// playerAnimations
typedef enum 
{
	BOTH_DEATH1 = 0,			//# special test comment 1 on BOTH_DEATH1
	BOTH_DEATH2,
	BOTH_DEATH3,
	BOTH_DEATH4,
	BOTH_DEATH5,
	BOTH_DEATHFORWARD,
	BOTH_DEATHBACKWARD,
	BOTH_DEATHFORWARD2,			//# special test comment 2 on BOTH_DEATHFORWARD2
	BOTH_DEATHBACK2,
	BOTH_WRITHINGDEATH,//if on back
	BOTH_STUMBLEDEATH,
	BOTH_FALLDEATH,
								//# special test comment 3 on <nothing>
	BOTH_DEAD1,
	BOTH_DEAD2,
	BOTH_DEAD3,				// next 2 just to check with and without whitespace, but empty otherwise. Will be deleted soon
	BOTH_DEAD4,				//#  			
	BOTH_DEAD5,				//#
	BOTH_DEADFORWARD,
	BOTH_DEADBACKWARD,
	BOTH_DEADFORWARD2,
	BOTH_DEADBACK2,
	BOTH_WRITHINGDEAD,
	BOTH_STUMBLEDEAD,
	BOTH_FALLDEAD,

	TORSO_DROP,
	TORSO_RAISE,
	TORSO_ATTACK,
	TORSO_STAND2,
	TORSO_ATTACK2,
	TORSO_GESTURE,
	TORSO_STAND,

	LEGS_IDLE,
	LEGS_IDLECR,

	LEGS_WALKCR,	//#test1
	LEGS_WALK,		//#            hi there
	LEGS_RUN,
	LEGS_BACK,
	LEGS_SWIM,

	LEGS_JUMP,
	LEGS_LAND,

	LEGS_JUMPB,
	LEGS_LANDB,

	LEGS_TURN,
	COMMON_ANIMS_LAST,

//extra anims
	BOTH_PAIN1 = COMMON_ANIMS_LAST,
	BOTH_PAIN2,
	BOTH_PAIN3,

	TORSO_RUN,
	TORSO_CONSOLE,
	TORSO_CONSOLE2,
	TORSO_CROUCH,
	TORSO_WALKCR,
	TORSO_IDLECR,
	TORSO_WALK,
	TORSO_PAIN,
	TORSO_ASSIMILATE,
	TORSO_PLUGIN,
	TORSO_PLUGOUT,
	TORSO_JUMP,
	TORSO_INAIR,
	TORSO_LAND,
	TORSO_SITTING,
	TORSO_WREADY1,
	TORSO_WREADY2,
	TORSO_TRICORDER,
	TORSO_MEDICORDER,
	TORSO_INJURED,
	TORSO_WRITHING,
	TORSO_CRAWLBACK,
	TORSO_PAIN2WRITHE,
	TORSO_CONSOLE1IDLE,
	TORSO_CONSOLE1RIGHT,
	TORSO_CONSOLE1LEFT,
	TORSO_SITTING1,
	TORSO_SITTING2,
	TORSO_SITTING3,
	TORSO_BENT,
	TORSO_GUARD_LOOKAROUND,
	TORSO_GUARD_IDLE,
	TORSO_WIDLE,

	LEGS_ATTACK,
	LEGS_ATTACK2,
	LEGS_CONSOLE,
	LEGS_CONSOLE2,
	LEGS_CROUCH,
	LEGS_PAIN,
	LEGS_ASSIMILATE,
	LEGS_PLUGIN,
	LEGS_PLUGOUT,
	LEGS_INAIR,
	LEGS_SITTING,
	LEGS_TRICORDER,
	LEGS_MEDICORDER,
	LEGS_INJURED,
	LEGS_WRITHING,
	LEGS_CRAWLBACK,
	LEGS_PAIN2WRITHE,
	LEGS_CONSOLE1IDLE,
	LEGS_CONSOLE1RIGHT,
	LEGS_CONSOLE1LEFT,
	LEGS_SITTING1,
	LEGS_SITTING2,
	LEGS_SITTING3,
	LEGS_SITPOSE,
	LEGS_GUARD_LOOKAROUND,
	LEGS_GUARD_IDLE,
} animNumber_t;