USING "camhedz_arcade_using.sch" FUNC CMHDZ_SPRITE CMHDZ_SPRITE_GET_NEXT_ENUM(CMHDZ_SPRITE eBase, INT iIndex) SWITCH (eBase) CASE CMHDZ_SPRITE_GORE_BACKGROUND_1 IF (eBase >= CMHDZ_SPRITE_BEARSY_WALK_FRAME_IDLE) iIndex = ENUM_TO_INT(CMHDZ_SPRITE_GORE_BACKGROUND_12 - CMHDZ_SPRITE_GORE_BACKGROUND_1) ENDIF BREAK ENDSWITCH RETURN INT_TO_ENUM(CMHDZ_SPRITE, ENUM_TO_INT(eBase) + iIndex) ENDFUNC FUNC STRING CMHDZ_SPRITE_GET_TEXTURE_NAME(CMHDZ_SPRITE eType) SWITCH (eType) CASE CMHDZ_SPRITE_GANG_01_ATTACKING RETURN "GANG_01_ENEMY_03" CASE CMHDZ_SPRITE_GANG_01_DEAD RETURN "GANG_01_ENEMY_04" CASE CMHDZ_SPRITE_GANG_01_RUNNING_01 RETURN "GANG_01_ENEMY_01" CASE CMHDZ_SPRITE_GANG_01_RUNNING_02 RETURN "GANG_01_ENEMY_02" CASE CMHDZ_SPRITE_GANG_01_THROWING_01 RETURN "GANG_01_THROWING_01" CASE CMHDZ_SPRITE_GANG_01_THROWING_02 RETURN "GANG_01_THROWING_02" CASE CMHDZ_SPRITE_GANG_01_THROWING_03 RETURN "GANG_01_THROWING_03" CASE CMHDZ_SPRITE_GANG_01_THROWING_04 RETURN "GANG_01_THROWING_04" CASE CMHDZ_SPRITE_GANG_01_THROWING_05 RETURN "GANG_01_THROWING_05" CASE CMHDZ_SPRITE_GANG_01_HEADSHOT_01 RETURN "GANG_01_EXPLODING_HEAD_01" CASE CMHDZ_SPRITE_GANG_01_HEADSHOT_02 RETURN "GANG_01_EXPLODING_HEAD_02" CASE CMHDZ_SPRITE_GANG_01_HEADSHOT_03 RETURN "GANG_01_EXPLODING_HEAD_03" CASE CMHDZ_SPRITE_GANG_01_HEADSHOT_04 RETURN "GANG_01_EXPLODING_HEAD_04" CASE CMHDZ_SPRITE_GANG_01_HEADSHOT_05 RETURN "GANG_01_EXPLODING_HEAD_05" CASE CMHDZ_SPRITE_GANG_01_HEADSHOT_06 RETURN "GANG_01_EXPLODING_HEAD_06" CASE CMHDZ_SPRITE_GANG_01_HEADSHOT_07 RETURN "GANG_01_EXPLODING_HEAD_07" CASE CMHDZ_SPRITE_GANG_01_HEADSHOT_08 RETURN "GANG_01_EXPLODING_HEAD_08" CASE CMHDZ_SPRITE_GANG_01_HEADSHOT_09 RETURN "GANG_01_EXPLODING_HEAD_09" ENDSWITCH SWITCH (eType) CASE CMHDZ_SPRITE_GANG_02_ATTACKING RETURN "GANG_02_ENEMY_03" CASE CMHDZ_SPRITE_GANG_02_DEAD RETURN "GANG_02_ENEMY_04" CASE CMHDZ_SPRITE_GANG_02_RUNNING_01 RETURN "GANG_02_ENEMY_01" CASE CMHDZ_SPRITE_GANG_02_RUNNING_02 RETURN "GANG_02_ENEMY_02" CASE CMHDZ_SPRITE_GANG_02_THROWING_01 RETURN "GANG_02_THROWING_01" CASE CMHDZ_SPRITE_GANG_02_THROWING_02 RETURN "GANG_02_THROWING_02" CASE CMHDZ_SPRITE_GANG_02_THROWING_03 RETURN "GANG_02_THROWING_03" CASE CMHDZ_SPRITE_GANG_02_THROWING_04 RETURN "GANG_02_THROWING_04" CASE CMHDZ_SPRITE_GANG_02_THROWING_05 RETURN "GANG_02_THROWING_05" CASE CMHDZ_SPRITE_GANG_02_HEADSHOT_01 RETURN "GANG_02_EXPLODING_HEAD_01" CASE CMHDZ_SPRITE_GANG_02_HEADSHOT_02 RETURN "GANG_02_EXPLODING_HEAD_02" CASE CMHDZ_SPRITE_GANG_02_HEADSHOT_03 RETURN "GANG_02_EXPLODING_HEAD_03" CASE CMHDZ_SPRITE_GANG_02_HEADSHOT_04 RETURN "GANG_02_EXPLODING_HEAD_04" CASE CMHDZ_SPRITE_GANG_02_HEADSHOT_05 RETURN "GANG_02_EXPLODING_HEAD_05" CASE CMHDZ_SPRITE_GANG_02_HEADSHOT_06 RETURN "GANG_02_EXPLODING_HEAD_06" CASE CMHDZ_SPRITE_GANG_02_HEADSHOT_07 RETURN "GANG_02_EXPLODING_HEAD_07" CASE CMHDZ_SPRITE_GANG_02_HEADSHOT_08 RETURN "GANG_02_EXPLODING_HEAD_08" CASE CMHDZ_SPRITE_GANG_02_HEADSHOT_09 RETURN "GANG_02_EXPLODING_HEAD_09" ENDSWITCH SWITCH (eType) CASE CMHDZ_SPRITE_GANG_03_ATTACKING RETURN "GANG_03_ENEMY_03" CASE CMHDZ_SPRITE_GANG_03_DEAD RETURN "GANG_03_ENEMY_04" CASE CMHDZ_SPRITE_GANG_03_RUNNING_01 RETURN "GANG_03_ENEMY_01" CASE CMHDZ_SPRITE_GANG_03_RUNNING_02 RETURN "GANG_03_ENEMY_02" CASE CMHDZ_SPRITE_GANG_03_THROWING_01 RETURN "GANG_03_THROWING_01" CASE CMHDZ_SPRITE_GANG_03_THROWING_02 RETURN "GANG_03_THROWING_02" CASE CMHDZ_SPRITE_GANG_03_THROWING_03 RETURN "GANG_03_THROWING_03" CASE CMHDZ_SPRITE_GANG_03_THROWING_04 RETURN "GANG_03_THROWING_04" CASE CMHDZ_SPRITE_GANG_03_THROWING_05 RETURN "GANG_03_THROWING_05" CASE CMHDZ_SPRITE_GANG_03_HEADSHOT_01 RETURN "GANG_03_EXPLODING_HEAD_01" CASE CMHDZ_SPRITE_GANG_03_HEADSHOT_02 RETURN "GANG_03_EXPLODING_HEAD_02" CASE CMHDZ_SPRITE_GANG_03_HEADSHOT_03 RETURN "GANG_03_EXPLODING_HEAD_03" CASE CMHDZ_SPRITE_GANG_03_HEADSHOT_04 RETURN "GANG_03_EXPLODING_HEAD_04" CASE CMHDZ_SPRITE_GANG_03_HEADSHOT_05 RETURN "GANG_03_EXPLODING_HEAD_05" CASE CMHDZ_SPRITE_GANG_03_HEADSHOT_06 RETURN "GANG_03_EXPLODING_HEAD_06" CASE CMHDZ_SPRITE_GANG_03_HEADSHOT_07 RETURN "GANG_03_EXPLODING_HEAD_07" CASE CMHDZ_SPRITE_GANG_03_HEADSHOT_08 RETURN "GANG_03_EXPLODING_HEAD_08" CASE CMHDZ_SPRITE_GANG_03_HEADSHOT_09 RETURN "GANG_03_EXPLODING_HEAD_09" ENDSWITCH SWITCH (eType) CASE CMHDZ_SPRITE_GANG_04_ATTACKING RETURN "GANG_04_ENEMY_03" CASE CMHDZ_SPRITE_GANG_04_DEAD RETURN "GANG_04_ENEMY_04" CASE CMHDZ_SPRITE_GANG_04_RUNNING_01 RETURN "GANG_04_ENEMY_01" CASE CMHDZ_SPRITE_GANG_04_RUNNING_02 RETURN "GANG_04_ENEMY_02" CASE CMHDZ_SPRITE_GANG_04_THROWING_01 RETURN "GANG_04_THROWING_01" CASE CMHDZ_SPRITE_GANG_04_THROWING_02 RETURN "GANG_04_THROWING_02" CASE CMHDZ_SPRITE_GANG_04_THROWING_03 RETURN "GANG_04_THROWING_03" CASE CMHDZ_SPRITE_GANG_04_THROWING_04 RETURN "GANG_04_THROWING_04" CASE CMHDZ_SPRITE_GANG_04_THROWING_05 RETURN "GANG_04_THROWING_05" CASE CMHDZ_SPRITE_GANG_04_HEADSHOT_01 RETURN "GANG_04_EXPLODING_HEAD_01" CASE CMHDZ_SPRITE_GANG_04_HEADSHOT_02 RETURN "GANG_04_EXPLODING_HEAD_02" CASE CMHDZ_SPRITE_GANG_04_HEADSHOT_03 RETURN "GANG_04_EXPLODING_HEAD_03" CASE CMHDZ_SPRITE_GANG_04_HEADSHOT_04 RETURN "GANG_04_EXPLODING_HEAD_04" CASE CMHDZ_SPRITE_GANG_04_HEADSHOT_05 RETURN "GANG_04_EXPLODING_HEAD_05" CASE CMHDZ_SPRITE_GANG_04_HEADSHOT_06 RETURN "GANG_04_EXPLODING_HEAD_06" CASE CMHDZ_SPRITE_GANG_04_HEADSHOT_07 RETURN "GANG_04_EXPLODING_HEAD_07" CASE CMHDZ_SPRITE_GANG_04_HEADSHOT_08 RETURN "GANG_04_EXPLODING_HEAD_08" CASE CMHDZ_SPRITE_GANG_04_HEADSHOT_09 RETURN "GANG_04_EXPLODING_HEAD_09" ENDSWITCH SWITCH (eType) CASE CMHDZ_SPRITE_GANG_05_ATTACKING RETURN "GANG_05_ENEMY_03" CASE CMHDZ_SPRITE_GANG_05_DEAD RETURN "GANG_05_ENEMY_04" CASE CMHDZ_SPRITE_GANG_05_RUNNING_01 RETURN "GANG_05_ENEMY_01" CASE CMHDZ_SPRITE_GANG_05_RUNNING_02 RETURN "GANG_05_ENEMY_02" CASE CMHDZ_SPRITE_GANG_05_THROWING_01 RETURN "GANG_05_THROWING_01" CASE CMHDZ_SPRITE_GANG_05_THROWING_02 RETURN "GANG_05_THROWING_02" CASE CMHDZ_SPRITE_GANG_05_THROWING_03 RETURN "GANG_05_THROWING_03" CASE CMHDZ_SPRITE_GANG_05_THROWING_04 RETURN "GANG_05_THROWING_04" CASE CMHDZ_SPRITE_GANG_05_THROWING_05 RETURN "GANG_05_THROWING_05" CASE CMHDZ_SPRITE_GANG_05_HEADSHOT_01 RETURN "GANG_05_EXPLODING_HEAD_01" CASE CMHDZ_SPRITE_GANG_05_HEADSHOT_02 RETURN "GANG_05_EXPLODING_HEAD_02" CASE CMHDZ_SPRITE_GANG_05_HEADSHOT_03 RETURN "GANG_05_EXPLODING_HEAD_03" CASE CMHDZ_SPRITE_GANG_05_HEADSHOT_04 RETURN "GANG_05_EXPLODING_HEAD_04" CASE CMHDZ_SPRITE_GANG_05_HEADSHOT_05 RETURN "GANG_05_EXPLODING_HEAD_05" CASE CMHDZ_SPRITE_GANG_05_HEADSHOT_06 RETURN "GANG_05_EXPLODING_HEAD_06" CASE CMHDZ_SPRITE_GANG_05_HEADSHOT_07 RETURN "GANG_05_EXPLODING_HEAD_07" CASE CMHDZ_SPRITE_GANG_05_HEADSHOT_08 RETURN "GANG_05_EXPLODING_HEAD_08" CASE CMHDZ_SPRITE_GANG_05_HEADSHOT_09 RETURN "GANG_05_EXPLODING_HEAD_09" ENDSWITCH SWITCH (eType) CASE CMHDZ_SPRITE_GANG_RARE_BUNNY_RUNNING_01 RETURN "HOSTAGE_BUNNY_STATE_01" CASE CMHDZ_SPRITE_GANG_RARE_BUNNY_RUNNING_02 RETURN "HOSTAGE_BUNNY_STATE_02" CASE CMHDZ_SPRITE_GANG_RARE_BUNNY_DEAD RETURN "HOSTAGE_BUNNY_STATE_03" CASE CMHDZ_SPRITE_GANG_RARE_MONKEY_RUNNING_01 RETURN "HOSTAGE_MONKEY_STATE_01" CASE CMHDZ_SPRITE_GANG_RARE_MONKEY_RUNNING_02 RETURN "HOSTAGE_MONKEY_STATE_02" CASE CMHDZ_SPRITE_GANG_RARE_MONKEY_DEAD RETURN "HOSTAGE_MONKEY_STATE_03" CASE CMHDZ_SPRITE_GANG_RARE_RAT_RUNNING_01 RETURN "ANIMALBONUS_RAT_01" CASE CMHDZ_SPRITE_GANG_RARE_RAT_RUNNING_02 RETURN "ANIMALBONUS_RAT_02" ENDSWITCH SWITCH (eType) CASE CMHDZ_SPRITE_FG_ENEMY_GUNFIRE RETURN "FOREGROUND_ENEMY_GUNFIRE" // CASE CMHDZ_SPRITE_PROP_TNT_CRATE_STATE_01 RETURN "PROP_TNT_CRATE_STATE_01" // CASE CMHDZ_SPRITE_PROP_TNT_CRATE_STATE_02 RETURN "PROP_TNT_CRATE_STATE_02" // CASE CMHDZ_SPRITE_PROP_TNT_CRATE_STATE_03 RETURN "PROP_TNT_CRATE_STATE_03" // CASE CMHDZ_SPRITE_PROP_TNT_CRATE_STATE_04 RETURN "PROP_TNT_CRATE_STATE_04" // CASE CMHDZ_SPRITE_CART1 RETURN "CART1" // CASE CMHDZ_SPRITE_CART2 RETURN "CART2" // CASE CMHDZ_SPRITE_CART3 RETURN "CART3" // CASE CMHDZ_SPRITE_CART4 RETURN "CART4" // CASE CMHDZ_SPRITE_OUTHOUSE_ENEMY_01 RETURN "OUTHOUSE_ENEMY_01" // CASE CMHDZ_SPRITE_OUTHOUSE_ENEMY_02 RETURN "OUTHOUSE_ENEMY_02" // CASE CMHDZ_SPRITE_OUTHOUSE_ENEMY_03 RETURN "OUTHOUSE_ENEMY_03" // CASE CMHDZ_SPRITE_OUTHOUSE_ENEMY_04 RETURN "OUTHOUSE_ENEMY_04" // CASE CMHDZ_SPRITE_OUTHOUSE_ENEMY_05 RETURN "OUTHOUSE_ENEMY_05" // CASE CMHDZ_SPRITE_OUTHOUSE_ENEMY_06 RETURN "OUTHOUSE_ENEMY_06" ENDSWITCH SWITCH (eType) CASE CMHDZ_SPRITE_FOREGROUND_ENEMY_01_A RETURN "FOREGROUND_ENEMY_GANG01_01_01" CASE CMHDZ_SPRITE_FOREGROUND_ENEMY_01_A_ATTACK RETURN "FOREGROUND_ENEMY_GANG01_01_01_ATTACK" CASE CMHDZ_SPRITE_FOREGROUND_ENEMY_01_B RETURN "FOREGROUND_ENEMY_GANG01_02_01" CASE CMHDZ_SPRITE_FOREGROUND_ENEMY_01_DEAD RETURN "FOREGROUND_ENEMY_GANG01_01_02" CASE CMHDZ_SPRITE_FOREGROUND_ENEMY_01_HEADSHOT RETURN "FOREGROUND_ENEMY_GANG01_01_EXPLODING_HEAD" CASE CMHDZ_SPRITE_FOREGROUND_ENEMY_02_A RETURN "FOREGROUND_ENEMY_GANG02_01_01" CASE CMHDZ_SPRITE_FOREGROUND_ENEMY_02_A_ATTACK RETURN "FOREGROUND_ENEMY_GANG02_01_01_ATTACK" CASE CMHDZ_SPRITE_FOREGROUND_ENEMY_02_B RETURN "FOREGROUND_ENEMY_GANG02_02_01" CASE CMHDZ_SPRITE_FOREGROUND_ENEMY_02_DEAD RETURN "FOREGROUND_ENEMY_GANG02_01_02" CASE CMHDZ_SPRITE_FOREGROUND_ENEMY_02_HEADSHOT RETURN "FOREGROUND_ENEMY_GANG02_01_02_EXPLODING_HEAD" CASE CMHDZ_SPRITE_FOREGROUND_ENEMY_03_A RETURN "FOREGROUND_ENEMY_GANG03_01_01" CASE CMHDZ_SPRITE_FOREGROUND_ENEMY_03_B RETURN "FOREGROUND_ENEMY_GANG03_02_01" CASE CMHDZ_SPRITE_FOREGROUND_ENEMY_03_DEAD RETURN "FOREGROUND_ENEMY_GANG03_01_02" CASE CMHDZ_SPRITE_FOREGROUND_ENEMY_03_HEADSHOT RETURN "FOREGROUND_ENEMY_GANG03_01_02_EXPLODING_HEAD" CASE CMHDZ_SPRITE_FOREGROUND_ENEMY_04_A_ATTACK RETURN "FOREGROUND_ENEMY_GANG04_01_02" CASE CMHDZ_SPRITE_FOREGROUND_ENEMY_04_A RETURN "FOREGROUND_ENEMY_GANG04_01_01" CASE CMHDZ_SPRITE_FOREGROUND_ENEMY_04_B RETURN "FOREGROUND_ENEMY_GANG04_02_01" CASE CMHDZ_SPRITE_FOREGROUND_ENEMY_04_A_DEAD RETURN "FOREGROUND_ENEMY_GANG04_01_02-10" CASE CMHDZ_SPRITE_FOREGROUND_ENEMY_04_B_DEAD RETURN "FOREGROUND_ENEMY_GANG04_02_02" CASE CMHDZ_SPRITE_FOREGROUND_ENEMY_04_A_HEADSHOT RETURN "FOREGROUND_ENEMY_GANG04_01_02_EXPLODING_HEAD" CASE CMHDZ_SPRITE_FOREGROUND_ENEMY_04_B_HEADSHOT RETURN "FOREGROUND_ENEMY_GANG04_02_02_EXPLODING_HEAD" CASE CMHDZ_SPRITE_FOREGROUND_ENEMY_05_A RETURN "FOREGROUND_ENEMY_GANG05_01_01" CASE CMHDZ_SPRITE_FOREGROUND_ENEMY_05_B_ATTACK RETURN "FOREGROUND_ENEMY_GANG05_02_02" CASE CMHDZ_SPRITE_FOREGROUND_ENEMY_05_B RETURN "FOREGROUND_ENEMY_GANG05_02_01" CASE CMHDZ_SPRITE_FOREGROUND_ENEMY_05_A_DEAD RETURN "FOREGROUND_ENEMY_GANG05_01_02" CASE CMHDZ_SPRITE_FOREGROUND_ENEMY_05_B_DEAD RETURN "FOREGROUND_ENEMY_GANG05_02_03" CASE CMHDZ_SPRITE_FOREGROUND_ENEMY_05_A_HEADSHOT RETURN "FOREGROUND_ENEMY_GANG05_01_02_EXPLODING_HEAD" CASE CMHDZ_SPRITE_FOREGROUND_ENEMY_05_B_HEADSHOT RETURN "FOREGROUND_ENEMY_GANG05_02_03_EXPLODING_HEAD" CASE CMHDZ_SPRITE_FOREGROUND_ENEMY_BURNING_01 RETURN "FOREGROUND_ENEMY_BURNING_01" CASE CMHDZ_SPRITE_FOREGROUND_ENEMY_BURNING_02 RETURN "FOREGROUND_ENEMY_BURNING_02" CASE CMHDZ_SPRITE_FOREGROUND_ENEMY_BURNING_03 RETURN "FOREGROUND_ENEMY_BURNING_03" CASE CMHDZ_SPRITE_FOREGROUND_ENEMY_BURNING_04 RETURN "FOREGROUND_ENEMY_BURNING_04" ENDSWITCH SWITCH (eType) CASE CMHDZ_SPRITE_THROWING_NAILBOMB_LARGE RETURN "THROWING_ENEMY_NAILBOMB_LARGE" CASE CMHDZ_SPRITE_THROWING_NAILBOMB_MEDIUM RETURN "THROWING_ENEMY_NAILBOMB_MEDIUM" CASE CMHDZ_SPRITE_THROWING_NAILBOMB_SMALL RETURN "THROWING_ENEMY_NAILBOMB_SMALL" CASE CMHDZ_SPRITE_THROWING_BRICK_LARGE RETURN "THROWING_ENEMY_BRICK_LARGE" CASE CMHDZ_SPRITE_THROWING_BRICK_MEDIUM RETURN "THROWING_ENEMY_BRICK_MEDIUM" CASE CMHDZ_SPRITE_THROWING_BRICK_SMALL RETURN "THROWING_ENEMY_BRICK_SMALL" CASE CMHDZ_SPRITE_THROWING_DYNAMITE_LARGE_01 RETURN "THROWING_DYNAMITE_LARGE_01" CASE CMHDZ_SPRITE_THROWING_DYNAMITE_LARGE_02 RETURN "THROWING_DYNAMITE_LARGE_02" CASE CMHDZ_SPRITE_THROWING_DYNAMITE_MEDIUM_01 RETURN "THROWING_DYNAMITE_MEDIUM_01" CASE CMHDZ_SPRITE_THROWING_DYNAMITE_MEDIUM_02 RETURN "THROWING_DYNAMITE_MEDIUM_02" CASE CMHDZ_SPRITE_THROWING_DYNAMITE_SMALL_01 RETURN "THROWING_DYNAMITE_SMALL_01" CASE CMHDZ_SPRITE_THROWING_DYNAMITE_SMALL_02 RETURN "THROWING_DYNAMITE_SMALL_02" CASE CMHDZ_SPRITE_THROWING_MOLOTOV_LARGE RETURN "THROWING_FIREBOTTLE_LARGE" CASE CMHDZ_SPRITE_THROWING_MOLOTOV_MEDIUM RETURN "THROWING_FIREBOTTLE_MEDIUM" CASE CMHDZ_SPRITE_THROWING_MOLOTOV_SMALL RETURN "THROWING_FIREBOTTLE_SMALL" CASE CMHDZ_SPRITE_THROWN_WEAPON_EXP_01 RETURN "THROWING_ENEMY_WEAPON_EXPLOSION_01" CASE CMHDZ_SPRITE_THROWN_WEAPON_EXP_02 RETURN "THROWING_ENEMY_WEAPON_EXPLOSION_02" CASE CMHDZ_SPRITE_TRASHBAG_BIG RETURN "TRASHBAG_BIG" CASE CMHDZ_SPRITE_TRASHBAG_SMALL RETURN "TRASHBAG_SMALL" CASE CMHDZ_SPRITE_TRASHCAN_BIG_01 RETURN "TRASHCAN_BIG_01" CASE CMHDZ_SPRITE_TRASHCAN_BIG_02 RETURN "TRASHCAN_BIG_02" CASE CMHDZ_SPRITE_TRASHCAN_SMALL_01 RETURN "TRASHCAN_SMALL_01" CASE CMHDZ_SPRITE_TRASHCAN_SMALL_02 RETURN "TRASHCAN_SMALL_02" ENDSWITCH SWITCH (eType) // CASE CMHDZ_SPRITE_ANIMALBONUS_RAT_01 RETURN "ANIMALBONUS_RAT_01" // CASE CMHDZ_SPRITE_ANIMALBONUS_RAT_02 RETURN "ANIMALBONUS_RAT_02" // CASE CMHDZ_SPRITE_ANIMALBONUS_SCORPION_01 RETURN "ANIMALBONUS_SCORPION_01" // CASE CMHDZ_SPRITE_ANIMALBONUS_SCORPION_02 RETURN "ANIMALBONUS_SCORPION_02" // CASE CMHDZ_SPRITE_BAT_01 RETURN "BAT_01" // CASE CMHDZ_SPRITE_BAT_02 RETURN "BAT_02" // CASE CMHDZ_SPRITE_EAGLE1 RETURN "EAGLE1" // CASE CMHDZ_SPRITE_EAGLE2 RETURN "EAGLE2" // // CASE CMHDZ_SPRITE_LEVEL_03_FOREST_BEAR_01 RETURN "LEVEL_03_FOREST_BEAR_01" // CASE CMHDZ_SPRITE_LEVEL_03_FOREST_BEAR_02 RETURN "LEVEL_03_FOREST_BEAR_02" CASE CMHDZ_SPRITE_OUCH1 RETURN "OUCH1" // CASE CMHDZ_SPRITE_VULTURE_01 RETURN "VULTURE_01" // CASE CMHDZ_SPRITE_VULTURE_02 RETURN "VULTURE_02" CASE CMHDZ_SPRITE_FENCE RETURN "FENCE" // CASE CMHDZ_SPRITE_FENCE_SMALL RETURN "FENCE-SMALL" ENDSWITCH SWITCH (eType) CASE CMHDZ_SPRITE_CITY_BUILDING_06 RETURN "LEVEL_01_CITY_BUILDING_06" CASE CMHDZ_SPRITE_CITY_BUILDING_07 RETURN "LEVEL_01_CITY_BUILDING_07" CASE CMHDZ_SPRITE_CITY_BUILDING_08 RETURN "LEVEL_01_CITY_BUILDING_08" CASE CMHDZ_SPRITE_SCRAPYARD_PROP_MD_VAN_01 RETURN "LEVEL_02_SCRAPYARD_PROP_MIDGROUND_VAN_01" CASE CMHDZ_SPRITE_SCRAPYARD_PROP_MD_VAN_02 RETURN "LEVEL_02_SCRAPYARD_PROP_MIDGROUND_VAN_02" CASE CMHDZ_SPRITE_SCRAPYARD_PROP_MD_VAN_03 RETURN "LEVEL_02_SCRAPYARD_PROP_MIDGROUND_VAN_03" CASE CMHDZ_SPRITE_SCRAPYARD_PROP_MD_VAN_04 RETURN "LEVEL_02_SCRAPYARD_PROP_MIDGROUND_VAN_04" CASE CMHDZ_SPRITE_THEMEPARK_BUILDING_1 RETURN "LEVEL_04_THEMEPARK_MIDGROUND_PROP_BUILDING_01" CASE CMHDZ_SPRITE_THEMEPARK_BUILDING_2 RETURN "LEVEL_04_THEMEPARK_MIDGROUND_PROP_BUILDING_02" CASE CMHDZ_SPRITE_THEMEPARK_BUILDING_3 RETURN "LEVEL_04_THEMEPARK_MIDGROUND_PROP_BUILDING_03" CASE CMHDZ_SPRITE_THEMEPARK_BUILDING_4 RETURN "LEVEL_04_THEMEPARK_MIDGROUND_PROP_BUILDING_04" CASE CMHDZ_SPRITE_THEMEPARK_CLOWNBOARD_1 RETURN "LEVEL_04_THEMEPARK_MIDGROUND_PROP_CLOWN_01" CASE CMHDZ_SPRITE_THEMEPARK_CLOWNBOARD_2 RETURN "LEVEL_04_THEMEPARK_MIDGROUND_PROP_CLOWN_02" CASE CMHDZ_SPRITE_ROCKS RETURN "TERRAIN_ROCKS" CASE CMHDZ_SPRITE_WATER_TANK RETURN "WATER-TANK" CASE CMHDZ_SPRITE_FLOOR_GRASS RETURN "FLOOR_GRASS" CASE CMHDZ_SPRITE_LEVEL_03_FOREST_ROCKS RETURN "LEVEL_03_FOREST_ROCKS" CASE CMHDZ_SPRITE_TREE_01 RETURN "LEVEL_04_THEMEPARK_MIDGROUND_PROP_TREE_LARGE" CASE CMHDZ_SPRITE_TREE_02 RETURN "LEVEL_04_THEMEPARK_MIDGROUND_PROP_TREE_SMALL" CASE CMHDZ_SPRITE_BARREL_HORIZONTAL RETURN "BARREL_HORIZONTAL" CASE CMHDZ_SPRITE_LEVEL_04_GOLD_MINE_ASSETS_10 RETURN "LEVEL_04_GOLD_MINE_ASSETS_10" CASE CMHDZ_SPRITE_LEVEL_04_GOLD_MINE_CAVE_TILE RETURN "LEVEL_04_GOLD_MINE_CAVE_TILE" CASE CMHDZ_SPRITE_LEVEL_04_GOLD_MINE_CAVE_TILE_02 RETURN "LEVEL_04_GOLD_MINE_CAVE_TILE_02" CASE CMHDZ_SPRITE_LEVEL_04_GOLD_MINE_MINECART RETURN "LEVEL_04_GOLD_MINE_MINECART" CASE CMHDZ_SPRITE_THEMEPARK_MINECART_WHEEL_01 RETURN "LEVEL_04_THEMEPARK_BACKGROUND_PROP_MINECART_03" CASE CMHDZ_SPRITE_THEMEPARK_MINECART_WHEEL_02 RETURN "LEVEL_04_THEMEPARK_BACKGROUND_PROP_MINECART_04" CASE CMHDZ_SPRITE_LEVEL_04_GOLD_MINE_ROCK RETURN "LEVEL_04_GOLD_MINE_ROCK" CASE CMHDZ_SPRITE_PROP_BARRELS RETURN "PROP_BARRELS" CASE CMHDZ_SPRITE_PROP_FOREGROUND_TRASH RETURN "LEVEL_01_CITY_CLOSEUP_PROP_TRASHCANS" CASE CMHDZ_SPRITE_PROP_BARRIER RETURN "LEVEL_01_CITY_CLOSEUP_PROP_BARRIER_STATE01" CASE CMHDZ_SPRITE_WOODENSTRUCTURE RETURN "WOODENSTRUCTURE" ENDSWITCH SWITCH (eType) CASE CMHDZ_SPRITE_SLAUGHTERHOUSE_PIG_01 RETURN "LEVEL_05_SLAUGHTERHOUSE_PROP_PIG_STATE_01" CASE CMHDZ_SPRITE_SLAUGHTERHOUSE_PIG_02 RETURN "LEVEL_05_SLAUGHTERHOUSE_PROP_PIG_STATE_02" CASE CMHDZ_SPRITE_SLAUGHTERHOUSE_BODYBAG_01 RETURN "LEVEL_05_SLAUGHTERHOUSE_PROP_HANGING_BODYBAG_01" CASE CMHDZ_SPRITE_SLAUGHTERHOUSE_BODYBAG_02 RETURN "LEVEL_05_SLAUGHTERHOUSE_PROP_HANGING_BODYBAG_02" CASE CMHDZ_SPRITE_SLAUGHTERHOUSE_BODYBAG_03 RETURN "LEVEL_05_SLAUGHTERHOUSE_PROP_HANGING_BODYBAG_03" CASE CMHDZ_SPRITE_SLAUGHTERHOUSE_PROP_DOOR_01 RETURN "LEVEL_05_SLAUGHTERHOUSE_PROP_DOOR_01" CASE CMHDZ_SPRITE_SLAUGHTERHOUSE_PROP_DOOR_02 RETURN "LEVEL_05_SLAUGHTERHOUSE_PROP_DOOR_02" CASE CMHDZ_SPRITE_SLAUGHTERHOUSE_PROP_WINDOW RETURN "LEVEL_05_SLAUGHTERHOUSE_PROP_WINDOW" CASE CMHDZ_SPRITE_SLAUGHTERHOUSE_FLOOR_BODYBAG_01 RETURN "LEVEL_05_SLAUGHTERHOUSE_PROP_BODYBAG_01" CASE CMHDZ_SPRITE_SLAUGHTERHOUSE_FLOOR_BODYBAG_02 RETURN "LEVEL_05_SLAUGHTERHOUSE_PROP_BODYBAG_02" CASE CMHDZ_SPRITE_SLAUGHTERHOUSE_FLOOR_BODYBAG_03 RETURN "LEVEL_05_SLAUGHTERHOUSE_PROP_BODYBAG_03" CASE CMHDZ_SPRITE_SLAUGHTERHOUSE_FLOOR_BODYBAG_04 RETURN "LEVEL_05_SLAUGHTERHOUSE_PROP_BODYBAG_04" CASE CMHDZ_SPRITE_SLAUGHTERHOUSE_PROP_MEATGRINDER_01 RETURN "LEVEL_05_SLAUGHTERHOUSE_PROP_MEATGRINDER_01" CASE CMHDZ_SPRITE_SLAUGHTERHOUSE_PROP_MEATGRINDER_02 RETURN "LEVEL_05_SLAUGHTERHOUSE_PROP_MEATGRINDER_02" CASE CMHDZ_SPRITE_SLAUGHTERHOUSE_PIG_BATCH RETURN "LEVEL_05_SLAUGHTERHOUSE_PROP_PIG_BATCH" CASE CMHDZ_SPRITE_SLAUGHTERHOUSE_MEATHOOK RETURN "LEVEL_05_SLAUGHTERHOUSE_PROP_HOOK" ENDSWITCH SWITCH (eType) CASE CMHDZ_SPRITE_CACTUS_1 RETURN "CACTUS-1" CASE CMHDZ_SPRITE_CACTUS_2 RETURN "CACTUS-2" CASE CMHDZ_SPRITE_CACTUS_3 RETURN "CACTUS-3" CASE CMHDZ_SPRITE_PROP_BUSH_LARGE RETURN "LEVEL_04_THEMEPARK_MIDGROUND_PROP_BUSH_LARGE" CASE CMHDZ_SPRITE_PROP_BUSH_SMALL RETURN "LEVEL_04_THEMEPARK_MIDGROUND_PROP_BUSH_SMALL" CASE CMHDZ_SPRITE_ASYLUM_PROP_MD_BED RETURN "LEVEL_03_ASYLUM_BED_MIDGROUND_PROP" CASE CMHDZ_SPRITE_ASYLUM_PROP_MD_WHEELCHAIR RETURN "LEVEL_03_ASYLUM_WHEELCHAIR_MIDGROUND_PROP" CASE CMHDZ_SPRITE_ASYLUM_PROP_MD_MATTRESS RETURN "LEVEL_03_ASYLUM_MATTRESS_MIDGROUND_PROP" CASE CMHDZ_SPRITE_ASYLUM_PROP_LIGHT_STATE_1 RETURN "LEVEL_03_ASYLUM_LIGHT_STATE_01" CASE CMHDZ_SPRITE_ASYLUM_PROP_LIGHT_STATE_2 RETURN "LEVEL_03_ASYLUM_LIGHT_STATE_02" CASE CMHDZ_SPRITE_ASYLUM_RADIATOR_PROP RETURN "LEVEL_03_ASYLUM_RADIATOR_BACKGROUND_PROP" CASE CMHDZ_SPRITE_ASYLUM_RADIATOR_DOOR RETURN "LEVEL_03_ASYLUM_DOOR_BACKGROUND_PROP" CASE CMHDZ_SPRITE_ASYLUM_GRAFFITI_1 RETURN "LEVEL_03_ASYLUM_GRAFFITI_01" CASE CMHDZ_SPRITE_ASYLUM_GRAFFITI_2 RETURN "LEVEL_03_ASYLUM_GRAFFITI_02" CASE CMHDZ_SPRITE_ASYLUM_GRAFFITI_3 RETURN "LEVEL_03_ASYLUM_GRAFFITI_03" CASE CMHDZ_SPRITE_SCRAPYARD_PROP_MD_CAR_01 RETURN "LEVEL_02_SCRAPYARD_PROP_MIDGROUND_CAR_01" CASE CMHDZ_SPRITE_SCRAPYARD_PROP_MD_CAR_02 RETURN "LEVEL_02_SCRAPYARD_PROP_MIDGROUND_CAR_02" CASE CMHDZ_SPRITE_SCRAPYARD_PROP_MD_CAR_03 RETURN "LEVEL_02_SCRAPYARD_PROP_MIDGROUND_CAR_03" CASE CMHDZ_SPRITE_SCRAPYARD_PROP_MD_CAR_04 RETURN "LEVEL_02_SCRAPYARD_PROP_MIDGROUND_CAR_04" CASE CMHDZ_SPRITE_PROP_CACTUS_07 RETURN "PROP_CACTUS_07" CASE CMHDZ_SPRITE_SCRAPYARD_PROP_FENCE RETURN "LEVEL_02_SCRAPYARD_METAL_FENCE" CASE CMHDZ_SPRITE_SCRAPYARD_PROP_BG_CARS RETURN "LEVEL_02_SCRAPYARD_BACKGROUND_CARS" CASE CMHDZ_SPRITE_PROP_ROCK_LARGE RETURN "LEVEL_04_THEMEPARK_MIDGROUND_PROP_ROCK_LARGE" CASE CMHDZ_SPRITE_PROP_ROCK_SMALL RETURN "LEVEL_04_THEMEPARK_MIDGROUND_PROP_ROCK_SMALL" ENDSWITCH SWITCH (eType) CASE CMHDZ_SPRITE_ITEM_HEALTH RETURN "POWERUP_HEALTH" CASE CMHDZ_SPRITE_ITEM_SHIELD RETURN "POWERUP_SHIELD" CASE CMHDZ_SPRITE_ITEM_BUFF RETURN "POWERUP_BUFF" CASE CMHDZ_SPRITE_ITEM_ALCOHOL RETURN "" CASE CMHDZ_SPRITE_ITEM_GOLD_BARS RETURN "" CASE CMHDZ_SPRITE_ITEM_QUAD_DAMAGE RETURN "" CASE CMHDZ_SPRITE_ITEM_VIDEOTAPE RETURN "POWERUP_VHS" //CASE CMHDZ_SPRITE_ITEM_REVOLVER_AMMO RETURN "AMMO1" CASE CMHDZ_SPRITE_ITEM_MACHINE_GUN_AMMO RETURN "AMMO4" CASE CMHDZ_SPRITE_ITEM_RIFLE_AMMO RETURN "AMMO3" CASE CMHDZ_SPRITE_ITEM_SHOTGUN_AMMO RETURN "AMMO2" CASE CMHDZ_SPRITE_ITEM_MOLOTOV_AMMO RETURN "POWERUP_MOLOTOV" CASE CMHDZ_SPRITE_ITEM_NAILBOMB_AMMO RETURN "POWERUP_NAILBOMB" CASE CMHDZ_SPRITE_ITEM_CASH RETURN "POWERUP_CASH" ENDSWITCH SWITCH (eType) CASE CMHDZ_SPRITE_GORE_BACKGROUND_1 RETURN "ENEMY_EXPLODING_HEAD_BLOOD_EXPLOSION_01" CASE CMHDZ_SPRITE_GORE_BACKGROUND_2 RETURN "ENEMY_EXPLODING_HEAD_BLOOD_EXPLOSION_02" CASE CMHDZ_SPRITE_GORE_BACKGROUND_3 RETURN "ENEMY_EXPLODING_HEAD_BLOOD_EXPLOSION_03" CASE CMHDZ_SPRITE_GORE_BACKGROUND_4 RETURN "ENEMY_EXPLODING_HEAD_BLOOD_EXPLOSION_04" CASE CMHDZ_SPRITE_GORE_BACKGROUND_5 RETURN "ENEMY_EXPLODING_HEAD_BLOOD_EXPLOSION_05" CASE CMHDZ_SPRITE_GORE_BACKGROUND_6 RETURN "ENEMY_EXPLODING_HEAD_BLOOD_EXPLOSION_06" CASE CMHDZ_SPRITE_GORE_BACKGROUND_7 RETURN "ENEMY_EXPLODING_HEAD_BLOOD_EXPLOSION_07" CASE CMHDZ_SPRITE_GORE_BACKGROUND_8 RETURN "ENEMY_EXPLODING_HEAD_BLOOD_EXPLOSION_08" //CASE CMHDZ_SPRITE_GORE_BACKGROUND_9 RETURN "ENEMY_EXPLODING_HEAD_BLOOD_EXPLOSION_09" CASE CMHDZ_SPRITE_GORE_BACKGROUND_10 RETURN "ENEMY_EXPLODING_HEAD_BLOOD_EXPLOSION_10" CASE CMHDZ_SPRITE_GORE_BACKGROUND_11 RETURN "ENEMY_EXPLODING_HEAD_BLOOD_EXPLOSION_11" CASE CMHDZ_SPRITE_GORE_BACKGROUND_12 RETURN "ENEMY_EXPLODING_HEAD_BLOOD_EXPLOSION_12" CASE CMHDZ_SPRITE_GORE_BACKGROUND_13 RETURN "ENEMY_EXPLODING_HEAD_BLOOD_EXPLOSION_13" CASE CMHDZ_SPRITE_BEARSY_WALK_FRAME_IDLE RETURN "BEARSY_WALK_06_IDLE" CASE CMHDZ_SPRITE_BEARSY_WALK_FRAME_01 RETURN "BEARSY_WALK_01" CASE CMHDZ_SPRITE_BEARSY_WALK_FRAME_02 RETURN "BEARSY_WALK_02" CASE CMHDZ_SPRITE_BEARSY_WALK_FRAME_03 RETURN "BEARSY_WALK_03" CASE CMHDZ_SPRITE_BEARSY_WALK_FRAME_04 RETURN "BEARSY_WALK_04" CASE CMHDZ_SPRITE_BEARSY_WALK_FRAME_05 RETURN "BEARSY_WALK_05" CASE CMHDZ_SPRITE_BEARSY_THROWING_01 RETURN "BEARSY_THROWING_01" CASE CMHDZ_SPRITE_BEARSY_THROWING_02 RETURN "BEARSY_THROWING_02" CASE CMHDZ_SPRITE_BEARSY_THROWING_03 RETURN "BEARSY_THROWING_03" CASE CMHDZ_SPRITE_BEARSY_FOREGROUND_IDLE_01 RETURN "FINAL_BOSS_BEARSY_FOREGROUND_IDLE_01" CASE CMHDZ_SPRITE_BEARSY_FOREGROUND_IDLE_02 RETURN "FINAL_BOSS_BEARSY_FOREGROUND_IDLE_02" CASE CMHDZ_SPRITE_BEARSY_FOREGROUND_IDLE_03 RETURN "FINAL_BOSS_BEARSY_FOREGROUND_IDLE_03" CASE CMHDZ_SPRITE_BEARSY_FOREGROUND_IDLE_04 RETURN "FINAL_BOSS_BEARSY_FOREGROUND_IDLE_04" CASE CMHDZ_SPRITE_BEARSY_FOREGROUND_IDLE_05 RETURN "FINAL_BOSS_BEARSY_FOREGROUND_IDLE_05" CASE CMHDZ_SPRITE_BEARSY_FOREGROUND_ATTACKING_01 RETURN "FINAL_BOSS_BEARSY_FOREGROUND_ATTACKING_01" CASE CMHDZ_SPRITE_BEARSY_FOREGROUND_ATTACKING_02 RETURN "FINAL_BOSS_BEARSY_FOREGROUND_ATTACKING_02" CASE CMHDZ_SPRITE_BEARSY_FOREGROUND_ATTACKING_03 RETURN "FINAL_BOSS_BEARSY_FOREGROUND_ATTACKING_03" CASE CMHDZ_SPRITE_BEARSY_FOREGROUND_ATTACKING_04 RETURN "FINAL_BOSS_BEARSY_FOREGROUND_ATTACKING_03" CASE CMHDZ_SPRITE_BEARSY_FOREGROUND_ATTACKING_05 RETURN "FINAL_BOSS_BEARSY_FOREGROUND_ATTACKING_03" CASE CMHDZ_SPRITE_BEARSY_BACKGROUND_STAGGERED RETURN "BEARSY_STAGGERED" CASE CMHDZ_SPRITE_BEARSY_FOREGROUND_STAGGERED RETURN "FINAL_BOSS_BEARSY_FOREGROUND_STAGGERED" CASE CMHDZ_SPRITE_BEARSY_DEATH_01 RETURN "FINAL_BOSS_BEARSY_FOREGROUND_DEAD_STATE_01" CASE CMHDZ_SPRITE_BEARSY_DEATH_02 RETURN "FINAL_BOSS_BEARSY_FOREGROUND_DEAD_STATE_02" CASE CMHDZ_SPRITE_BEARSY_DEATH_PAIN_01 RETURN "FINAL_BOSS_BEARSY_FOREGROUND_DEAD_STATE_BLOOD_01" CASE CMHDZ_SPRITE_BEARSY_DEATH_PAIN_02 RETURN "FINAL_BOSS_BEARSY_FOREGROUND_DEAD_STATE_BLOOD_02" CASE CMHDZ_SPRITE_BEARSY_DEATH_PAIN_03 RETURN "FINAL_BOSS_BEARSY_FOREGROUND_DEAD_STATE_BLOOD_03" CASE CMHDZ_SPRITE_BEARSY_DEATH_PAIN_04 RETURN "FINAL_BOSS_BEARSY_FOREGROUND_DEAD_STATE_BLOOD_04" CASE CMHDZ_SPRITE_BEARSY_DEATH_PAIN_05 RETURN "FINAL_BOSS_BEARSY_FOREGROUND_DEAD_STATE_BLOOD_05" CASE CMHDZ_SPRITE_BEARSY_BONE_HIT_01 RETURN "PROJECTILE_04_HIT_01" CASE CMHDZ_SPRITE_BEARSY_BONE_HIT_02 RETURN "PROJECTILE_04_HIT_02" CASE CMHDZ_SPRITE_BEARSY_BONE_LARGE_01 RETURN "PROJECTILE_04_LARGE_01" CASE CMHDZ_SPRITE_BEARSY_BONE_LARGE_02 RETURN "PROJECTILE_04_LARGE_02" CASE CMHDZ_SPRITE_BEARSY_BONE_MED_01 RETURN "PROJECTILE_04_MED_01" CASE CMHDZ_SPRITE_BEARSY_BONE_MED_02 RETURN "PROJECTILE_04_MED_02" CASE CMHDZ_SPRITE_BEARSY_BONE_SMALL_01 RETURN "PROJECTILE_04_SMALL_01" CASE CMHDZ_SPRITE_BEARSY_BONE_SMALL_02 RETURN "PROJECTILE_04_SMALL_02" CASE CMHDZ_SPRITE_BEARSY_JOWL_HIT_01 RETURN "PROJECTILE_01_HIT_01" CASE CMHDZ_SPRITE_BEARSY_JOWL_HIT_02 RETURN "PROJECTILE_01_HIT_02" CASE CMHDZ_SPRITE_BEARSY_JOWL_LARGE_01 RETURN "PROJECTILE_01_LARGE_01" CASE CMHDZ_SPRITE_BEARSY_JOWL_LARGE_02 RETURN "PROJECTILE_01_LARGE_02" CASE CMHDZ_SPRITE_BEARSY_JOWL_MED_01 RETURN "PROJECTILE_01_MED_01" CASE CMHDZ_SPRITE_BEARSY_JOWL_MED_02 RETURN "PROJECTILE_01_MED_02" CASE CMHDZ_SPRITE_BEARSY_JOWL_SMALL_01 RETURN "PROJECTILE_01_SMALL_01" CASE CMHDZ_SPRITE_BEARSY_JOWL_SMALL_02 RETURN "PROJECTILE_01_SMALL_02" CASE CMHDZ_SPRITE_BEARSY_LEG_HIT_01 RETURN "PROJECTILE_03_HIT_01" CASE CMHDZ_SPRITE_BEARSY_LEG_HIT_02 RETURN "PROJECTILE_03_HIT_02" CASE CMHDZ_SPRITE_BEARSY_LEG_LARGE_01 RETURN "PROJECTILE_03_LARGE_01" CASE CMHDZ_SPRITE_BEARSY_LEG_LARGE_02 RETURN "PROJECTILE_03_LARGE_02" CASE CMHDZ_SPRITE_BEARSY_LEG_MED_01 RETURN "PROJECTILE_03_MED_01" CASE CMHDZ_SPRITE_BEARSY_LEG_MED_02 RETURN "PROJECTILE_03_MED_02" CASE CMHDZ_SPRITE_BEARSY_LEG_SMALL_01 RETURN "PROJECTILE_03_SMALL_01" CASE CMHDZ_SPRITE_BEARSY_LEG_SMALL_02 RETURN "PROJECTILE_03_SMALL_02" CASE CMHDZ_SPRITE_BEARSY_TROTTER_HIT_01 RETURN "PROJECTILE_02_HIT_01" CASE CMHDZ_SPRITE_BEARSY_TROTTER_HIT_02 RETURN "PROJECTILE_02_HIT_02" CASE CMHDZ_SPRITE_BEARSY_TROTTER_LARGE_01 RETURN "PROJECTILE_02_LARGE_01" CASE CMHDZ_SPRITE_BEARSY_TROTTER_LARGE_02 RETURN "PROJECTILE_02_LARGE_02" CASE CMHDZ_SPRITE_BEARSY_TROTTER_MED_01 RETURN "PROJECTILE_02_MED_01" CASE CMHDZ_SPRITE_BEARSY_TROTTER_MED_02 RETURN "PROJECTILE_02_MED_02" CASE CMHDZ_SPRITE_BEARSY_TROTTER_SMALL_01 RETURN "PROJECTILE_02_SMALL_01" CASE CMHDZ_SPRITE_BEARSY_TROTTER_SMALL_02 RETURN "PROJECTILE_02_SMALL_02" CASE CMHDZ_SPRITE_BEARSY_FOREGROUND_ATTACKING_BLOOD_01 RETURN "FINAL_BOSS_BEARSY_FOREGROUND_ATTACKING_BLOOD_01" CASE CMHDZ_SPRITE_BEARSY_FOREGROUND_ATTACKING_BLOOD_02 RETURN "FINAL_BOSS_BEARSY_FOREGROUND_ATTACKING_BLOOD_02" CASE CMHDZ_SPRITE_BEARSY_FOREGROUND_ATTACKING_BLOOD_03 RETURN "FINAL_BOSS_BEARSY_FOREGROUND_ATTACKING_BLOOD_03" CASE CMHDZ_SPRITE_BEARSY_FOREGROUND_ATTACKING_BLOOD_04 RETURN "FINAL_BOSS_BEARSY_FOREGROUND_ATTACKING_BLOOD_04" //CASE CMHDZ_SPRITE_BEARSY_FOREGROUND_ATTACKING_SCREEN_CRACK RETURN "FINAL_BOSS_BEARSY_FOREGROUND_ATTACKING_SCREEN_CRACK" CASE CMHDZ_SPRITE_BEARSY_FOREGROUND_ATTACKING_SPARKS_01 RETURN "FINAL_BOSS_BEARSY_FOREGROUND_ATTACKING_SPARKS_01" CASE CMHDZ_SPRITE_BEARSY_FOREGROUND_ATTACKING_SPARKS_02 RETURN "FINAL_BOSS_BEARSY_FOREGROUND_ATTACKING_SPARKS_02" CASE CMHDZ_SPRITE_BEARSY_FOREGROUND_ATTACKING_SPARKS_03 RETURN "FINAL_BOSS_BEARSY_FOREGROUND_ATTACKING_SPARKS_03" CASE CMHDZ_SPRITE_BEARSY_FOREGROUND_ATTACKING_SPARKS_04 RETURN "FINAL_BOSS_BEARSY_FOREGROUND_ATTACKING_SPARKS_04" CASE CMHDZ_SPRITE_BEARSY_FOREGROUND_ATTACKING_SPARKS_05 RETURN "FINAL_BOSS_BEARSY_FOREGROUND_ATTACKING_SPARKS_05" CASE CMHDZ_SPRITE_BEARSY_FOREGROUND_BLOOD_01 RETURN "FINAL_BOSS_BEARSY_FOREGROUND_BLOOD_01" CASE CMHDZ_SPRITE_BEARSY_FOREGROUND_BLOOD_02 RETURN "FINAL_BOSS_BEARSY_FOREGROUND_BLOOD_02" CASE CMHDZ_SPRITE_BEARSY_FOREGROUND_BLOOD_03 RETURN "FINAL_BOSS_BEARSY_FOREGROUND_BLOOD_03" CASE CMHDZ_SPRITE_BEARSY_FOREGROUND_BLOOD_04 RETURN "FINAL_BOSS_BEARSY_FOREGROUND_BLOOD_04" CASE CMHDZ_SPRITE_BEARSY_FOREGROUND_BLOOD_05 RETURN "FINAL_BOSS_BEARSY_FOREGROUND_BLOOD_05" CASE CMHDZ_SPRITE_BEARSY_FOREGROUND_BLOOD_06 RETURN "FINAL_BOSS_BEARSY_FOREGROUND_BLOOD_06" CASE CMHDZ_SPRITE_SCREEN_DAMAGE_RIP RETURN "FINAL_BOSS_BEARSY_FOREGROUND_SCREEN_DAMAGE_RIP" CASE CMHDZ_SPRITE_SCREEN_DAMAGE_BLOOD_SPLATTER RETURN "PROJECTILE_HIT_DAMAGE_BLOOD_SPLATTER" //CASE CMHDZ_SPRITE_SCREEN_DAMAGE_BROKEN RETURN "PROJECTILE_HIT_SCREEN_DAMAGE_BROKEN" CASE CMHDZ_SPRITE_BEARSY_FORE_PAIN_1 RETURN "FINAL_BOSS_BEARSY_FOREGROUND_ATTACKING_01" CASE CMHDZ_SPRITE_BEARSY_FORE_PAIN_2 RETURN "FINAL_BOSS_BEARSY_FOREGROUND_ATTACKING_01" CASE CMHDZ_SPRITE_BEARSY_FORE_PAIN_3 RETURN "FINAL_BOSS_BEARSY_FOREGROUND_ATTACKING_01" CASE CMHDZ_SPRITE_BEARSY_FORE_PAIN_4 RETURN "FINAL_BOSS_BEARSY_FOREGROUND_ATTACKING_01" CASE CMHDZ_SPRITE_BEARSY_FORE_PAIN_5 RETURN "FINAL_BOSS_BEARSY_FOREGROUND_ATTACKING_01" CASE CMHDZ_SPRITE_BEARSY_FORE_PAIN_6 RETURN "FINAL_BOSS_BEARSY_FOREGROUND_ATTACKING_01" CASE CMHDZ_SPRITE_GANG_BURNING_01 RETURN "ARCADE_FOUND_FOOTAGE_BURNING_ENEMY_01" CASE CMHDZ_SPRITE_GANG_BURNING_02 RETURN "ARCADE_FOUND_FOOTAGE_BURNING_ENEMY_02" CASE CMHDZ_SPRITE_POWER_UP_LINE_01 RETURN "power_up_001" CASE CMHDZ_SPRITE_POWER_UP_LINE_02 RETURN "power_up_002" CASE CMHDZ_SPRITE_POWER_UP_LINE_03 RETURN "power_up_003" CASE CMHDZ_SPRITE_POWER_UP_LINE_04 RETURN "power_up_004" CASE CMHDZ_SPRITE_POWER_UP_LINE_05 RETURN "power_up_005" ENDSWITCH RETURN "" ENDFUNC FUNC CMHDZ_SPRITE CMHDZ_GET_SPRITE_FROM_STRING(STRING sEntryString) IF ARE_STRINGS_EQUAL(sEntryString, "FOREGROUND_ENEMY_GANG01_01_01") RETURN CMHDZ_SPRITE_FOREGROUND_ENEMY_01_A ENDIF IF ARE_STRINGS_EQUAL(sEntryString, "FOREGROUND_ENEMY_BURNING_04") RETURN CMHDZ_SPRITE_FOREGROUND_ENEMY_BURNING_04 ENDIF RETURN CMHDZ_SPRITE_NONE ENDFUNC FUNC CMHDZ_TEXDICT CMHDZ_SPRITE_GET_TEXTURE_DICT(CMHDZ_SPRITE eType) SWITCH (eType) CASE CMHDZ_SPRITE_FOREGROUND_ENEMY_01_A CASE CMHDZ_SPRITE_FOREGROUND_ENEMY_01_A_ATTACK CASE CMHDZ_SPRITE_FOREGROUND_ENEMY_01_B CASE CMHDZ_SPRITE_FOREGROUND_ENEMY_01_DEAD CASE CMHDZ_SPRITE_FOREGROUND_ENEMY_01_HEADSHOT RETURN CMHDZ_TEXDICT_FG_ENEMY_A CASE CMHDZ_SPRITE_FOREGROUND_ENEMY_02_A CASE CMHDZ_SPRITE_FOREGROUND_ENEMY_02_A_ATTACK CASE CMHDZ_SPRITE_FOREGROUND_ENEMY_02_B CASE CMHDZ_SPRITE_FOREGROUND_ENEMY_02_DEAD CASE CMHDZ_SPRITE_FOREGROUND_ENEMY_02_HEADSHOT RETURN CMHDZ_TEXDICT_FG_ENEMY_B CASE CMHDZ_SPRITE_FOREGROUND_ENEMY_03_A CASE CMHDZ_SPRITE_FOREGROUND_ENEMY_03_B CASE CMHDZ_SPRITE_FOREGROUND_ENEMY_03_DEAD CASE CMHDZ_SPRITE_FOREGROUND_ENEMY_03_HEADSHOT RETURN CMHDZ_TEXDICT_FG_ENEMY_C CASE CMHDZ_SPRITE_FOREGROUND_ENEMY_04_A CASE CMHDZ_SPRITE_FOREGROUND_ENEMY_04_A_ATTACK CASE CMHDZ_SPRITE_FOREGROUND_ENEMY_04_A_DEAD CASE CMHDZ_SPRITE_FOREGROUND_ENEMY_04_A_HEADSHOT RETURN CMHDZ_TEXDICT_FG_ENEMY_D CASE CMHDZ_SPRITE_FOREGROUND_ENEMY_04_B CASE CMHDZ_SPRITE_FOREGROUND_ENEMY_04_B_DEAD CASE CMHDZ_SPRITE_FOREGROUND_ENEMY_04_B_HEADSHOT RETURN CMHDZ_TEXDICT_FG_ENEMY_D CASE CMHDZ_SPRITE_FOREGROUND_ENEMY_05_A CASE CMHDZ_SPRITE_FOREGROUND_ENEMY_05_A_DEAD CASE CMHDZ_SPRITE_FOREGROUND_ENEMY_05_A_HEADSHOT RETURN CMHDZ_TEXDICT_FG_ENEMY_E CASE CMHDZ_SPRITE_FOREGROUND_ENEMY_05_B CASE CMHDZ_SPRITE_FOREGROUND_ENEMY_05_B_DEAD CASE CMHDZ_SPRITE_FOREGROUND_ENEMY_05_B_ATTACK CASE CMHDZ_SPRITE_FOREGROUND_ENEMY_05_B_HEADSHOT RETURN CMHDZ_TEXDICT_FG_ENEMY_E_2 ENDSWITCH SWITCH (eType) CASE CMHDZ_SPRITE_GANG_01_ATTACKING CASE CMHDZ_SPRITE_GANG_01_DEAD CASE CMHDZ_SPRITE_GANG_01_RUNNING_01 CASE CMHDZ_SPRITE_GANG_01_RUNNING_02 CASE CMHDZ_SPRITE_GANG_01_THROWING_01 CASE CMHDZ_SPRITE_GANG_01_THROWING_02 CASE CMHDZ_SPRITE_GANG_01_THROWING_03 CASE CMHDZ_SPRITE_GANG_01_THROWING_04 CASE CMHDZ_SPRITE_GANG_01_THROWING_05 CASE CMHDZ_SPRITE_GANG_01_HEADSHOT_01 CASE CMHDZ_SPRITE_GANG_01_HEADSHOT_02 CASE CMHDZ_SPRITE_GANG_01_HEADSHOT_03 CASE CMHDZ_SPRITE_GANG_01_HEADSHOT_04 CASE CMHDZ_SPRITE_GANG_01_HEADSHOT_05 CASE CMHDZ_SPRITE_GANG_01_HEADSHOT_06 CASE CMHDZ_SPRITE_GANG_01_HEADSHOT_07 CASE CMHDZ_SPRITE_GANG_01_HEADSHOT_08 CASE CMHDZ_SPRITE_GANG_01_HEADSHOT_09 RETURN CMHDZ_TEXDICT_CH_GANG_A ENDSWITCH SWITCH (eType) CASE CMHDZ_SPRITE_GANG_02_ATTACKING CASE CMHDZ_SPRITE_GANG_02_DEAD CASE CMHDZ_SPRITE_GANG_02_RUNNING_01 CASE CMHDZ_SPRITE_GANG_02_RUNNING_02 CASE CMHDZ_SPRITE_GANG_02_THROWING_01 CASE CMHDZ_SPRITE_GANG_02_THROWING_02 CASE CMHDZ_SPRITE_GANG_02_THROWING_03 CASE CMHDZ_SPRITE_GANG_02_THROWING_04 CASE CMHDZ_SPRITE_GANG_02_THROWING_05 CASE CMHDZ_SPRITE_GANG_02_HEADSHOT_01 CASE CMHDZ_SPRITE_GANG_02_HEADSHOT_02 CASE CMHDZ_SPRITE_GANG_02_HEADSHOT_03 CASE CMHDZ_SPRITE_GANG_02_HEADSHOT_04 CASE CMHDZ_SPRITE_GANG_02_HEADSHOT_05 CASE CMHDZ_SPRITE_GANG_02_HEADSHOT_06 CASE CMHDZ_SPRITE_GANG_02_HEADSHOT_07 CASE CMHDZ_SPRITE_GANG_02_HEADSHOT_08 CASE CMHDZ_SPRITE_GANG_02_HEADSHOT_09 RETURN CMHDZ_TEXDICT_CH_GANG_B ENDSWITCH SWITCH (eType) CASE CMHDZ_SPRITE_GANG_03_ATTACKING CASE CMHDZ_SPRITE_GANG_03_DEAD CASE CMHDZ_SPRITE_GANG_03_RUNNING_01 CASE CMHDZ_SPRITE_GANG_03_RUNNING_02 CASE CMHDZ_SPRITE_GANG_03_THROWING_01 CASE CMHDZ_SPRITE_GANG_03_THROWING_02 CASE CMHDZ_SPRITE_GANG_03_THROWING_03 CASE CMHDZ_SPRITE_GANG_03_THROWING_04 CASE CMHDZ_SPRITE_GANG_03_THROWING_05 CASE CMHDZ_SPRITE_GANG_03_HEADSHOT_01 CASE CMHDZ_SPRITE_GANG_03_HEADSHOT_02 CASE CMHDZ_SPRITE_GANG_03_HEADSHOT_03 CASE CMHDZ_SPRITE_GANG_03_HEADSHOT_04 CASE CMHDZ_SPRITE_GANG_03_HEADSHOT_05 CASE CMHDZ_SPRITE_GANG_03_HEADSHOT_06 CASE CMHDZ_SPRITE_GANG_03_HEADSHOT_07 CASE CMHDZ_SPRITE_GANG_03_HEADSHOT_08 CASE CMHDZ_SPRITE_GANG_03_HEADSHOT_09 RETURN CMHDZ_TEXDICT_CH_GANG_C ENDSWITCH SWITCH (eType) CASE CMHDZ_SPRITE_GANG_04_ATTACKING CASE CMHDZ_SPRITE_GANG_04_DEAD CASE CMHDZ_SPRITE_GANG_04_RUNNING_01 CASE CMHDZ_SPRITE_GANG_04_RUNNING_02 CASE CMHDZ_SPRITE_GANG_04_THROWING_01 CASE CMHDZ_SPRITE_GANG_04_THROWING_02 CASE CMHDZ_SPRITE_GANG_04_THROWING_03 CASE CMHDZ_SPRITE_GANG_04_THROWING_04 CASE CMHDZ_SPRITE_GANG_04_THROWING_05 CASE CMHDZ_SPRITE_GANG_04_HEADSHOT_01 CASE CMHDZ_SPRITE_GANG_04_HEADSHOT_02 CASE CMHDZ_SPRITE_GANG_04_HEADSHOT_03 CASE CMHDZ_SPRITE_GANG_04_HEADSHOT_04 CASE CMHDZ_SPRITE_GANG_04_HEADSHOT_05 CASE CMHDZ_SPRITE_GANG_04_HEADSHOT_06 CASE CMHDZ_SPRITE_GANG_04_HEADSHOT_07 CASE CMHDZ_SPRITE_GANG_04_HEADSHOT_08 CASE CMHDZ_SPRITE_GANG_04_HEADSHOT_09 RETURN CMHDZ_TEXDICT_CH_GANG_D ENDSWITCH SWITCH (eType) CASE CMHDZ_SPRITE_GANG_05_ATTACKING CASE CMHDZ_SPRITE_GANG_05_DEAD CASE CMHDZ_SPRITE_GANG_05_RUNNING_01 CASE CMHDZ_SPRITE_GANG_05_RUNNING_02 CASE CMHDZ_SPRITE_GANG_05_THROWING_01 CASE CMHDZ_SPRITE_GANG_05_THROWING_02 CASE CMHDZ_SPRITE_GANG_05_THROWING_03 CASE CMHDZ_SPRITE_GANG_05_THROWING_04 CASE CMHDZ_SPRITE_GANG_05_THROWING_05 CASE CMHDZ_SPRITE_GANG_05_HEADSHOT_01 CASE CMHDZ_SPRITE_GANG_05_HEADSHOT_02 CASE CMHDZ_SPRITE_GANG_05_HEADSHOT_03 CASE CMHDZ_SPRITE_GANG_05_HEADSHOT_04 CASE CMHDZ_SPRITE_GANG_05_HEADSHOT_05 CASE CMHDZ_SPRITE_GANG_05_HEADSHOT_06 CASE CMHDZ_SPRITE_GANG_05_HEADSHOT_07 CASE CMHDZ_SPRITE_GANG_05_HEADSHOT_08 CASE CMHDZ_SPRITE_GANG_05_HEADSHOT_09 RETURN CMHDZ_TEXDICT_CH_GANG_E ENDSWITCH SWITCH (eType) CASE CMHDZ_SPRITE_GANG_RARE_BUNNY_DEAD CASE CMHDZ_SPRITE_GANG_RARE_BUNNY_RUNNING_01 CASE CMHDZ_SPRITE_GANG_RARE_BUNNY_RUNNING_02 CASE CMHDZ_SPRITE_GANG_RARE_MONKEY_DEAD CASE CMHDZ_SPRITE_GANG_RARE_MONKEY_RUNNING_01 CASE CMHDZ_SPRITE_GANG_RARE_MONKEY_RUNNING_02 CASE CMHDZ_SPRITE_GANG_RARE_RAT_RUNNING_01 CASE CMHDZ_SPRITE_GANG_RARE_RAT_RUNNING_02 RETURN CMHDZ_TEXDICT_CH_GANG_RARE ENDSWITCH SWITCH (eType) CASE CMHDZ_SPRITE_THROWING_NAILBOMB_LARGE CASE CMHDZ_SPRITE_THROWING_NAILBOMB_MEDIUM CASE CMHDZ_SPRITE_THROWING_NAILBOMB_SMALL CASE CMHDZ_SPRITE_THROWING_BRICK_LARGE CASE CMHDZ_SPRITE_THROWING_BRICK_MEDIUM CASE CMHDZ_SPRITE_THROWING_BRICK_SMALL CASE CMHDZ_SPRITE_THROWING_DYNAMITE_LARGE_01 CASE CMHDZ_SPRITE_THROWING_DYNAMITE_LARGE_02 CASE CMHDZ_SPRITE_THROWING_DYNAMITE_MEDIUM_01 CASE CMHDZ_SPRITE_THROWING_DYNAMITE_MEDIUM_02 CASE CMHDZ_SPRITE_THROWING_DYNAMITE_SMALL_01 CASE CMHDZ_SPRITE_THROWING_DYNAMITE_SMALL_02 CASE CMHDZ_SPRITE_THROWING_MOLOTOV_LARGE CASE CMHDZ_SPRITE_THROWING_MOLOTOV_MEDIUM CASE CMHDZ_SPRITE_THROWING_MOLOTOV_SMALL CASE CMHDZ_SPRITE_THROWN_WEAPON_EXP_01 CASE CMHDZ_SPRITE_THROWN_WEAPON_EXP_02 CASE CMHDZ_SPRITE_TRASHBAG_BIG CASE CMHDZ_SPRITE_TRASHBAG_SMALL CASE CMHDZ_SPRITE_TRASHCAN_BIG_01 CASE CMHDZ_SPRITE_TRASHCAN_BIG_02 CASE CMHDZ_SPRITE_TRASHCAN_SMALL_01 CASE CMHDZ_SPRITE_TRASHCAN_SMALL_02 CASE CMHDZ_SPRITE_FG_ENEMY_GUNFIRE CASE CMHDZ_SPRITE_ROCKS CASE CMHDZ_SPRITE_FLOOR_GRASS CASE CMHDZ_SPRITE_OUCH1 RETURN CMHDZ_TEXDICT_COMMON_PROPS ENDSWITCH SWITCH (eType) CASE CMHDZ_SPRITE_FENCE // CASE CMHDZ_SPRITE_FENCE_SMALL CASE CMHDZ_SPRITE_WATER_TANK RETURN CMHDZ_TEXDICT_LVL2 ENDSWITCH SWITCH (eType) CASE CMHDZ_SPRITE_LEVEL_03_FOREST_ROCKS RETURN CMHDZ_TEXDICT_LVL3 ENDSWITCH SWITCH (eType) CASE CMHDZ_SPRITE_BARREL_HORIZONTAL CASE CMHDZ_SPRITE_LEVEL_04_GOLD_MINE_ASSETS_10 CASE CMHDZ_SPRITE_LEVEL_04_GOLD_MINE_CAVE_TILE CASE CMHDZ_SPRITE_LEVEL_04_GOLD_MINE_CAVE_TILE_02 CASE CMHDZ_SPRITE_LEVEL_04_GOLD_MINE_MINECART CASE CMHDZ_SPRITE_LEVEL_04_GOLD_MINE_ROCK CASE CMHDZ_SPRITE_WOODENSTRUCTURE RETURN CMHDZ_TEXDICT_LVL4 ENDSWITCH SWITCH (eType) CASE CMHDZ_SPRITE_SLAUGHTERHOUSE_PIG_01 CASE CMHDZ_SPRITE_SLAUGHTERHOUSE_PIG_02 CASE CMHDZ_SPRITE_SLAUGHTERHOUSE_BODYBAG_01 CASE CMHDZ_SPRITE_SLAUGHTERHOUSE_BODYBAG_02 CASE CMHDZ_SPRITE_SLAUGHTERHOUSE_BODYBAG_03 CASE CMHDZ_SPRITE_SLAUGHTERHOUSE_FLOOR_BODYBAG_01 CASE CMHDZ_SPRITE_SLAUGHTERHOUSE_FLOOR_BODYBAG_02 CASE CMHDZ_SPRITE_SLAUGHTERHOUSE_FLOOR_BODYBAG_03 CASE CMHDZ_SPRITE_SLAUGHTERHOUSE_FLOOR_BODYBAG_04 CASE CMHDZ_SPRITE_SLAUGHTERHOUSE_PIG_BATCH CASE CMHDZ_SPRITE_SLAUGHTERHOUSE_MEATHOOK CASE CMHDZ_SPRITE_SLAUGHTERHOUSE_PROP_MEATGRINDER_01 CASE CMHDZ_SPRITE_SLAUGHTERHOUSE_PROP_MEATGRINDER_02 CASE CMHDZ_SPRITE_SLAUGHTERHOUSE_PROP_DOOR_01 CASE CMHDZ_SPRITE_SLAUGHTERHOUSE_PROP_DOOR_02 CASE CMHDZ_SPRITE_SLAUGHTERHOUSE_PROP_WINDOW // CASE CMHDZ_SPRITE_SLAUGHTERHOUSE_BODYBAG_01 // CASE CMHDZ_SPRITE_SLAUGHTERHOUSE_BODYBAG_02 RETURN CMHDZ_TEXDICT_LVL5 ENDSWITCH SWITCH (eType) CASE CMHDZ_SPRITE_CACTUS_1 CASE CMHDZ_SPRITE_CACTUS_2 CASE CMHDZ_SPRITE_CACTUS_3 CASE CMHDZ_SPRITE_PROP_BARRELS CASE CMHDZ_SPRITE_PROP_CACTUS_07 RETURN CMHDZ_TEXDICT_LVL2 ENDSWITCH SWITCH (eType) CASE CMHDZ_SPRITE_CITY_BUILDING_06 CASE CMHDZ_SPRITE_CITY_BUILDING_07 CASE CMHDZ_SPRITE_CITY_BUILDING_08 CASE CMHDZ_SPRITE_PROP_FOREGROUND_TRASH CASE CMHDZ_SPRITE_PROP_BARRIER RETURN CMHDZ_TEXDICT_CH_CITY ENDSWITCH SWITCH (eType) CASE CMHDZ_SPRITE_SCRAPYARD_PROP_MD_CAR_01 CASE CMHDZ_SPRITE_SCRAPYARD_PROP_MD_CAR_02 CASE CMHDZ_SPRITE_SCRAPYARD_PROP_MD_CAR_03 CASE CMHDZ_SPRITE_SCRAPYARD_PROP_MD_CAR_04 CASE CMHDZ_SPRITE_SCRAPYARD_PROP_MD_VAN_01 CASE CMHDZ_SPRITE_SCRAPYARD_PROP_MD_VAN_02 CASE CMHDZ_SPRITE_SCRAPYARD_PROP_MD_VAN_03 CASE CMHDZ_SPRITE_SCRAPYARD_PROP_MD_VAN_04 CASE CMHDZ_SPRITE_SCRAPYARD_PROP_BG_CARS CASE CMHDZ_SPRITE_SCRAPYARD_PROP_FENCE CASE CMHDZ_SPRITE_CACTUS_1 CASE CMHDZ_SPRITE_CACTUS_2 CASE CMHDZ_SPRITE_CACTUS_3 RETURN CMHDZ_TEXDICT_CH_SCRAPYARD ENDSWITCH SWITCH (eType) CASE CMHDZ_SPRITE_ASYLUM_PROP_MD_BED CASE CMHDZ_SPRITE_ASYLUM_PROP_MD_WHEELCHAIR CASE CMHDZ_SPRITE_ASYLUM_PROP_MD_MATTRESS CASE CMHDZ_SPRITE_ASYLUM_PROP_LIGHT_STATE_1 CASE CMHDZ_SPRITE_ASYLUM_PROP_LIGHT_STATE_2 CASE CMHDZ_SPRITE_ASYLUM_RADIATOR_PROP CASE CMHDZ_SPRITE_ASYLUM_RADIATOR_DOOR CASE CMHDZ_SPRITE_ASYLUM_GRAFFITI_1 CASE CMHDZ_SPRITE_ASYLUM_GRAFFITI_2 CASE CMHDZ_SPRITE_ASYLUM_GRAFFITI_3 RETURN CMHDZ_TEXDICT_CH_ASYLUM ENDSWITCH SWITCH (eType) CASE CMHDZ_SPRITE_TREE_01 CASE CMHDZ_SPRITE_TREE_02 CASE CMHDZ_SPRITE_PROP_BUSH_LARGE CASE CMHDZ_SPRITE_PROP_BUSH_SMALL CASE CMHDZ_SPRITE_PROP_ROCK_LARGE CASE CMHDZ_SPRITE_PROP_ROCK_SMALL CASE CMHDZ_SPRITE_THEMEPARK_MINECART_WHEEL_01 CASE CMHDZ_SPRITE_THEMEPARK_MINECART_WHEEL_02 CASE CMHDZ_SPRITE_THEMEPARK_BUILDING_1 CASE CMHDZ_SPRITE_THEMEPARK_BUILDING_2 CASE CMHDZ_SPRITE_THEMEPARK_BUILDING_3 CASE CMHDZ_SPRITE_THEMEPARK_BUILDING_4 CASE CMHDZ_SPRITE_THEMEPARK_CLOWNBOARD_1 CASE CMHDZ_SPRITE_THEMEPARK_CLOWNBOARD_2 RETURN CMHDZ_TEXDICT_CH_THEMEPARK ENDSWITCH SWITCH (eType) CASE CMHDZ_SPRITE_ITEM_HEALTH CASE CMHDZ_SPRITE_ITEM_SHIELD CASE CMHDZ_SPRITE_ITEM_BUFF CASE CMHDZ_SPRITE_ITEM_ALCOHOL CASE CMHDZ_SPRITE_ITEM_GOLD_BARS CASE CMHDZ_SPRITE_ITEM_QUAD_DAMAGE CASE CMHDZ_SPRITE_ITEM_VIDEOTAPE //CASE CMHDZ_SPRITE_ITEM_REVOLVER_AMMO CASE CMHDZ_SPRITE_ITEM_MACHINE_GUN_AMMO CASE CMHDZ_SPRITE_ITEM_RIFLE_AMMO CASE CMHDZ_SPRITE_ITEM_SHOTGUN_AMMO CASE CMHDZ_SPRITE_ITEM_NAILBOMB_AMMO CASE CMHDZ_SPRITE_ITEM_MOLOTOV_AMMO CASE CMHDZ_SPRITE_ITEM_CASH RETURN CMHDZ_TEXDICT_HUD ENDSWITCH SWITCH (eType) CASE CMHDZ_SPRITE_GORE_BACKGROUND_1 CASE CMHDZ_SPRITE_GORE_BACKGROUND_2 CASE CMHDZ_SPRITE_GORE_BACKGROUND_3 CASE CMHDZ_SPRITE_GORE_BACKGROUND_4 CASE CMHDZ_SPRITE_GORE_BACKGROUND_5 CASE CMHDZ_SPRITE_GORE_BACKGROUND_6 CASE CMHDZ_SPRITE_GORE_BACKGROUND_7 CASE CMHDZ_SPRITE_GORE_BACKGROUND_8 //CASE CMHDZ_SPRITE_GORE_BACKGROUND_9 CASE CMHDZ_SPRITE_GORE_BACKGROUND_10 CASE CMHDZ_SPRITE_GORE_BACKGROUND_11 CASE CMHDZ_SPRITE_GORE_BACKGROUND_12 CASE CMHDZ_SPRITE_GORE_BACKGROUND_13 RETURN CMHDZ_TEXDICT_BACKGROUND_GORE ENDSWITCH // Bearsy Walking SWITCH (eType) CASE CMHDZ_SPRITE_BEARSY_WALK_FRAME_01 CASE CMHDZ_SPRITE_BEARSY_WALK_FRAME_02 CASE CMHDZ_SPRITE_BEARSY_WALK_FRAME_03 CASE CMHDZ_SPRITE_BEARSY_WALK_FRAME_04 CASE CMHDZ_SPRITE_BEARSY_WALK_FRAME_05 CASE CMHDZ_SPRITE_BEARSY_WALK_FRAME_IDLE RETURN CMHDZ_TEXDICT_BEARSY ENDSWITCH SWITCH (eType) CASE CMHDZ_SPRITE_BEARSY_THROWING_01 CASE CMHDZ_SPRITE_BEARSY_THROWING_02 CASE CMHDZ_SPRITE_BEARSY_THROWING_03 CASE CMHDZ_SPRITE_BEARSY_BACKGROUND_STAGGERED RETURN CMHDZ_TEXDICT_BEARSY_THROWING ENDSWITCH // Bearsy Pain states SWITCH (eType) CASE CMHDZ_SPRITE_BEARSY_DEATH_01 CASE CMHDZ_SPRITE_BEARSY_DEATH_02 CASE CMHDZ_SPRITE_BEARSY_DEATH_PAIN_01 CASE CMHDZ_SPRITE_BEARSY_DEATH_PAIN_02 CASE CMHDZ_SPRITE_BEARSY_DEATH_PAIN_03 CASE CMHDZ_SPRITE_BEARSY_DEATH_PAIN_04 CASE CMHDZ_SPRITE_BEARSY_DEATH_PAIN_05 RETURN CMHDZ_TEXDICT_BEARSY_DEATH ENDSWITCH // Bearsy Throwing SWITCH (eType) CASE CMHDZ_SPRITE_BEARSY_FOREGROUND_IDLE_01 CASE CMHDZ_SPRITE_BEARSY_FOREGROUND_IDLE_02 CASE CMHDZ_SPRITE_BEARSY_FOREGROUND_IDLE_03 CASE CMHDZ_SPRITE_BEARSY_FOREGROUND_IDLE_04 CASE CMHDZ_SPRITE_BEARSY_FOREGROUND_IDLE_05 CASE CMHDZ_SPRITE_BEARSY_FOREGROUND_STAGGERED RETURN CMHDZ_TEXDICT_BEARSY_FOREGROUND ENDSWITCH // Bearsy Foreground Attack SWITCH (eType) CASE CMHDZ_SPRITE_BEARSY_FOREGROUND_ATTACKING_01 CASE CMHDZ_SPRITE_BEARSY_FOREGROUND_ATTACKING_02 CASE CMHDZ_SPRITE_BEARSY_FOREGROUND_ATTACKING_03 CASE CMHDZ_SPRITE_BEARSY_FOREGROUND_ATTACKING_04 CASE CMHDZ_SPRITE_BEARSY_FOREGROUND_ATTACKING_05 RETURN CMHDZ_TEXDICT_BEARSY_FOREGROUND_ATTACK ENDSWITCH SWITCH (eType) CASE CMHDZ_SPRITE_BEARSY_BONE_HIT_01 CASE CMHDZ_SPRITE_BEARSY_BONE_HIT_02 CASE CMHDZ_SPRITE_BEARSY_BONE_LARGE_01 CASE CMHDZ_SPRITE_BEARSY_BONE_LARGE_02 CASE CMHDZ_SPRITE_BEARSY_BONE_MED_01 CASE CMHDZ_SPRITE_BEARSY_BONE_MED_02 CASE CMHDZ_SPRITE_BEARSY_BONE_SMALL_01 CASE CMHDZ_SPRITE_BEARSY_BONE_SMALL_02 RETURN CMHDZ_TEXDICT_BEARSY_BONE ENDSWITCH SWITCH (eType) CASE CMHDZ_SPRITE_BEARSY_JOWL_HIT_01 CASE CMHDZ_SPRITE_BEARSY_JOWL_HIT_02 CASE CMHDZ_SPRITE_BEARSY_JOWL_LARGE_01 CASE CMHDZ_SPRITE_BEARSY_JOWL_LARGE_02 CASE CMHDZ_SPRITE_BEARSY_JOWL_MED_01 CASE CMHDZ_SPRITE_BEARSY_JOWL_MED_02 CASE CMHDZ_SPRITE_BEARSY_JOWL_SMALL_01 CASE CMHDZ_SPRITE_BEARSY_JOWL_SMALL_02 RETURN CMHDZ_TEXDICT_BEARSY_JOWL ENDSWITCH SWITCH (eType) CASE CMHDZ_SPRITE_BEARSY_LEG_HIT_01 CASE CMHDZ_SPRITE_BEARSY_LEG_HIT_02 CASE CMHDZ_SPRITE_BEARSY_LEG_LARGE_01 CASE CMHDZ_SPRITE_BEARSY_LEG_LARGE_02 CASE CMHDZ_SPRITE_BEARSY_LEG_MED_01 CASE CMHDZ_SPRITE_BEARSY_LEG_MED_02 CASE CMHDZ_SPRITE_BEARSY_LEG_SMALL_01 CASE CMHDZ_SPRITE_BEARSY_LEG_SMALL_02 RETURN CMHDZ_TEXDICT_BEARSY_LEG ENDSWITCH SWITCH (eType) CASE CMHDZ_SPRITE_BEARSY_TROTTER_HIT_01 CASE CMHDZ_SPRITE_BEARSY_TROTTER_HIT_02 CASE CMHDZ_SPRITE_BEARSY_TROTTER_LARGE_01 CASE CMHDZ_SPRITE_BEARSY_TROTTER_LARGE_02 CASE CMHDZ_SPRITE_BEARSY_TROTTER_MED_01 CASE CMHDZ_SPRITE_BEARSY_TROTTER_MED_02 CASE CMHDZ_SPRITE_BEARSY_TROTTER_SMALL_01 CASE CMHDZ_SPRITE_BEARSY_TROTTER_SMALL_02 RETURN CMHDZ_TEXDICT_BEARSY_TROTTER ENDSWITCH SWITCH (eType) CASE CMHDZ_SPRITE_BEARSY_FOREGROUND_ATTACKING_BLOOD_01 CASE CMHDZ_SPRITE_BEARSY_FOREGROUND_ATTACKING_BLOOD_02 CASE CMHDZ_SPRITE_BEARSY_FOREGROUND_ATTACKING_BLOOD_03 CASE CMHDZ_SPRITE_BEARSY_FOREGROUND_ATTACKING_BLOOD_04 //CASE CMHDZ_SPRITE_BEARSY_FOREGROUND_ATTACKING_SCREEN_CRACK CASE CMHDZ_SPRITE_BEARSY_FOREGROUND_ATTACKING_SPARKS_01 CASE CMHDZ_SPRITE_BEARSY_FOREGROUND_ATTACKING_SPARKS_02 CASE CMHDZ_SPRITE_BEARSY_FOREGROUND_ATTACKING_SPARKS_03 CASE CMHDZ_SPRITE_BEARSY_FOREGROUND_ATTACKING_SPARKS_04 CASE CMHDZ_SPRITE_BEARSY_FOREGROUND_ATTACKING_SPARKS_05 RETURN CMHDZ_TEXDICT_BEARSY_EFFECTS ENDSWITCH SWITCH (eType) CASE CMHDZ_SPRITE_BEARSY_FOREGROUND_BLOOD_01 CASE CMHDZ_SPRITE_BEARSY_FOREGROUND_BLOOD_02 CASE CMHDZ_SPRITE_BEARSY_FOREGROUND_BLOOD_03 CASE CMHDZ_SPRITE_BEARSY_FOREGROUND_BLOOD_04 CASE CMHDZ_SPRITE_BEARSY_FOREGROUND_BLOOD_05 CASE CMHDZ_SPRITE_BEARSY_FOREGROUND_BLOOD_06 CASE CMHDZ_SPRITE_SCREEN_DAMAGE_BLOOD_SPLATTER //CASE CMHDZ_SPRITE_SCREEN_DAMAGE_BROKEN RETURN CMHDZ_TEXDICT_BEARSY_EFFECTS ENDSWITCH SWITCH (eType) CASE CMHDZ_SPRITE_BEARSY_FORE_PAIN_1 CASE CMHDZ_SPRITE_BEARSY_FORE_PAIN_2 CASE CMHDZ_SPRITE_BEARSY_FORE_PAIN_3 CASE CMHDZ_SPRITE_BEARSY_FORE_PAIN_4 CASE CMHDZ_SPRITE_BEARSY_FORE_PAIN_5 CASE CMHDZ_SPRITE_BEARSY_FORE_PAIN_6 RETURN CMHDZ_TEXDICT_BEARSY_FOREGROUND_ATTACK ENDSWITCH SWITCH (eType) CASE CMHDZ_SPRITE_GANG_BURNING_01 CASE CMHDZ_SPRITE_GANG_BURNING_02 CASE CMHDZ_SPRITE_FOREGROUND_ENEMY_BURNING_01 CASE CMHDZ_SPRITE_FOREGROUND_ENEMY_BURNING_02 CASE CMHDZ_SPRITE_FOREGROUND_ENEMY_BURNING_03 CASE CMHDZ_SPRITE_FOREGROUND_ENEMY_BURNING_04 RETURN CMHDZ_TEXDICT_ENEMY_BURNING ENDSWITCH SWITCH (eType) CASE CMHDZ_SPRITE_SCREEN_DAMAGE_RIP CASE CMHDZ_SPRITE_POWER_UP_LINE_01 CASE CMHDZ_SPRITE_POWER_UP_LINE_02 CASE CMHDZ_SPRITE_POWER_UP_LINE_03 CASE CMHDZ_SPRITE_POWER_UP_LINE_04 CASE CMHDZ_SPRITE_POWER_UP_LINE_05 RETURN CMHDZ_TEXDICT_CH_DAMAGE ENDSWITCH #IF IS_DEBUG_BUILD TEXT_LABEL_63 sSprite = "INVALID DICT - Sprite name:" sSprite += CMHDZ_SPRITE_TO_STRING(eType) sSprite += ", " sSprite += ENUM_TO_INT(eType) SCRIPT_ASSERT(sSprite) #ENDIF RETURN CMHDZ_TEXDICT_INVALID ENDFUNC FUNC STRING CMHDZ_SPRITE_GET_TEXTURE_DICT_NAME(CMHDZ_SPRITE eSprite) RETURN CMHDZ_GET_TEXTURE_DICT_NAME(CMHDZ_SPRITE_GET_TEXTURE_DICT(eSprite)) ENDFUNC PROC CMHDZ_DRAW_GAME_SPRITE_DETAILS(STRING sTextureDict, STRING sTexture, VECTOR_2D vCenter, VECTOR_2D vScale, FLOAT fRotation, RGBA_COLOUR_STRUCT rgba) // Don't proceed if sprite is not intialised IF IS_STRING_NULL_OR_EMPTY(sTextureDict) EXIT ENDIF IF IS_STRING_NULL_OR_EMPTY(sTexture) EXIT ENDIF // Are we off screen? IF vCenter.x <= -(ABSF(vScale.x)/2.0) EXIT ENDIF IF vCenter.X >= (1920.0 + (ABSF(vScale.X)/2.0)) EXIT ENDIF IF vCenter.y <= -(ABSF(vScale.y)/2.0) EXIT ENDIF IF vCenter.y >= (1080.0 + (ABSF(vScale.Y)/2.0)) EXIT ENDIF // Don't draw sprites beyond the screen limits. We can save on frame buffer that way. // We might be able to add that PCP Trip effect where all the vision and sprites get messed up. IF sCMHDZData.fSyncOffsetY != 0.0 VECTOR_2D vPosition vPosition = vCenter vPosition.y += sCMHDZData.fSyncOffsetY ARCADE_DRAW_PIXELSPACE_SPRITE_WITH_UV(sTextureDict, sTexture, vPosition, vScale,INIT_VECTOR_2D(-1.0,-1.0), INIT_VECTOR_2D(0.0,0.0), fRotation, rgba) EXIT ENDIF ARCADE_DRAW_PIXELSPACE_SPRITE_WITH_UV(sTextureDict, sTexture, vCenter, vScale, INIT_VECTOR_2D(-1.0,-1.0), INIT_VECTOR_2D(0.0,0.0), fRotation, rgba) //ARCADE_DRAW_PIXELSPACE_SPRITE(sTextureDict, sTexture, vCenter, vScale, fRotation, rgba) ENDPROC /// PURPOSE: /// This is a wrapper for arcade draw pixel space which adds objects to a list for replay /// PARAMS: /// stTextureDict - /// stTexture - /// vCenter - /// vScale - /// fRotation - /// rgba - PROC CMHDZ_DRAW_GAME_SPRITE(CMHDZ_SPRITE eSprite, VECTOR_2D vCenter, VECTOR_2D vScale, FLOAT fRotation, RGBA_COLOUR_STRUCT rgba) // Don't proceed if sprite is not intialised IF eSprite = CMHDZ_SPRITE_NONE EXIT ENDIF // Are we off screen? IF vCenter.x <= -(ABSF(vScale.x)/2.0) EXIT ENDIF IF vCenter.X >= (1920.0 + (ABSF(vScale.X)/2.0)) EXIT ENDIF IF vCenter.y <= -(ABSF(vScale.y)/2.0) EXIT ENDIF IF vCenter.y >= (1080.0 + (ABSF(vScale.Y)/2.0)) EXIT ENDIF // Temp place after the EXITS normally STRING sTexture = CMHDZ_SPRITE_GET_TEXTURE_NAME(eSprite) STRING sTextureDict = CMHDZ_SPRITE_GET_TEXTURE_DICT_NAME(eSprite) CMHDZ_DRAW_GAME_SPRITE_DETAILS(sTextureDict, sTexture, vCenter, vScale, fRotation, rgba) // // // Don't draw sprites beyond the screen limits. We can save on frame buffer that way. // // We might be able to add that PCP Trip effect where all the vision and sprites get messed up. // IF sCMHDZData.fSyncOffsetY != 0.0 // // VECTOR_2D vPosition[2] // // vPosition[0] = vCenter // vPosition[1] = vCenter // // vPosition[0].y += sCMHDZData.fSyncOffsetY // vPosition[1].y -= (1080 - sCMHDZData.fSyncOffsetY) // // ARCADE_DRAW_PIXELSPACE_SPRITE_WITH_UV(sTextureDict, sTexture, vPosition[0], vScale,INIT_VECTOR_2D(-1.0,-1.0), INIT_VECTOR_2D(0.0,0.0), fRotation, rgba) // // IF eSprite >= CMHDZ_SPRITE_FOREGROUND_ENEMY_01_A // AND eSprite <= CMHDZ_SPRITE_FOREGROUND_ENEMY_BURNING_04 // AND vPosition[1].y < (cfBASE_SCREEN_HEIGHT/2.0) // EXIT // ENDIF // // ARCADE_DRAW_PIXELSPACE_SPRITE_WITH_UV(sTextureDict, sTexture, vPosition[1], vScale,INIT_VECTOR_2D(-1.0,-1.0), INIT_VECTOR_2D(0.0,0.0), fRotation, rgba) // // EXIT // ENDIF // // ARCADE_DRAW_PIXELSPACE_SPRITE_WITH_UV(sTextureDict, sTexture, vCenter, vScale,INIT_VECTOR_2D(-1.0,-1.0), INIT_VECTOR_2D(0.0,0.0), fRotation, rgba) //ARCADE_DRAW_PIXELSPACE_SPRITE(sTextureDict, sTexture, vCenter, vScale, fRotation, rgba) ENDPROC PROC CMHDZ_DRAW_GAME_SPRITE_ALPHA_CONTROL(CMHDZ_SPRITE eSprite, VECTOR_2D vCenter, VECTOR_2D vScale, FLOAT fAlpha) // Don't proceed if sprite is not intialised IF eSprite = CMHDZ_SPRITE_NONE EXIT ENDIF STRING sTexture = CMHDZ_SPRITE_GET_TEXTURE_NAME(eSprite) STRING sTextureDict = CMHDZ_SPRITE_GET_TEXTURE_DICT_NAME(eSprite) // Are we off screen? IF vCenter.x <= -(vScale.x/2.0) EXIT ENDIF IF vCenter.X >= (1920.0 + (vScale.X/2.0)) EXIT ENDIF RGBA_COLOUR_STRUCT rgbaColour rgbaColour = sCMHDZData.rgbaSprite rgbaColour.iA = ROUND(fAlpha) CMHDZ_DRAW_GAME_SPRITE_DETAILS(sTextureDict, sTexture, vCenter, vScale, 0.0, rgbaColour) ENDPROC FUNC CMHDZ_SPRITE CMHDZ_GET_SPRITE_FROM_ANIM_FRAME(INT iFxID, CMHDZ_SPRITE eStartSprite) INT iSprite = ENUM_TO_INT(eStartSprite) CMHDZ_SPRITE eSprite eSprite = (INT_TO_ENUM(CMHDZ_SPRITE, (iSprite + sCMHDZData.sFXData[iFxID].iSpriteBlastAnimFrame))) RETURN eSprite ENDFUNC