAP_PROP_MODEL_GTS_INSIDE_DOOR = 456,
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// Model name: d6_train
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MAP_PROP_MODEL_GREAT_MARSH_TRAIN = 475,
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// Model name: card_door01
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MAP_PROP_MODEL_CARD_DOOR = 484,
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// Model name: ev_o01
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MAP_PROP_MODEL_ELEVATOR_LIGHTS = 498,
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// Model name: pc_mb
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MAP_PROP_MODEL_POKECENTER_HEALING_MACHINE_MINI_POKEBALL = 517,
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// Model name: l2_door1
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MAP_PROP_MODEL_HOTEL_GRAND_LAKE_DOOR = 527,
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};
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#endif // POKEPLATINUM_CONSTANTS_MAP_PROP_H
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