/* =========================================================================== Copyright (C) 2000 - 2013, Raven Software, Inc. Copyright (C) 2001 - 2013, Activision, Inc. Copyright (C) 2013 - 2015, OpenJK contributors This file is part of the OpenJK source code. OpenJK is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License version 2 as published by the Free Software Foundation. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, see . =========================================================================== */ #ifndef __ANIMS_H__ #define __ANIMS_H__ // playerAnimations typedef enum //# animNumber_e { //================================================= //HEAD ANIMS //================================================= //# #sep Head-only anims FACE_TALK0, //# silent FACE_TALK1, //# quiet FACE_TALK2, //# semi-quiet FACE_TALK3, //# semi-loud FACE_TALK4, //# loud FACE_ALERT, //# FACE_SMILE, //# FACE_FROWN, //# FACE_DEAD, //# //================================================= //ANIMS IN WHICH UPPER AND LOWER OBJECTS ARE IN MD3 //================================================= //# #sep BOTH_ DEATHS BOTH_DEATH1, //# First Death anim BOTH_DEATH2, //# Second Death anim BOTH_DEATH3, //# Third Death anim BOTH_DEATH4, //# Fourth Death anim BOTH_DEATH5, //# Fifth Death anim BOTH_DEATH6, //# Sixth Death anim BOTH_DEATH7, //# Seventh Death anim BOTH_DEATH8, //# BOTH_DEATH9, //# BOTH_DEATH10, //# BOTH_DEATH11, //# BOTH_DEATH12, //# BOTH_DEATH13, //# BOTH_DEATH14, //# BOTH_DEATH15, //# BOTH_DEATH16, //# BOTH_DEATH17, //# BOTH_DEATH18, //# BOTH_DEATH19, //# BOTH_DEATH20, //# BOTH_DEATH21, //# BOTH_DEATH22, //# BOTH_DEATH23, //# BOTH_DEATH24, //# BOTH_DEATH25, //# BOTH_DEATHFORWARD1, //# First Death in which they get thrown forward BOTH_DEATHFORWARD2, //# Second Death in which they get thrown forward BOTH_DEATHFORWARD3, //# Tavion's falling in cin# 23 BOTH_DEATHBACKWARD1, //# First Death in which they get thrown backward BOTH_DEATHBACKWARD2, //# Second Death in which they get thrown backward BOTH_DEATH1IDLE, //# Idle while close to death BOTH_LYINGDEATH1, //# Death to play when killed lying down BOTH_STUMBLEDEATH1, //# Stumble forward and fall face first death BOTH_FALLDEATH1, //# Fall forward off a high cliff and splat death - start BOTH_FALLDEATH1INAIR, //# Fall forward off a high cliff and splat death - loop BOTH_FALLDEATH1LAND, //# Fall forward off a high cliff and splat death - hit bottom BOTH_DEATH_ROLL, //# Death anim from a roll BOTH_DEATH_FLIP, //# Death anim from a flip BOTH_DEATH_SPIN_90_R, //# Death anim when facing 90 degrees right BOTH_DEATH_SPIN_90_L, //# Death anim when facing 90 degrees left BOTH_DEATH_SPIN_180, //# Death anim when facing backwards BOTH_DEATH_LYING_UP, //# Death anim when lying on back BOTH_DEATH_LYING_DN, //# Death anim when lying on front BOTH_DEATH_FALLING_DN, //# Death anim when falling on face BOTH_DEATH_FALLING_UP, //# Death anim when falling on back BOTH_DEATH_CROUCHED, //# Death anim when crouched //# #sep BOTH_ DEAD POSES # Should be last frame of corresponding previous anims BOTH_DEAD1, //# First Death finished pose BOTH_DEAD2, //# Second Death finished pose BOTH_DEAD3, //# Third Death finished pose BOTH_DEAD4, //# Fourth Death finished pose BOTH_DEAD5, //# Fifth Death finished pose BOTH_DEAD6, //# Sixth Death finished pose BOTH_DEAD7, //# Seventh Death finished pose BOTH_DEAD8, //# BOTH_DEAD9, //# BOTH_DEAD10, //# BOTH_DEAD11, //# BOTH_DEAD12, //# BOTH_DEAD13, //# BOTH_DEAD14, //# BOTH_DEAD15, //# BOTH_DEAD16, //# BOTH_DEAD17, //# BOTH_DEAD18, //# BOTH_DEAD19, //# BOTH_DEAD20, //# BOTH_DEAD21, //# BOTH_DEAD22, //# BOTH_DEAD23, //# BOTH_DEAD24, //# BOTH_DEAD25, //# BOTH_DEADFORWARD1, //# First thrown forward death finished pose BOTH_DEADFORWARD2, //# Second thrown forward death finished pose BOTH_DEADBACKWARD1, //# First thrown backward death finished pose BOTH_DEADBACKWARD2, //# Second thrown backward death finished pose BOTH_LYINGDEAD1, //# Killed lying down death finished pose BOTH_STUMBLEDEAD1, //# Stumble forward death finished pose BOTH_FALLDEAD1LAND, //# Fall forward and splat death finished pose //# #sep BOTH_ DEAD TWITCH/FLOP # React to being shot from death poses BOTH_DEADFLOP1, //# React to being shot from First Death finished pose BOTH_DEADFLOP2, //# React to being shot from Second Death finished pose BOTH_DISMEMBER_HEAD1, //# BOTH_DISMEMBER_TORSO1, //# BOTH_DISMEMBER_LLEG, //# BOTH_DISMEMBER_RLEG, //# BOTH_DISMEMBER_RARM, //# BOTH_DISMEMBER_LARM, //# //# #sep BOTH_ PAINS BOTH_PAIN1, //# First take pain anim BOTH_PAIN2, //# Second take pain anim BOTH_PAIN3, //# Third take pain anim BOTH_PAIN4, //# Fourth take pain anim BOTH_PAIN5, //# Fifth take pain anim - from behind BOTH_PAIN6, //# Sixth take pain anim - from behind BOTH_PAIN7, //# Seventh take pain anim - from behind BOTH_PAIN8, //# Eigth take pain anim - from behind BOTH_PAIN9, //# BOTH_PAIN10, //# BOTH_PAIN11, //# BOTH_PAIN12, //# BOTH_PAIN13, //# BOTH_PAIN14, //# BOTH_PAIN15, //# BOTH_PAIN16, //# BOTH_PAIN17, //# BOTH_PAIN18, //# //# #sep BOTH_ ATTACKS BOTH_ATTACK1, //# Attack with stun baton BOTH_ATTACK2, //# Attack with one-handed pistol BOTH_ATTACK3, //# Attack with blaster rifle BOTH_ATTACK4, //# Attack with disruptor BOTH_ATTACK5, //# Another Rancor Attack BOTH_ATTACK6, //# Yet Another Rancor Attack BOTH_ATTACK7, //# Yet Another Rancor Attack BOTH_ATTACK10, //# Attack with thermal det BOTH_ATTACK11, //# "Attack" with tripmine and detpack BOTH_MELEE1, //# First melee attack BOTH_MELEE2, //# Second melee attack BOTH_THERMAL_READY, //# pull back with thermal BOTH_THERMAL_THROW, //# throw thermal //* #sep BOTH_ SABER ANIMS //Saber attack anims - power level 1 BOTH_A1_T__B_, //# Fast weak vertical attack top to bottom BOTH_A1__L__R, //# Fast weak horizontal attack left to right BOTH_A1__R__L, //# Fast weak horizontal attack right to left BOTH_A1_TL_BR, //# Fast weak diagonal attack top left to botom right BOTH_A1_BR_TL, //# Fast weak diagonal attack top left to botom right BOTH_A1_BL_TR, //# Fast weak diagonal attack bottom left to top right BOTH_A1_TR_BL, //# Fast weak diagonal attack bottom left to right //Saber Arc and Spin Transitions BOTH_T1_BR__R, //# Fast arc bottom right to right BOTH_T1_BR_TL, //# Fast weak spin bottom right to top left BOTH_T1_BR__L, //# Fast weak spin bottom right to left BOTH_T1_BR_BL, //# Fast weak spin bottom right to bottom left BOTH_T1__R_TR, //# Fast arc right to top right BOTH_T1__R_TL, //# Fast arc right to top left BOTH_T1__R__L, //# Fast weak spin right to left BOTH_T1__R_BL, //# Fast weak spin right to bottom left BOTH_T1_TR_BR, //# Fast arc top right to bottom right BOTH_T1_TR_TL, //# Fast arc top right to top left BOTH_T1_TR__L, //# Fast arc top right to left BOTH_T1_TR_BL, //# Fast weak spin top right to bottom left BOTH_T1_T__BR, //# Fast arc top to bottom right BOTH_T1_T___R, //# Fast arc top to right BOTH_T1_T__TR, //# Fast arc top to top right BOTH_T1_T__TL, //# Fast arc top to top left BOTH_T1_T___L, //# Fast arc top to left BOTH_T1_T__BL, //# Fast arc top to bottom left BOTH_T1_TL_BR, //# Fast weak spin top left to bottom right BOTH_T1_TL_BL, //# Fast arc top left to bottom left BOTH_T1__L_BR, //# Fast weak spin left to bottom right BOTH_T1__L__R, //# Fast weak spin left to right BOTH_T1__L_TL, //# Fast arc left to top left BOTH_T1_BL_BR, //# Fast weak spin bottom left to bottom right BOTH_T1_BL__R, //# Fast weak spin bottom left to right BOTH_T1_BL_TR, //# Fast weak spin bottom left to top right BOTH_T1_BL__L, //# Fast arc bottom left to left //Saber Arc Transitions that use existing animations played backwards BOTH_T1_BR_TR, //# Fast arc bottom right to top right (use: BOTH_T1_TR_BR) BOTH_T1_BR_T_, //# Fast arc bottom right to top (use: BOTH_T1_T__BR) BOTH_T1__R_BR, //# Fast arc right to bottom right (use: BOTH_T1_BR__R) BOTH_T1__R_T_, //# Fast ar right to top (use: BOTH_T1_T___R) BOTH_T1_TR__R, //# Fast arc top right to right (use: BOTH_T1__R_TR) BOTH_T1_TR_T_, //# Fast arc top right to top (use: BOTH_T1_T__TR) BOTH_T1_TL__R, //# Fast arc top left to right (use: BOTH_T1__R_TL) BOTH_T1_TL_TR, //# Fast arc top left to top right (use: BOTH_T1_TR_TL) BOTH_T1_TL_T_, //# Fast arc top left to top (use: BOTH_T1_T__TL) BOTH_T1_TL__L, //# Fast arc top left to left (use: BOTH_T1__L_TL) BOTH_T1__L_TR, //# Fast arc left to top right (use: BOTH_T1_TR__L) BOTH_T1__L_T_, //# Fast arc left to top (use: BOTH_T1_T___L) BOTH_T1__L_BL, //# Fast arc left to bottom left (use: BOTH_T1_BL__L) BOTH_T1_BL_T_, //# Fast arc bottom left to top (use: BOTH_T1_T__BL) BOTH_T1_BL_TL, //# Fast arc bottom left to top left (use: BOTH_T1_TL_BL) //Saber Attack Start Transitions BOTH_S1_S1_T_, //# Fast plain transition from stance1 to top-to-bottom Fast weak attack BOTH_S1_S1__L, //# Fast plain transition from stance1 to left-to-right Fast weak attack BOTH_S1_S1__R, //# Fast plain transition from stance1 to right-to-left Fast weak attack BOTH_S1_S1_TL, //# Fast plain transition from stance1 to top-left-to-bottom-right Fast weak attack BOTH_S1_S1_BR, //# Fast plain transition from stance1 to bottom-right-to-top-left Fast weak attack BOTH_S1_S1_BL, //# Fast plain transition from stance1 to bottom-left-to-top-right Fast weak attack BOTH_S1_S1_TR, //# Fast plain transition from stance1 to top-right-to-bottom-left Fast weak attack //Saber Attack Return Transitions BOTH_R1_B__S1, //# Fast plain transition from top-to-bottom Fast weak attack to stance1 BOTH_R1__L_S1, //# Fast plain transition from left-to-right Fast weak attack to stance1 BOTH_R1__R_S1, //# Fast plain transition from right-to-left Fast weak attack to stance1 BOTH_R1_TL_S1, //# Fast plain transition from top-left-to-bottom-right Fast weak attack to stance1 BOTH_R1_BR_S1, //# Fast plain transition from bottom-right-to-top-left Fast weak attack to stance1 BOTH_R1_BL_S1, //# Fast plain transition from bottom-left-to-top-right Fast weak attack to stance1 BOTH_R1_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_B1_BR___, //# Bounce-back if attack from BR is blocked BOTH_B1__R___, //# Bounce-back if attack from R is blocked BOTH_B1_TR___, //# Bounce-back if attack from TR is blocked BOTH_B1_T____, //# Bounce-back if attack from T is blocked BOTH_B1_TL___, //# Bounce-back if attack from TL is blocked BOTH_B1__L___, //# Bounce-back if attack from L is blocked BOTH_B1_BL___, //# Bounce-back if attack from BL is blocked //Saber Attack Deflections (last 4 frames of an attack) BOTH_D1_BR___, //# Deflection toward BR BOTH_D1__R___, //# Deflection toward R BOTH_D1_TR___, //# Deflection toward TR BOTH_D1_TL___, //# Deflection toward TL BOTH_D1__L___, //# Deflection toward L BOTH_D1_BL___, //# Deflection toward BL BOTH_D1_B____, //# Deflection toward B //Saber attack anims - power level 2 BOTH_A2_T__B_, //# Fast weak vertical attack top to bottom BOTH_A2__L__R, //# Fast weak horizontal attack left to right BOTH_A2__R__L, //# Fast weak horizontal attack right to left BOTH_A2_TL_BR, //# Fast weak diagonal attack top left to botom right BOTH_A2_BR_TL, //# Fast weak diagonal attack top left to botom right BOTH_A2_BL_TR, //# Fast weak diagonal attack bottom left to top right BOTH_A2_TR_BL, //# Fast weak diagonal attack bottom left to right //Saber Arc and Spin Transitions BOTH_T2_BR__R, //# Fast arc bottom right to right BOTH_T2_BR_TL, //# Fast weak spin bottom right to top left BOTH_T2_BR__L, //# Fast weak spin bottom right to left BOTH_T2_BR_BL, //# Fast weak spin bottom right to bottom left BOTH_T2__R_TR, //# Fast arc right to top right BOTH_T2__R_TL, //# Fast arc right to top left BOTH_T2__R__L, //# Fast weak spin right to left BOTH_T2__R_BL, //# Fast weak spin right to bottom left BOTH_T2_TR_BR, //# Fast arc top right to bottom right BOTH_T2_TR_TL, //# Fast arc top right to top left BOTH_T2_TR__L, //# Fast arc top right to left BOTH_T2_TR_BL, //# Fast weak spin top right to bottom left BOTH_T2_T__BR, //# Fast arc top to bottom right BOTH_T2_T___R, //# Fast arc top to right BOTH_T2_T__TR, //# Fast arc top to top right BOTH_T2_T__TL, //# Fast arc top to top left BOTH_T2_T___L, //# Fast arc top to left BOTH_T2_T__BL, //# Fast arc top to bottom left BOTH_T2_TL_BR, //# Fast weak spin top left to bottom right BOTH_T2_TL_BL, //# Fast arc top left to bottom left BOTH_T2__L_BR, //# Fast weak spin left to bottom right BOTH_T2__L__R, //# Fast weak spin left to right BOTH_T2__L_TL, //# Fast arc left to top left BOTH_T2_BL_BR, //# Fast weak spin bottom left to bottom right BOTH_T2_BL__R, //# Fast weak spin bottom left to right BOTH_T2_BL_TR, //# Fast weak spin bottom left to top right BOTH_T2_BL__L, //# Fast arc bottom left to left //Saber Arc Transitions that use existing animations played backwards BOTH_T2_BR_TR, //# Fast arc bottom right to top right (use: BOTH_T2_TR_BR) BOTH_T2_BR_T_, //# Fast arc bottom right to top (use: BOTH_T2_T__BR) BOTH_T2__R_BR, //# Fast arc right to bottom right (use: BOTH_T2_BR__R) BOTH_T2__R_T_, //# Fast ar right to top (use: BOTH_T2_T___R) BOTH_T2_TR__R, //# Fast arc top right to right (use: BOTH_T2__R_TR) BOTH_T2_TR_T_, //# Fast arc top right to top (use: BOTH_T2_T__TR) BOTH_T2_TL__R, //# Fast arc top left to right (use: BOTH_T2__R_TL) BOTH_T2_TL_TR, //# Fast arc top left to top right (use: BOTH_T2_TR_TL) BOTH_T2_TL_T_, //# Fast arc top left to top (use: BOTH_T2_T__TL) BOTH_T2_TL__L, //# Fast arc top left to left (use: BOTH_T2__L_TL) BOTH_T2__L_TR, //# Fast arc left to top right (use: BOTH_T2_TR__L) BOTH_T2__L_T_, //# Fast arc left to top (use: BOTH_T2_T___L) BOTH_T2__L_BL, //# Fast arc left to bottom left (use: BOTH_T2_BL__L) BOTH_T2_BL_T_, //# Fast arc bottom left to top (use: BOTH_T2_T__BL) BOTH_T2_BL_TL, //# Fast arc bottom left to top left (use: BOTH_T2_TL_BL) //Saber Attack Start Transitions BOTH_S2_S1_T_, //# Fast plain transition from stance1 to top-to-bottom Fast weak attack BOTH_S2_S1__L, //# Fast plain transition from stance1 to left-to-right Fast weak attack BOTH_S2_S1__R, //# Fast plain transition from stance1 to right-to-left Fast weak attack BOTH_S2_S1_TL, //# Fast plain transition from stance1 to top-left-to-bottom-right Fast weak attack BOTH_S2_S1_BR, //# Fast plain transition from stance1 to bottom-right-to-top-left Fast weak attack BOTH_S2_S1_BL, //# Fast plain transition from stance1 to bottom-left-to-top-right Fast weak attack BOTH_S2_S1_TR, //# Fast plain transition from stance1 to top-right-to-bottom-left Fast weak attack //Saber Attack Return Transitions BOTH_R2_B__S1, //# Fast plain transition from top-to-bottom Fast weak attack to stance1 BOTH_R2__L_S1, //# Fast plain transition from left-to-right Fast weak attack to stance1 BOTH_R2__R_S1, //# Fast plain transition from right-to-left Fast weak attack to stance1 BOTH_R2_TL_S1, //# Fast plain transition from top-left-to-bottom-right Fast weak attack to stance1 BOTH_R2_BR_S1, //# Fast plain transition from bottom-right-to-top-left Fast weak attack to stance1 BOTH_R2_BL_S1, //# Fast plain transition from bottom-left-to-top-right Fast weak attack to stance1 BOTH_R2_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_B2_BR___, //# Bounce-back if attack from BR is blocked BOTH_B2__R___, //# Bounce-back if attack from R is blocked BOTH_B2_TR___, //# Bounce-back if attack from TR is blocked BOTH_B2_T____, //# Bounce-back if attack from T is blocked BOTH_B2_TL___, //# Bounce-back if attack from TL is blocked BOTH_B2__L___, //# Bounce-back if attack from L is blocked BOTH_B2_BL___, //# Bounce-back if attack from BL is blocked //Saber Attack Deflections (last 4 frames of an attack) BOTH_D2_BR___, //# Deflection toward BR BOTH_D2__R___, //# Deflection toward R BOTH_D2_TR___, //# Deflection toward TR BOTH_D2_TL___, //# Deflection toward TL BOTH_D2__L___, //# Deflection toward L BOTH_D2_BL___, //# Deflection toward BL BOTH_D2_B____, //# Deflection toward B //Saber attack anims - power level 3 BOTH_A3_T__B_, //# Fast weak vertical attack top to bottom BOTH_A3__L__R, //# Fast weak horizontal attack left to right 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, #ifndef BASE_SAVE_COMPAT BOTH_KNEELATTACK, #endif 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, BOTH_SIT6, BOTH_SIT7, //================================================= //ANIMS IN WHICH ONLY THE UPPER OBJECTS ARE IN MD3 //================================================= //# #sep TORSO_ WEAPON-RELATED TORSO_DROPWEAP1, //# Put weapon away TORSO_DROPWEAP4, //# Put weapon away TORSO_RAISEWEAP1, //# Draw Weapon TORSO_RAISEWEAP4, //# Draw Weapon TORSO_WEAPONREADY1, //# Ready to fire stun baton TORSO_WEAPONREADY2, //# Ready to fire one-handed blaster pistol TORSO_WEAPONREADY3, //# Ready to fire blaster rifle TORSO_WEAPONREADY4, //# Ready to fire sniper rifle TORSO_WEAPONREADY10, //# Ready to fire thermal det TORSO_WEAPONIDLE2, //# Holding one-handed blaster TORSO_WEAPONIDLE3, //# Holding blaster rifle TORSO_WEAPONIDLE4, //# Holding sniper rifle TORSO_WEAPONIDLE10, //# Holding thermal det //# #sep TORSO_ MISC TORSO_SURRENDER_START, //# arms up TORSO_SURRENDER_STOP, //# arms back down TORSO_CHOKING1, //# TEMP TORSO_HANDSIGNAL1, TORSO_HANDSIGNAL2, TORSO_HANDSIGNAL3, TORSO_HANDSIGNAL4, TORSO_HANDSIGNAL5, //================================================= //ANIMS IN WHICH ONLY THE LOWER OBJECTS ARE IN MD3 //================================================= //# #sep Legs-only anims LEGS_TURN1, //# What legs do when you turn your lower body to match your upper body facing LEGS_TURN2, //# Leg turning from stand2 LEGS_LEAN_LEFT1, //# Lean left LEGS_LEAN_RIGHT1, //# Lean Right LEGS_CHOKING1, //# TEMP LEGS_LEFTUP1, //# On a slope with left foot 4 higher than right 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 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__