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https://github.com/ioquake/jedi-academy.git
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1797 lines
81 KiB
C
1797 lines
81 KiB
C
#ifndef __ANIMS_H__
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#define __ANIMS_H__
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// playerAnimations
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typedef enum //# animNumber_e
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{
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//=================================================
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//HEAD ANIMS
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//=================================================
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//# #sep Head-only anims
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FACE_TALK0, //# silent
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FACE_TALK1, //# quiet
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FACE_TALK2, //# semi-quiet
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FACE_TALK3, //# semi-loud
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FACE_TALK4, //# loud
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FACE_ALERT, //#
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FACE_SMILE, //#
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FACE_FROWN, //#
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FACE_DEAD, //#
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//=================================================
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//ANIMS IN WHICH UPPER AND LOWER OBJECTS ARE IN MD3
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//=================================================
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//# #sep BOTH_ DEATHS
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BOTH_DEATH1, //# First Death anim
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BOTH_DEATH2, //# Second Death anim
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BOTH_DEATH3, //# Third Death anim
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BOTH_DEATH4, //# Fourth Death anim
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BOTH_DEATH5, //# Fifth Death anim
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BOTH_DEATH6, //# Sixth Death anim
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BOTH_DEATH7, //# Seventh Death anim
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BOTH_DEATH8, //#
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BOTH_DEATH9, //#
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BOTH_DEATH10, //#
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BOTH_DEATH11, //#
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BOTH_DEATH12, //#
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BOTH_DEATH13, //#
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BOTH_DEATH14, //#
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BOTH_DEATH15, //#
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BOTH_DEATH16, //#
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BOTH_DEATH17, //#
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BOTH_DEATH18, //#
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BOTH_DEATH19, //#
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BOTH_DEATH20, //#
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BOTH_DEATH21, //#
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BOTH_DEATH22, //#
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BOTH_DEATH23, //#
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BOTH_DEATH24, //#
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BOTH_DEATH25, //#
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BOTH_DEATHFORWARD1, //# First Death in which they get thrown forward
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BOTH_DEATHFORWARD2, //# Second Death in which they get thrown forward
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BOTH_DEATHFORWARD3, //# Tavion's falling in cin# 23
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BOTH_DEATHBACKWARD1, //# First Death in which they get thrown backward
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BOTH_DEATHBACKWARD2, //# Second Death in which they get thrown backward
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BOTH_DEATH1IDLE, //# Idle while close to death
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BOTH_LYINGDEATH1, //# Death to play when killed lying down
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BOTH_STUMBLEDEATH1, //# Stumble forward and fall face first death
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BOTH_FALLDEATH1, //# Fall forward off a high cliff and splat death - start
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BOTH_FALLDEATH1INAIR, //# Fall forward off a high cliff and splat death - loop
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BOTH_FALLDEATH1LAND, //# Fall forward off a high cliff and splat death - hit bottom
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BOTH_DEATH_ROLL, //# Death anim from a roll
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BOTH_DEATH_FLIP, //# Death anim from a flip
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BOTH_DEATH_SPIN_90_R, //# Death anim when facing 90 degrees right
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BOTH_DEATH_SPIN_90_L, //# Death anim when facing 90 degrees left
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BOTH_DEATH_SPIN_180, //# Death anim when facing backwards
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BOTH_DEATH_LYING_UP, //# Death anim when lying on back
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BOTH_DEATH_LYING_DN, //# Death anim when lying on front
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BOTH_DEATH_FALLING_DN, //# Death anim when falling on face
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BOTH_DEATH_FALLING_UP, //# Death anim when falling on back
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BOTH_DEATH_CROUCHED, //# Death anim when crouched
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//# #sep BOTH_ DEAD POSES # Should be last frame of corresponding previous anims
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BOTH_DEAD1, //# First Death finished pose
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BOTH_DEAD2, //# Second Death finished pose
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BOTH_DEAD3, //# Third Death finished pose
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BOTH_DEAD4, //# Fourth Death finished pose
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BOTH_DEAD5, //# Fifth Death finished pose
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BOTH_DEAD6, //# Sixth Death finished pose
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BOTH_DEAD7, //# Seventh Death finished pose
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BOTH_DEAD8, //#
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BOTH_DEAD9, //#
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BOTH_DEAD10, //#
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BOTH_DEAD11, //#
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BOTH_DEAD12, //#
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BOTH_DEAD13, //#
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BOTH_DEAD14, //#
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BOTH_DEAD15, //#
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BOTH_DEAD16, //#
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BOTH_DEAD17, //#
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BOTH_DEAD18, //#
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BOTH_DEAD19, //#
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BOTH_DEAD20, //#
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BOTH_DEAD21, //#
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BOTH_DEAD22, //#
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BOTH_DEAD23, //#
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BOTH_DEAD24, //#
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BOTH_DEAD25, //#
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BOTH_DEADFORWARD1, //# First thrown forward death finished pose
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BOTH_DEADFORWARD2, //# Second thrown forward death finished pose
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BOTH_DEADBACKWARD1, //# First thrown backward death finished pose
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BOTH_DEADBACKWARD2, //# Second thrown backward death finished pose
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BOTH_LYINGDEAD1, //# Killed lying down death finished pose
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BOTH_STUMBLEDEAD1, //# Stumble forward death finished pose
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BOTH_FALLDEAD1LAND, //# Fall forward and splat death finished pose
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//# #sep BOTH_ DEAD TWITCH/FLOP # React to being shot from death poses
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BOTH_DEADFLOP1, //# React to being shot from First Death finished pose
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BOTH_DEADFLOP2, //# React to being shot from Second Death finished pose
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BOTH_DISMEMBER_HEAD1, //#
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BOTH_DISMEMBER_TORSO1, //#
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BOTH_DISMEMBER_LLEG, //#
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BOTH_DISMEMBER_RLEG, //#
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BOTH_DISMEMBER_RARM, //#
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BOTH_DISMEMBER_LARM, //#
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//# #sep BOTH_ PAINS
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BOTH_PAIN1, //# First take pain anim
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BOTH_PAIN2, //# Second take pain anim
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BOTH_PAIN3, //# Third take pain anim
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BOTH_PAIN4, //# Fourth take pain anim
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BOTH_PAIN5, //# Fifth take pain anim - from behind
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BOTH_PAIN6, //# Sixth take pain anim - from behind
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BOTH_PAIN7, //# Seventh take pain anim - from behind
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BOTH_PAIN8, //# Eigth take pain anim - from behind
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BOTH_PAIN9, //#
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BOTH_PAIN10, //#
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BOTH_PAIN11, //#
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BOTH_PAIN12, //#
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BOTH_PAIN13, //#
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BOTH_PAIN14, //#
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BOTH_PAIN15, //#
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BOTH_PAIN16, //#
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BOTH_PAIN17, //#
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BOTH_PAIN18, //#
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//# #sep BOTH_ ATTACKS
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BOTH_ATTACK1, //# Attack with stun baton
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BOTH_ATTACK2, //# Attack with one-handed pistol
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BOTH_ATTACK3, //# Attack with blaster rifle
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BOTH_ATTACK4, //# Attack with disruptor
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BOTH_ATTACK5, //# Another Rancor Attack
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BOTH_ATTACK6, //# Yet Another Rancor Attack
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BOTH_ATTACK7, //# Yet Another Rancor Attack
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BOTH_ATTACK10, //# Attack with thermal det
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BOTH_ATTACK11, //# "Attack" with tripmine and detpack
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BOTH_MELEE1, //# First melee attack
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BOTH_MELEE2, //# Second melee attack
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BOTH_THERMAL_READY, //# pull back with thermal
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BOTH_THERMAL_THROW, //# throw thermal
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//* #sep BOTH_ SABER ANIMS
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//Saber attack anims - power level 1
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BOTH_A1_T__B_, //# Fast weak vertical attack top to bottom
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BOTH_A1__L__R, //# Fast weak horizontal attack left to right
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BOTH_A1__R__L, //# Fast weak horizontal attack right to left
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BOTH_A1_TL_BR, //# Fast weak diagonal attack top left to botom right
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BOTH_A1_BR_TL, //# Fast weak diagonal attack top left to botom right
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BOTH_A1_BL_TR, //# Fast weak diagonal attack bottom left to top right
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BOTH_A1_TR_BL, //# Fast weak diagonal attack bottom left to right
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//Saber Arc and Spin Transitions
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BOTH_T1_BR__R, //# Fast arc bottom right to right
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BOTH_T1_BR_TL, //# Fast weak spin bottom right to top left
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BOTH_T1_BR__L, //# Fast weak spin bottom right to left
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BOTH_T1_BR_BL, //# Fast weak spin bottom right to bottom left
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BOTH_T1__R_TR, //# Fast arc right to top right
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BOTH_T1__R_TL, //# Fast arc right to top left
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BOTH_T1__R__L, //# Fast weak spin right to left
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BOTH_T1__R_BL, //# Fast weak spin right to bottom left
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BOTH_T1_TR_BR, //# Fast arc top right to bottom right
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BOTH_T1_TR_TL, //# Fast arc top right to top left
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BOTH_T1_TR__L, //# Fast arc top right to left
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BOTH_T1_TR_BL, //# Fast weak spin top right to bottom left
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BOTH_T1_T__BR, //# Fast arc top to bottom right
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BOTH_T1_T___R, //# Fast arc top to right
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BOTH_T1_T__TR, //# Fast arc top to top right
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BOTH_T1_T__TL, //# Fast arc top to top left
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BOTH_T1_T___L, //# Fast arc top to left
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BOTH_T1_T__BL, //# Fast arc top to bottom left
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BOTH_T1_TL_BR, //# Fast weak spin top left to bottom right
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BOTH_T1_TL_BL, //# Fast arc top left to bottom left
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BOTH_T1__L_BR, //# Fast weak spin left to bottom right
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BOTH_T1__L__R, //# Fast weak spin left to right
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BOTH_T1__L_TL, //# Fast arc left to top left
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BOTH_T1_BL_BR, //# Fast weak spin bottom left to bottom right
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BOTH_T1_BL__R, //# Fast weak spin bottom left to right
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BOTH_T1_BL_TR, //# Fast weak spin bottom left to top right
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BOTH_T1_BL__L, //# Fast arc bottom left to left
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//Saber Arc Transitions that use existing animations played backwards
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BOTH_T1_BR_TR, //# Fast arc bottom right to top right (use: BOTH_T1_TR_BR)
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BOTH_T1_BR_T_, //# Fast arc bottom right to top (use: BOTH_T1_T__BR)
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BOTH_T1__R_BR, //# Fast arc right to bottom right (use: BOTH_T1_BR__R)
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BOTH_T1__R_T_, //# Fast ar right to top (use: BOTH_T1_T___R)
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BOTH_T1_TR__R, //# Fast arc top right to right (use: BOTH_T1__R_TR)
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BOTH_T1_TR_T_, //# Fast arc top right to top (use: BOTH_T1_T__TR)
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BOTH_T1_TL__R, //# Fast arc top left to right (use: BOTH_T1__R_TL)
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BOTH_T1_TL_TR, //# Fast arc top left to top right (use: BOTH_T1_TR_TL)
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BOTH_T1_TL_T_, //# Fast arc top left to top (use: BOTH_T1_T__TL)
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BOTH_T1_TL__L, //# Fast arc top left to left (use: BOTH_T1__L_TL)
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BOTH_T1__L_TR, //# Fast arc left to top right (use: BOTH_T1_TR__L)
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BOTH_T1__L_T_, //# Fast arc left to top (use: BOTH_T1_T___L)
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BOTH_T1__L_BL, //# Fast arc left to bottom left (use: BOTH_T1_BL__L)
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BOTH_T1_BL_T_, //# Fast arc bottom left to top (use: BOTH_T1_T__BL)
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BOTH_T1_BL_TL, //# Fast arc bottom left to top left (use: BOTH_T1_TL_BL)
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//Saber Attack Start Transitions
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BOTH_S1_S1_T_, //# Fast plain transition from stance1 to top-to-bottom Fast weak attack
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BOTH_S1_S1__L, //# Fast plain transition from stance1 to left-to-right Fast weak attack
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BOTH_S1_S1__R, //# Fast plain transition from stance1 to right-to-left Fast weak attack
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BOTH_S1_S1_TL, //# Fast plain transition from stance1 to top-left-to-bottom-right Fast weak attack
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BOTH_S1_S1_BR, //# Fast plain transition from stance1 to bottom-right-to-top-left Fast weak attack
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BOTH_S1_S1_BL, //# Fast plain transition from stance1 to bottom-left-to-top-right Fast weak attack
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BOTH_S1_S1_TR, //# Fast plain transition from stance1 to top-right-to-bottom-left Fast weak attack
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//Saber Attack Return Transitions
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BOTH_R1_B__S1, //# Fast plain transition from top-to-bottom Fast weak attack to stance1
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BOTH_R1__L_S1, //# Fast plain transition from left-to-right Fast weak attack to stance1
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BOTH_R1__R_S1, //# Fast plain transition from right-to-left Fast weak attack to stance1
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BOTH_R1_TL_S1, //# Fast plain transition from top-left-to-bottom-right Fast weak attack to stance1
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BOTH_R1_BR_S1, //# Fast plain transition from bottom-right-to-top-left Fast weak attack to stance1
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BOTH_R1_BL_S1, //# Fast plain transition from bottom-left-to-top-right Fast weak attack to stance1
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BOTH_R1_TR_S1, //# Fast plain transition from top-right-to-bottom-left Fast weak attack
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//Saber Attack Bounces (first 4 frames of an attack, played backwards)
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BOTH_B1_BR___, //# Bounce-back if attack from BR is blocked
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BOTH_B1__R___, //# Bounce-back if attack from R is blocked
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BOTH_B1_TR___, //# Bounce-back if attack from TR is blocked
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BOTH_B1_T____, //# Bounce-back if attack from T is blocked
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BOTH_B1_TL___, //# Bounce-back if attack from TL is blocked
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BOTH_B1__L___, //# Bounce-back if attack from L is blocked
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BOTH_B1_BL___, //# Bounce-back if attack from BL is blocked
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//Saber Attack Deflections (last 4 frames of an attack)
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BOTH_D1_BR___, //# Deflection toward BR
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BOTH_D1__R___, //# Deflection toward R
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BOTH_D1_TR___, //# Deflection toward TR
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BOTH_D1_TL___, //# Deflection toward TL
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BOTH_D1__L___, //# Deflection toward L
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BOTH_D1_BL___, //# Deflection toward BL
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BOTH_D1_B____, //# Deflection toward B
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//Saber attack anims - power level 2
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BOTH_A2_T__B_, //# Fast weak vertical attack top to bottom
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BOTH_A2__L__R, //# Fast weak horizontal attack left to right
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BOTH_A2__R__L, //# Fast weak horizontal attack right to left
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BOTH_A2_TL_BR, //# Fast weak diagonal attack top left to botom right
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BOTH_A2_BR_TL, //# Fast weak diagonal attack top left to botom right
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BOTH_A2_BL_TR, //# Fast weak diagonal attack bottom left to top right
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BOTH_A2_TR_BL, //# Fast weak diagonal attack bottom left to right
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//Saber Arc and Spin Transitions
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BOTH_T2_BR__R, //# Fast arc bottom right to right
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BOTH_T2_BR_TL, //# Fast weak spin bottom right to top left
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BOTH_T2_BR__L, //# Fast weak spin bottom right to left
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BOTH_T2_BR_BL, //# Fast weak spin bottom right to bottom left
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BOTH_T2__R_TR, //# Fast arc right to top right
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BOTH_T2__R_TL, //# Fast arc right to top left
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BOTH_T2__R__L, //# Fast weak spin right to left
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BOTH_T2__R_BL, //# Fast weak spin right to bottom left
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BOTH_T2_TR_BR, //# Fast arc top right to bottom right
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BOTH_T2_TR_TL, //# Fast arc top right to top left
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BOTH_T2_TR__L, //# Fast arc top right to left
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BOTH_T2_TR_BL, //# Fast weak spin top right to bottom left
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BOTH_T2_T__BR, //# Fast arc top to bottom right
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BOTH_T2_T___R, //# Fast arc top to right
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BOTH_T2_T__TR, //# Fast arc top to top right
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BOTH_T2_T__TL, //# Fast arc top to top left
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BOTH_T2_T___L, //# Fast arc top to left
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BOTH_T2_T__BL, //# Fast arc top to bottom left
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BOTH_T2_TL_BR, //# Fast weak spin top left to bottom right
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BOTH_T2_TL_BL, //# Fast arc top left to bottom left
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BOTH_T2__L_BR, //# Fast weak spin left to bottom right
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BOTH_T2__L__R, //# Fast weak spin left to right
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BOTH_T2__L_TL, //# Fast arc left to top left
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BOTH_T2_BL_BR, //# Fast weak spin bottom left to bottom right
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BOTH_T2_BL__R, //# Fast weak spin bottom left to right
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BOTH_T2_BL_TR, //# Fast weak spin bottom left to top right
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BOTH_T2_BL__L, //# Fast arc bottom left to left
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//Saber Arc Transitions that use existing animations played backwards
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BOTH_T2_BR_TR, //# Fast arc bottom right to top right (use: BOTH_T2_TR_BR)
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BOTH_T2_BR_T_, //# Fast arc bottom right to top (use: BOTH_T2_T__BR)
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BOTH_T2__R_BR, //# Fast arc right to bottom right (use: BOTH_T2_BR__R)
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BOTH_T2__R_T_, //# Fast ar right to top (use: BOTH_T2_T___R)
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BOTH_T2_TR__R, //# Fast arc top right to right (use: BOTH_T2__R_TR)
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BOTH_T2_TR_T_, //# Fast arc top right to top (use: BOTH_T2_T__TR)
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BOTH_T2_TL__R, //# Fast arc top left to right (use: BOTH_T2__R_TL)
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BOTH_T2_TL_TR, //# Fast arc top left to top right (use: BOTH_T2_TR_TL)
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BOTH_T2_TL_T_, //# Fast arc top left to top (use: BOTH_T2_T__TL)
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BOTH_T2_TL__L, //# Fast arc top left to left (use: BOTH_T2__L_TL)
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BOTH_T2__L_TR, //# Fast arc left to top right (use: BOTH_T2_TR__L)
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BOTH_T2__L_T_, //# Fast arc left to top (use: BOTH_T2_T___L)
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BOTH_T2__L_BL, //# Fast arc left to bottom left (use: BOTH_T2_BL__L)
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BOTH_T2_BL_T_, //# Fast arc bottom left to top (use: BOTH_T2_T__BL)
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BOTH_T2_BL_TL, //# Fast arc bottom left to top left (use: BOTH_T2_TL_BL)
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//Saber Attack Start Transitions
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BOTH_S2_S1_T_, //# Fast plain transition from stance1 to top-to-bottom Fast weak attack
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BOTH_S2_S1__L, //# Fast plain transition from stance1 to left-to-right Fast weak attack
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BOTH_S2_S1__R, //# Fast plain transition from stance1 to right-to-left Fast weak attack
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BOTH_S2_S1_TL, //# Fast plain transition from stance1 to top-left-to-bottom-right Fast weak attack
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BOTH_S2_S1_BR, //# Fast plain transition from stance1 to bottom-right-to-top-left Fast weak attack
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BOTH_S2_S1_BL, //# Fast plain transition from stance1 to bottom-left-to-top-right Fast weak attack
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BOTH_S2_S1_TR, //# Fast plain transition from stance1 to top-right-to-bottom-left Fast weak attack
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//Saber Attack Return Transitions
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BOTH_R2_B__S1, //# Fast plain transition from top-to-bottom Fast weak attack to stance1
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BOTH_R2__L_S1, //# Fast plain transition from left-to-right Fast weak attack to stance1
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BOTH_R2__R_S1, //# Fast plain transition from right-to-left Fast weak attack to stance1
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BOTH_R2_TL_S1, //# Fast plain transition from top-left-to-bottom-right Fast weak attack to stance1
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BOTH_R2_BR_S1, //# Fast plain transition from bottom-right-to-top-left Fast weak attack to stance1
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BOTH_R2_BL_S1, //# Fast plain transition from bottom-left-to-top-right Fast weak attack to stance1
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BOTH_R2_TR_S1, //# Fast plain transition from top-right-to-bottom-left Fast weak attack
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//Saber Attack Bounces (first 4 frames of an attack, played backwards)
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BOTH_B2_BR___, //# Bounce-back if attack from BR is blocked
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BOTH_B2__R___, //# Bounce-back if attack from R is blocked
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BOTH_B2_TR___, //# Bounce-back if attack from TR is blocked
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BOTH_B2_T____, //# Bounce-back if attack from T is blocked
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BOTH_B2_TL___, //# Bounce-back if attack from TL is blocked
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BOTH_B2__L___, //# Bounce-back if attack from L is blocked
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BOTH_B2_BL___, //# Bounce-back if attack from BL is blocked
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//Saber Attack Deflections (last 4 frames of an attack)
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BOTH_D2_BR___, //# Deflection toward BR
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BOTH_D2__R___, //# Deflection toward R
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BOTH_D2_TR___, //# Deflection toward TR
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BOTH_D2_TL___, //# Deflection toward TL
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BOTH_D2__L___, //# Deflection toward L
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BOTH_D2_BL___, //# Deflection toward BL
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BOTH_D2_B____, //# Deflection toward B
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//Saber attack anims - power level 3
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BOTH_A3_T__B_, //# Fast weak vertical attack top to bottom
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BOTH_A3__L__R, //# Fast weak horizontal attack left to right
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BOTH_A3__R__L, //# Fast weak horizontal attack right to left
|
|
BOTH_A3_TL_BR, //# Fast weak diagonal attack top left to botom right
|
|
BOTH_A3_BR_TL, //# Fast weak diagonal attack top left to botom right
|
|
BOTH_A3_BL_TR, //# Fast weak diagonal attack bottom left to top right
|
|
BOTH_A3_TR_BL, //# Fast weak diagonal attack bottom left to right
|
|
//Saber Arc and Spin Transitions
|
|
BOTH_T3_BR__R, //# Fast arc bottom right to right
|
|
BOTH_T3_BR_TL, //# Fast weak spin bottom right to top left
|
|
BOTH_T3_BR__L, //# Fast weak spin bottom right to left
|
|
BOTH_T3_BR_BL, //# Fast weak spin bottom right to bottom left
|
|
BOTH_T3__R_TR, //# Fast arc right to top right
|
|
BOTH_T3__R_TL, //# Fast arc right to top left
|
|
BOTH_T3__R__L, //# Fast weak spin right to left
|
|
BOTH_T3__R_BL, //# Fast weak spin right to bottom left
|
|
BOTH_T3_TR_BR, //# Fast arc top right to bottom right
|
|
BOTH_T3_TR_TL, //# Fast arc top right to top left
|
|
BOTH_T3_TR__L, //# Fast arc top right to left
|
|
BOTH_T3_TR_BL, //# Fast weak spin top right to bottom left
|
|
BOTH_T3_T__BR, //# Fast arc top to bottom right
|
|
BOTH_T3_T___R, //# Fast arc top to right
|
|
BOTH_T3_T__TR, //# Fast arc top to top right
|
|
BOTH_T3_T__TL, //# Fast arc top to top left
|
|
BOTH_T3_T___L, //# Fast arc top to left
|
|
BOTH_T3_T__BL, //# Fast arc top to bottom left
|
|
BOTH_T3_TL_BR, //# Fast weak spin top left to bottom right
|
|
BOTH_T3_TL_BL, //# Fast arc top left to bottom left
|
|
BOTH_T3__L_BR, //# Fast weak spin left to bottom right
|
|
BOTH_T3__L__R, //# Fast weak spin left to right
|
|
BOTH_T3__L_TL, //# Fast arc left to top left
|
|
BOTH_T3_BL_BR, //# Fast weak spin bottom left to bottom right
|
|
BOTH_T3_BL__R, //# Fast weak spin bottom left to right
|
|
BOTH_T3_BL_TR, //# Fast weak spin bottom left to top right
|
|
BOTH_T3_BL__L, //# Fast arc bottom left to left
|
|
//Saber Arc Transitions that use existing animations played backwards
|
|
BOTH_T3_BR_TR, //# Fast arc bottom right to top right (use: BOTH_T3_TR_BR)
|
|
BOTH_T3_BR_T_, //# Fast arc bottom right to top (use: BOTH_T3_T__BR)
|
|
BOTH_T3__R_BR, //# Fast arc right to bottom right (use: BOTH_T3_BR__R)
|
|
BOTH_T3__R_T_, //# Fast ar right to top (use: BOTH_T3_T___R)
|
|
BOTH_T3_TR__R, //# Fast arc top right to right (use: BOTH_T3__R_TR)
|
|
BOTH_T3_TR_T_, //# Fast arc top right to top (use: BOTH_T3_T__TR)
|
|
BOTH_T3_TL__R, //# Fast arc top left to right (use: BOTH_T3__R_TL)
|
|
BOTH_T3_TL_TR, //# Fast arc top left to top right (use: BOTH_T3_TR_TL)
|
|
BOTH_T3_TL_T_, //# Fast arc top left to top (use: BOTH_T3_T__TL)
|
|
BOTH_T3_TL__L, //# Fast arc top left to left (use: BOTH_T3__L_TL)
|
|
BOTH_T3__L_TR, //# Fast arc left to top right (use: BOTH_T3_TR__L)
|
|
BOTH_T3__L_T_, //# Fast arc left to top (use: BOTH_T3_T___L)
|
|
BOTH_T3__L_BL, //# Fast arc left to bottom left (use: BOTH_T3_BL__L)
|
|
BOTH_T3_BL_T_, //# Fast arc bottom left to top (use: BOTH_T3_T__BL)
|
|
BOTH_T3_BL_TL, //# Fast arc bottom left to top left (use: BOTH_T3_TL_BL)
|
|
//Saber Attack Start Transitions
|
|
BOTH_S3_S1_T_, //# Fast plain transition from stance1 to top-to-bottom Fast weak attack
|
|
BOTH_S3_S1__L, //# Fast plain transition from stance1 to left-to-right Fast weak attack
|
|
BOTH_S3_S1__R, //# Fast plain transition from stance1 to right-to-left Fast weak attack
|
|
BOTH_S3_S1_TL, //# Fast plain transition from stance1 to top-left-to-bottom-right Fast weak attack
|
|
BOTH_S3_S1_BR, //# Fast plain transition from stance1 to bottom-right-to-top-left Fast weak attack
|
|
BOTH_S3_S1_BL, //# Fast plain transition from stance1 to bottom-left-to-top-right Fast weak attack
|
|
BOTH_S3_S1_TR, //# Fast plain transition from stance1 to top-right-to-bottom-left Fast weak attack
|
|
//Saber Attack Return Transitions
|
|
BOTH_R3_B__S1, //# Fast plain transition from top-to-bottom Fast weak attack to stance1
|
|
BOTH_R3__L_S1, //# Fast plain transition from left-to-right Fast weak attack to stance1
|
|
BOTH_R3__R_S1, //# Fast plain transition from right-to-left Fast weak attack to stance1
|
|
BOTH_R3_TL_S1, //# Fast plain transition from top-left-to-bottom-right Fast weak attack to stance1
|
|
BOTH_R3_BR_S1, //# Fast plain transition from bottom-right-to-top-left Fast weak attack to stance1
|
|
BOTH_R3_BL_S1, //# Fast plain transition from bottom-left-to-top-right Fast weak attack to stance1
|
|
BOTH_R3_TR_S1, //# Fast plain transition from top-right-to-bottom-left Fast weak attack
|
|
//Saber Attack Bounces (first 4 frames of an attack, played backwards)
|
|
BOTH_B3_BR___, //# Bounce-back if attack from BR is blocked
|
|
BOTH_B3__R___, //# Bounce-back if attack from R is blocked
|
|
BOTH_B3_TR___, //# Bounce-back if attack from TR is blocked
|
|
BOTH_B3_T____, //# Bounce-back if attack from T is blocked
|
|
BOTH_B3_TL___, //# Bounce-back if attack from TL is blocked
|
|
BOTH_B3__L___, //# Bounce-back if attack from L is blocked
|
|
BOTH_B3_BL___, //# Bounce-back if attack from BL is blocked
|
|
//Saber Attack Deflections (last 4 frames of an attack)
|
|
BOTH_D3_BR___, //# Deflection toward BR
|
|
BOTH_D3__R___, //# Deflection toward R
|
|
BOTH_D3_TR___, //# Deflection toward TR
|
|
BOTH_D3_TL___, //# Deflection toward TL
|
|
BOTH_D3__L___, //# Deflection toward L
|
|
BOTH_D3_BL___, //# Deflection toward BL
|
|
BOTH_D3_B____, //# Deflection toward B
|
|
//Saber attack anims - power level 4 - Desann's
|
|
BOTH_A4_T__B_, //# Fast weak vertical attack top to bottom
|
|
BOTH_A4__L__R, //# Fast weak horizontal attack left to right
|
|
BOTH_A4__R__L, //# Fast weak horizontal attack right to left
|
|
BOTH_A4_TL_BR, //# Fast weak diagonal attack top left to botom right
|
|
BOTH_A4_BR_TL, //# Fast weak diagonal attack top left to botom right
|
|
BOTH_A4_BL_TR, //# Fast weak diagonal attack bottom left to top right
|
|
BOTH_A4_TR_BL, //# Fast weak diagonal attack bottom left to right
|
|
//Saber Arc and Spin Transitions
|
|
BOTH_T4_BR__R, //# Fast arc bottom right to right
|
|
BOTH_T4_BR_TL, //# Fast weak spin bottom right to top left
|
|
BOTH_T4_BR__L, //# Fast weak spin bottom right to left
|
|
BOTH_T4_BR_BL, //# Fast weak spin bottom right to bottom left
|
|
BOTH_T4__R_TR, //# Fast arc right to top right
|
|
BOTH_T4__R_TL, //# Fast arc right to top left
|
|
BOTH_T4__R__L, //# Fast weak spin right to left
|
|
BOTH_T4__R_BL, //# Fast weak spin right to bottom left
|
|
BOTH_T4_TR_BR, //# Fast arc top right to bottom right
|
|
BOTH_T4_TR_TL, //# Fast arc top right to top left
|
|
BOTH_T4_TR__L, //# Fast arc top right to left
|
|
BOTH_T4_TR_BL, //# Fast weak spin top right to bottom left
|
|
BOTH_T4_T__BR, //# Fast arc top to bottom right
|
|
BOTH_T4_T___R, //# Fast arc top to right
|
|
BOTH_T4_T__TR, //# Fast arc top to top right
|
|
BOTH_T4_T__TL, //# Fast arc top to top left
|
|
BOTH_T4_T___L, //# Fast arc top to left
|
|
BOTH_T4_T__BL, //# Fast arc top to bottom left
|
|
BOTH_T4_TL_BR, //# Fast weak spin top left to bottom right
|
|
BOTH_T4_TL_BL, //# Fast arc top left to bottom left
|
|
BOTH_T4__L_BR, //# Fast weak spin left to bottom right
|
|
BOTH_T4__L__R, //# Fast weak spin left to right
|
|
BOTH_T4__L_TL, //# Fast arc left to top left
|
|
BOTH_T4_BL_BR, //# Fast weak spin bottom left to bottom right
|
|
BOTH_T4_BL__R, //# Fast weak spin bottom left to right
|
|
BOTH_T4_BL_TR, //# Fast weak spin bottom left to top right
|
|
BOTH_T4_BL__L, //# Fast arc bottom left to left
|
|
//Saber Arc Transitions that use existing animations played backwards
|
|
BOTH_T4_BR_TR, //# Fast arc bottom right to top right (use: BOTH_T4_TR_BR)
|
|
BOTH_T4_BR_T_, //# Fast arc bottom right to top (use: BOTH_T4_T__BR)
|
|
BOTH_T4__R_BR, //# Fast arc right to bottom right (use: BOTH_T4_BR__R)
|
|
BOTH_T4__R_T_, //# Fast ar right to top (use: BOTH_T4_T___R)
|
|
BOTH_T4_TR__R, //# Fast arc top right to right (use: BOTH_T4__R_TR)
|
|
BOTH_T4_TR_T_, //# Fast arc top right to top (use: BOTH_T4_T__TR)
|
|
BOTH_T4_TL__R, //# Fast arc top left to right (use: BOTH_T4__R_TL)
|
|
BOTH_T4_TL_TR, //# Fast arc top left to top right (use: BOTH_T4_TR_TL)
|
|
BOTH_T4_TL_T_, //# Fast arc top left to top (use: BOTH_T4_T__TL)
|
|
BOTH_T4_TL__L, //# Fast arc top left to left (use: BOTH_T4__L_TL)
|
|
BOTH_T4__L_TR, //# Fast arc left to top right (use: BOTH_T4_TR__L)
|
|
BOTH_T4__L_T_, //# Fast arc left to top (use: BOTH_T4_T___L)
|
|
BOTH_T4__L_BL, //# Fast arc left to bottom left (use: BOTH_T4_BL__L)
|
|
BOTH_T4_BL_T_, //# Fast arc bottom left to top (use: BOTH_T4_T__BL)
|
|
BOTH_T4_BL_TL, //# Fast arc bottom left to top left (use: BOTH_T4_TL_BL)
|
|
//Saber Attack Start Transitions
|
|
BOTH_S4_S1_T_, //# Fast plain transition from stance1 to top-to-bottom Fast weak attack
|
|
BOTH_S4_S1__L, //# Fast plain transition from stance1 to left-to-right Fast weak attack
|
|
BOTH_S4_S1__R, //# Fast plain transition from stance1 to right-to-left Fast weak attack
|
|
BOTH_S4_S1_TL, //# Fast plain transition from stance1 to top-left-to-bottom-right Fast weak attack
|
|
BOTH_S4_S1_BR, //# Fast plain transition from stance1 to bottom-right-to-top-left Fast weak attack
|
|
BOTH_S4_S1_BL, //# Fast plain transition from stance1 to bottom-left-to-top-right Fast weak attack
|
|
BOTH_S4_S1_TR, //# Fast plain transition from stance1 to top-right-to-bottom-left Fast weak attack
|
|
//Saber Attack Return Transitions
|
|
BOTH_R4_B__S1, //# Fast plain transition from top-to-bottom Fast weak attack to stance1
|
|
BOTH_R4__L_S1, //# Fast plain transition from left-to-right Fast weak attack to stance1
|
|
BOTH_R4__R_S1, //# Fast plain transition from right-to-left Fast weak attack to stance1
|
|
BOTH_R4_TL_S1, //# Fast plain transition from top-left-to-bottom-right Fast weak attack to stance1
|
|
BOTH_R4_BR_S1, //# Fast plain transition from bottom-right-to-top-left Fast weak attack to stance1
|
|
BOTH_R4_BL_S1, //# Fast plain transition from bottom-left-to-top-right Fast weak attack to stance1
|
|
BOTH_R4_TR_S1, //# Fast plain transition from top-right-to-bottom-left Fast weak attack
|
|
//Saber Attack Bounces (first 4 frames of an attack, played backwards)
|
|
BOTH_B4_BR___, //# Bounce-back if attack from BR is blocked
|
|
BOTH_B4__R___, //# Bounce-back if attack from R is blocked
|
|
BOTH_B4_TR___, //# Bounce-back if attack from TR is blocked
|
|
BOTH_B4_T____, //# Bounce-back if attack from T is blocked
|
|
BOTH_B4_TL___, //# Bounce-back if attack from TL is blocked
|
|
BOTH_B4__L___, //# Bounce-back if attack from L is blocked
|
|
BOTH_B4_BL___, //# Bounce-back if attack from BL is blocked
|
|
//Saber Attack Deflections (last 4 frames of an attack)
|
|
BOTH_D4_BR___, //# Deflection toward BR
|
|
BOTH_D4__R___, //# Deflection toward R
|
|
BOTH_D4_TR___, //# Deflection toward TR
|
|
BOTH_D4_TL___, //# Deflection toward TL
|
|
BOTH_D4__L___, //# Deflection toward L
|
|
BOTH_D4_BL___, //# Deflection toward BL
|
|
BOTH_D4_B____, //# Deflection toward B
|
|
//Saber attack anims - power level 5 - Tavion's
|
|
BOTH_A5_T__B_, //# Fast weak vertical attack top to bottom
|
|
BOTH_A5__L__R, //# Fast weak horizontal attack left to right
|
|
BOTH_A5__R__L, //# Fast weak horizontal attack right to left
|
|
BOTH_A5_TL_BR, //# Fast weak diagonal attack top left to botom right
|
|
BOTH_A5_BR_TL, //# Fast weak diagonal attack top left to botom right
|
|
BOTH_A5_BL_TR, //# Fast weak diagonal attack bottom left to top right
|
|
BOTH_A5_TR_BL, //# Fast weak diagonal attack bottom left to right
|
|
//Saber Arc and Spin Transitions
|
|
BOTH_T5_BR__R, //# Fast arc bottom right to right
|
|
BOTH_T5_BR_TL, //# Fast weak spin bottom right to top left
|
|
BOTH_T5_BR__L, //# Fast weak spin bottom right to left
|
|
BOTH_T5_BR_BL, //# Fast weak spin bottom right to bottom left
|
|
BOTH_T5__R_TR, //# Fast arc right to top right
|
|
BOTH_T5__R_TL, //# Fast arc right to top left
|
|
BOTH_T5__R__L, //# Fast weak spin right to left
|
|
BOTH_T5__R_BL, //# Fast weak spin right to bottom left
|
|
BOTH_T5_TR_BR, //# Fast arc top right to bottom right
|
|
BOTH_T5_TR_TL, //# Fast arc top right to top left
|
|
BOTH_T5_TR__L, //# Fast arc top right to left
|
|
BOTH_T5_TR_BL, //# Fast weak spin top right to bottom left
|
|
BOTH_T5_T__BR, //# Fast arc top to bottom right
|
|
BOTH_T5_T___R, //# Fast arc top to right
|
|
BOTH_T5_T__TR, //# Fast arc top to top right
|
|
BOTH_T5_T__TL, //# Fast arc top to top left
|
|
BOTH_T5_T___L, //# Fast arc top to left
|
|
BOTH_T5_T__BL, //# Fast arc top to bottom left
|
|
BOTH_T5_TL_BR, //# Fast weak spin top left to bottom right
|
|
BOTH_T5_TL_BL, //# Fast arc top left to bottom left
|
|
BOTH_T5__L_BR, //# Fast weak spin left to bottom right
|
|
BOTH_T5__L__R, //# Fast weak spin left to right
|
|
BOTH_T5__L_TL, //# Fast arc left to top left
|
|
BOTH_T5_BL_BR, //# Fast weak spin bottom left to bottom right
|
|
BOTH_T5_BL__R, //# Fast weak spin bottom left to right
|
|
BOTH_T5_BL_TR, //# Fast weak spin bottom left to top right
|
|
BOTH_T5_BL__L, //# Fast arc bottom left to left
|
|
//Saber Arc Transitions that use existing animations played backwards
|
|
BOTH_T5_BR_TR, //# Fast arc bottom right to top right (use: BOTH_T5_TR_BR)
|
|
BOTH_T5_BR_T_, //# Fast arc bottom right to top (use: BOTH_T5_T__BR)
|
|
BOTH_T5__R_BR, //# Fast arc right to bottom right (use: BOTH_T5_BR__R)
|
|
BOTH_T5__R_T_, //# Fast ar right to top (use: BOTH_T5_T___R)
|
|
BOTH_T5_TR__R, //# Fast arc top right to right (use: BOTH_T5__R_TR)
|
|
BOTH_T5_TR_T_, //# Fast arc top right to top (use: BOTH_T5_T__TR)
|
|
BOTH_T5_TL__R, //# Fast arc top left to right (use: BOTH_T5__R_TL)
|
|
BOTH_T5_TL_TR, //# Fast arc top left to top right (use: BOTH_T5_TR_TL)
|
|
BOTH_T5_TL_T_, //# Fast arc top left to top (use: BOTH_T5_T__TL)
|
|
BOTH_T5_TL__L, //# Fast arc top left to left (use: BOTH_T5__L_TL)
|
|
BOTH_T5__L_TR, //# Fast arc left to top right (use: BOTH_T5_TR__L)
|
|
BOTH_T5__L_T_, //# Fast arc left to top (use: BOTH_T5_T___L)
|
|
BOTH_T5__L_BL, //# Fast arc left to bottom left (use: BOTH_T5_BL__L)
|
|
BOTH_T5_BL_T_, //# Fast arc bottom left to top (use: BOTH_T5_T__BL)
|
|
BOTH_T5_BL_TL, //# Fast arc bottom left to top left (use: BOTH_T5_TL_BL)
|
|
//Saber Attack Start Transitions
|
|
BOTH_S5_S1_T_, //# Fast plain transition from stance1 to top-to-bottom Fast weak attack
|
|
BOTH_S5_S1__L, //# Fast plain transition from stance1 to left-to-right Fast weak attack
|
|
BOTH_S5_S1__R, //# Fast plain transition from stance1 to right-to-left Fast weak attack
|
|
BOTH_S5_S1_TL, //# Fast plain transition from stance1 to top-left-to-bottom-right Fast weak attack
|
|
BOTH_S5_S1_BR, //# Fast plain transition from stance1 to bottom-right-to-top-left Fast weak attack
|
|
BOTH_S5_S1_BL, //# Fast plain transition from stance1 to bottom-left-to-top-right Fast weak attack
|
|
BOTH_S5_S1_TR, //# Fast plain transition from stance1 to top-right-to-bottom-left Fast weak attack
|
|
//Saber Attack Return Transitions
|
|
BOTH_R5_B__S1, //# Fast plain transition from top-to-bottom Fast weak attack to stance1
|
|
BOTH_R5__L_S1, //# Fast plain transition from left-to-right Fast weak attack to stance1
|
|
BOTH_R5__R_S1, //# Fast plain transition from right-to-left Fast weak attack to stance1
|
|
BOTH_R5_TL_S1, //# Fast plain transition from top-left-to-bottom-right Fast weak attack to stance1
|
|
BOTH_R5_BR_S1, //# Fast plain transition from bottom-right-to-top-left Fast weak attack to stance1
|
|
BOTH_R5_BL_S1, //# Fast plain transition from bottom-left-to-top-right Fast weak attack to stance1
|
|
BOTH_R5_TR_S1, //# Fast plain transition from top-right-to-bottom-left Fast weak attack
|
|
//Saber Attack Bounces (first 4 frames of an attack, played backwards)
|
|
BOTH_B5_BR___, //# Bounce-back if attack from BR is blocked
|
|
BOTH_B5__R___, //# Bounce-back if attack from R is blocked
|
|
BOTH_B5_TR___, //# Bounce-back if attack from TR is blocked
|
|
BOTH_B5_T____, //# Bounce-back if attack from T is blocked
|
|
BOTH_B5_TL___, //# Bounce-back if attack from TL is blocked
|
|
BOTH_B5__L___, //# Bounce-back if attack from L is blocked
|
|
BOTH_B5_BL___, //# Bounce-back if attack from BL is blocked
|
|
//Saber Attack Deflections (last 4 frames of an attack)
|
|
BOTH_D5_BR___, //# Deflection toward BR
|
|
BOTH_D5__R___, //# Deflection toward R
|
|
BOTH_D5_TR___, //# Deflection toward TR
|
|
BOTH_D5_TL___, //# Deflection toward TL
|
|
BOTH_D5__L___, //# Deflection toward L
|
|
BOTH_D5_BL___, //# Deflection toward BL
|
|
BOTH_D5_B____, //# Deflection toward B
|
|
//Saber attack anims - power level 6
|
|
BOTH_A6_T__B_, //# Fast weak vertical attack top to bottom
|
|
BOTH_A6__L__R, //# Fast weak horizontal attack left to right
|
|
BOTH_A6__R__L, //# Fast weak horizontal attack right to left
|
|
BOTH_A6_TL_BR, //# Fast weak diagonal attack top left to botom right
|
|
BOTH_A6_BR_TL, //# Fast weak diagonal attack top left to botom right
|
|
BOTH_A6_BL_TR, //# Fast weak diagonal attack bottom left to top right
|
|
BOTH_A6_TR_BL, //# Fast weak diagonal attack bottom left to right
|
|
//Saber Arc and Spin Transitions
|
|
BOTH_T6_BR__R, //# Fast arc bottom right to right
|
|
BOTH_T6_BR_TL, //# Fast weak spin bottom right to top left
|
|
BOTH_T6_BR__L, //# Fast weak spin bottom right to left
|
|
BOTH_T6_BR_BL, //# Fast weak spin bottom right to bottom left
|
|
BOTH_T6__R_TR, //# Fast arc right to top right
|
|
BOTH_T6__R_TL, //# Fast arc right to top left
|
|
BOTH_T6__R__L, //# Fast weak spin right to left
|
|
BOTH_T6__R_BL, //# Fast weak spin right to bottom left
|
|
BOTH_T6_TR_BR, //# Fast arc top right to bottom right
|
|
BOTH_T6_TR_TL, //# Fast arc top right to top left
|
|
BOTH_T6_TR__L, //# Fast arc top right to left
|
|
BOTH_T6_TR_BL, //# Fast weak spin top right to bottom left
|
|
BOTH_T6_T__BR, //# Fast arc top to bottom right
|
|
BOTH_T6_T___R, //# Fast arc top to right
|
|
BOTH_T6_T__TR, //# Fast arc top to top right
|
|
BOTH_T6_T__TL, //# Fast arc top to top left
|
|
BOTH_T6_T___L, //# Fast arc top to left
|
|
BOTH_T6_T__BL, //# Fast arc top to bottom left
|
|
BOTH_T6_TL_BR, //# Fast weak spin top left to bottom right
|
|
BOTH_T6_TL_BL, //# Fast arc top left to bottom left
|
|
BOTH_T6__L_BR, //# Fast weak spin left to bottom right
|
|
BOTH_T6__L__R, //# Fast weak spin left to right
|
|
BOTH_T6__L_TL, //# Fast arc left to top left
|
|
BOTH_T6_BL_BR, //# Fast weak spin bottom left to bottom right
|
|
BOTH_T6_BL__R, //# Fast weak spin bottom left to right
|
|
BOTH_T6_BL_TR, //# Fast weak spin bottom left to top right
|
|
BOTH_T6_BL__L, //# Fast arc bottom left to left
|
|
//Saber Arc Transitions that use existing animations played backwards
|
|
BOTH_T6_BR_TR, //# Fast arc bottom right to top right (use: BOTH_T6_TR_BR)
|
|
BOTH_T6_BR_T_, //# Fast arc bottom right to top (use: BOTH_T6_T__BR)
|
|
BOTH_T6__R_BR, //# Fast arc right to bottom right (use: BOTH_T6_BR__R)
|
|
BOTH_T6__R_T_, //# Fast ar right to top (use: BOTH_T6_T___R)
|
|
BOTH_T6_TR__R, //# Fast arc top right to right (use: BOTH_T6__R_TR)
|
|
BOTH_T6_TR_T_, //# Fast arc top right to top (use: BOTH_T6_T__TR)
|
|
BOTH_T6_TL__R, //# Fast arc top left to right (use: BOTH_T6__R_TL)
|
|
BOTH_T6_TL_TR, //# Fast arc top left to top right (use: BOTH_T6_TR_TL)
|
|
BOTH_T6_TL_T_, //# Fast arc top left to top (use: BOTH_T6_T__TL)
|
|
BOTH_T6_TL__L, //# Fast arc top left to left (use: BOTH_T6__L_TL)
|
|
BOTH_T6__L_TR, //# Fast arc left to top right (use: BOTH_T6_TR__L)
|
|
BOTH_T6__L_T_, //# Fast arc left to top (use: BOTH_T6_T___L)
|
|
BOTH_T6__L_BL, //# Fast arc left to bottom left (use: BOTH_T6_BL__L)
|
|
BOTH_T6_BL_T_, //# Fast arc bottom left to top (use: BOTH_T6_T__BL)
|
|
BOTH_T6_BL_TL, //# Fast arc bottom left to top left (use: BOTH_T6_TL_BL)
|
|
//Saber Attack Start Transitions
|
|
BOTH_S6_S6_T_, //# Fast plain transition from stance1 to top-to-bottom Fast weak attack
|
|
BOTH_S6_S6__L, //# Fast plain transition from stance1 to left-to-right Fast weak attack
|
|
BOTH_S6_S6__R, //# Fast plain transition from stance1 to right-to-left Fast weak attack
|
|
BOTH_S6_S6_TL, //# Fast plain transition from stance1 to top-left-to-bottom-right Fast weak attack
|
|
BOTH_S6_S6_BR, //# Fast plain transition from stance1 to bottom-right-to-top-left Fast weak attack
|
|
BOTH_S6_S6_BL, //# Fast plain transition from stance1 to bottom-left-to-top-right Fast weak attack
|
|
BOTH_S6_S6_TR, //# Fast plain transition from stance1 to top-right-to-bottom-left Fast weak attack
|
|
//Saber Attack Return Transitions
|
|
BOTH_R6_B__S6, //# Fast plain transition from top-to-bottom Fast weak attack to stance1
|
|
BOTH_R6__L_S6, //# Fast plain transition from left-to-right Fast weak attack to stance1
|
|
BOTH_R6__R_S6, //# Fast plain transition from right-to-left Fast weak attack to stance1
|
|
BOTH_R6_TL_S6, //# Fast plain transition from top-left-to-bottom-right Fast weak attack to stance1
|
|
BOTH_R6_BR_S6, //# Fast plain transition from bottom-right-to-top-left Fast weak attack to stance1
|
|
BOTH_R6_BL_S6, //# Fast plain transition from bottom-left-to-top-right Fast weak attack to stance1
|
|
BOTH_R6_TR_S6, //# Fast plain transition from top-right-to-bottom-left Fast weak attack
|
|
//Saber Attack Bounces (first 4 frames of an attack, played backwards)
|
|
BOTH_B6_BR___, //# Bounce-back if attack from BR is blocked
|
|
BOTH_B6__R___, //# Bounce-back if attack from R is blocked
|
|
BOTH_B6_TR___, //# Bounce-back if attack from TR is blocked
|
|
BOTH_B6_T____, //# Bounce-back if attack from T is blocked
|
|
BOTH_B6_TL___, //# Bounce-back if attack from TL is blocked
|
|
BOTH_B6__L___, //# Bounce-back if attack from L is blocked
|
|
BOTH_B6_BL___, //# Bounce-back if attack from BL is blocked
|
|
//Saber Attack Deflections (last 4 frames of an attack)
|
|
BOTH_D6_BR___, //# Deflection toward BR
|
|
BOTH_D6__R___, //# Deflection toward R
|
|
BOTH_D6_TR___, //# Deflection toward TR
|
|
BOTH_D6_TL___, //# Deflection toward TL
|
|
BOTH_D6__L___, //# Deflection toward L
|
|
BOTH_D6_BL___, //# Deflection toward BL
|
|
BOTH_D6_B____, //# Deflection toward B
|
|
//Saber attack anims - power level 7
|
|
BOTH_A7_T__B_, //# Fast weak vertical attack top to bottom
|
|
BOTH_A7__L__R, //# Fast weak horizontal attack left to right
|
|
BOTH_A7__R__L, //# Fast weak horizontal attack right to left
|
|
BOTH_A7_TL_BR, //# Fast weak diagonal attack top left to botom right
|
|
BOTH_A7_BR_TL, //# Fast weak diagonal attack top left to botom right
|
|
BOTH_A7_BL_TR, //# Fast weak diagonal attack bottom left to top right
|
|
BOTH_A7_TR_BL, //# Fast weak diagonal attack bottom left to right
|
|
//Saber Arc and Spin Transitions
|
|
BOTH_T7_BR__R, //# Fast arc bottom right to right
|
|
BOTH_T7_BR_TL, //# Fast weak spin bottom right to top left
|
|
BOTH_T7_BR__L, //# Fast weak spin bottom right to left
|
|
BOTH_T7_BR_BL, //# Fast weak spin bottom right to bottom left
|
|
BOTH_T7__R_TR, //# Fast arc right to top right
|
|
BOTH_T7__R_TL, //# Fast arc right to top left
|
|
BOTH_T7__R__L, //# Fast weak spin right to left
|
|
BOTH_T7__R_BL, //# Fast weak spin right to bottom left
|
|
BOTH_T7_TR_BR, //# Fast arc top right to bottom right
|
|
BOTH_T7_TR_TL, //# Fast arc top right to top left
|
|
BOTH_T7_TR__L, //# Fast arc top right to left
|
|
BOTH_T7_TR_BL, //# Fast weak spin top right to bottom left
|
|
BOTH_T7_T__BR, //# Fast arc top to bottom right
|
|
BOTH_T7_T___R, //# Fast arc top to right
|
|
BOTH_T7_T__TR, //# Fast arc top to top right
|
|
BOTH_T7_T__TL, //# Fast arc top to top left
|
|
BOTH_T7_T___L, //# Fast arc top to left
|
|
BOTH_T7_T__BL, //# Fast arc top to bottom left
|
|
BOTH_T7_TL_BR, //# Fast weak spin top left to bottom right
|
|
BOTH_T7_TL_BL, //# Fast arc top left to bottom left
|
|
BOTH_T7__L_BR, //# Fast weak spin left to bottom right
|
|
BOTH_T7__L__R, //# Fast weak spin left to right
|
|
BOTH_T7__L_TL, //# Fast arc left to top left
|
|
BOTH_T7_BL_BR, //# Fast weak spin bottom left to bottom right
|
|
BOTH_T7_BL__R, //# Fast weak spin bottom left to right
|
|
BOTH_T7_BL_TR, //# Fast weak spin bottom left to top right
|
|
BOTH_T7_BL__L, //# Fast arc bottom left to left
|
|
//Saber Arc Transitions that use existing animations played backwards
|
|
BOTH_T7_BR_TR, //# Fast arc bottom right to top right (use: BOTH_T7_TR_BR)
|
|
BOTH_T7_BR_T_, //# Fast arc bottom right to top (use: BOTH_T7_T__BR)
|
|
BOTH_T7__R_BR, //# Fast arc right to bottom right (use: BOTH_T7_BR__R)
|
|
BOTH_T7__R_T_, //# Fast ar right to top (use: BOTH_T7_T___R)
|
|
BOTH_T7_TR__R, //# Fast arc top right to right (use: BOTH_T7__R_TR)
|
|
BOTH_T7_TR_T_, //# Fast arc top right to top (use: BOTH_T7_T__TR)
|
|
BOTH_T7_TL__R, //# Fast arc top left to right (use: BOTH_T7__R_TL)
|
|
BOTH_T7_TL_TR, //# Fast arc top left to top right (use: BOTH_T7_TR_TL)
|
|
BOTH_T7_TL_T_, //# Fast arc top left to top (use: BOTH_T7_T__TL)
|
|
BOTH_T7_TL__L, //# Fast arc top left to left (use: BOTH_T7__L_TL)
|
|
BOTH_T7__L_TR, //# Fast arc left to top right (use: BOTH_T7_TR__L)
|
|
BOTH_T7__L_T_, //# Fast arc left to top (use: BOTH_T7_T___L)
|
|
BOTH_T7__L_BL, //# Fast arc left to bottom left (use: BOTH_T7_BL__L)
|
|
BOTH_T7_BL_T_, //# Fast arc bottom left to top (use: BOTH_T7_T__BL)
|
|
BOTH_T7_BL_TL, //# Fast arc bottom left to top left (use: BOTH_T7_TL_BL)
|
|
//Saber Attack Start Transitions
|
|
BOTH_S7_S7_T_, //# Fast plain transition from stance1 to top-to-bottom Fast weak attack
|
|
BOTH_S7_S7__L, //# Fast plain transition from stance1 to left-to-right Fast weak attack
|
|
BOTH_S7_S7__R, //# Fast plain transition from stance1 to right-to-left Fast weak attack
|
|
BOTH_S7_S7_TL, //# Fast plain transition from stance1 to top-left-to-bottom-right Fast weak attack
|
|
BOTH_S7_S7_BR, //# Fast plain transition from stance1 to bottom-right-to-top-left Fast weak attack
|
|
BOTH_S7_S7_BL, //# Fast plain transition from stance1 to bottom-left-to-top-right Fast weak attack
|
|
BOTH_S7_S7_TR, //# Fast plain transition from stance1 to top-right-to-bottom-left Fast weak attack
|
|
//Saber Attack Return Transitions
|
|
BOTH_R7_B__S7, //# Fast plain transition from top-to-bottom Fast weak attack to stance1
|
|
BOTH_R7__L_S7, //# Fast plain transition from left-to-right Fast weak attack to stance1
|
|
BOTH_R7__R_S7, //# Fast plain transition from right-to-left Fast weak attack to stance1
|
|
BOTH_R7_TL_S7, //# Fast plain transition from top-left-to-bottom-right Fast weak attack to stance1
|
|
BOTH_R7_BR_S7, //# Fast plain transition from bottom-right-to-top-left Fast weak attack to stance1
|
|
BOTH_R7_BL_S7, //# Fast plain transition from bottom-left-to-top-right Fast weak attack to stance1
|
|
BOTH_R7_TR_S7, //# Fast plain transition from top-right-to-bottom-left Fast weak attack
|
|
//Saber Attack Bounces (first 4 frames of an attack, played backwards)
|
|
BOTH_B7_BR___, //# Bounce-back if attack from BR is blocked
|
|
BOTH_B7__R___, //# Bounce-back if attack from R is blocked
|
|
BOTH_B7_TR___, //# Bounce-back if attack from TR is blocked
|
|
BOTH_B7_T____, //# Bounce-back if attack from T is blocked
|
|
BOTH_B7_TL___, //# Bounce-back if attack from TL is blocked
|
|
BOTH_B7__L___, //# Bounce-back if attack from L is blocked
|
|
BOTH_B7_BL___, //# Bounce-back if attack from BL is blocked
|
|
//Saber Attack Deflections (last 4 frames of an attack)
|
|
BOTH_D7_BR___, //# Deflection toward BR
|
|
BOTH_D7__R___, //# Deflection toward R
|
|
BOTH_D7_TR___, //# Deflection toward TR
|
|
BOTH_D7_TL___, //# Deflection toward TL
|
|
BOTH_D7__L___, //# Deflection toward L
|
|
BOTH_D7_BL___, //# Deflection toward BL
|
|
BOTH_D7_B____, //# Deflection toward B
|
|
//Saber parry anims
|
|
BOTH_P1_S1_T_, //# Block shot/saber top
|
|
BOTH_P1_S1_TR, //# Block shot/saber top right
|
|
BOTH_P1_S1_TL, //# Block shot/saber top left
|
|
BOTH_P1_S1_BL, //# Block shot/saber bottom left
|
|
BOTH_P1_S1_BR, //# Block shot/saber bottom right
|
|
//Saber knockaway
|
|
BOTH_K1_S1_T_, //# knockaway saber top
|
|
BOTH_K1_S1_TR, //# knockaway saber top right
|
|
BOTH_K1_S1_TL, //# knockaway saber top left
|
|
BOTH_K1_S1_BL, //# knockaway saber bottom left
|
|
BOTH_K1_S1_B_, //# knockaway saber bottom
|
|
BOTH_K1_S1_BR, //# knockaway saber bottom right
|
|
//Saber attack knocked away
|
|
BOTH_V1_BR_S1, //# BR attack knocked away
|
|
BOTH_V1__R_S1, //# R attack knocked away
|
|
BOTH_V1_TR_S1, //# TR attack knocked away
|
|
BOTH_V1_T__S1, //# T attack knocked away
|
|
BOTH_V1_TL_S1, //# TL attack knocked away
|
|
BOTH_V1__L_S1, //# L attack knocked away
|
|
BOTH_V1_BL_S1, //# BL attack knocked away
|
|
BOTH_V1_B__S1, //# B attack knocked away
|
|
//Saber parry broken
|
|
BOTH_H1_S1_T_, //# saber knocked down from top parry
|
|
BOTH_H1_S1_TR, //# saber knocked down-left from TR parry
|
|
BOTH_H1_S1_TL, //# saber knocked down-right from TL parry
|
|
BOTH_H1_S1_BL, //# saber knocked up-right from BL parry
|
|
BOTH_H1_S1_B_, //# saber knocked up over head from ready?
|
|
BOTH_H1_S1_BR, //# saber knocked up-left from BR parry
|
|
//Dual Saber parry anims
|
|
BOTH_P6_S6_T_, //# Block shot/saber top
|
|
BOTH_P6_S6_TR, //# Block shot/saber top right
|
|
BOTH_P6_S6_TL, //# Block shot/saber top left
|
|
BOTH_P6_S6_BL, //# Block shot/saber bottom left
|
|
BOTH_P6_S6_BR, //# Block shot/saber bottom right
|
|
//Dual Saber knockaway
|
|
BOTH_K6_S6_T_, //# knockaway saber top
|
|
BOTH_K6_S6_TR, //# knockaway saber top right
|
|
BOTH_K6_S6_TL, //# knockaway saber top left
|
|
BOTH_K6_S6_BL, //# knockaway saber bottom left
|
|
BOTH_K6_S6_B_, //# knockaway saber bottom
|
|
BOTH_K6_S6_BR, //# knockaway saber bottom right
|
|
//Dual Saber attack knocked away
|
|
BOTH_V6_BR_S6, //# BR attack knocked away
|
|
BOTH_V6__R_S6, //# R attack knocked away
|
|
BOTH_V6_TR_S6, //# TR attack knocked away
|
|
BOTH_V6_T__S6, //# T attack knocked away
|
|
BOTH_V6_TL_S6, //# TL attack knocked away
|
|
BOTH_V6__L_S6, //# L attack knocked away
|
|
BOTH_V6_BL_S6, //# BL attack knocked away
|
|
BOTH_V6_B__S6, //# B attack knocked away
|
|
//Dual Saber parry broken
|
|
BOTH_H6_S6_T_, //# saber knocked down from top parry
|
|
BOTH_H6_S6_TR, //# saber knocked down-left from TR parry
|
|
BOTH_H6_S6_TL, //# saber knocked down-right from TL parry
|
|
BOTH_H6_S6_BL, //# saber knocked up-right from BL parry
|
|
BOTH_H6_S6_B_, //# saber knocked up over head from ready?
|
|
BOTH_H6_S6_BR, //# saber knocked up-left from BR parry
|
|
//SaberStaff parry anims
|
|
BOTH_P7_S7_T_, //# Block shot/saber top
|
|
BOTH_P7_S7_TR, //# Block shot/saber top right
|
|
BOTH_P7_S7_TL, //# Block shot/saber top left
|
|
BOTH_P7_S7_BL, //# Block shot/saber bottom left
|
|
BOTH_P7_S7_BR, //# Block shot/saber bottom right
|
|
//SaberStaff knockaway
|
|
BOTH_K7_S7_T_, //# knockaway saber top
|
|
BOTH_K7_S7_TR, //# knockaway saber top right
|
|
BOTH_K7_S7_TL, //# knockaway saber top left
|
|
BOTH_K7_S7_BL, //# knockaway saber bottom left
|
|
BOTH_K7_S7_B_, //# knockaway saber bottom
|
|
BOTH_K7_S7_BR, //# knockaway saber bottom right
|
|
//SaberStaff attack knocked away
|
|
BOTH_V7_BR_S7, //# BR attack knocked away
|
|
BOTH_V7__R_S7, //# R attack knocked away
|
|
BOTH_V7_TR_S7, //# TR attack knocked away
|
|
BOTH_V7_T__S7, //# T attack knocked away
|
|
BOTH_V7_TL_S7, //# TL attack knocked away
|
|
BOTH_V7__L_S7, //# L attack knocked away
|
|
BOTH_V7_BL_S7, //# BL attack knocked away
|
|
BOTH_V7_B__S7, //# B attack knocked away
|
|
//SaberStaff parry broken
|
|
BOTH_H7_S7_T_, //# saber knocked down from top parry
|
|
BOTH_H7_S7_TR, //# saber knocked down-left from TR parry
|
|
BOTH_H7_S7_TL, //# saber knocked down-right from TL parry
|
|
BOTH_H7_S7_BL, //# saber knocked up-right from BL parry
|
|
BOTH_H7_S7_B_, //# saber knocked up over head from ready?
|
|
BOTH_H7_S7_BR, //# saber knocked up-left from BR parry
|
|
//Sabers locked anims
|
|
//* #sep BOTH_ SABER LOCKED ANIMS
|
|
//BOTH_(DL, S, ST)_(DL, S, ST)_(T, S)_(L, B, SB)_1(_W, _L)
|
|
//===Single locks==================================================================
|
|
//SINGLE vs. DUAL
|
|
//side locks - I'm using a single and they're using dual
|
|
BOTH_LK_S_DL_S_B_1_L, //normal break I lost
|
|
BOTH_LK_S_DL_S_B_1_W, //normal break I won
|
|
BOTH_LK_S_DL_S_L_1, //lock if I'm using single vs. a dual
|
|
BOTH_LK_S_DL_S_SB_1_L, //super break I lost
|
|
BOTH_LK_S_DL_S_SB_1_W, //super break I won
|
|
//top locks
|
|
BOTH_LK_S_DL_T_B_1_L, //normal break I lost
|
|
BOTH_LK_S_DL_T_B_1_W, //normal break I won
|
|
BOTH_LK_S_DL_T_L_1, //lock if I'm using single vs. a dual
|
|
BOTH_LK_S_DL_T_SB_1_L, //super break I lost
|
|
BOTH_LK_S_DL_T_SB_1_W, //super break I won
|
|
//SINGLE vs. STAFF
|
|
//side locks
|
|
BOTH_LK_S_ST_S_B_1_L, //normal break I lost
|
|
BOTH_LK_S_ST_S_B_1_W, //normal break I won
|
|
BOTH_LK_S_ST_S_L_1, //lock if I'm using single vs. a staff
|
|
BOTH_LK_S_ST_S_SB_1_L, //super break I lost
|
|
BOTH_LK_S_ST_S_SB_1_W, //super break I won
|
|
//top locks
|
|
BOTH_LK_S_ST_T_B_1_L, //normal break I lost
|
|
BOTH_LK_S_ST_T_B_1_W, //normal break I won
|
|
BOTH_LK_S_ST_T_L_1, //lock if I'm using single vs. a staff
|
|
BOTH_LK_S_ST_T_SB_1_L, //super break I lost
|
|
BOTH_LK_S_ST_T_SB_1_W, //super break I won
|
|
//SINGLE vs. SINGLE
|
|
//side locks
|
|
BOTH_LK_S_S_S_B_1_L, //normal break I lost
|
|
BOTH_LK_S_S_S_B_1_W, //normal break I won
|
|
BOTH_LK_S_S_S_L_1, //lock if I'm using single vs. a single and I initiated
|
|
BOTH_LK_S_S_S_SB_1_L, //super break I lost
|
|
BOTH_LK_S_S_S_SB_1_W, //super break I won
|
|
//top locks
|
|
BOTH_LK_S_S_T_B_1_L, //normal break I lost
|
|
BOTH_LK_S_S_T_B_1_W, //normal break I won
|
|
BOTH_LK_S_S_T_L_1, //lock if I'm using single vs. a single and I initiated
|
|
BOTH_LK_S_S_T_SB_1_L, //super break I lost
|
|
BOTH_LK_S_S_T_SB_1_W, //super break I won
|
|
//===Dual Saber locks==================================================================
|
|
//DUAL vs. DUAL
|
|
//side locks
|
|
BOTH_LK_DL_DL_S_B_1_L, //normal break I lost
|
|
BOTH_LK_DL_DL_S_B_1_W, //normal break I won
|
|
BOTH_LK_DL_DL_S_L_1, //lock if I'm using dual vs. dual and I initiated
|
|
BOTH_LK_DL_DL_S_SB_1_L, //super break I lost
|
|
BOTH_LK_DL_DL_S_SB_1_W, //super break I won
|
|
//top locks
|
|
BOTH_LK_DL_DL_T_B_1_L, //normal break I lost
|
|
BOTH_LK_DL_DL_T_B_1_W, //normal break I won
|
|
BOTH_LK_DL_DL_T_L_1, //lock if I'm using dual vs. dual and I initiated
|
|
BOTH_LK_DL_DL_T_SB_1_L, //super break I lost
|
|
BOTH_LK_DL_DL_T_SB_1_W, //super break I won
|
|
//DUAL vs. STAFF
|
|
//side locks
|
|
BOTH_LK_DL_ST_S_B_1_L, //normal break I lost
|
|
BOTH_LK_DL_ST_S_B_1_W, //normal break I won
|
|
BOTH_LK_DL_ST_S_L_1, //lock if I'm using dual vs. a staff
|
|
BOTH_LK_DL_ST_S_SB_1_L, //super break I lost
|
|
BOTH_LK_DL_ST_S_SB_1_W, //super break I won
|
|
//top locks
|
|
BOTH_LK_DL_ST_T_B_1_L, //normal break I lost
|
|
BOTH_LK_DL_ST_T_B_1_W, //normal break I won
|
|
BOTH_LK_DL_ST_T_L_1, //lock if I'm using dual vs. a staff
|
|
BOTH_LK_DL_ST_T_SB_1_L, //super break I lost
|
|
BOTH_LK_DL_ST_T_SB_1_W, //super break I won
|
|
//DUAL vs. SINGLE
|
|
//side locks
|
|
BOTH_LK_DL_S_S_B_1_L, //normal break I lost
|
|
BOTH_LK_DL_S_S_B_1_W, //normal break I won
|
|
BOTH_LK_DL_S_S_L_1, //lock if I'm using dual vs. a single
|
|
BOTH_LK_DL_S_S_SB_1_L, //super break I lost
|
|
BOTH_LK_DL_S_S_SB_1_W, //super break I won
|
|
//top locks
|
|
BOTH_LK_DL_S_T_B_1_L, //normal break I lost
|
|
BOTH_LK_DL_S_T_B_1_W, //normal break I won
|
|
BOTH_LK_DL_S_T_L_1, //lock if I'm using dual vs. a single
|
|
BOTH_LK_DL_S_T_SB_1_L, //super break I lost
|
|
BOTH_LK_DL_S_T_SB_1_W, //super break I won
|
|
//===Saber Staff locks==================================================================
|
|
//STAFF vs. DUAL
|
|
//side locks
|
|
BOTH_LK_ST_DL_S_B_1_L, //normal break I lost
|
|
BOTH_LK_ST_DL_S_B_1_W, //normal break I won
|
|
BOTH_LK_ST_DL_S_L_1, //lock if I'm using staff vs. dual
|
|
BOTH_LK_ST_DL_S_SB_1_L, //super break I lost
|
|
BOTH_LK_ST_DL_S_SB_1_W, //super break I won
|
|
//top locks
|
|
BOTH_LK_ST_DL_T_B_1_L, //normal break I lost
|
|
BOTH_LK_ST_DL_T_B_1_W, //normal break I won
|
|
BOTH_LK_ST_DL_T_L_1, //lock if I'm using staff vs. dual
|
|
BOTH_LK_ST_DL_T_SB_1_L, //super break I lost
|
|
BOTH_LK_ST_DL_T_SB_1_W, //super break I won
|
|
//STAFF vs. STAFF
|
|
//side locks
|
|
BOTH_LK_ST_ST_S_B_1_L, //normal break I lost
|
|
BOTH_LK_ST_ST_S_B_1_W, //normal break I won
|
|
BOTH_LK_ST_ST_S_L_1, //lock if I'm using staff vs. a staff and I initiated
|
|
BOTH_LK_ST_ST_S_SB_1_L, //super break I lost
|
|
BOTH_LK_ST_ST_S_SB_1_W, //super break I won
|
|
//top locks
|
|
BOTH_LK_ST_ST_T_B_1_L, //normal break I lost
|
|
BOTH_LK_ST_ST_T_B_1_W, //normal break I won
|
|
BOTH_LK_ST_ST_T_L_1, //lock if I'm using staff vs. a staff and I initiated
|
|
BOTH_LK_ST_ST_T_SB_1_L, //super break I lost
|
|
BOTH_LK_ST_ST_T_SB_1_W, //super break I won
|
|
//STAFF vs. SINGLE
|
|
//side locks
|
|
BOTH_LK_ST_S_S_B_1_L, //normal break I lost
|
|
BOTH_LK_ST_S_S_B_1_W, //normal break I won
|
|
BOTH_LK_ST_S_S_L_1, //lock if I'm using staff vs. a single
|
|
BOTH_LK_ST_S_S_SB_1_L, //super break I lost
|
|
BOTH_LK_ST_S_S_SB_1_W, //super break I won
|
|
//top locks
|
|
BOTH_LK_ST_S_T_B_1_L, //normal break I lost
|
|
BOTH_LK_ST_S_T_B_1_W, //normal break I won
|
|
BOTH_LK_ST_S_T_L_1, //lock if I'm using staff vs. a single
|
|
BOTH_LK_ST_S_T_SB_1_L, //super break I lost
|
|
BOTH_LK_ST_S_T_SB_1_W, //super break I won
|
|
//Special cases for same saber style vs. each other (won't fit in nice 5-anim size lists above)
|
|
BOTH_LK_S_S_S_L_2, //lock if I'm using single vs. a single and other intitiated
|
|
BOTH_LK_S_S_T_L_2, //lock if I'm using single vs. a single and other initiated
|
|
BOTH_LK_DL_DL_S_L_2, //lock if I'm using dual vs. dual and other initiated
|
|
BOTH_LK_DL_DL_T_L_2, //lock if I'm using dual vs. dual and other initiated
|
|
BOTH_LK_ST_ST_S_L_2, //lock if I'm using staff vs. a staff and other initiated
|
|
BOTH_LK_ST_ST_T_L_2, //lock if I'm using staff vs. a staff and other initiated
|
|
//===End Saber locks==================================================================
|
|
//old locks
|
|
BOTH_BF2RETURN, //#
|
|
BOTH_BF2BREAK, //#
|
|
BOTH_BF2LOCK, //#
|
|
BOTH_BF1RETURN, //#
|
|
BOTH_BF1BREAK, //#
|
|
BOTH_BF1LOCK, //#
|
|
BOTH_CWCIRCLE_R2__R_S1, //#
|
|
BOTH_CCWCIRCLE_R2__L_S1, //#
|
|
BOTH_CWCIRCLE_A2__L__R, //#
|
|
BOTH_CCWCIRCLE_A2__R__L, //#
|
|
BOTH_CWCIRCLEBREAK, //#
|
|
BOTH_CCWCIRCLEBREAK, //#
|
|
BOTH_CWCIRCLELOCK, //#
|
|
BOTH_CCWCIRCLELOCK, //#
|
|
//other saber anims
|
|
//* #sep BOTH_ SABER MISC ANIMS
|
|
BOTH_SABERFAST_STANCE,
|
|
BOTH_SABERSLOW_STANCE,
|
|
BOTH_SABERDUAL_STANCE,
|
|
BOTH_SABERSTAFF_STANCE,
|
|
BOTH_A2_STABBACK1, //# Stab saber backward
|
|
BOTH_ATTACK_BACK, //# Swing around backwards and attack
|
|
BOTH_JUMPFLIPSLASHDOWN1,//#
|
|
BOTH_JUMPFLIPSTABDOWN,//#
|
|
BOTH_FORCELEAP2_T__B_,//#
|
|
BOTH_LUNGE2_B__T_,//#
|
|
BOTH_CROUCHATTACKBACK1,//#
|
|
//New specials for JKA:
|
|
BOTH_JUMPATTACK6,//#
|
|
BOTH_JUMPATTACK7,//#
|
|
BOTH_SPINATTACK6,//#
|
|
BOTH_SPINATTACK7,//#
|
|
BOTH_S1_S6,//# From stand1 to saberdual stance - turning on your dual sabers
|
|
BOTH_S6_S1,//# From dualstaff stance to stand1 - turning off your dual sabers
|
|
BOTH_S1_S7,//# From stand1 to saberstaff stance - turning on your saberstaff
|
|
BOTH_S7_S1,//# From saberstaff stance to stand1 - turning off your saberstaff
|
|
BOTH_FORCELONGLEAP_START,
|
|
BOTH_FORCELONGLEAP_ATTACK,
|
|
BOTH_FORCELONGLEAP_LAND,
|
|
BOTH_FORCEWALLRUNFLIP_START,
|
|
BOTH_FORCEWALLRUNFLIP_END,
|
|
BOTH_FORCEWALLRUNFLIP_ALT,
|
|
BOTH_FORCEWALLREBOUND_FORWARD,
|
|
BOTH_FORCEWALLREBOUND_LEFT,
|
|
BOTH_FORCEWALLREBOUND_BACK,
|
|
BOTH_FORCEWALLREBOUND_RIGHT,
|
|
BOTH_FORCEWALLHOLD_FORWARD,
|
|
BOTH_FORCEWALLHOLD_LEFT,
|
|
BOTH_FORCEWALLHOLD_BACK,
|
|
BOTH_FORCEWALLHOLD_RIGHT,
|
|
BOTH_FORCEWALLRELEASE_FORWARD,
|
|
BOTH_FORCEWALLRELEASE_LEFT,
|
|
BOTH_FORCEWALLRELEASE_BACK,
|
|
BOTH_FORCEWALLRELEASE_RIGHT,
|
|
BOTH_A7_KICK_F,
|
|
BOTH_A7_KICK_B,
|
|
BOTH_A7_KICK_R,
|
|
BOTH_A7_KICK_L,
|
|
BOTH_A7_KICK_S,
|
|
BOTH_A7_KICK_BF,
|
|
BOTH_A7_KICK_BF_STOP,
|
|
BOTH_A7_KICK_RL,
|
|
BOTH_A7_KICK_F_AIR,
|
|
BOTH_A7_KICK_B_AIR,
|
|
BOTH_A7_KICK_R_AIR,
|
|
BOTH_A7_KICK_L_AIR,
|
|
BOTH_FLIP_ATTACK7,
|
|
BOTH_FLIP_HOLD7,
|
|
BOTH_FLIP_LAND,
|
|
BOTH_PULL_IMPALE_STAB,
|
|
BOTH_PULL_IMPALE_SWING,
|
|
BOTH_PULLED_INAIR_B,
|
|
BOTH_PULLED_INAIR_F,
|
|
BOTH_STABDOWN,
|
|
BOTH_STABDOWN_STAFF,
|
|
BOTH_STABDOWN_DUAL,
|
|
BOTH_A6_SABERPROTECT,
|
|
BOTH_A7_SOULCAL,
|
|
BOTH_A1_SPECIAL,
|
|
BOTH_A2_SPECIAL,
|
|
BOTH_A3_SPECIAL,
|
|
BOTH_ROLL_STAB,
|
|
|
|
//# #sep BOTH_ STANDING
|
|
BOTH_STAND1, //# Standing idle, no weapon, hands down
|
|
BOTH_STAND1IDLE1, //# Random standing idle
|
|
BOTH_STAND2, //# Standing idle with a saber
|
|
BOTH_STAND2IDLE1, //# Random standing idle
|
|
BOTH_STAND2IDLE2, //# Random standing idle
|
|
BOTH_STAND3, //# Standing idle with 2-handed weapon
|
|
BOTH_STAND3IDLE1, //# Random standing idle
|
|
BOTH_STAND4, //# hands clasp behind back
|
|
BOTH_STAND5, //# standing idle, no weapon, hand down, back straight
|
|
BOTH_STAND5IDLE1, //# Random standing idle
|
|
BOTH_STAND6, //# one handed, gun at side, relaxed stand
|
|
BOTH_STAND8, //# both hands on hips (male)
|
|
BOTH_STAND1TO2, //# Transition from stand1 to stand2
|
|
BOTH_STAND2TO1, //# Transition from stand2 to stand1
|
|
BOTH_STAND2TO4, //# Transition from stand2 to stand4
|
|
BOTH_STAND4TO2, //# Transition from stand4 to stand2
|
|
BOTH_STAND4TOATTACK2, //# relaxed stand to 1-handed pistol ready
|
|
BOTH_STANDUP2, //# Luke standing up from his meditation platform (cin # 37)
|
|
BOTH_STAND5TOSIT3, //# transition from stand 5 to sit 3
|
|
BOTH_STAND1TOSTAND5, //# Transition from stand1 to stand5
|
|
BOTH_STAND5TOSTAND1, //# Transition from stand5 to stand1
|
|
BOTH_STAND5TOAIM, //# Transition of Kye aiming his gun at Desann (cin #9)
|
|
BOTH_STAND5STARTLEDLOOKLEFT, //# Kyle turning to watch the bridge drop (cin #9)
|
|
BOTH_STARTLEDLOOKLEFTTOSTAND5, //# Kyle returning to stand 5 from watching the bridge drop (cin #9)
|
|
BOTH_STAND5TOSTAND8, //# Transition from stand5 to stand8
|
|
BOTH_STAND7TOSTAND8, //# Tavion putting hands on back of chair (cin #11)
|
|
BOTH_STAND8TOSTAND5, //# Transition from stand8 to stand5
|
|
BOTH_STAND9, //# Kyle's standing idle, no weapon, hands down
|
|
BOTH_STAND9IDLE1, //# Kyle's random standing idle
|
|
BOTH_STAND5SHIFTWEIGHT, //# Weightshift from stand5 to side and back to stand5
|
|
BOTH_STAND5SHIFTWEIGHTSTART, //# From stand5 to side
|
|
BOTH_STAND5SHIFTWEIGHTSTOP, //# From side to stand5
|
|
BOTH_STAND5TURNLEFTSTART, //# Start turning left from stand5
|
|
BOTH_STAND5TURNLEFTSTOP, //# Stop turning left from stand5
|
|
BOTH_STAND5TURNRIGHTSTART, //# Start turning right from stand5
|
|
BOTH_STAND5TURNRIGHTSTOP, //# Stop turning right from stand5
|
|
BOTH_STAND5LOOK180LEFTSTART, //# Start looking over left shoulder (cin #17)
|
|
BOTH_STAND5LOOK180LEFTSTOP, //# Stop looking over left shoulder (cin #17)
|
|
|
|
BOTH_CONSOLE1START, //# typing at a console
|
|
BOTH_CONSOLE1, //# typing at a console
|
|
BOTH_CONSOLE1STOP, //# typing at a console
|
|
BOTH_CONSOLE2START, //# typing at a console with comm link in hand (cin #5)
|
|
BOTH_CONSOLE2, //# typing at a console with comm link in hand (cin #5)
|
|
BOTH_CONSOLE2STOP, //# typing at a console with comm link in hand (cin #5)
|
|
BOTH_CONSOLE2HOLDCOMSTART, //# lean in to type at console while holding comm link in hand (cin #5)
|
|
BOTH_CONSOLE2HOLDCOMSTOP, //# lean away after typing at console while holding comm link in hand (cin #5)
|
|
|
|
BOTH_GUARD_LOOKAROUND1, //# Cradling weapon and looking around
|
|
BOTH_GUARD_IDLE1, //# Cradling weapon and standing
|
|
BOTH_GESTURE1, //# Generic gesture, non-specific
|
|
BOTH_GESTURE2, //# Generic gesture, non-specific
|
|
BOTH_WALK1TALKCOMM1, //# Talking into coom link while walking
|
|
BOTH_TALK1, //# Generic talk anim
|
|
BOTH_TALK2, //# Generic talk anim
|
|
BOTH_TALKCOMM1START, //# Start talking into a comm link
|
|
BOTH_TALKCOMM1, //# Talking into a comm link
|
|
BOTH_TALKCOMM1STOP, //# Stop talking into a comm link
|
|
BOTH_TALKGESTURE1, //# Generic talk anim
|
|
|
|
BOTH_HEADTILTLSTART, //# Head tilt to left
|
|
BOTH_HEADTILTLSTOP, //# Head tilt to left
|
|
BOTH_HEADTILTRSTART, //# Head tilt to right
|
|
BOTH_HEADTILTRSTOP, //# Head tilt to right
|
|
BOTH_HEADNOD, //# Head shake YES
|
|
BOTH_HEADSHAKE, //# Head shake NO
|
|
BOTH_SIT2HEADTILTLSTART, //# Head tilt to left from seated position 2
|
|
BOTH_SIT2HEADTILTLSTOP, //# Head tilt to left from seated position 2
|
|
|
|
BOTH_REACH1START, //# Monmothma reaching for crystal
|
|
BOTH_REACH1STOP, //# Monmothma reaching for crystal
|
|
|
|
BOTH_COME_ON1, //# Jan gesturing to Kyle (cin #32a)
|
|
BOTH_STEADYSELF1, //# Jan trying to keep footing (cin #32a)
|
|
BOTH_STEADYSELF1END, //# Return hands to side from STEADSELF1 Kyle (cin#5)
|
|
BOTH_SILENCEGESTURE1, //# Luke silencing Kyle with a raised hand (cin #37)
|
|
BOTH_REACHFORSABER1, //# Luke holding hand out for Kyle's saber (cin #37)
|
|
BOTH_SABERKILLER1, //# Tavion about to strike Jan with saber (cin #9)
|
|
BOTH_SABERKILLEE1, //# Jan about to be struck by Tavion with saber (cin #9)
|
|
BOTH_HUGGER1, //# Kyle hugging Jan (cin #29)
|
|
BOTH_HUGGERSTOP1, //# Kyle stop hugging Jan but don't let her go (cin #29)
|
|
BOTH_HUGGEE1, //# Jan being hugged (cin #29)
|
|
BOTH_HUGGEESTOP1, //# Jan stop being hugged but don't let go (cin #29)
|
|
|
|
BOTH_SABERTHROW1START, //# Desann throwing his light saber (cin #26)
|
|
BOTH_SABERTHROW1STOP, //# Desann throwing his light saber (cin #26)
|
|
BOTH_SABERTHROW2START, //# Kyle throwing his light saber (cin #32)
|
|
BOTH_SABERTHROW2STOP, //# Kyle throwing his light saber (cin #32)
|
|
|
|
//# #sep BOTH_ SITTING/CROUCHING
|
|
BOTH_SIT1, //# Normal chair sit.
|
|
BOTH_SIT2, //# Lotus position.
|
|
BOTH_SIT3, //# Sitting in tired position, elbows on knees
|
|
|
|
BOTH_SIT2TOSTAND5, //# Transition from sit 2 to stand 5
|
|
BOTH_STAND5TOSIT2, //# Transition from stand 5 to sit 2
|
|
BOTH_SIT2TOSIT4, //# Trans from sit2 to sit4 (cin #12) Luke leaning back from lotus position.
|
|
BOTH_SIT3TOSTAND5, //# transition from sit 3 to stand 5
|
|
|
|
BOTH_CROUCH1, //# Transition from standing to crouch
|
|
BOTH_CROUCH1IDLE, //# Crouching idle
|
|
BOTH_CROUCH1WALK, //# Walking while crouched
|
|
BOTH_CROUCH1WALKBACK, //# Walking while crouched
|
|
BOTH_UNCROUCH1, //# Transition from crouch to standing
|
|
BOTH_CROUCH2TOSTAND1, //# going from crouch2 to stand1
|
|
BOTH_CROUCH3, //# Desann crouching down to Kyle (cin 9)
|
|
BOTH_UNCROUCH3, //# Desann uncrouching down to Kyle (cin 9)
|
|
BOTH_CROUCH4, //# Slower version of crouch1 for cinematics
|
|
BOTH_UNCROUCH4, //# Slower version of uncrouch1 for cinematics
|
|
|
|
BOTH_GUNSIT1, //# sitting on an emplaced gun.
|
|
|
|
// Swoop Vehicle animations.
|
|
//* #sep BOTH_ SWOOP ANIMS
|
|
BOTH_VS_MOUNT_L, //# Mount from left
|
|
BOTH_VS_DISMOUNT_L, //# Dismount to left
|
|
BOTH_VS_MOUNT_R, //# Mount from right (symmetry)
|
|
BOTH_VS_DISMOUNT_R, //# DISMOUNT TO RIGHT (SYMMETRY)
|
|
|
|
BOTH_VS_MOUNTJUMP_L, //#
|
|
BOTH_VS_MOUNTTHROW, //# Land on an occupied vehicle & throw off current pilot
|
|
BOTH_VS_MOUNTTHROW_L, //# Land on an occupied vehicle & throw off current pilot
|
|
BOTH_VS_MOUNTTHROW_R, //# Land on an occupied vehicle & throw off current pilot
|
|
BOTH_VS_MOUNTTHROWEE, //# Current pilot getting thrown off by another guy
|
|
|
|
BOTH_VS_LOOKLEFT, //# Turn & Look behind and to the left (no weapon)
|
|
BOTH_VS_LOOKRIGHT, //# Turn & Look behind and to the right (no weapon)
|
|
|
|
BOTH_VS_TURBO, //# Hit The Turbo Button
|
|
|
|
BOTH_VS_REV, //# Player looks back as swoop reverses
|
|
|
|
BOTH_VS_AIR, //# Player stands up when swoop is airborn
|
|
BOTH_VS_AIR_G, //# "" with Gun
|
|
BOTH_VS_AIR_SL, //# "" with Saber Left
|
|
BOTH_VS_AIR_SR, //# "" with Saber Right
|
|
|
|
BOTH_VS_LAND, //# Player bounces down when swoop lands
|
|
BOTH_VS_LAND_G, //# "" with Gun
|
|
BOTH_VS_LAND_SL, //# "" with Saber Left
|
|
BOTH_VS_LAND_SR, //# "" with Saber Right
|
|
|
|
BOTH_VS_IDLE, //# Sit
|
|
BOTH_VS_IDLE_G, //# Sit (gun)
|
|
BOTH_VS_IDLE_SL, //# Sit (saber left)
|
|
BOTH_VS_IDLE_SR, //# Sit (saber right)
|
|
|
|
BOTH_VS_LEANL, //# Lean left
|
|
BOTH_VS_LEANL_G, //# Lean left (gun)
|
|
BOTH_VS_LEANL_SL, //# Lean left (saber left)
|
|
BOTH_VS_LEANL_SR, //# Lean left (saber right)
|
|
|
|
BOTH_VS_LEANR, //# Lean right
|
|
BOTH_VS_LEANR_G, //# Lean right (gun)
|
|
BOTH_VS_LEANR_SL, //# Lean right (saber left)
|
|
BOTH_VS_LEANR_SR, //# Lean right (saber right)
|
|
|
|
BOTH_VS_ATL_S, //# Attack left with saber
|
|
BOTH_VS_ATR_S, //# Attack right with saber
|
|
BOTH_VS_ATR_TO_L_S, //# Attack toss saber from right to left hand
|
|
BOTH_VS_ATL_TO_R_S, //# Attack toss saber from left to right hand
|
|
BOTH_VS_ATR_G, //# Attack right with gun (90)
|
|
BOTH_VS_ATL_G, //# Attack left with gun (90)
|
|
BOTH_VS_ATF_G, //# Attack forward with gun
|
|
|
|
BOTH_VS_PAIN1, //# Pain
|
|
|
|
// Added 12/04/02 by Aurelio.
|
|
//* #sep BOTH_ TAUNTAUN ANIMS
|
|
BOTH_VT_MOUNT_L, //# Mount from left
|
|
BOTH_VT_MOUNT_R, //# Mount from right
|
|
BOTH_VT_MOUNT_B, //# Mount from air, behind
|
|
BOTH_VT_DISMOUNT, //# Dismount for tauntaun
|
|
BOTH_VT_DISMOUNT_L, //# Dismount to tauntauns left
|
|
BOTH_VT_DISMOUNT_R, //# Dismount to tauntauns right (symmetry)
|
|
|
|
BOTH_VT_WALK_FWD, //# Walk forward
|
|
BOTH_VT_WALK_REV, //# Walk backward
|
|
BOTH_VT_WALK_FWD_L, //# walk lean left
|
|
BOTH_VT_WALK_FWD_R, //# Walk lean right
|
|
BOTH_VT_RUN_FWD, //# Run forward
|
|
BOTH_VT_RUN_REV, //# Look backwards while running (not weapon specific)
|
|
BOTH_VT_RUN_FWD_L, //# Run lean left
|
|
BOTH_VT_RUN_FWD_R, //# Run lean right
|
|
|
|
BOTH_VT_SLIDEF, //# Tauntaun slides forward with abrupt stop
|
|
BOTH_VT_AIR, //# Tauntaun jump
|
|
BOTH_VT_ATB, //# Tauntaun tail swipe
|
|
BOTH_VT_PAIN1, //# Pain
|
|
BOTH_VT_DEATH1, //# Die
|
|
BOTH_VT_STAND, //# Stand still and breath
|
|
BOTH_VT_BUCK, //# Tauntaun bucking loop animation
|
|
|
|
BOTH_VT_LAND, //# Player bounces down when tauntaun lands
|
|
BOTH_VT_TURBO, //# Hit The Turbo Button
|
|
BOTH_VT_IDLE_SL, //# Sit (saber left)
|
|
BOTH_VT_IDLE_SR, //# Sit (saber right)
|
|
|
|
BOTH_VT_IDLE, //# Sit with no weapon selected
|
|
BOTH_VT_IDLE1, //# Sit with no weapon selected
|
|
BOTH_VT_IDLE_S, //# Sit with saber selected
|
|
BOTH_VT_IDLE_G, //# Sit with gun selected
|
|
BOTH_VT_IDLE_T, //# Sit with thermal grenade selected
|
|
|
|
BOTH_VT_ATL_S, //# Attack left with saber
|
|
BOTH_VT_ATR_S, //# Attack right with saber
|
|
BOTH_VT_ATR_TO_L_S, //# Attack toss saber from right to left hand
|
|
BOTH_VT_ATL_TO_R_S, //# Attack toss saber from left to right hand
|
|
BOTH_VT_ATR_G, //# Attack right with gun (90)
|
|
BOTH_VT_ATL_G, //# Attack left with gun (90)
|
|
BOTH_VT_ATF_G, //# Attack forward with gun
|
|
|
|
|
|
// Added 2/26/02 by Aurelio.
|
|
//* #sep BOTH_ FIGHTER ANIMS
|
|
BOTH_GEARS_OPEN,
|
|
BOTH_GEARS_CLOSE,
|
|
BOTH_WINGS_OPEN,
|
|
BOTH_WINGS_CLOSE,
|
|
|
|
BOTH_DEATH14_UNGRIP, //# Desann's end death (cin #35)
|
|
BOTH_DEATH14_SITUP, //# Tavion sitting up after having been thrown (cin #23)
|
|
BOTH_KNEES1, //# Tavion on her knees
|
|
BOTH_KNEES2, //# Tavion on her knees looking down
|
|
BOTH_KNEES2TO1, //# Transition of KNEES2 to KNEES1
|
|
|
|
//# #sep BOTH_ MOVING
|
|
BOTH_WALK1, //# Normal walk
|
|
BOTH_WALK2, //# Normal walk
|
|
BOTH_WALK_STAFF, //# Walk with saberstaff turned on
|
|
BOTH_WALKBACK_STAFF, //# Walk backwards with saberstaff turned on
|
|
BOTH_WALK_DUAL, //# Walk with dual turned on
|
|
BOTH_WALKBACK_DUAL, //# Walk backwards with dual turned on
|
|
BOTH_WALK5, //# Tavion taunting Kyle (cin 22)
|
|
BOTH_WALK6, //# Slow walk for Luke (cin 12)
|
|
BOTH_WALK7, //# Fast walk
|
|
BOTH_RUN1, //# Full run
|
|
BOTH_RUN1START, //# Start into full run1
|
|
BOTH_RUN1STOP, //# Stop from full run1
|
|
BOTH_RUN2, //# Full run
|
|
BOTH_RUN1TORUN2, //# Wampa run anim transition
|
|
BOTH_RUN2TORUN1, //# Wampa run anim transition
|
|
BOTH_RUN4, //# Jawa Run
|
|
BOTH_RUN_STAFF, //# Run with saberstaff turned on
|
|
BOTH_RUNBACK_STAFF, //# Run backwards with saberstaff turned on
|
|
BOTH_RUN_DUAL, //# Run with dual turned on
|
|
BOTH_RUNBACK_DUAL, //# Run backwards with dual turned on
|
|
BOTH_STRAFE_LEFT1, //# Sidestep left, should loop
|
|
BOTH_STRAFE_RIGHT1, //# Sidestep right, should loop
|
|
BOTH_RUNSTRAFE_LEFT1, //# Sidestep left, should loop
|
|
BOTH_RUNSTRAFE_RIGHT1, //# Sidestep right, should loop
|
|
BOTH_TURN_LEFT1, //# Turn left, should loop
|
|
BOTH_TURN_RIGHT1, //# Turn right, should loop
|
|
BOTH_TURNSTAND1, //# Turn from STAND1 position
|
|
BOTH_TURNSTAND2, //# Turn from STAND2 position
|
|
BOTH_TURNSTAND3, //# Turn from STAND3 position
|
|
BOTH_TURNSTAND4, //# Turn from STAND4 position
|
|
BOTH_TURNSTAND5, //# Turn from STAND5 position
|
|
BOTH_TURNCROUCH1, //# Turn from CROUCH1 position
|
|
|
|
BOTH_WALKBACK1, //# Walk1 backwards
|
|
BOTH_WALKBACK2, //# Walk2 backwards
|
|
BOTH_RUNBACK1, //# Run1 backwards
|
|
BOTH_RUNBACK2, //# Run1 backwards
|
|
|
|
//# #sep BOTH_ JUMPING
|
|
BOTH_JUMP1, //# Jump - wind-up and leave ground
|
|
BOTH_INAIR1, //# In air loop (from jump)
|
|
BOTH_LAND1, //# Landing (from in air loop)
|
|
BOTH_LAND2, //# Landing Hard (from a great height)
|
|
|
|
BOTH_JUMPBACK1, //# Jump backwards - wind-up and leave ground
|
|
BOTH_INAIRBACK1, //# In air loop (from jump back)
|
|
BOTH_LANDBACK1, //# Landing backwards(from in air loop)
|
|
|
|
BOTH_JUMPLEFT1, //# Jump left - wind-up and leave ground
|
|
BOTH_INAIRLEFT1, //# In air loop (from jump left)
|
|
BOTH_LANDLEFT1, //# Landing left(from in air loop)
|
|
|
|
BOTH_JUMPRIGHT1, //# Jump right - wind-up and leave ground
|
|
BOTH_INAIRRIGHT1, //# In air loop (from jump right)
|
|
BOTH_LANDRIGHT1, //# Landing right(from in air loop)
|
|
|
|
BOTH_FORCEJUMP1, //# Jump - wind-up and leave ground
|
|
BOTH_FORCEINAIR1, //# In air loop (from jump)
|
|
BOTH_FORCELAND1, //# Landing (from in air loop)
|
|
|
|
BOTH_FORCEJUMPBACK1, //# Jump backwards - wind-up and leave ground
|
|
BOTH_FORCEINAIRBACK1, //# In air loop (from jump back)
|
|
BOTH_FORCELANDBACK1, //# Landing backwards(from in air loop)
|
|
|
|
BOTH_FORCEJUMPLEFT1, //# Jump left - wind-up and leave ground
|
|
BOTH_FORCEINAIRLEFT1, //# In air loop (from jump left)
|
|
BOTH_FORCELANDLEFT1, //# Landing left(from in air loop)
|
|
|
|
BOTH_FORCEJUMPRIGHT1, //# Jump right - wind-up and leave ground
|
|
BOTH_FORCEINAIRRIGHT1, //# In air loop (from jump right)
|
|
BOTH_FORCELANDRIGHT1, //# Landing right(from in air loop)
|
|
//# #sep BOTH_ ACROBATICS
|
|
BOTH_FLIP_F, //# Flip forward
|
|
BOTH_FLIP_B, //# Flip backwards
|
|
BOTH_FLIP_L, //# Flip left
|
|
BOTH_FLIP_R, //# Flip right
|
|
|
|
BOTH_ROLL_F, //# Roll forward
|
|
BOTH_ROLL_B, //# Roll backward
|
|
BOTH_ROLL_L, //# Roll left
|
|
BOTH_ROLL_R, //# Roll right
|
|
|
|
BOTH_HOP_F, //# quickstep forward
|
|
BOTH_HOP_B, //# quickstep backwards
|
|
BOTH_HOP_L, //# quickstep left
|
|
BOTH_HOP_R, //# quickstep right
|
|
|
|
BOTH_DODGE_FL, //# lean-dodge forward left
|
|
BOTH_DODGE_FR, //# lean-dodge forward right
|
|
BOTH_DODGE_BL, //# lean-dodge backwards left
|
|
BOTH_DODGE_BR, //# lean-dodge backwards right
|
|
BOTH_DODGE_L, //# lean-dodge left
|
|
BOTH_DODGE_R, //# lean-dodge right
|
|
BOTH_DODGE_HOLD_FL, //# lean-dodge pose forward left
|
|
BOTH_DODGE_HOLD_FR, //# lean-dodge pose forward right
|
|
BOTH_DODGE_HOLD_BL, //# lean-dodge pose backwards left
|
|
BOTH_DODGE_HOLD_BR, //# lean-dodge pose backwards right
|
|
BOTH_DODGE_HOLD_L, //# lean-dodge pose left
|
|
BOTH_DODGE_HOLD_R, //# lean-dodge pose right
|
|
|
|
//MP taunt anims
|
|
BOTH_ENGAGETAUNT,
|
|
BOTH_BOW,
|
|
BOTH_MEDITATE,
|
|
BOTH_MEDITATE_END,
|
|
BOTH_SHOWOFF_FAST,
|
|
BOTH_SHOWOFF_MEDIUM,
|
|
BOTH_SHOWOFF_STRONG,
|
|
BOTH_SHOWOFF_DUAL,
|
|
BOTH_SHOWOFF_STAFF,
|
|
BOTH_VICTORY_FAST,
|
|
BOTH_VICTORY_MEDIUM,
|
|
BOTH_VICTORY_STRONG,
|
|
BOTH_VICTORY_DUAL,
|
|
BOTH_VICTORY_STAFF,
|
|
//other saber/acro anims
|
|
BOTH_ARIAL_LEFT, //#
|
|
BOTH_ARIAL_RIGHT, //#
|
|
BOTH_CARTWHEEL_LEFT, //#
|
|
BOTH_CARTWHEEL_RIGHT, //#
|
|
BOTH_FLIP_LEFT, //#
|
|
BOTH_FLIP_BACK1, //#
|
|
BOTH_FLIP_BACK2, //#
|
|
BOTH_FLIP_BACK3, //#
|
|
BOTH_BUTTERFLY_LEFT, //#
|
|
BOTH_BUTTERFLY_RIGHT, //#
|
|
BOTH_WALL_RUN_RIGHT, //#
|
|
BOTH_WALL_RUN_RIGHT_FLIP,//#
|
|
BOTH_WALL_RUN_RIGHT_STOP,//#
|
|
BOTH_WALL_RUN_LEFT, //#
|
|
BOTH_WALL_RUN_LEFT_FLIP,//#
|
|
BOTH_WALL_RUN_LEFT_STOP,//#
|
|
BOTH_WALL_FLIP_RIGHT, //#
|
|
BOTH_WALL_FLIP_LEFT, //#
|
|
BOTH_KNOCKDOWN1, //# knocked backwards
|
|
BOTH_KNOCKDOWN2, //# knocked backwards hard
|
|
BOTH_KNOCKDOWN3, //# knocked forwards
|
|
BOTH_KNOCKDOWN4, //# knocked backwards from crouch
|
|
BOTH_KNOCKDOWN5, //# dupe of 3 - will be removed
|
|
BOTH_GETUP1, //#
|
|
BOTH_GETUP2, //#
|
|
BOTH_GETUP3, //#
|
|
BOTH_GETUP4, //#
|
|
BOTH_GETUP5, //#
|
|
BOTH_GETUP_CROUCH_F1, //#
|
|
BOTH_GETUP_CROUCH_B1, //#
|
|
BOTH_FORCE_GETUP_F1, //#
|
|
BOTH_FORCE_GETUP_F2, //#
|
|
BOTH_FORCE_GETUP_B1, //#
|
|
BOTH_FORCE_GETUP_B2, //#
|
|
BOTH_FORCE_GETUP_B3, //#
|
|
BOTH_FORCE_GETUP_B4, //#
|
|
BOTH_FORCE_GETUP_B5, //#
|
|
BOTH_FORCE_GETUP_B6, //#
|
|
BOTH_GETUP_BROLL_B, //#
|
|
BOTH_GETUP_BROLL_F, //#
|
|
BOTH_GETUP_BROLL_L, //#
|
|
BOTH_GETUP_BROLL_R, //#
|
|
BOTH_GETUP_FROLL_B, //#
|
|
BOTH_GETUP_FROLL_F, //#
|
|
BOTH_GETUP_FROLL_L, //#
|
|
BOTH_GETUP_FROLL_R, //#
|
|
BOTH_WALL_FLIP_BACK1, //#
|
|
BOTH_WALL_FLIP_BACK2, //#
|
|
BOTH_SPIN1, //#
|
|
BOTH_CEILING_CLING, //# clinging to ceiling
|
|
BOTH_CEILING_DROP, //# dropping from ceiling cling
|
|
|
|
//TESTING
|
|
BOTH_FJSS_TR_BL, //# jump spin slash tr to bl
|
|
BOTH_FJSS_TL_BR, //# jump spin slash bl to tr
|
|
BOTH_RIGHTHANDCHOPPEDOFF,//#
|
|
BOTH_DEFLECTSLASH__R__L_FIN,//#
|
|
BOTH_BASHED1,//#
|
|
BOTH_ARIAL_F1,//#
|
|
BOTH_BUTTERFLY_FR1,//#
|
|
BOTH_BUTTERFLY_FL1,//#
|
|
|
|
//NEW SABER/JEDI/FORCE ANIMS
|
|
BOTH_BACK_FLIP_UP, //# back flip up Bonus Animation!!!!
|
|
BOTH_LOSE_SABER, //# player losing saber (pulled from hand by force pull 4 - Kyle?)
|
|
BOTH_STAFF_TAUNT, //# taunt saberstaff
|
|
BOTH_DUAL_TAUNT, //# taunt dual
|
|
BOTH_A6_FB, //# dual attack front/back
|
|
BOTH_A6_LR, //# dual attack left/right
|
|
BOTH_A7_HILT, //# saber knock (alt + stand still)
|
|
//Alora
|
|
BOTH_ALORA_SPIN, //#jump spin attack death ballet
|
|
BOTH_ALORA_FLIP_1, //# gymnast move 1
|
|
BOTH_ALORA_FLIP_2, //# gymnast move 2
|
|
BOTH_ALORA_FLIP_3, //# gymnast move3
|
|
BOTH_ALORA_FLIP_B, //# gymnast move back
|
|
BOTH_ALORA_SPIN_THROW, //# dual saber throw
|
|
BOTH_ALORA_SPIN_SLASH, //# spin slash special bonus animation!! :)
|
|
BOTH_ALORA_TAUNT, //# special taunt
|
|
//Rosh (Kothos battle)
|
|
BOTH_ROSH_PAIN, //# hurt animation (exhausted)
|
|
BOTH_ROSH_HEAL, //# healed/rejuvenated
|
|
//Tavion
|
|
BOTH_TAVION_SCEPTERGROUND, //# stabbing ground with sith sword shoots electricity everywhere
|
|
BOTH_TAVION_SWORDPOWER,//# Tavion doing the He-Man(tm) thing
|
|
BOTH_SCEPTER_START, //#Point scepter and attack start
|
|
BOTH_SCEPTER_HOLD, //#Point scepter and attack hold
|
|
BOTH_SCEPTER_STOP, //#Point scepter and attack stop
|
|
//Kyle Boss
|
|
BOTH_KYLE_GRAB, //# grab
|
|
BOTH_KYLE_MISS, //# miss
|
|
BOTH_KYLE_PA_1, //# hold 1
|
|
BOTH_PLAYER_PA_1, //# player getting held 1
|
|
BOTH_KYLE_PA_2, //# hold 2
|
|
BOTH_PLAYER_PA_2, //# player getting held 2
|
|
BOTH_PLAYER_PA_FLY, //# player getting knocked back from punch at end of hold 1
|
|
BOTH_KYLE_PA_3, //# hold 3
|
|
BOTH_PLAYER_PA_3, //# player getting held 3
|
|
BOTH_PLAYER_PA_3_FLY,//# player getting thrown at end of hold 3
|
|
//Rancor
|
|
BOTH_BUCK_RIDER, //# Rancor bucks when someone is on him
|
|
//WAMPA Grabbing enemy
|
|
BOTH_HOLD_START, //#
|
|
BOTH_HOLD_MISS, //#
|
|
BOTH_HOLD_IDLE, //#
|
|
BOTH_HOLD_END, //#
|
|
BOTH_HOLD_ATTACK, //#
|
|
BOTH_HOLD_SNIFF, //# Sniff the guy you're holding
|
|
BOTH_HOLD_DROP, //# just drop 'em
|
|
//BEING GRABBED BY WAMPA
|
|
BOTH_GRABBED, //#
|
|
BOTH_RELEASED, //#
|
|
BOTH_HANG_IDLE, //#
|
|
BOTH_HANG_ATTACK, //#
|
|
BOTH_HANG_PAIN, //#
|
|
|
|
//# #sep BOTH_ MISC MOVEMENT
|
|
BOTH_HIT1, //# Kyle hit by crate in cin #9
|
|
BOTH_LADDER_UP1, //# Climbing up a ladder with rungs at 16 unit intervals
|
|
BOTH_LADDER_DWN1, //# Climbing down a ladder with rungs at 16 unit intervals
|
|
BOTH_LADDER_IDLE, //# Just sitting on the ladder
|
|
|
|
//# #sep BOTH_ FLYING IDLE
|
|
BOTH_FLY_SHIELDED, //# For sentry droid, shields in
|
|
|
|
//# #sep BOTH_ SWIMMING
|
|
BOTH_SWIM_IDLE1, //# Swimming Idle 1
|
|
BOTH_SWIMFORWARD, //# Swim forward loop
|
|
BOTH_SWIMBACKWARD, //# Swim backward loop
|
|
|
|
//# #sep BOTH_ LYING
|
|
BOTH_SLEEP1, //# laying on back-rknee up-rhand on torso
|
|
BOTH_SLEEP6START, //# Kyle leaning back to sleep (cin 20)
|
|
BOTH_SLEEP6STOP, //# Kyle waking up and shaking his head (cin 21)
|
|
BOTH_SLEEP1GETUP, //# alarmed and getting up out of sleep1 pose to stand
|
|
BOTH_SLEEP1GETUP2, //#
|
|
|
|
BOTH_CHOKE1START, //# tavion in force grip choke
|
|
BOTH_CHOKE1STARTHOLD, //# loop of tavion in force grip choke
|
|
BOTH_CHOKE1, //# tavion in force grip choke
|
|
|
|
BOTH_CHOKE2, //# tavion recovering from force grip choke
|
|
BOTH_CHOKE3, //# left-handed choke (for people still holding a weapon)
|
|
|
|
//# #sep BOTH_ HUNTER-SEEKER BOT-SPECIFIC
|
|
BOTH_POWERUP1, //# Wakes up
|
|
|
|
BOTH_TURNON, //# Protocol Droid wakes up
|
|
BOTH_TURNOFF, //# Protocol Droid shuts off
|
|
|
|
BOTH_BUTTON1, //# Single button push with right hand
|
|
BOTH_BUTTON2, //# Single button push with left finger
|
|
BOTH_BUTTON_HOLD, //# Single button hold with left hand
|
|
BOTH_BUTTON_RELEASE, //# Single button release with left hand
|
|
|
|
//# JEDI-SPECIFIC
|
|
//# #sep BOTH_ FORCE ANIMS
|
|
BOTH_RESISTPUSH, //# plant yourself to resist force push/pulls.
|
|
BOTH_FORCEPUSH, //# Use off-hand to do force power.
|
|
BOTH_FORCEPULL, //# Use off-hand to do force power.
|
|
BOTH_MINDTRICK1, //# Use off-hand to do mind trick
|
|
BOTH_MINDTRICK2, //# Use off-hand to do distraction
|
|
BOTH_FORCELIGHTNING, //# Use off-hand to do lightning
|
|
BOTH_FORCELIGHTNING_START, //# Use off-hand to do lightning - start
|
|
BOTH_FORCELIGHTNING_HOLD, //# Use off-hand to do lightning - hold
|
|
BOTH_FORCELIGHTNING_RELEASE,//# Use off-hand to do lightning - release
|
|
BOTH_FORCEHEAL_START, //# Healing meditation pose start
|
|
BOTH_FORCEHEAL_STOP, //# Healing meditation pose end
|
|
BOTH_FORCEHEAL_QUICK, //# Healing meditation gesture
|
|
BOTH_SABERPULL, //# Use off-hand to do force power.
|
|
BOTH_FORCEGRIP1, //# force-gripping (no anim?)
|
|
BOTH_FORCEGRIP3, //# force-gripping (right hand)
|
|
BOTH_FORCEGRIP3THROW, //# throwing while force-gripping (right hand)
|
|
BOTH_FORCEGRIP_HOLD, //# Use off-hand to do grip - hold
|
|
BOTH_FORCEGRIP_RELEASE,//# Use off-hand to do grip - release
|
|
BOTH_TOSS1, //# throwing to left after force gripping
|
|
BOTH_TOSS2, //# throwing to right after force gripping
|
|
//NEW force anims for JKA:
|
|
BOTH_FORCE_RAGE,
|
|
BOTH_FORCE_2HANDEDLIGHTNING,
|
|
BOTH_FORCE_2HANDEDLIGHTNING_START,
|
|
BOTH_FORCE_2HANDEDLIGHTNING_HOLD,
|
|
BOTH_FORCE_2HANDEDLIGHTNING_RELEASE,
|
|
BOTH_FORCE_DRAIN,
|
|
BOTH_FORCE_DRAIN_START,
|
|
BOTH_FORCE_DRAIN_HOLD,
|
|
BOTH_FORCE_DRAIN_RELEASE,
|
|
BOTH_FORCE_DRAIN_GRAB_START,
|
|
BOTH_FORCE_DRAIN_GRAB_HOLD,
|
|
BOTH_FORCE_DRAIN_GRAB_END,
|
|
BOTH_FORCE_DRAIN_GRABBED,
|
|
BOTH_FORCE_ABSORB,
|
|
BOTH_FORCE_ABSORB_START,
|
|
BOTH_FORCE_ABSORB_END,
|
|
BOTH_FORCE_PROTECT,
|
|
BOTH_FORCE_PROTECT_FAST,
|
|
|
|
BOTH_WIND,
|
|
|
|
BOTH_STAND_TO_KNEEL,
|
|
BOTH_KNEEL_TO_STAND,
|
|
|
|
BOTH_TUSKENATTACK1,
|
|
BOTH_TUSKENATTACK2,
|
|
BOTH_TUSKENATTACK3,
|
|
BOTH_TUSKENLUNGE1,
|
|
BOTH_TUSKENTAUNT1,
|
|
|
|
BOTH_COWER1_START, //# cower start
|
|
BOTH_COWER1, //# cower loop
|
|
BOTH_COWER1_STOP, //# cower stop
|
|
BOTH_SONICPAIN_START,
|
|
BOTH_SONICPAIN_HOLD,
|
|
BOTH_SONICPAIN_END,
|
|
|
|
//new anim slots per Jarrod's request
|
|
BOTH_STAND10,
|
|
BOTH_STAND10_TALK1,
|
|
BOTH_STAND10_TALK2,
|
|
BOTH_STAND10TOSTAND1,
|
|
|
|
BOTH_STAND1_TALK1,
|
|
BOTH_STAND1_TALK2,
|
|
BOTH_STAND1_TALK3,
|
|
|
|
BOTH_SIT4,
|
|
BOTH_SIT5,
|
|
BOTH_SIT5_TALK1,
|
|
BOTH_SIT5_TALK2,
|
|
BOTH_SIT5_TALK3,
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BOTH_SIT6,
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BOTH_SIT7,
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//=================================================
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//ANIMS IN WHICH ONLY THE UPPER OBJECTS ARE IN MD3
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//=================================================
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//# #sep TORSO_ WEAPON-RELATED
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TORSO_DROPWEAP1, //# Put weapon away
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TORSO_DROPWEAP4, //# Put weapon away
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TORSO_RAISEWEAP1, //# Draw Weapon
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TORSO_RAISEWEAP4, //# Draw Weapon
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TORSO_WEAPONREADY1, //# Ready to fire stun baton
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TORSO_WEAPONREADY2, //# Ready to fire one-handed blaster pistol
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TORSO_WEAPONREADY3, //# Ready to fire blaster rifle
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TORSO_WEAPONREADY4, //# Ready to fire sniper rifle
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TORSO_WEAPONREADY10, //# Ready to fire thermal det
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TORSO_WEAPONIDLE2, //# Holding one-handed blaster
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TORSO_WEAPONIDLE3, //# Holding blaster rifle
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TORSO_WEAPONIDLE4, //# Holding sniper rifle
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TORSO_WEAPONIDLE10, //# Holding thermal det
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|
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//# #sep TORSO_ MISC
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TORSO_SURRENDER_START, //# arms up
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TORSO_SURRENDER_STOP, //# arms back down
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TORSO_CHOKING1, //# TEMP
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|
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TORSO_HANDSIGNAL1,
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TORSO_HANDSIGNAL2,
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TORSO_HANDSIGNAL3,
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TORSO_HANDSIGNAL4,
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TORSO_HANDSIGNAL5,
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|
|
|
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//=================================================
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//ANIMS IN WHICH ONLY THE LOWER OBJECTS ARE IN MD3
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|
//=================================================
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//# #sep Legs-only anims
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LEGS_TURN1, //# What legs do when you turn your lower body to match your upper body facing
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LEGS_TURN2, //# Leg turning from stand2
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LEGS_LEAN_LEFT1, //# Lean left
|
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LEGS_LEAN_RIGHT1, //# Lean Right
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|
LEGS_CHOKING1, //# TEMP
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LEGS_LEFTUP1, //# On a slope with left foot 4 higher than right
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LEGS_LEFTUP2, //# On a slope with left foot 8 higher than right
|
|
LEGS_LEFTUP3, //# On a slope with left foot 12 higher than right
|
|
LEGS_LEFTUP4, //# On a slope with left foot 16 higher than right
|
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LEGS_LEFTUP5, //# On a slope with left foot 20 higher than right
|
|
LEGS_RIGHTUP1, //# On a slope with RIGHT foot 4 higher than left
|
|
LEGS_RIGHTUP2, //# On a slope with RIGHT foot 8 higher than left
|
|
LEGS_RIGHTUP3, //# On a slope with RIGHT foot 12 higher than left
|
|
LEGS_RIGHTUP4, //# On a slope with RIGHT foot 16 higher than left
|
|
LEGS_RIGHTUP5, //# On a slope with RIGHT foot 20 higher than left
|
|
LEGS_S1_LUP1,
|
|
LEGS_S1_LUP2,
|
|
LEGS_S1_LUP3,
|
|
LEGS_S1_LUP4,
|
|
LEGS_S1_LUP5,
|
|
LEGS_S1_RUP1,
|
|
LEGS_S1_RUP2,
|
|
LEGS_S1_RUP3,
|
|
LEGS_S1_RUP4,
|
|
LEGS_S1_RUP5,
|
|
LEGS_S3_LUP1,
|
|
LEGS_S3_LUP2,
|
|
LEGS_S3_LUP3,
|
|
LEGS_S3_LUP4,
|
|
LEGS_S3_LUP5,
|
|
LEGS_S3_RUP1,
|
|
LEGS_S3_RUP2,
|
|
LEGS_S3_RUP3,
|
|
LEGS_S3_RUP4,
|
|
LEGS_S3_RUP5,
|
|
LEGS_S4_LUP1,
|
|
LEGS_S4_LUP2,
|
|
LEGS_S4_LUP3,
|
|
LEGS_S4_LUP4,
|
|
LEGS_S4_LUP5,
|
|
LEGS_S4_RUP1,
|
|
LEGS_S4_RUP2,
|
|
LEGS_S4_RUP3,
|
|
LEGS_S4_RUP4,
|
|
LEGS_S4_RUP5,
|
|
LEGS_S5_LUP1,
|
|
LEGS_S5_LUP2,
|
|
LEGS_S5_LUP3,
|
|
LEGS_S5_LUP4,
|
|
LEGS_S5_LUP5,
|
|
LEGS_S5_RUP1,
|
|
LEGS_S5_RUP2,
|
|
LEGS_S5_RUP3,
|
|
LEGS_S5_RUP4,
|
|
LEGS_S5_RUP5,
|
|
LEGS_S6_LUP1,
|
|
LEGS_S6_LUP2,
|
|
LEGS_S6_LUP3,
|
|
LEGS_S6_LUP4,
|
|
LEGS_S6_LUP5,
|
|
LEGS_S6_RUP1,
|
|
LEGS_S6_RUP2,
|
|
LEGS_S6_RUP3,
|
|
LEGS_S6_RUP4,
|
|
LEGS_S6_RUP5,
|
|
LEGS_S7_LUP1,
|
|
LEGS_S7_LUP2,
|
|
LEGS_S7_LUP3,
|
|
LEGS_S7_LUP4,
|
|
LEGS_S7_LUP5,
|
|
LEGS_S7_RUP1,
|
|
LEGS_S7_RUP2,
|
|
LEGS_S7_RUP3,
|
|
LEGS_S7_RUP4,
|
|
LEGS_S7_RUP5,
|
|
|
|
//New anim as per Jarrod's request
|
|
LEGS_TURN180,
|
|
|
|
//======================================================
|
|
//cinematic anims
|
|
//======================================================
|
|
//# #sep BOTH_ CINEMATIC-ONLY
|
|
BOTH_CIN_1, //# Level specific cinematic 1
|
|
BOTH_CIN_2, //# Level specific cinematic 2
|
|
BOTH_CIN_3, //# Level specific cinematic 3
|
|
BOTH_CIN_4, //# Level specific cinematic 4
|
|
BOTH_CIN_5, //# Level specific cinematic 5
|
|
BOTH_CIN_6, //# Level specific cinematic 6
|
|
BOTH_CIN_7, //# Level specific cinematic 7
|
|
BOTH_CIN_8, //# Level specific cinematic 8
|
|
BOTH_CIN_9, //# Level specific cinematic 9
|
|
BOTH_CIN_10, //# Level specific cinematic 10
|
|
BOTH_CIN_11, //# Level specific cinematic 11
|
|
BOTH_CIN_12, //# Level specific cinematic 12
|
|
BOTH_CIN_13, //# Level specific cinematic 13
|
|
BOTH_CIN_14, //# Level specific cinematic 14
|
|
BOTH_CIN_15, //# Level specific cinematic 15
|
|
BOTH_CIN_16, //# Level specific cinematic 16
|
|
BOTH_CIN_17, //# Level specific cinematic 17
|
|
BOTH_CIN_18, //# Level specific cinematic 18
|
|
BOTH_CIN_19, //# Level specific cinematic 19
|
|
BOTH_CIN_20, //# Level specific cinematic 20
|
|
BOTH_CIN_21, //# Level specific cinematic 21
|
|
BOTH_CIN_22, //# Level specific cinematic 22
|
|
BOTH_CIN_23, //# Level specific cinematic 23
|
|
BOTH_CIN_24, //# Level specific cinematic 24
|
|
BOTH_CIN_25, //# Level specific cinematic 25
|
|
BOTH_CIN_26, //# Level specific cinematic
|
|
BOTH_CIN_27, //# Level specific cinematic
|
|
BOTH_CIN_28, //# Level specific cinematic
|
|
BOTH_CIN_29, //# Level specific cinematic
|
|
BOTH_CIN_30, //# Level specific cinematic
|
|
BOTH_CIN_31, //# Level specific cinematic
|
|
BOTH_CIN_32, //# Level specific cinematic
|
|
BOTH_CIN_33, //# Level specific cinematic
|
|
BOTH_CIN_34, //# Level specific cinematic
|
|
BOTH_CIN_35, //# Level specific cinematic
|
|
BOTH_CIN_36, //# Level specific cinematic
|
|
BOTH_CIN_37, //# Level specific cinematic
|
|
BOTH_CIN_38, //# Level specific cinematic
|
|
BOTH_CIN_39, //# Level specific cinematic
|
|
BOTH_CIN_40, //# Level specific cinematic
|
|
BOTH_CIN_41, //# Level specific cinematic
|
|
BOTH_CIN_42, //# Level specific cinematic
|
|
BOTH_CIN_43, //# Level specific cinematic
|
|
BOTH_CIN_44, //# Level specific cinematic
|
|
BOTH_CIN_45, //# Level specific cinematic
|
|
BOTH_CIN_46, //# Level specific cinematic
|
|
BOTH_CIN_47, //# Level specific cinematic
|
|
BOTH_CIN_48, //# Level specific cinematic
|
|
BOTH_CIN_49, //# Level specific cinematic
|
|
BOTH_CIN_50, //# Level specific cinematic
|
|
|
|
//# #eol
|
|
MAX_ANIMATIONS,
|
|
MAX_TOTALANIMATIONS,
|
|
} animNumber_t;
|
|
|
|
#define SABER_ANIM_GROUP_SIZE (BOTH_A2_T__B_ - BOTH_A1_T__B_)
|
|
|
|
|
|
#endif// #ifndef __ANIMS_H__
|
|
|