/* =========================================================================== 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 <http://www.gnu.org/licenses/>. =========================================================================== */ #ifndef __ANIMS_H__ #define __ANIMS_H__ // playerAnimations typedef enum //# animNumber_e { //================================================= //ANIMS IN WHICH UPPER AND LOWER OBJECTS ARE IN MD3 //================================================= BOTH_1CRUFTFORGIL = 0, //# G2 cannot have a reverse anim at beginning of file //# #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_DEADFLOP3, //# React to being shot from Third Death finished pose BOTH_DEADFLOP4, //# React to being shot from Fourth Death finished pose BOTH_DEADFLOP5, //# React to being shot from Fifth Death finished pose BOTH_DEADFORWARD1_FLOP, //# React to being shot First thrown forward death finished pose BOTH_DEADFORWARD2_FLOP, //# React to being shot Second thrown forward death finished pose BOTH_DEADBACKWARD1_FLOP, //# React to being shot First thrown backward death finished pose BOTH_DEADBACKWARD2_FLOP, //# React to being shot Second thrown backward death finished pose BOTH_LYINGDEAD1_FLOP, //# React to being shot Killed lying down death finished pose BOTH_STUMBLEDEAD1_FLOP, //# React to being shot Stumble forward death finished pose BOTH_FALLDEAD1_FLOP, //# React to being shot Fall forward and splat 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, //# BOTH_PAIN19, //# BOTH_PAIN20, //# GETTING SHOCKED //# #sep BOTH_ ATTACKS BOTH_ATTACK1, //# Attack with stun baton BOTH_ATTACK2, //# Attack with one-handed pistol BOTH_ATTACK2IDLE1, //# Idle with one-handed pistol BOTH_ATTACK3, //# Attack with blaster rifle BOTH_ATTACK4, //# Attack with disruptor BOTH_ATTACK5, //# Attack with bow caster BOTH_ATTACK6, //# Attack with ??? BOTH_ATTACK7, //# Attack with ??? BOTH_ATTACK8, //# Attack with ??? BOTH_ATTACK9, //# Attack with rocket launcher BOTH_ATTACK10, //# Attack with thermal det BOTH_ATTACK11, //# Attack with laser trap BOTH_ATTACK12, //# Attack with detpack BOTH_MELEE1, //# First melee attack BOTH_MELEE2, //# Second melee attack BOTH_MELEE3, //# Third melee attack BOTH_MELEE4, //# Fourth melee attack BOTH_MELEE5, //# Fifth melee attack BOTH_MELEE6, //# Sixth melee attack BOTH_THERMAL_READY, //# pull back with thermal BOTH_THERMAL_THROW, //# throw thermal //* #sep BOTH_ SABER ANIMS //Saber attack anims - power level 2 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 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 //Sabers locked anims 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, //# BOTH_SABERFAST_STANCE, BOTH_SABERSLOW_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,//# //# #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_STAND4IDLE1, //# Random standing idle 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_STAND7, //# both hands on hips (female) BOTH_STAND8, //# both hands on hips (male) BOTH_STAND1TO3, //# Transition from stand1 to stand3 BOTH_STAND3TO1, //# Transition from stand3 to stand1 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_STANDTOWALK1, //# Transition from stand1 to walk1 BOTH_STAND4TOATTACK2, //# relaxed stand to 1-handed pistol ready BOTH_STANDUP1, //# standing up and stumbling BOTH_STANDUP2, //# Luke standing up from his meditation platform (cin # 37) BOTH_STAND5TOSIT3, //# transition from stand 5 to sit 3 BOTH_STAND1_REELO, //# Reelo in his stand1 position (cin #18) BOTH_STAND5_REELO, //# Reelo in his stand5 position (cin #18) 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_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_ALERT1, //# Startled by something while on guard BOTH_GESTURE1, //# Generic gesture, non-specific BOTH_GESTURE2, //# Generic gesture, non-specific BOTH_GESTURE3, //# 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_TALKGESTURE2, //# Generic talk anim BOTH_TALKGESTURE3, //# Generic talk anim BOTH_TALKGESTURE4START, //# Beginning talk anim 4 BOTH_TALKGESTURE4, //# Talk gesture 4 BOTH_TALKGESTURE4STOP, //# Ending talk anim 4 BOTH_TALKGESTURE5START, //# Start hand on chin BOTH_TALKGESTURE5, //# Hand on chin BOTH_TALKGESTURE5STOP, //# Stop hand on chin BOTH_TALKGESTURE6START, //# Starting Motions to self BOTH_TALKGESTURE6, //# Pointing at self BOTH_TALKGESTURE6STOP, //# Ending Motions to self BOTH_TALKGESTURE7START, //# Start touches Kyle on shoulder BOTH_TALKGESTURE7, //# Hold touches Kyle on shoulder BOTH_TALKGESTURE7STOP, //# Ending touches Kyle on shoulder BOTH_TALKGESTURE8START, //# Lando's chin hold BOTH_TALKGESTURE8, //# Lando's chin hold BOTH_TALKGESTURE8STOP, //# Lando's chin hold BOTH_TALKGESTURE9, //# Same as gesture 2 but with the right hand BOTH_TALKGESTURE10, //# Shoulder shrug BOTH_TALKGESTURE11START, //# Arms folded across chest BOTH_TALKGESTURE11STOP, //# Arms folded across chest BOTH_TALKGESTURE12, //# Tavion taunting Kyle BOTH_TALKGESTURE13START, //# Luke warning Kyle BOTH_TALKGESTURE13, //# Luke warning Kyle BOTH_TALKGESTURE13STOP, //# Luke warning Kyle BOTH_TALKGESTURE14, //# Luke gesturing to Kyle BOTH_TALKGESTURE15START, //# Desann taunting Kyle BOTH_TALKGESTURE15, //# Desann taunting Kyle BOTH_TALKGESTURE15STOP, //# Desann taunting Kyle BOTH_TALKGESTURE16, //# Bartender gesture cin #15 BOTH_TALKGESTURE17, //# Bartender gesture cin #15 BOTH_TALKGESTURE18, //# Bartender gesture cin #15 BOTH_TALKGESTURE19START, //# Desann lifting his arm "Join me" (cin #34) BOTH_TALKGESTURE19STOP, //# Desann lifting his arm "Join me" (cin #34) BOTH_TALKGESTURE20START, //# Kyle lifting his arm "Join us" (cin #34) BOTH_TALKGESTURE21, //# generic talk gesture from stand3 BOTH_TALKGESTURE22, //# generic talk gesture from stand3 BOTH_TALKGESTURE23, //# generic talk gesture from stand3 BOTH_PAUSE1START, //# Luke pauses to warn Kyle (cin #24) start BOTH_PAUSE1STOP, //# Luke pauses to warn Kyle (cin #24) stop 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_HEADSHAKE1_REELO, //# Head shake NO for Reelo BOTH_SITHEADTILTLSTART, //# Head tilt to left from seated position BOTH_SITHEADTILTLSTOP, //# Head tilt to left from seated position BOTH_SITHEADTILTRSTART, //# Head tilt to right from seated position BOTH_SITHEADTILTRSTOP, //# Head tilt to right from seated position BOTH_SITHEADNOD, //# Head shake YES from seated position BOTH_SITHEADSHAKE, //# Head shake NO from seated position 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_EXAMINE1START, //# Start Mon Mothma examining crystal BOTH_EXAMINE1, //# Mon Mothma examining crystal BOTH_EXAMINE1STOP, //# Stop Mon Mothma examining crystal BOTH_EXAMINE2START, //# Start Kyle tossing crystal BOTH_EXAMINE2, //# Hold Kyle tossing crystal BOTH_EXAMINE2STOP, //# End Kyle tossing crystal BOTH_EXAMINE3START, //# Start Lando looking around corner BOTH_EXAMINE3, //# Hold Lando looking around corner BOTH_EXAMINE3STOP, //# End Lando looking around corner BOTH_LEANLEFT2START, //# Start leaning left in chair BOTH_LEANLEFT2STOP, //# Stop leaning left in chair BOTH_LEANRIGHT3START, //# Start Lando leaning on wall BOTH_LEANRIGHT3, //# Lando leaning on wall BOTH_LEANRIGHT3STOP, //# Stop Lando leaning on wall BOTH_FORCEFOUNTAIN1_START, //# Kyle being lifted into the Force Fountain (cin #10) BOTH_FORCEFOUNTAIN1_MIDDLE, //# Kyle changing to looping position in the Force Fountain (cin #10) BOTH_FORCEFOUNTAIN1_LOOP, //# Kyle being spun in the Force Fountain (cin #10) BOTH_FORCEFOUNTAIN1_STOP, //# Kyle being set down out of the Force Fountain (cin #10) BOTH_THUMBING1, //# Lando gesturing with thumb over his shoulder (cin #19) 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_PUNCHER1, //# Jan punching Kyle in the shoulder (cin #37) BOTH_CONSTRAINER1HOLD, //# Static pose of starting Tavion constraining Jan (cin #9) BOTH_CONSTRAINEE1HOLD, //# Static pose of starting Jan being constrained by Tavion (cin #9) BOTH_CONSTRAINER1STAND, //# Tavion constraining Jan in a stand pose (cin #9) BOTH_CONSTRAINEE1STAND, //# Jan being constrained in a stand pose (cin #9) BOTH_CONSTRAINER1WALK, //# Tavion shoving jan forward (cin #9) BOTH_CONSTRAINEE1WALK, //# Jan being shoved forward by Tavion (cin #9) BOTH_CONSTRAINER1LOOP, //# Tavion walking with Jan in a loop (cin #9) BOTH_CONSTRAINEE1LOOP, //# Jan walking with Tavion in a loop (cin #9) 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_HANDSHAKER1START, //# Luke shaking Kyle's hand (cin #37) BOTH_HANDSHAKER1LOOP, //# Luke shaking Kyle's hand (cin #37) BOTH_HANDSHAKEE1START, //# Kyle shaking Luke's hand (cin #37) BOTH_HANDSHAKEE1LOOP, //# Kyle shaking Luke's hand (cin #37) BOTH_LAUGH1START, //# Reelo leaning forward before laughing (cin #18) BOTH_LAUGH1STOP, //# Reelo laughing (cin #18) BOTH_ESCAPEPOD_LEAVE1, //# Kyle leaving escape pod (cin #33) BOTH_ESCAPEPOD_LEAVE2, //# Jan leaving escape pod (cin #33) BOTH_HUGGER1, //# Kyle hugging Jan (cin #29) BOTH_HUGGERSTOP1, //# Kyle stop hugging Jan but don't let her go (cin #29) BOTH_HUGGERSTOP2, //# Kyle let go of Jan and step back (cin #29) BOTH_HUGGEE1, //# Jan being hugged (cin #29) BOTH_HUGGEESTOP1, //# Jan stop being hugged but don't let go (cin #29) BOTH_HUGGEESTOP2, //# Jan released from hug (cin #29) BOTH_KISSER1, //# Temp until the Kiss anim gets split up BOTH_KISSER1START1, //# Kyle start kissing Jan BOTH_KISSER1START2, //# Kyle start kissing Jan BOTH_KISSER1LOOP, //# Kyle loop kissing Jan BOTH_KISSER1STOP, //# Temp until the Kiss anim gets split up BOTH_KISSER1STOP1, //# Kyle stop kissing but don't let go BOTH_KISSER1STOP2, //# Kyle step back from Jan BOTH_KISSEE1, //# Temp until the Kiss anim gets split up BOTH_KISSEE1START1, //# Jan start being kissed BOTH_KISSEE1START2, //# Jan start being kissed BOTH_KISSEE1LOOP, //# Jan loop being kissed BOTH_KISSEE1STOP, //# Temp until the Kiss anim gets split up BOTH_KISSEE1STOP1, //# Jan stop being kissed but don't let go BOTH_KISSEE1STOP2, //# Jan wait for Kyle to step back BOTH_BARTENDER_IDLE1, //# Bartender idle in cin #15 BOTH_BARTENDER_THROW1, //# Bartender throws glass in cin #15 BOTH_BARTENDER_COWERSTART, //# Start of Bartender raising both hands up in surrender (cin #16) BOTH_BARTENDER_COWERLOOP, //# Loop of Bartender waving both hands in surrender (cin #16) BOTH_BARTENDER_COWER, //# Single frame of Bartender waving both hands in surrender (cin #16) BOTH_THREATEN1_START, //# First frame of Kyle threatening Bartender with lightsaber (cin #16) BOTH_THREATEN1, //# Kyle threatening Bartender with lightsaber (cin #16) BOTH_RADIO_ONOFF, //# Mech Galak turning on his suit radio (cin #32) BOTH_TRIUMPHANT1START, //# Mech Galak raising his arms in victory (cin #32) BOTH_TRIUMPHANT1STARTGESTURE, //# Mech Galak raising his arms in victory (cin #32) BOTH_TRIUMPHANT1STOP, //# Mech Galak lowering his arms in victory (cin #32) 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) BOTH_COVERUP1_LOOP, //# animation of getting in line of friendly fire BOTH_COVERUP1_START, //# transitions from stand to coverup1_loop BOTH_COVERUP1_END, //# transitions from coverup1_loop to stand BOTH_INJURED4, //# Injured pose 4 BOTH_INJURED4TO5, //# Transition from INJURED4 to INJURED5 BOTH_INJURED5, //# Injured pose 5 //# #sep BOTH_ SITTING/CROUCHING BOTH_SIT1STAND, //# Stand up from First sitting anim BOTH_SIT1, //# Normal chair sit. BOTH_SIT2, //# Lotus position. BOTH_SIT3, //# Sitting in tired position, elbows on knees BOTH_SIT2TO3, //# Trans from sit2 to sit3? 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_SIT3TO1, //# Trans from sit3 to sit1? BOTH_SIT3TO2, //# Trans from sit3 to sit2? BOTH_SIT3TOSTAND5, //# transition from sit 3 to stand 5 BOTH_SIT4TO5, //# Trans from sit4 to sit5 BOTH_SIT4TO6, //# Trans from sit4 to sit6 BOTH_SIT5TO4, //# Trans from sit5 to sit4 BOTH_SIT5TO6, //# Trans from sit5 to sit6 BOTH_SIT6TO4, //# Trans from sit6 to sit4 BOTH_SIT6TO5, //# Trans from sit6 to sit5 BOTH_SIT7, //# sitting with arms over knees, no weapon BOTH_SIT7TOSTAND1, //# getting up from sit7 into stand1 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_CROUCH2IDLE, //# crouch and resting on back righ heel, no weapon 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_GET_UP1, //# Get up from the ground, face down BOTH_GET_UP2, //# Get up from the ground, face up BOTH_COCKPIT_SIT, //# sit in a cockpit. BOTH_GUNSIT1, //# sitting on an emplaced gun. 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 BOTH_RUMMAGE1START, //# Kyle rummaging for crystal (cin 2) BOTH_RUMMAGE1, //# Kyle rummaging for crystal (cin 2) BOTH_RUMMAGE1STOP, //# Kyle rummaging for crystal (cin 2) BOTH_HOLDGLASS1, //# Bartender holds glass (cin# 14) BOTH_SLIDEGLASS1, //# Bartender slides glass (cin# 14) BOTH_SLAMSABERDOWN, //# Kyle slamming his saber on the bar top (cin# 14) //# #sep BOTH_ MOVING BOTH_WALK1, //# Normal walk BOTH_WALK2, //# Normal walk BOTH_WALK3, //# Goes with stand3 BOTH_WALK4, //# Walk cycle goes to a stand4 BOTH_WALK5, //# Tavion taunting Kyle (cin 22) BOTH_WALK6, //# Slow walk for Luke (cin 12) BOTH_WALK7, //# Fast walk BOTH_WALK8, //# Normal walk with hands behind back (Luke in cin#12) BOTH_WALK9, //# Lando walk (cin #17) BOTH_WALK10, //# Lando walk (cin #17) BOTH_WALKTORUN1, //# transition from walk to run BOTH_RUN1, //# Full run BOTH_RUN1START, //# Start into full run1 BOTH_RUN1STOP, //# Stop from full run1 BOTH_RUN2, //# Full run BOTH_RUNINJURED1, //# Run with injured left leg 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_RUNAWAY1, //# Running scared BOTH_SWIM1, //# Swimming 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_ROLL_FR, //# Roll forward right BOTH_ROLL_FL, //# Roll forward left BOTH_ROLL_BR, //# Roll back right BOTH_ROLL_BL, //# Roll back left 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_DIVE1, //# Dive! BOTH_ENGAGETAUNT, 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_WALL_FLIP_FWD, //# 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_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_DEATHFROMBACKSLASH,//# BOTH_RIGHTHANDCHOPPEDOFF,//# BOTH_DEFLECTSLASH__R__L_FIN,//# BOTH_BASHED1,//# BOTH_ARIAL_F1,//# BOTH_BUTTERFLY_FR1,//# BOTH_BUTTERFLY_FL1,//# //# #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 BOTH_ONLADDER_BOT1, //# Getting on the ladder at the bottom BOTH_OFFLADDER_BOT1, //# Getting off the ladder at the bottom BOTH_ONLADDER_TOP1, //# Getting on the ladder at the top BOTH_OFFLADDER_TOP1, //# Getting off the ladder at the top BOTH_LIFT1, //# Lifting someone/thing over their shoulder BOTH_STEP1, //# telsia checking out lake cinematic9.2 BOTH_HITWALL1, //# cin.18, Kenn hit by borg into wall 56 units away BOTH_AMBUSHLAND1, //# landing from fall on victim BOTH_BIRTH1, //# birth from jumping through walls //# #sep BOTH_ FLYING IDLE BOTH_FLY_IDLE1, //# Flying Idle 1 BOTH_FLY_IDLE2, //# Flying Idle 2 BOTH_FLY_SHIELDED, //# For sentry droid, shields in //# #sep BOTH_ FLYING MOVING BOTH_FLY_START1, //# Start flying BOTH_FLY_STOP1, //# Stop flying BOTH_FLY_LOOP1, //# Normal flying, should loop BOTH_FLOAT1, //# Crew floating through space 1 BOTH_FLOAT2, //# Crew floating through space 2 BOTH_FLOATCONSOLE1, //# Crew floating and working on console //# #sep BOTH_ SWIMMING BOTH_SWIM_IDLE1, //# Swimming Idle 1 BOTH_SWIMFORWARD, //# Swim forward loop //# #sep BOTH_ LYING BOTH_LIE_DOWN1, //# From a stand position, get down on ground, face down BOTH_LIE_DOWN2, //# From a stand position, get down on ground, face up BOTH_LIE_DOWN3, //# reaction to local disnode being destroyed BOTH_PAIN2WRITHE1, //# Transition from upright position to writhing on ground anim BOTH_PRONE2RLEG, //# Lying on ground reach to grab right leg BOTH_PRONE2LLEG, //# Lying on ground reach to grab left leg BOTH_WRITHING1, //# Lying on ground on back writhing in pain BOTH_WRITHING1RLEG, //# Lying on ground writhing in pain, holding right leg BOTH_WRITHING1LLEG, //# Lying on ground writhing in pain, holding left leg BOTH_WRITHING2, //# Lying on ground on front writhing in pain BOTH_INJURED1, //# Lying down, against wall - can also be sleeping against wall BOTH_INJURED2, //# Injured pose 2 BOTH_INJURED3, //# Injured pose 3 BOTH_INJURED6, //# Injured pose 6 BOTH_INJURED6ATTACKSTART, //# Start attack while in injured 6 pose BOTH_INJURED6ATTACKSTOP, //# End attack while in injured 6 pose BOTH_INJURED6COMBADGE, //# Hit combadge while in injured 6 pose BOTH_INJURED6POINT, //# Chang points to door while in injured state BOTH_INJUREDTOSTAND1, //# Runinjured to stand1 BOTH_PROPUP1, //# Kyle getting up from having been knocked down (cin #9 end) BOTH_CRAWLBACK1, //# Lying on back, crawling backwards with elbows BOTH_SITWALL1, //# Sitting against a wall BOTH_SLEEP1, //# laying on back-rknee up-rhand on torso BOTH_SLEEP2, //# on floor-back against wall-arms crossed BOTH_SLEEP3, //# Sleeping in a chair BOTH_SLEEP4, //# Sleeping slumped over table BOTH_SLEEP5, //# Laying on side sleeping on flat sufrace 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_SLEEP2GETUP, //# alarmed and getting up out of sleep2 pose to stand BOTH_SLEEP3GETUP, //# alarmed and getting up out of sleep3 pose to stand BOTH_SLEEP3DEATH, //# death in chair, from sleep3 idle BOTH_SLEEP3DEAD, //# death in chair, from sleep3 idle BOTH_SLEEP_IDLE1, //# rub face and nose while asleep from sleep pose 1 BOTH_SLEEP_IDLE2, //# shift position while asleep - stays in sleep2 BOTH_SLEEP_IDLE3, //# Idle anim from sleep pose 3 BOTH_SLEEP_IDLE4, //# Idle anim from sleep pose 4 BOTH_SLEEP1_NOSE, //# Scratch nose from SLEEP1 pose BOTH_SLEEP2_SHIFT, //# Shift in sleep from SLEEP2 pose BOTH_RESTRAINED1, //# Telsia tied to medical table BOTH_RESTRAINED1POINT, //# Telsia tied to medical table pointing at Munro BOTH_LIFTED1, //# Fits with BOTH_LIFT1, lifted on shoulder BOTH_CARRIED1, //# Fits with TORSO_CARRY1, carried over shoulder BOTH_CARRIED2, //# Laying over object 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 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 BOTH_COCKPIT_TALKR1START, //# turn head from straight forward to looking full right BOTH_COCKPIT_TALKR1STARTTOMID, //# from TALKR1START to looking at hologram (cin #1) BOTH_COCKPIT_TALKR1MIDTOSTART, //# from looking at hologram to TALKR1START (cin #1) BOTH_COCKPIT_TALKR1STOP, //# return head to straight forward from BOTH_COCKPIT_TALKR1 BOTH_COCKPIT_TALKR1STOPTOMID, //# from TALKR1STOP to TALKR1MID BOTH_COCKPIT_TALKR1MIDTOSTOP, //# from looking at hologram to TALKR1STOP (cin #1) BOTH_COCKPIT_TALKR1, //# talk to right side BOTH_COCKPIT_TALKL1START, //# turn head from straight forward to looking full left BOTH_COCKPIT_TALKL1STARTTOMID, //# from TALKL1START to looking at hologram (cin #1) BOTH_COCKPIT_TALKL1MIDTOSTART, //# from looking at hologram to TALKL1START (cin #1) BOTH_COCKPIT_TALKL1STOP, //# return head to straight forward from BOTH_COCKPIT_TALKL1 BOTH_COCKPIT_TALKL1STOPTOMID, //# from TALKL1STOP to TALKL1MID BOTH_COCKPIT_TALKL1MIDTOSTOP, //# from looking at hologram to TALKL1STOP (cin #1) BOTH_COCKPIT_TALKL1, //# talk to left side BOTH_COCKPIT_CONSOLE1, //# type at controls BOTH_COCKPIT_CONSOLE2, //# type at controls BOTH_COCKPIT_CONSOLE2_PARTIAL, //# last part of console2 anim (cin #1) used by Jan BOTH_COCKPIT_HEADNOD, //# nod head yes while sitting BOTH_COCKPIT_HEADSHAKE, //# shake head no while sitting BOTH_COCKPIT_HEADTILTLSTART, //# start tilt head left while sitting BOTH_COCKPIT_HEADTILTLSTOP, //# stop tilt head left while sitting BOTH_COCKPIT_HEADTILTRSTART, //# start tilt head right while sitting BOTH_COCKPIT_HEADTILTRSTOP, //# stop tilt head right while sitting BOTH_COCKPIT_TALKGESTURE7START, //# Lando's supporting hand to Kyle (cin #21) BOTH_COCKPIT_TALKGESTURE7STOP, //# Lando's supporting hand away from Kyle (cin #21) BOTH_COCKPIT_TALKGESTURE8START, //# Hand to Lando's chin (cin #21) BOTH_COCKPIT_TALKGESTURE8STOP, //# hand away from Lando's chin *cin #21) BOTH_COCKPIT_TALKGESTURE11START, //# BOTH_COCKPIT_TALKGESTURE11STOP, //# BOTH_COCKPIT_SLEEP6START, //# BOTH_COCKPIT_SLEEP6STOP, //# //================================================= //ANIMS IN WHICH ONLY THE UPPER OBJECTS ARE IN MD3 //================================================= //# #sep TORSO_ WEAPON-RELATED TORSO_DROPWEAP1, //# Put weapon away TORSO_DROPWEAP2, //# Put weapon away TORSO_DROPWEAP3, //# Put weapon away TORSO_DROPWEAP4, //# Put weapon away TORSO_RAISEWEAP1, //# Draw Weapon TORSO_RAISEWEAP2, //# Draw Weapon TORSO_RAISEWEAP3, //# 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_WEAPONREADY5, //# Ready to fire bowcaster TORSO_WEAPONREADY6, //# Ready to fire ??? TORSO_WEAPONREADY7, //# Ready to fire ??? TORSO_WEAPONREADY8, //# Ready to fire ??? TORSO_WEAPONREADY9, //# Ready to fire rocket launcher TORSO_WEAPONREADY10, //# Ready to fire thermal det TORSO_WEAPONREADY11, //# Ready to fire laser trap TORSO_WEAPONREADY12, //# Ready to fire detpack TORSO_WEAPONIDLE1, //# Holding stun baton TORSO_WEAPONIDLE2, //# Holding one-handed blaster TORSO_WEAPONIDLE3, //# Holding blaster rifle TORSO_WEAPONIDLE4, //# Holding sniper rifle TORSO_WEAPONIDLE5, //# Holding bowcaster TORSO_WEAPONIDLE6, //# Holding ??? TORSO_WEAPONIDLE7, //# Holding ??? TORSO_WEAPONIDLE8, //# Holding ??? TORSO_WEAPONIDLE9, //# Holding rocket launcher TORSO_WEAPONIDLE10, //# Holding thermal det TORSO_WEAPONIDLE11, //# Holding laser trap TORSO_WEAPONIDLE12, //# Holding detpack //# #sep TORSO_ MISC TORSO_HANDGESTURE1, //# gestures to left one hand TORSO_HANDGESTURE2, //# gestures to right one hand TORSO_HANDGESTURE3, //# gestures to the left both hands TORSO_HANDGESTURE4, //# gestures to the right both hands TORSO_HANDEXTEND1, //# doctor reaching for hypospray in scav5 TORSO_HANDRETRACT1, //# doctor taking hypospray from player in scav5 TORSO_DROPHELMET1, //# Drop the helmet to the waist TORSO_RAISEHELMET1, //# Bring the helmet to the head TORSO_REACHHELMET1, //# reaching for helmet off of 60 tall cabinet TORSO_GRABLBACKL, //# reach to lower back with left hand TORSO_GRABUBACKL, //# reach to upper back with left hand TORSO_GRABLBACKR, //# reach to lower back with right hand TORSO_GRABUBACKR, //# reach to upper back with right hand TORSO_SURRENDER_START, //# arms up TORSO_SURRENDER_STOP, //# arms back down TORSO_CHOKING1, //# TEMP //================================================= //ANIMS IN WHICH ONLY THE LOWER OBJECTS ARE IN MD3 //================================================= //# #sep Legs-only anims LEGS_WALKBACK1, //# Walk1 backwards LEGS_WALKBACK2, //# Walk2 backwards LEGS_RUNBACK1, //# Run1 backwards LEGS_RUNBACK2, //# Run2 backwards 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_KNEELDOWN1, //# Get down on one knee? LEGS_KNEELUP1, //# Get up from one knee? LEGS_CRLEAN_LEFT1, //# Crouch Lean left LEGS_CRLEAN_RIGHT1, //# Crouch 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, //================================================= //HEAD ANIMS //================================================= //# #sep Head-only anims FACE_TALK1, //# quiet FACE_TALK2, //# semi-quiet FACE_TALK3, //# semi-loud FACE_TALK4, //# loud FACE_ALERT, //# FACE_SMILE, //# FACE_FROWN, //# FACE_DEAD, //# //# #eol MAX_ANIMATIONS, } animNumber_t; #define SABER_ANIM_GROUP_SIZE (BOTH_A2_T__B_ - BOTH_A1_T__B_) #define MAX_ANIM_SOUNDS 69 #ifndef CG_PLAYERS_CPP extern stringID_table_t animTable [MAX_ANIMATIONS+1]; #else // <"animTable" moved to cgame/animtable.h for PCH reasons> #endif// #ifndef CG_PLAYER_CPP // !!!!!!!!!!!! LOADSAVE-affecting structure !!!!!!!!!!!! class animFileSet_t { public: char filename[MAX_QPATH]; animation_t animations[MAX_ANIMATIONS]; animsounds_t torsoAnimSnds[MAX_ANIM_SOUNDS]; animsounds_t legsAnimSnds[MAX_ANIM_SOUNDS]; qboolean soundsCached; void sg_export( ojk::SavedGameHelper& saved_game) const { saved_game.write<int8_t>(filename); saved_game.write<>(animations); saved_game.write<>(torsoAnimSnds); saved_game.write<>(legsAnimSnds); saved_game.write<int32_t>(soundsCached); } void sg_import( ojk::SavedGameHelper& saved_game) { saved_game.read<int8_t>(filename); saved_game.read<>(animations); saved_game.read<>(torsoAnimSnds); saved_game.read<>(legsAnimSnds); saved_game.read<int32_t>(soundsCached); } }; // animFileSet_t #define MAX_ANIM_FILES 64 #endif// #ifndef __ANIMS_H__