Files
gtav-src/script/dev_ng/shared/include/public/camhedz_arcade_sprites.sch
T
2025-09-29 00:52:08 +02:00

1172 lines
56 KiB
Scheme
Executable File

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