mirror of
https://github.com/DrBeef/JKXR.git
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4597b03873
Opens in Android Studio but haven't even tried to build it yet (it won't.. I know that much!)
1435 lines
69 KiB
C++
1435 lines
69 KiB
C++
/*
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===========================================================================
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Copyright (C) 2000 - 2013, Raven Software, Inc.
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Copyright (C) 2001 - 2013, Activision, Inc.
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Copyright (C) 2013 - 2015, OpenJK contributors
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This file is part of the OpenJK source code.
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OpenJK is free software; you can redistribute it and/or modify it
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under the terms of the GNU General Public License version 2 as
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published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, see <http://www.gnu.org/licenses/>.
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===========================================================================
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*/
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#ifndef __ANIMS_H__
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#define __ANIMS_H__
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// playerAnimations
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typedef enum //# animNumber_e
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{
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//=================================================
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//ANIMS IN WHICH UPPER AND LOWER OBJECTS ARE IN MD3
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//=================================================
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BOTH_1CRUFTFORGIL = 0, //# G2 cannot have a reverse anim at beginning of file
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//# #sep BOTH_ DEATHS
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BOTH_DEATH1, //# First Death anim
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BOTH_DEATH2, //# Second Death anim
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BOTH_DEATH3, //# Third Death anim
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BOTH_DEATH4, //# Fourth Death anim
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BOTH_DEATH5, //# Fifth Death anim
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BOTH_DEATH6, //# Sixth Death anim
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BOTH_DEATH7, //# Seventh Death anim
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BOTH_DEATH8, //#
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BOTH_DEATH9, //#
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BOTH_DEATH10, //#
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BOTH_DEATH11, //#
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BOTH_DEATH12, //#
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BOTH_DEATH13, //#
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BOTH_DEATH14, //#
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BOTH_DEATH15, //#
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BOTH_DEATH16, //#
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BOTH_DEATH17, //#
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BOTH_DEATH18, //#
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BOTH_DEATH19, //#
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BOTH_DEATH20, //#
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BOTH_DEATH21, //#
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BOTH_DEATH22, //#
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BOTH_DEATH23, //#
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BOTH_DEATH24, //#
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BOTH_DEATH25, //#
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BOTH_DEATHFORWARD1, //# First Death in which they get thrown forward
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BOTH_DEATHFORWARD2, //# Second Death in which they get thrown forward
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BOTH_DEATHFORWARD3, //# Tavion's falling in cin# 23
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BOTH_DEATHBACKWARD1, //# First Death in which they get thrown backward
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BOTH_DEATHBACKWARD2, //# Second Death in which they get thrown backward
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BOTH_DEATH1IDLE, //# Idle while close to death
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BOTH_LYINGDEATH1, //# Death to play when killed lying down
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BOTH_STUMBLEDEATH1, //# Stumble forward and fall face first death
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BOTH_FALLDEATH1, //# Fall forward off a high cliff and splat death - start
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BOTH_FALLDEATH1INAIR, //# Fall forward off a high cliff and splat death - loop
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BOTH_FALLDEATH1LAND, //# Fall forward off a high cliff and splat death - hit bottom
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BOTH_DEATH_ROLL, //# Death anim from a roll
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BOTH_DEATH_FLIP, //# Death anim from a flip
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BOTH_DEATH_SPIN_90_R, //# Death anim when facing 90 degrees right
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BOTH_DEATH_SPIN_90_L, //# Death anim when facing 90 degrees left
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BOTH_DEATH_SPIN_180, //# Death anim when facing backwards
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BOTH_DEATH_LYING_UP, //# Death anim when lying on back
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BOTH_DEATH_LYING_DN, //# Death anim when lying on front
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BOTH_DEATH_FALLING_DN, //# Death anim when falling on face
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BOTH_DEATH_FALLING_UP, //# Death anim when falling on back
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BOTH_DEATH_CROUCHED, //# Death anim when crouched
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//# #sep BOTH_ DEAD POSES # Should be last frame of corresponding previous anims
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BOTH_DEAD1, //# First Death finished pose
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BOTH_DEAD2, //# Second Death finished pose
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BOTH_DEAD3, //# Third Death finished pose
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BOTH_DEAD4, //# Fourth Death finished pose
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BOTH_DEAD5, //# Fifth Death finished pose
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BOTH_DEAD6, //# Sixth Death finished pose
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BOTH_DEAD7, //# Seventh Death finished pose
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BOTH_DEAD8, //#
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BOTH_DEAD9, //#
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BOTH_DEAD10, //#
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BOTH_DEAD11, //#
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BOTH_DEAD12, //#
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BOTH_DEAD13, //#
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BOTH_DEAD14, //#
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BOTH_DEAD15, //#
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BOTH_DEAD16, //#
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BOTH_DEAD17, //#
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BOTH_DEAD18, //#
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BOTH_DEAD19, //#
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BOTH_DEAD20, //#
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BOTH_DEAD21, //#
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BOTH_DEAD22, //#
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BOTH_DEAD23, //#
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BOTH_DEAD24, //#
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BOTH_DEAD25, //#
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BOTH_DEADFORWARD1, //# First thrown forward death finished pose
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BOTH_DEADFORWARD2, //# Second thrown forward death finished pose
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BOTH_DEADBACKWARD1, //# First thrown backward death finished pose
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BOTH_DEADBACKWARD2, //# Second thrown backward death finished pose
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BOTH_LYINGDEAD1, //# Killed lying down death finished pose
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BOTH_STUMBLEDEAD1, //# Stumble forward death finished pose
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BOTH_FALLDEAD1LAND, //# Fall forward and splat death finished pose
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//# #sep BOTH_ DEAD TWITCH/FLOP # React to being shot from death poses
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BOTH_DEADFLOP1, //# React to being shot from First Death finished pose
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BOTH_DEADFLOP2, //# React to being shot from Second Death finished pose
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BOTH_DEADFLOP3, //# React to being shot from Third Death finished pose
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BOTH_DEADFLOP4, //# React to being shot from Fourth Death finished pose
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BOTH_DEADFLOP5, //# React to being shot from Fifth Death finished pose
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BOTH_DEADFORWARD1_FLOP, //# React to being shot First thrown forward death finished pose
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BOTH_DEADFORWARD2_FLOP, //# React to being shot Second thrown forward death finished pose
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BOTH_DEADBACKWARD1_FLOP, //# React to being shot First thrown backward death finished pose
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BOTH_DEADBACKWARD2_FLOP, //# React to being shot Second thrown backward death finished pose
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BOTH_LYINGDEAD1_FLOP, //# React to being shot Killed lying down death finished pose
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BOTH_STUMBLEDEAD1_FLOP, //# React to being shot Stumble forward death finished pose
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BOTH_FALLDEAD1_FLOP, //# React to being shot Fall forward and splat death finished pose
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BOTH_DISMEMBER_HEAD1, //#
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BOTH_DISMEMBER_TORSO1, //#
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BOTH_DISMEMBER_LLEG, //#
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BOTH_DISMEMBER_RLEG, //#
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BOTH_DISMEMBER_RARM, //#
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BOTH_DISMEMBER_LARM, //#
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//# #sep BOTH_ PAINS
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BOTH_PAIN1, //# First take pain anim
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BOTH_PAIN2, //# Second take pain anim
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BOTH_PAIN3, //# Third take pain anim
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BOTH_PAIN4, //# Fourth take pain anim
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BOTH_PAIN5, //# Fifth take pain anim - from behind
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BOTH_PAIN6, //# Sixth take pain anim - from behind
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BOTH_PAIN7, //# Seventh take pain anim - from behind
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BOTH_PAIN8, //# Eigth take pain anim - from behind
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BOTH_PAIN9, //#
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BOTH_PAIN10, //#
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BOTH_PAIN11, //#
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BOTH_PAIN12, //#
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BOTH_PAIN13, //#
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BOTH_PAIN14, //#
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BOTH_PAIN15, //#
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BOTH_PAIN16, //#
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BOTH_PAIN17, //#
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BOTH_PAIN18, //#
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BOTH_PAIN19, //#
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BOTH_PAIN20, //# GETTING SHOCKED
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//# #sep BOTH_ ATTACKS
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BOTH_ATTACK1, //# Attack with stun baton
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BOTH_ATTACK2, //# Attack with one-handed pistol
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BOTH_ATTACK2IDLE1, //# Idle with one-handed pistol
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BOTH_ATTACK3, //# Attack with blaster rifle
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BOTH_ATTACK4, //# Attack with disruptor
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BOTH_ATTACK5, //# Attack with bow caster
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BOTH_ATTACK6, //# Attack with ???
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BOTH_ATTACK7, //# Attack with ???
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BOTH_ATTACK8, //# Attack with ???
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BOTH_ATTACK9, //# Attack with rocket launcher
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BOTH_ATTACK10, //# Attack with thermal det
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BOTH_ATTACK11, //# Attack with laser trap
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BOTH_ATTACK12, //# Attack with detpack
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BOTH_MELEE1, //# First melee attack
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BOTH_MELEE2, //# Second melee attack
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BOTH_MELEE3, //# Third melee attack
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BOTH_MELEE4, //# Fourth melee attack
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BOTH_MELEE5, //# Fifth melee attack
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BOTH_MELEE6, //# Sixth melee attack
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BOTH_THERMAL_READY, //# pull back with thermal
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BOTH_THERMAL_THROW, //# throw thermal
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//* #sep BOTH_ SABER ANIMS
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//Saber attack anims - power level 2
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BOTH_A1_T__B_, //# Fast weak vertical attack top to bottom
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BOTH_A1__L__R, //# Fast weak horizontal attack left to right
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BOTH_A1__R__L, //# Fast weak horizontal attack right to left
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BOTH_A1_TL_BR, //# Fast weak diagonal attack top left to botom right
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BOTH_A1_BR_TL, //# Fast weak diagonal attack top left to botom right
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BOTH_A1_BL_TR, //# Fast weak diagonal attack bottom left to top right
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BOTH_A1_TR_BL, //# Fast weak diagonal attack bottom left to right
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//Saber Arc and Spin Transitions
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BOTH_T1_BR__R, //# Fast arc bottom right to right
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BOTH_T1_BR_TL, //# Fast weak spin bottom right to top left
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BOTH_T1_BR__L, //# Fast weak spin bottom right to left
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BOTH_T1_BR_BL, //# Fast weak spin bottom right to bottom left
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BOTH_T1__R_TR, //# Fast arc right to top right
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BOTH_T1__R_TL, //# Fast arc right to top left
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BOTH_T1__R__L, //# Fast weak spin right to left
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BOTH_T1__R_BL, //# Fast weak spin right to bottom left
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BOTH_T1_TR_BR, //# Fast arc top right to bottom right
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BOTH_T1_TR_TL, //# Fast arc top right to top left
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BOTH_T1_TR__L, //# Fast arc top right to left
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BOTH_T1_TR_BL, //# Fast weak spin top right to bottom left
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BOTH_T1_T__BR, //# Fast arc top to bottom right
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BOTH_T1_T___R, //# Fast arc top to right
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BOTH_T1_T__TR, //# Fast arc top to top right
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BOTH_T1_T__TL, //# Fast arc top to top left
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BOTH_T1_T___L, //# Fast arc top to left
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BOTH_T1_T__BL, //# Fast arc top to bottom left
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BOTH_T1_TL_BR, //# Fast weak spin top left to bottom right
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BOTH_T1_TL_BL, //# Fast arc top left to bottom left
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BOTH_T1__L_BR, //# Fast weak spin left to bottom right
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BOTH_T1__L__R, //# Fast weak spin left to right
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BOTH_T1__L_TL, //# Fast arc left to top left
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BOTH_T1_BL_BR, //# Fast weak spin bottom left to bottom right
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BOTH_T1_BL__R, //# Fast weak spin bottom left to right
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BOTH_T1_BL_TR, //# Fast weak spin bottom left to top right
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BOTH_T1_BL__L, //# Fast arc bottom left to left
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//Saber Arc Transitions that use existing animations played backwards
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BOTH_T1_BR_TR, //# Fast arc bottom right to top right (use: BOTH_T1_TR_BR)
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BOTH_T1_BR_T_, //# Fast arc bottom right to top (use: BOTH_T1_T__BR)
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BOTH_T1__R_BR, //# Fast arc right to bottom right (use: BOTH_T1_BR__R)
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BOTH_T1__R_T_, //# Fast ar right to top (use: BOTH_T1_T___R)
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BOTH_T1_TR__R, //# Fast arc top right to right (use: BOTH_T1__R_TR)
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BOTH_T1_TR_T_, //# Fast arc top right to top (use: BOTH_T1_T__TR)
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BOTH_T1_TL__R, //# Fast arc top left to right (use: BOTH_T1__R_TL)
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BOTH_T1_TL_TR, //# Fast arc top left to top right (use: BOTH_T1_TR_TL)
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BOTH_T1_TL_T_, //# Fast arc top left to top (use: BOTH_T1_T__TL)
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BOTH_T1_TL__L, //# Fast arc top left to left (use: BOTH_T1__L_TL)
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BOTH_T1__L_TR, //# Fast arc left to top right (use: BOTH_T1_TR__L)
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BOTH_T1__L_T_, //# Fast arc left to top (use: BOTH_T1_T___L)
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BOTH_T1__L_BL, //# Fast arc left to bottom left (use: BOTH_T1_BL__L)
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BOTH_T1_BL_T_, //# Fast arc bottom left to top (use: BOTH_T1_T__BL)
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BOTH_T1_BL_TL, //# Fast arc bottom left to top left (use: BOTH_T1_TL_BL)
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//Saber Attack Start Transitions
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BOTH_S1_S1_T_, //# Fast plain transition from stance1 to top-to-bottom Fast weak attack
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BOTH_S1_S1__L, //# Fast plain transition from stance1 to left-to-right Fast weak attack
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BOTH_S1_S1__R, //# Fast plain transition from stance1 to right-to-left Fast weak attack
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BOTH_S1_S1_TL, //# Fast plain transition from stance1 to top-left-to-bottom-right Fast weak attack
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BOTH_S1_S1_BR, //# Fast plain transition from stance1 to bottom-right-to-top-left Fast weak attack
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BOTH_S1_S1_BL, //# Fast plain transition from stance1 to bottom-left-to-top-right Fast weak attack
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BOTH_S1_S1_TR, //# Fast plain transition from stance1 to top-right-to-bottom-left Fast weak attack
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//Saber Attack Return Transitions
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BOTH_R1_B__S1, //# Fast plain transition from top-to-bottom Fast weak attack to stance1
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BOTH_R1__L_S1, //# Fast plain transition from left-to-right Fast weak attack to stance1
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BOTH_R1__R_S1, //# Fast plain transition from right-to-left Fast weak attack to stance1
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BOTH_R1_TL_S1, //# Fast plain transition from top-left-to-bottom-right Fast weak attack to stance1
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BOTH_R1_BR_S1, //# Fast plain transition from bottom-right-to-top-left Fast weak attack to stance1
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BOTH_R1_BL_S1, //# Fast plain transition from bottom-left-to-top-right Fast weak attack to stance1
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BOTH_R1_TR_S1, //# Fast plain transition from top-right-to-bottom-left Fast weak attack
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//Saber Attack Bounces (first 4 frames of an attack, played backwards)
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BOTH_B1_BR___, //# Bounce-back if attack from BR is blocked
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BOTH_B1__R___, //# Bounce-back if attack from R is blocked
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BOTH_B1_TR___, //# Bounce-back if attack from TR is blocked
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BOTH_B1_T____, //# Bounce-back if attack from T is blocked
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BOTH_B1_TL___, //# Bounce-back if attack from TL is blocked
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BOTH_B1__L___, //# Bounce-back if attack from L is blocked
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BOTH_B1_BL___, //# Bounce-back if attack from BL is blocked
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//Saber Attack Deflections (last 4 frames of an attack)
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BOTH_D1_BR___, //# Deflection toward BR
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BOTH_D1__R___, //# Deflection toward R
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BOTH_D1_TR___, //# Deflection toward TR
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BOTH_D1_TL___, //# Deflection toward TL
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BOTH_D1__L___, //# Deflection toward L
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BOTH_D1_BL___, //# Deflection toward BL
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BOTH_D1_B____, //# Deflection toward B
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//Saber attack anims - power level 2
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BOTH_A2_T__B_, //# Fast weak vertical attack top to bottom
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BOTH_A2__L__R, //# Fast weak horizontal attack left to right
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BOTH_A2__R__L, //# Fast weak horizontal attack right to left
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BOTH_A2_TL_BR, //# Fast weak diagonal attack top left to botom right
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BOTH_A2_BR_TL, //# Fast weak diagonal attack top left to botom right
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BOTH_A2_BL_TR, //# Fast weak diagonal attack bottom left to top right
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BOTH_A2_TR_BL, //# Fast weak diagonal attack bottom left to right
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//Saber Arc and Spin Transitions
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BOTH_T2_BR__R, //# Fast arc bottom right to right
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BOTH_T2_BR_TL, //# Fast weak spin bottom right to top left
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BOTH_T2_BR__L, //# Fast weak spin bottom right to left
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BOTH_T2_BR_BL, //# Fast weak spin bottom right to bottom left
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BOTH_T2__R_TR, //# Fast arc right to top right
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BOTH_T2__R_TL, //# Fast arc right to top left
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BOTH_T2__R__L, //# Fast weak spin right to left
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BOTH_T2__R_BL, //# Fast weak spin right to bottom left
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BOTH_T2_TR_BR, //# Fast arc top right to bottom right
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BOTH_T2_TR_TL, //# Fast arc top right to top left
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BOTH_T2_TR__L, //# Fast arc top right to left
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BOTH_T2_TR_BL, //# Fast weak spin top right to bottom left
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BOTH_T2_T__BR, //# Fast arc top to bottom right
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BOTH_T2_T___R, //# Fast arc top to right
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BOTH_T2_T__TR, //# Fast arc top to top right
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BOTH_T2_T__TL, //# Fast arc top to top left
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BOTH_T2_T___L, //# Fast arc top to left
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BOTH_T2_T__BL, //# Fast arc top to bottom left
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BOTH_T2_TL_BR, //# Fast weak spin top left to bottom right
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BOTH_T2_TL_BL, //# Fast arc top left to bottom left
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BOTH_T2__L_BR, //# Fast weak spin left to bottom right
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BOTH_T2__L__R, //# Fast weak spin left to right
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BOTH_T2__L_TL, //# Fast arc left to top left
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BOTH_T2_BL_BR, //# Fast weak spin bottom left to bottom right
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BOTH_T2_BL__R, //# Fast weak spin bottom left to right
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BOTH_T2_BL_TR, //# Fast weak spin bottom left to top right
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BOTH_T2_BL__L, //# Fast arc bottom left to left
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//Saber Arc Transitions that use existing animations played backwards
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BOTH_T2_BR_TR, //# Fast arc bottom right to top right (use: BOTH_T2_TR_BR)
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BOTH_T2_BR_T_, //# Fast arc bottom right to top (use: BOTH_T2_T__BR)
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BOTH_T2__R_BR, //# Fast arc right to bottom right (use: BOTH_T2_BR__R)
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BOTH_T2__R_T_, //# Fast ar right to top (use: BOTH_T2_T___R)
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BOTH_T2_TR__R, //# Fast arc top right to right (use: BOTH_T2__R_TR)
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BOTH_T2_TR_T_, //# Fast arc top right to top (use: BOTH_T2_T__TR)
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BOTH_T2_TL__R, //# Fast arc top left to right (use: BOTH_T2__R_TL)
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BOTH_T2_TL_TR, //# Fast arc top left to top right (use: BOTH_T2_TR_TL)
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BOTH_T2_TL_T_, //# Fast arc top left to top (use: BOTH_T2_T__TL)
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BOTH_T2_TL__L, //# Fast arc top left to left (use: BOTH_T2__L_TL)
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BOTH_T2__L_TR, //# Fast arc left to top right (use: BOTH_T2_TR__L)
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BOTH_T2__L_T_, //# Fast arc left to top (use: BOTH_T2_T___L)
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BOTH_T2__L_BL, //# Fast arc left to bottom left (use: BOTH_T2_BL__L)
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BOTH_T2_BL_T_, //# Fast arc bottom left to top (use: BOTH_T2_T__BL)
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BOTH_T2_BL_TL, //# Fast arc bottom left to top left (use: BOTH_T2_TL_BL)
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//Saber Attack Start Transitions
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BOTH_S2_S1_T_, //# Fast plain transition from stance1 to top-to-bottom Fast weak attack
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BOTH_S2_S1__L, //# Fast plain transition from stance1 to left-to-right Fast weak attack
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BOTH_S2_S1__R, //# Fast plain transition from stance1 to right-to-left Fast weak attack
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BOTH_S2_S1_TL, //# Fast plain transition from stance1 to top-left-to-bottom-right Fast weak attack
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BOTH_S2_S1_BR, //# Fast plain transition from stance1 to bottom-right-to-top-left Fast weak attack
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BOTH_S2_S1_BL, //# Fast plain transition from stance1 to bottom-left-to-top-right Fast weak attack
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BOTH_S2_S1_TR, //# Fast plain transition from stance1 to top-right-to-bottom-left Fast weak attack
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//Saber Attack Return Transitions
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BOTH_R2_B__S1, //# Fast plain transition from top-to-bottom Fast weak attack to stance1
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BOTH_R2__L_S1, //# Fast plain transition from left-to-right Fast weak attack to stance1
|
|
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__
|
|
|