// 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 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;