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!)
1814 lines
103 KiB
C
1814 lines
103 KiB
C
/*
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===========================================================================
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Copyright (C) 1999 - 2005, Id Software, Inc.
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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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// special file included only by cg_players.cpp & ui_players.cpp
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//
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// moved it from the original header file for PCH reasons...
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//
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stringID_table_t animTable [MAX_ANIMATIONS+1] =
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{
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//=================================================
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//HEAD ANIMS
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//=================================================
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//# #sep Head-only anims
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ENUM2STRING(FACE_TALK0), //# silent
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ENUM2STRING(FACE_TALK1), //# quiet
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ENUM2STRING(FACE_TALK2), //# semi-quiet
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ENUM2STRING(FACE_TALK3), //# semi-loud
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ENUM2STRING(FACE_TALK4), //# loud
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ENUM2STRING(FACE_ALERT), //#
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ENUM2STRING(FACE_SMILE), //#
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ENUM2STRING(FACE_FROWN), //#
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ENUM2STRING(FACE_DEAD), //#
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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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//# #sep ENUM2STRING(BOTH_ DEATHS
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ENUM2STRING(BOTH_DEATH1), //# First Death anim
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ENUM2STRING(BOTH_DEATH2), //# Second Death anim
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ENUM2STRING(BOTH_DEATH3), //# Third Death anim
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ENUM2STRING(BOTH_DEATH4), //# Fourth Death anim
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ENUM2STRING(BOTH_DEATH5), //# Fifth Death anim
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ENUM2STRING(BOTH_DEATH6), //# Sixth Death anim
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ENUM2STRING(BOTH_DEATH7), //# Seventh Death anim
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ENUM2STRING(BOTH_DEATH8), //#
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ENUM2STRING(BOTH_DEATH9), //#
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ENUM2STRING(BOTH_DEATH10), //#
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ENUM2STRING(BOTH_DEATH11), //#
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ENUM2STRING(BOTH_DEATH12), //#
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ENUM2STRING(BOTH_DEATH13), //#
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ENUM2STRING(BOTH_DEATH14), //#
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ENUM2STRING(BOTH_DEATH15), //#
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ENUM2STRING(BOTH_DEATH16), //#
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ENUM2STRING(BOTH_DEATH17), //#
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ENUM2STRING(BOTH_DEATH18), //#
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ENUM2STRING(BOTH_DEATH19), //#
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ENUM2STRING(BOTH_DEATH20), //#
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ENUM2STRING(BOTH_DEATH21), //#
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ENUM2STRING(BOTH_DEATH22), //#
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ENUM2STRING(BOTH_DEATH23), //#
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ENUM2STRING(BOTH_DEATH24), //#
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ENUM2STRING(BOTH_DEATH25), //#
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ENUM2STRING(BOTH_DEATHFORWARD1), //# First Death in which they get thrown forward
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ENUM2STRING(BOTH_DEATHFORWARD2), //# Second Death in which they get thrown forward
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ENUM2STRING(BOTH_DEATHFORWARD3), //# Tavion's falling in cin# 23
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ENUM2STRING(BOTH_DEATHBACKWARD1), //# First Death in which they get thrown backward
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ENUM2STRING(BOTH_DEATHBACKWARD2), //# Second Death in which they get thrown backward
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ENUM2STRING(BOTH_DEATH1IDLE), //# Idle while close to death
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ENUM2STRING(BOTH_LYINGDEATH1), //# Death to play when killed lying down
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ENUM2STRING(BOTH_STUMBLEDEATH1), //# Stumble forward and fall face first death
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ENUM2STRING(BOTH_FALLDEATH1), //# Fall forward off a high cliff and splat death - start
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ENUM2STRING(BOTH_FALLDEATH1INAIR), //# Fall forward off a high cliff and splat death - loop
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ENUM2STRING(BOTH_FALLDEATH1LAND), //# Fall forward off a high cliff and splat death - hit bottom
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ENUM2STRING(BOTH_DEATH_ROLL), //# Death anim from a roll
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ENUM2STRING(BOTH_DEATH_FLIP), //# Death anim from a flip
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ENUM2STRING(BOTH_DEATH_SPIN_90_R), //# Death anim when facing 90 degrees right
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ENUM2STRING(BOTH_DEATH_SPIN_90_L), //# Death anim when facing 90 degrees left
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ENUM2STRING(BOTH_DEATH_SPIN_180), //# Death anim when facing backwards
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ENUM2STRING(BOTH_DEATH_LYING_UP), //# Death anim when lying on back
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ENUM2STRING(BOTH_DEATH_LYING_DN), //# Death anim when lying on front
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ENUM2STRING(BOTH_DEATH_FALLING_DN), //# Death anim when falling on face
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ENUM2STRING(BOTH_DEATH_FALLING_UP), //# Death anim when falling on back
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ENUM2STRING(BOTH_DEATH_CROUCHED), //# Death anim when crouched
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//# #sep ENUM2STRING(BOTH_ DEAD POSES # Should be last frame of corresponding previous anims
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ENUM2STRING(BOTH_DEAD1), //# First Death finished pose
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ENUM2STRING(BOTH_DEAD2), //# Second Death finished pose
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ENUM2STRING(BOTH_DEAD3), //# Third Death finished pose
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ENUM2STRING(BOTH_DEAD4), //# Fourth Death finished pose
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ENUM2STRING(BOTH_DEAD5), //# Fifth Death finished pose
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ENUM2STRING(BOTH_DEAD6), //# Sixth Death finished pose
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ENUM2STRING(BOTH_DEAD7), //# Seventh Death finished pose
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ENUM2STRING(BOTH_DEAD8), //#
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ENUM2STRING(BOTH_DEAD9), //#
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ENUM2STRING(BOTH_DEAD10), //#
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ENUM2STRING(BOTH_DEAD11), //#
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ENUM2STRING(BOTH_DEAD12), //#
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ENUM2STRING(BOTH_DEAD13), //#
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ENUM2STRING(BOTH_DEAD14), //#
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ENUM2STRING(BOTH_DEAD15), //#
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ENUM2STRING(BOTH_DEAD16), //#
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ENUM2STRING(BOTH_DEAD17), //#
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ENUM2STRING(BOTH_DEAD18), //#
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ENUM2STRING(BOTH_DEAD19), //#
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ENUM2STRING(BOTH_DEAD20), //#
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ENUM2STRING(BOTH_DEAD21), //#
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ENUM2STRING(BOTH_DEAD22), //#
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ENUM2STRING(BOTH_DEAD23), //#
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ENUM2STRING(BOTH_DEAD24), //#
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ENUM2STRING(BOTH_DEAD25), //#
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ENUM2STRING(BOTH_DEADFORWARD1), //# First thrown forward death finished pose
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ENUM2STRING(BOTH_DEADFORWARD2), //# Second thrown forward death finished pose
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ENUM2STRING(BOTH_DEADBACKWARD1), //# First thrown backward death finished pose
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ENUM2STRING(BOTH_DEADBACKWARD2), //# Second thrown backward death finished pose
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ENUM2STRING(BOTH_LYINGDEAD1), //# Killed lying down death finished pose
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ENUM2STRING(BOTH_STUMBLEDEAD1), //# Stumble forward death finished pose
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ENUM2STRING(BOTH_FALLDEAD1LAND), //# Fall forward and splat death finished pose
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//# #sep ENUM2STRING(BOTH_ DEAD TWITCH/FLOP # React to being shot from death poses
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ENUM2STRING(BOTH_DEADFLOP1), //# React to being shot from First Death finished pose
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ENUM2STRING(BOTH_DEADFLOP2), //# React to being shot from Second Death finished pose
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ENUM2STRING(BOTH_DISMEMBER_HEAD1), //#
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ENUM2STRING(BOTH_DISMEMBER_TORSO1), //#
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ENUM2STRING(BOTH_DISMEMBER_LLEG), //#
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ENUM2STRING(BOTH_DISMEMBER_RLEG), //#
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ENUM2STRING(BOTH_DISMEMBER_RARM), //#
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ENUM2STRING(BOTH_DISMEMBER_LARM), //#
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//# #sep ENUM2STRING(BOTH_ PAINS
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ENUM2STRING(BOTH_PAIN1), //# First take pain anim
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ENUM2STRING(BOTH_PAIN2), //# Second take pain anim
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ENUM2STRING(BOTH_PAIN3), //# Third take pain anim
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ENUM2STRING(BOTH_PAIN4), //# Fourth take pain anim
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ENUM2STRING(BOTH_PAIN5), //# Fifth take pain anim - from behind
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ENUM2STRING(BOTH_PAIN6), //# Sixth take pain anim - from behind
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ENUM2STRING(BOTH_PAIN7), //# Seventh take pain anim - from behind
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ENUM2STRING(BOTH_PAIN8), //# Eigth take pain anim - from behind
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ENUM2STRING(BOTH_PAIN9), //#
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ENUM2STRING(BOTH_PAIN10), //#
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ENUM2STRING(BOTH_PAIN11), //#
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ENUM2STRING(BOTH_PAIN12), //#
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ENUM2STRING(BOTH_PAIN13), //#
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ENUM2STRING(BOTH_PAIN14), //#
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ENUM2STRING(BOTH_PAIN15), //#
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ENUM2STRING(BOTH_PAIN16), //#
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ENUM2STRING(BOTH_PAIN17), //#
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ENUM2STRING(BOTH_PAIN18), //#
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//# #sep ENUM2STRING(BOTH_ ATTACKS
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ENUM2STRING(BOTH_ATTACK1), //# Attack with stun baton
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ENUM2STRING(BOTH_ATTACK2), //# Attack with one-handed pistol
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ENUM2STRING(BOTH_ATTACK3), //# Attack with blaster rifle
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ENUM2STRING(BOTH_ATTACK4), //# Attack with disruptor
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ENUM2STRING(BOTH_ATTACK5), //# Another Rancor Attack
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ENUM2STRING(BOTH_ATTACK6), //# Yet Another Rancor Attack
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ENUM2STRING(BOTH_ATTACK7), //# Yet Another Rancor Attack
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ENUM2STRING(BOTH_ATTACK10), //# Attack with thermal det
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ENUM2STRING(BOTH_ATTACK11), //# "Attack" with tripmine and detpack
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ENUM2STRING(BOTH_MELEE1), //# First melee attack
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ENUM2STRING(BOTH_MELEE2), //# Second melee attack
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ENUM2STRING(BOTH_THERMAL_READY), //# pull back with thermal
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ENUM2STRING(BOTH_THERMAL_THROW), //# throw thermal
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//* #sep ENUM2STRING(BOTH_ SABER ANIMS
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//Saber attack anims - power level 1
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ENUM2STRING(BOTH_A1_T__B_), //# Fast weak vertical attack top to bottom
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ENUM2STRING(BOTH_A1__L__R), //# Fast weak horizontal attack left to right
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ENUM2STRING(BOTH_A1__R__L), //# Fast weak horizontal attack right to left
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ENUM2STRING(BOTH_A1_TL_BR), //# Fast weak diagonal attack top left to botom right
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ENUM2STRING(BOTH_A1_BR_TL), //# Fast weak diagonal attack top left to botom right
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ENUM2STRING(BOTH_A1_BL_TR), //# Fast weak diagonal attack bottom left to top right
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ENUM2STRING(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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ENUM2STRING(BOTH_T1_BR__R), //# Fast arc bottom right to right
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ENUM2STRING(BOTH_T1_BR_TL), //# Fast weak spin bottom right to top left
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ENUM2STRING(BOTH_T1_BR__L), //# Fast weak spin bottom right to left
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ENUM2STRING(BOTH_T1_BR_BL), //# Fast weak spin bottom right to bottom left
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ENUM2STRING(BOTH_T1__R_TR), //# Fast arc right to top right
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ENUM2STRING(BOTH_T1__R_TL), //# Fast arc right to top left
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ENUM2STRING(BOTH_T1__R__L), //# Fast weak spin right to left
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ENUM2STRING(BOTH_T1__R_BL), //# Fast weak spin right to bottom left
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ENUM2STRING(BOTH_T1_TR_BR), //# Fast arc top right to bottom right
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ENUM2STRING(BOTH_T1_TR_TL), //# Fast arc top right to top left
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ENUM2STRING(BOTH_T1_TR__L), //# Fast arc top right to left
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ENUM2STRING(BOTH_T1_TR_BL), //# Fast weak spin top right to bottom left
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ENUM2STRING(BOTH_T1_T__BR), //# Fast arc top to bottom right
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ENUM2STRING(BOTH_T1_T___R), //# Fast arc top to right
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ENUM2STRING(BOTH_T1_T__TR), //# Fast arc top to top right
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ENUM2STRING(BOTH_T1_T__TL), //# Fast arc top to top left
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ENUM2STRING(BOTH_T1_T___L), //# Fast arc top to left
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ENUM2STRING(BOTH_T1_T__BL), //# Fast arc top to bottom left
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ENUM2STRING(BOTH_T1_TL_BR), //# Fast weak spin top left to bottom right
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ENUM2STRING(BOTH_T1_TL_BL), //# Fast arc top left to bottom left
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ENUM2STRING(BOTH_T1__L_BR), //# Fast weak spin left to bottom right
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ENUM2STRING(BOTH_T1__L__R), //# Fast weak spin left to right
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ENUM2STRING(BOTH_T1__L_TL), //# Fast arc left to top left
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ENUM2STRING(BOTH_T1_BL_BR), //# Fast weak spin bottom left to bottom right
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ENUM2STRING(BOTH_T1_BL__R), //# Fast weak spin bottom left to right
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ENUM2STRING(BOTH_T1_BL_TR), //# Fast weak spin bottom left to top right
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ENUM2STRING(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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ENUM2STRING(BOTH_T1_BR_TR), //# Fast arc bottom right to top right (use: ENUM2STRING(BOTH_T1_TR_BR)
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ENUM2STRING(BOTH_T1_BR_T_), //# Fast arc bottom right to top (use: ENUM2STRING(BOTH_T1_T__BR)
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ENUM2STRING(BOTH_T1__R_BR), //# Fast arc right to bottom right (use: ENUM2STRING(BOTH_T1_BR__R)
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ENUM2STRING(BOTH_T1__R_T_), //# Fast ar right to top (use: ENUM2STRING(BOTH_T1_T___R)
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ENUM2STRING(BOTH_T1_TR__R), //# Fast arc top right to right (use: ENUM2STRING(BOTH_T1__R_TR)
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ENUM2STRING(BOTH_T1_TR_T_), //# Fast arc top right to top (use: ENUM2STRING(BOTH_T1_T__TR)
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ENUM2STRING(BOTH_T1_TL__R), //# Fast arc top left to right (use: ENUM2STRING(BOTH_T1__R_TL)
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ENUM2STRING(BOTH_T1_TL_TR), //# Fast arc top left to top right (use: ENUM2STRING(BOTH_T1_TR_TL)
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ENUM2STRING(BOTH_T1_TL_T_), //# Fast arc top left to top (use: ENUM2STRING(BOTH_T1_T__TL)
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ENUM2STRING(BOTH_T1_TL__L), //# Fast arc top left to left (use: ENUM2STRING(BOTH_T1__L_TL)
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ENUM2STRING(BOTH_T1__L_TR), //# Fast arc left to top right (use: ENUM2STRING(BOTH_T1_TR__L)
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ENUM2STRING(BOTH_T1__L_T_), //# Fast arc left to top (use: ENUM2STRING(BOTH_T1_T___L)
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ENUM2STRING(BOTH_T1__L_BL), //# Fast arc left to bottom left (use: ENUM2STRING(BOTH_T1_BL__L)
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ENUM2STRING(BOTH_T1_BL_T_), //# Fast arc bottom left to top (use: ENUM2STRING(BOTH_T1_T__BL)
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ENUM2STRING(BOTH_T1_BL_TL), //# Fast arc bottom left to top left (use: ENUM2STRING(BOTH_T1_TL_BL)
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//Saber Attack Start Transitions
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ENUM2STRING(BOTH_S1_S1_T_), //# Fast plain transition from stance1 to top-to-bottom Fast weak attack
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ENUM2STRING(BOTH_S1_S1__L), //# Fast plain transition from stance1 to left-to-right Fast weak attack
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ENUM2STRING(BOTH_S1_S1__R), //# Fast plain transition from stance1 to right-to-left Fast weak attack
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ENUM2STRING(BOTH_S1_S1_TL), //# Fast plain transition from stance1 to top-left-to-bottom-right Fast weak attack
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ENUM2STRING(BOTH_S1_S1_BR), //# Fast plain transition from stance1 to bottom-right-to-top-left Fast weak attack
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ENUM2STRING(BOTH_S1_S1_BL), //# Fast plain transition from stance1 to bottom-left-to-top-right Fast weak attack
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ENUM2STRING(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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ENUM2STRING(BOTH_R1_B__S1), //# Fast plain transition from top-to-bottom Fast weak attack to stance1
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ENUM2STRING(BOTH_R1__L_S1), //# Fast plain transition from left-to-right Fast weak attack to stance1
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ENUM2STRING(BOTH_R1__R_S1), //# Fast plain transition from right-to-left Fast weak attack to stance1
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ENUM2STRING(BOTH_R1_TL_S1), //# Fast plain transition from top-left-to-bottom-right Fast weak attack to stance1
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ENUM2STRING(BOTH_R1_BR_S1), //# Fast plain transition from bottom-right-to-top-left Fast weak attack to stance1
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ENUM2STRING(BOTH_R1_BL_S1), //# Fast plain transition from bottom-left-to-top-right Fast weak attack to stance1
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ENUM2STRING(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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ENUM2STRING(BOTH_B1_BR___), //# Bounce-back if attack from BR is blocked
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ENUM2STRING(BOTH_B1__R___), //# Bounce-back if attack from R is blocked
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ENUM2STRING(BOTH_B1_TR___), //# Bounce-back if attack from TR is blocked
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ENUM2STRING(BOTH_B1_T____), //# Bounce-back if attack from T is blocked
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ENUM2STRING(BOTH_B1_TL___), //# Bounce-back if attack from TL is blocked
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ENUM2STRING(BOTH_B1__L___), //# Bounce-back if attack from L is blocked
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ENUM2STRING(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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ENUM2STRING(BOTH_D1_BR___), //# Deflection toward BR
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ENUM2STRING(BOTH_D1__R___), //# Deflection toward R
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ENUM2STRING(BOTH_D1_TR___), //# Deflection toward TR
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ENUM2STRING(BOTH_D1_TL___), //# Deflection toward TL
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ENUM2STRING(BOTH_D1__L___), //# Deflection toward L
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ENUM2STRING(BOTH_D1_BL___), //# Deflection toward BL
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ENUM2STRING(BOTH_D1_B____), //# Deflection toward B
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//Saber attack anims - power level 2
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ENUM2STRING(BOTH_A2_T__B_), //# Fast weak vertical attack top to bottom
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ENUM2STRING(BOTH_A2__L__R), //# Fast weak horizontal attack left to right
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ENUM2STRING(BOTH_A2__R__L), //# Fast weak horizontal attack right to left
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ENUM2STRING(BOTH_A2_TL_BR), //# Fast weak diagonal attack top left to botom right
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ENUM2STRING(BOTH_A2_BR_TL), //# Fast weak diagonal attack top left to botom right
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ENUM2STRING(BOTH_A2_BL_TR), //# Fast weak diagonal attack bottom left to top right
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ENUM2STRING(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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ENUM2STRING(BOTH_T2_BR__R), //# Fast arc bottom right to right
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ENUM2STRING(BOTH_T2_BR_TL), //# Fast weak spin bottom right to top left
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ENUM2STRING(BOTH_T2_BR__L), //# Fast weak spin bottom right to left
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ENUM2STRING(BOTH_T2_BR_BL), //# Fast weak spin bottom right to bottom left
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ENUM2STRING(BOTH_T2__R_TR), //# Fast arc right to top right
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ENUM2STRING(BOTH_T2__R_TL), //# Fast arc right to top left
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ENUM2STRING(BOTH_T2__R__L), //# Fast weak spin right to left
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ENUM2STRING(BOTH_T2__R_BL), //# Fast weak spin right to bottom left
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ENUM2STRING(BOTH_T2_TR_BR), //# Fast arc top right to bottom right
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ENUM2STRING(BOTH_T2_TR_TL), //# Fast arc top right to top left
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ENUM2STRING(BOTH_T2_TR__L), //# Fast arc top right to left
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ENUM2STRING(BOTH_T2_TR_BL), //# Fast weak spin top right to bottom left
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ENUM2STRING(BOTH_T2_T__BR), //# Fast arc top to bottom right
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ENUM2STRING(BOTH_T2_T___R), //# Fast arc top to right
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ENUM2STRING(BOTH_T2_T__TR), //# Fast arc top to top right
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ENUM2STRING(BOTH_T2_T__TL), //# Fast arc top to top left
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ENUM2STRING(BOTH_T2_T___L), //# Fast arc top to left
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ENUM2STRING(BOTH_T2_T__BL), //# Fast arc top to bottom left
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ENUM2STRING(BOTH_T2_TL_BR), //# Fast weak spin top left to bottom right
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ENUM2STRING(BOTH_T2_TL_BL), //# Fast arc top left to bottom left
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ENUM2STRING(BOTH_T2__L_BR), //# Fast weak spin left to bottom right
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ENUM2STRING(BOTH_T2__L__R), //# Fast weak spin left to right
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ENUM2STRING(BOTH_T2__L_TL), //# Fast arc left to top left
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ENUM2STRING(BOTH_T2_BL_BR), //# Fast weak spin bottom left to bottom right
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ENUM2STRING(BOTH_T2_BL__R), //# Fast weak spin bottom left to right
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ENUM2STRING(BOTH_T2_BL_TR), //# Fast weak spin bottom left to top right
|
|
ENUM2STRING(BOTH_T2_BL__L), //# Fast arc bottom left to left
|
|
//Saber Arc Transitions that use existing animations played backwards
|
|
ENUM2STRING(BOTH_T2_BR_TR), //# Fast arc bottom right to top right (use: ENUM2STRING(BOTH_T2_TR_BR)
|
|
ENUM2STRING(BOTH_T2_BR_T_), //# Fast arc bottom right to top (use: ENUM2STRING(BOTH_T2_T__BR)
|
|
ENUM2STRING(BOTH_T2__R_BR), //# Fast arc right to bottom right (use: ENUM2STRING(BOTH_T2_BR__R)
|
|
ENUM2STRING(BOTH_T2__R_T_), //# Fast ar right to top (use: ENUM2STRING(BOTH_T2_T___R)
|
|
ENUM2STRING(BOTH_T2_TR__R), //# Fast arc top right to right (use: ENUM2STRING(BOTH_T2__R_TR)
|
|
ENUM2STRING(BOTH_T2_TR_T_), //# Fast arc top right to top (use: ENUM2STRING(BOTH_T2_T__TR)
|
|
ENUM2STRING(BOTH_T2_TL__R), //# Fast arc top left to right (use: ENUM2STRING(BOTH_T2__R_TL)
|
|
ENUM2STRING(BOTH_T2_TL_TR), //# Fast arc top left to top right (use: ENUM2STRING(BOTH_T2_TR_TL)
|
|
ENUM2STRING(BOTH_T2_TL_T_), //# Fast arc top left to top (use: ENUM2STRING(BOTH_T2_T__TL)
|
|
ENUM2STRING(BOTH_T2_TL__L), //# Fast arc top left to left (use: ENUM2STRING(BOTH_T2__L_TL)
|
|
ENUM2STRING(BOTH_T2__L_TR), //# Fast arc left to top right (use: ENUM2STRING(BOTH_T2_TR__L)
|
|
ENUM2STRING(BOTH_T2__L_T_), //# Fast arc left to top (use: ENUM2STRING(BOTH_T2_T___L)
|
|
ENUM2STRING(BOTH_T2__L_BL), //# Fast arc left to bottom left (use: ENUM2STRING(BOTH_T2_BL__L)
|
|
ENUM2STRING(BOTH_T2_BL_T_), //# Fast arc bottom left to top (use: ENUM2STRING(BOTH_T2_T__BL)
|
|
ENUM2STRING(BOTH_T2_BL_TL), //# Fast arc bottom left to top left (use: ENUM2STRING(BOTH_T2_TL_BL)
|
|
//Saber Attack Start Transitions
|
|
ENUM2STRING(BOTH_S2_S1_T_), //# Fast plain transition from stance1 to top-to-bottom Fast weak attack
|
|
ENUM2STRING(BOTH_S2_S1__L), //# Fast plain transition from stance1 to left-to-right Fast weak attack
|
|
ENUM2STRING(BOTH_S2_S1__R), //# Fast plain transition from stance1 to right-to-left Fast weak attack
|
|
ENUM2STRING(BOTH_S2_S1_TL), //# Fast plain transition from stance1 to top-left-to-bottom-right Fast weak attack
|
|
ENUM2STRING(BOTH_S2_S1_BR), //# Fast plain transition from stance1 to bottom-right-to-top-left Fast weak attack
|
|
ENUM2STRING(BOTH_S2_S1_BL), //# Fast plain transition from stance1 to bottom-left-to-top-right Fast weak attack
|
|
ENUM2STRING(BOTH_S2_S1_TR), //# Fast plain transition from stance1 to top-right-to-bottom-left Fast weak attack
|
|
//Saber Attack Return Transitions
|
|
ENUM2STRING(BOTH_R2_B__S1), //# Fast plain transition from top-to-bottom Fast weak attack to stance1
|
|
ENUM2STRING(BOTH_R2__L_S1), //# Fast plain transition from left-to-right Fast weak attack to stance1
|
|
ENUM2STRING(BOTH_R2__R_S1), //# Fast plain transition from right-to-left Fast weak attack to stance1
|
|
ENUM2STRING(BOTH_R2_TL_S1), //# Fast plain transition from top-left-to-bottom-right Fast weak attack to stance1
|
|
ENUM2STRING(BOTH_R2_BR_S1), //# Fast plain transition from bottom-right-to-top-left Fast weak attack to stance1
|
|
ENUM2STRING(BOTH_R2_BL_S1), //# Fast plain transition from bottom-left-to-top-right Fast weak attack to stance1
|
|
ENUM2STRING(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)
|
|
ENUM2STRING(BOTH_B2_BR___), //# Bounce-back if attack from BR is blocked
|
|
ENUM2STRING(BOTH_B2__R___), //# Bounce-back if attack from R is blocked
|
|
ENUM2STRING(BOTH_B2_TR___), //# Bounce-back if attack from TR is blocked
|
|
ENUM2STRING(BOTH_B2_T____), //# Bounce-back if attack from T is blocked
|
|
ENUM2STRING(BOTH_B2_TL___), //# Bounce-back if attack from TL is blocked
|
|
ENUM2STRING(BOTH_B2__L___), //# Bounce-back if attack from L is blocked
|
|
ENUM2STRING(BOTH_B2_BL___), //# Bounce-back if attack from BL is blocked
|
|
//Saber Attack Deflections (last 4 frames of an attack)
|
|
ENUM2STRING(BOTH_D2_BR___), //# Deflection toward BR
|
|
ENUM2STRING(BOTH_D2__R___), //# Deflection toward R
|
|
ENUM2STRING(BOTH_D2_TR___), //# Deflection toward TR
|
|
ENUM2STRING(BOTH_D2_TL___), //# Deflection toward TL
|
|
ENUM2STRING(BOTH_D2__L___), //# Deflection toward L
|
|
ENUM2STRING(BOTH_D2_BL___), //# Deflection toward BL
|
|
ENUM2STRING(BOTH_D2_B____), //# Deflection toward B
|
|
//Saber attack anims - power level 3
|
|
ENUM2STRING(BOTH_A3_T__B_), //# Fast weak vertical attack top to bottom
|
|
ENUM2STRING(BOTH_A3__L__R), //# Fast weak horizontal attack left to right
|
|
ENUM2STRING(BOTH_A3__R__L), //# Fast weak horizontal attack right to left
|
|
ENUM2STRING(BOTH_A3_TL_BR), //# Fast weak diagonal attack top left to botom right
|
|
ENUM2STRING(BOTH_A3_BR_TL), //# Fast weak diagonal attack top left to botom right
|
|
ENUM2STRING(BOTH_A3_BL_TR), //# Fast weak diagonal attack bottom left to top right
|
|
ENUM2STRING(BOTH_A3_TR_BL), //# Fast weak diagonal attack bottom left to right
|
|
//Saber Arc and Spin Transitions
|
|
ENUM2STRING(BOTH_T3_BR__R), //# Fast arc bottom right to right
|
|
ENUM2STRING(BOTH_T3_BR_TL), //# Fast weak spin bottom right to top left
|
|
ENUM2STRING(BOTH_T3_BR__L), //# Fast weak spin bottom right to left
|
|
ENUM2STRING(BOTH_T3_BR_BL), //# Fast weak spin bottom right to bottom left
|
|
ENUM2STRING(BOTH_T3__R_TR), //# Fast arc right to top right
|
|
ENUM2STRING(BOTH_T3__R_TL), //# Fast arc right to top left
|
|
ENUM2STRING(BOTH_T3__R__L), //# Fast weak spin right to left
|
|
ENUM2STRING(BOTH_T3__R_BL), //# Fast weak spin right to bottom left
|
|
ENUM2STRING(BOTH_T3_TR_BR), //# Fast arc top right to bottom right
|
|
ENUM2STRING(BOTH_T3_TR_TL), //# Fast arc top right to top left
|
|
ENUM2STRING(BOTH_T3_TR__L), //# Fast arc top right to left
|
|
ENUM2STRING(BOTH_T3_TR_BL), //# Fast weak spin top right to bottom left
|
|
ENUM2STRING(BOTH_T3_T__BR), //# Fast arc top to bottom right
|
|
ENUM2STRING(BOTH_T3_T___R), //# Fast arc top to right
|
|
ENUM2STRING(BOTH_T3_T__TR), //# Fast arc top to top right
|
|
ENUM2STRING(BOTH_T3_T__TL), //# Fast arc top to top left
|
|
ENUM2STRING(BOTH_T3_T___L), //# Fast arc top to left
|
|
ENUM2STRING(BOTH_T3_T__BL), //# Fast arc top to bottom left
|
|
ENUM2STRING(BOTH_T3_TL_BR), //# Fast weak spin top left to bottom right
|
|
ENUM2STRING(BOTH_T3_TL_BL), //# Fast arc top left to bottom left
|
|
ENUM2STRING(BOTH_T3__L_BR), //# Fast weak spin left to bottom right
|
|
ENUM2STRING(BOTH_T3__L__R), //# Fast weak spin left to right
|
|
ENUM2STRING(BOTH_T3__L_TL), //# Fast arc left to top left
|
|
ENUM2STRING(BOTH_T3_BL_BR), //# Fast weak spin bottom left to bottom right
|
|
ENUM2STRING(BOTH_T3_BL__R), //# Fast weak spin bottom left to right
|
|
ENUM2STRING(BOTH_T3_BL_TR), //# Fast weak spin bottom left to top right
|
|
ENUM2STRING(BOTH_T3_BL__L), //# Fast arc bottom left to left
|
|
//Saber Arc Transitions that use existing animations played backwards
|
|
ENUM2STRING(BOTH_T3_BR_TR), //# Fast arc bottom right to top right (use: ENUM2STRING(BOTH_T3_TR_BR)
|
|
ENUM2STRING(BOTH_T3_BR_T_), //# Fast arc bottom right to top (use: ENUM2STRING(BOTH_T3_T__BR)
|
|
ENUM2STRING(BOTH_T3__R_BR), //# Fast arc right to bottom right (use: ENUM2STRING(BOTH_T3_BR__R)
|
|
ENUM2STRING(BOTH_T3__R_T_), //# Fast ar right to top (use: ENUM2STRING(BOTH_T3_T___R)
|
|
ENUM2STRING(BOTH_T3_TR__R), //# Fast arc top right to right (use: ENUM2STRING(BOTH_T3__R_TR)
|
|
ENUM2STRING(BOTH_T3_TR_T_), //# Fast arc top right to top (use: ENUM2STRING(BOTH_T3_T__TR)
|
|
ENUM2STRING(BOTH_T3_TL__R), //# Fast arc top left to right (use: ENUM2STRING(BOTH_T3__R_TL)
|
|
ENUM2STRING(BOTH_T3_TL_TR), //# Fast arc top left to top right (use: ENUM2STRING(BOTH_T3_TR_TL)
|
|
ENUM2STRING(BOTH_T3_TL_T_), //# Fast arc top left to top (use: ENUM2STRING(BOTH_T3_T__TL)
|
|
ENUM2STRING(BOTH_T3_TL__L), //# Fast arc top left to left (use: ENUM2STRING(BOTH_T3__L_TL)
|
|
ENUM2STRING(BOTH_T3__L_TR), //# Fast arc left to top right (use: ENUM2STRING(BOTH_T3_TR__L)
|
|
ENUM2STRING(BOTH_T3__L_T_), //# Fast arc left to top (use: ENUM2STRING(BOTH_T3_T___L)
|
|
ENUM2STRING(BOTH_T3__L_BL), //# Fast arc left to bottom left (use: ENUM2STRING(BOTH_T3_BL__L)
|
|
ENUM2STRING(BOTH_T3_BL_T_), //# Fast arc bottom left to top (use: ENUM2STRING(BOTH_T3_T__BL)
|
|
ENUM2STRING(BOTH_T3_BL_TL), //# Fast arc bottom left to top left (use: ENUM2STRING(BOTH_T3_TL_BL)
|
|
//Saber Attack Start Transitions
|
|
ENUM2STRING(BOTH_S3_S1_T_), //# Fast plain transition from stance1 to top-to-bottom Fast weak attack
|
|
ENUM2STRING(BOTH_S3_S1__L), //# Fast plain transition from stance1 to left-to-right Fast weak attack
|
|
ENUM2STRING(BOTH_S3_S1__R), //# Fast plain transition from stance1 to right-to-left Fast weak attack
|
|
ENUM2STRING(BOTH_S3_S1_TL), //# Fast plain transition from stance1 to top-left-to-bottom-right Fast weak attack
|
|
ENUM2STRING(BOTH_S3_S1_BR), //# Fast plain transition from stance1 to bottom-right-to-top-left Fast weak attack
|
|
ENUM2STRING(BOTH_S3_S1_BL), //# Fast plain transition from stance1 to bottom-left-to-top-right Fast weak attack
|
|
ENUM2STRING(BOTH_S3_S1_TR), //# Fast plain transition from stance1 to top-right-to-bottom-left Fast weak attack
|
|
//Saber Attack Return Transitions
|
|
ENUM2STRING(BOTH_R3_B__S1), //# Fast plain transition from top-to-bottom Fast weak attack to stance1
|
|
ENUM2STRING(BOTH_R3__L_S1), //# Fast plain transition from left-to-right Fast weak attack to stance1
|
|
ENUM2STRING(BOTH_R3__R_S1), //# Fast plain transition from right-to-left Fast weak attack to stance1
|
|
ENUM2STRING(BOTH_R3_TL_S1), //# Fast plain transition from top-left-to-bottom-right Fast weak attack to stance1
|
|
ENUM2STRING(BOTH_R3_BR_S1), //# Fast plain transition from bottom-right-to-top-left Fast weak attack to stance1
|
|
ENUM2STRING(BOTH_R3_BL_S1), //# Fast plain transition from bottom-left-to-top-right Fast weak attack to stance1
|
|
ENUM2STRING(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)
|
|
ENUM2STRING(BOTH_B3_BR___), //# Bounce-back if attack from BR is blocked
|
|
ENUM2STRING(BOTH_B3__R___), //# Bounce-back if attack from R is blocked
|
|
ENUM2STRING(BOTH_B3_TR___), //# Bounce-back if attack from TR is blocked
|
|
ENUM2STRING(BOTH_B3_T____), //# Bounce-back if attack from T is blocked
|
|
ENUM2STRING(BOTH_B3_TL___), //# Bounce-back if attack from TL is blocked
|
|
ENUM2STRING(BOTH_B3__L___), //# Bounce-back if attack from L is blocked
|
|
ENUM2STRING(BOTH_B3_BL___), //# Bounce-back if attack from BL is blocked
|
|
//Saber Attack Deflections (last 4 frames of an attack)
|
|
ENUM2STRING(BOTH_D3_BR___), //# Deflection toward BR
|
|
ENUM2STRING(BOTH_D3__R___), //# Deflection toward R
|
|
ENUM2STRING(BOTH_D3_TR___), //# Deflection toward TR
|
|
ENUM2STRING(BOTH_D3_TL___), //# Deflection toward TL
|
|
ENUM2STRING(BOTH_D3__L___), //# Deflection toward L
|
|
ENUM2STRING(BOTH_D3_BL___), //# Deflection toward BL
|
|
ENUM2STRING(BOTH_D3_B____), //# Deflection toward B
|
|
//Saber attack anims - power level 4 - Desann's
|
|
ENUM2STRING(BOTH_A4_T__B_), //# Fast weak vertical attack top to bottom
|
|
ENUM2STRING(BOTH_A4__L__R), //# Fast weak horizontal attack left to right
|
|
ENUM2STRING(BOTH_A4__R__L), //# Fast weak horizontal attack right to left
|
|
ENUM2STRING(BOTH_A4_TL_BR), //# Fast weak diagonal attack top left to botom right
|
|
ENUM2STRING(BOTH_A4_BR_TL), //# Fast weak diagonal attack top left to botom right
|
|
ENUM2STRING(BOTH_A4_BL_TR), //# Fast weak diagonal attack bottom left to top right
|
|
ENUM2STRING(BOTH_A4_TR_BL), //# Fast weak diagonal attack bottom left to right
|
|
//Saber Arc and Spin Transitions
|
|
ENUM2STRING(BOTH_T4_BR__R), //# Fast arc bottom right to right
|
|
ENUM2STRING(BOTH_T4_BR_TL), //# Fast weak spin bottom right to top left
|
|
ENUM2STRING(BOTH_T4_BR__L), //# Fast weak spin bottom right to left
|
|
ENUM2STRING(BOTH_T4_BR_BL), //# Fast weak spin bottom right to bottom left
|
|
ENUM2STRING(BOTH_T4__R_TR), //# Fast arc right to top right
|
|
ENUM2STRING(BOTH_T4__R_TL), //# Fast arc right to top left
|
|
ENUM2STRING(BOTH_T4__R__L), //# Fast weak spin right to left
|
|
ENUM2STRING(BOTH_T4__R_BL), //# Fast weak spin right to bottom left
|
|
ENUM2STRING(BOTH_T4_TR_BR), //# Fast arc top right to bottom right
|
|
ENUM2STRING(BOTH_T4_TR_TL), //# Fast arc top right to top left
|
|
ENUM2STRING(BOTH_T4_TR__L), //# Fast arc top right to left
|
|
ENUM2STRING(BOTH_T4_TR_BL), //# Fast weak spin top right to bottom left
|
|
ENUM2STRING(BOTH_T4_T__BR), //# Fast arc top to bottom right
|
|
ENUM2STRING(BOTH_T4_T___R), //# Fast arc top to right
|
|
ENUM2STRING(BOTH_T4_T__TR), //# Fast arc top to top right
|
|
ENUM2STRING(BOTH_T4_T__TL), //# Fast arc top to top left
|
|
ENUM2STRING(BOTH_T4_T___L), //# Fast arc top to left
|
|
ENUM2STRING(BOTH_T4_T__BL), //# Fast arc top to bottom left
|
|
ENUM2STRING(BOTH_T4_TL_BR), //# Fast weak spin top left to bottom right
|
|
ENUM2STRING(BOTH_T4_TL_BL), //# Fast arc top left to bottom left
|
|
ENUM2STRING(BOTH_T4__L_BR), //# Fast weak spin left to bottom right
|
|
ENUM2STRING(BOTH_T4__L__R), //# Fast weak spin left to right
|
|
ENUM2STRING(BOTH_T4__L_TL), //# Fast arc left to top left
|
|
ENUM2STRING(BOTH_T4_BL_BR), //# Fast weak spin bottom left to bottom right
|
|
ENUM2STRING(BOTH_T4_BL__R), //# Fast weak spin bottom left to right
|
|
ENUM2STRING(BOTH_T4_BL_TR), //# Fast weak spin bottom left to top right
|
|
ENUM2STRING(BOTH_T4_BL__L), //# Fast arc bottom left to left
|
|
//Saber Arc Transitions that use existing animations played backwards
|
|
ENUM2STRING(BOTH_T4_BR_TR), //# Fast arc bottom right to top right (use: ENUM2STRING(BOTH_T4_TR_BR)
|
|
ENUM2STRING(BOTH_T4_BR_T_), //# Fast arc bottom right to top (use: ENUM2STRING(BOTH_T4_T__BR)
|
|
ENUM2STRING(BOTH_T4__R_BR), //# Fast arc right to bottom right (use: ENUM2STRING(BOTH_T4_BR__R)
|
|
ENUM2STRING(BOTH_T4__R_T_), //# Fast ar right to top (use: ENUM2STRING(BOTH_T4_T___R)
|
|
ENUM2STRING(BOTH_T4_TR__R), //# Fast arc top right to right (use: ENUM2STRING(BOTH_T4__R_TR)
|
|
ENUM2STRING(BOTH_T4_TR_T_), //# Fast arc top right to top (use: ENUM2STRING(BOTH_T4_T__TR)
|
|
ENUM2STRING(BOTH_T4_TL__R), //# Fast arc top left to right (use: ENUM2STRING(BOTH_T4__R_TL)
|
|
ENUM2STRING(BOTH_T4_TL_TR), //# Fast arc top left to top right (use: ENUM2STRING(BOTH_T4_TR_TL)
|
|
ENUM2STRING(BOTH_T4_TL_T_), //# Fast arc top left to top (use: ENUM2STRING(BOTH_T4_T__TL)
|
|
ENUM2STRING(BOTH_T4_TL__L), //# Fast arc top left to left (use: ENUM2STRING(BOTH_T4__L_TL)
|
|
ENUM2STRING(BOTH_T4__L_TR), //# Fast arc left to top right (use: ENUM2STRING(BOTH_T4_TR__L)
|
|
ENUM2STRING(BOTH_T4__L_T_), //# Fast arc left to top (use: ENUM2STRING(BOTH_T4_T___L)
|
|
ENUM2STRING(BOTH_T4__L_BL), //# Fast arc left to bottom left (use: ENUM2STRING(BOTH_T4_BL__L)
|
|
ENUM2STRING(BOTH_T4_BL_T_), //# Fast arc bottom left to top (use: ENUM2STRING(BOTH_T4_T__BL)
|
|
ENUM2STRING(BOTH_T4_BL_TL), //# Fast arc bottom left to top left (use: ENUM2STRING(BOTH_T4_TL_BL)
|
|
//Saber Attack Start Transitions
|
|
ENUM2STRING(BOTH_S4_S1_T_), //# Fast plain transition from stance1 to top-to-bottom Fast weak attack
|
|
ENUM2STRING(BOTH_S4_S1__L), //# Fast plain transition from stance1 to left-to-right Fast weak attack
|
|
ENUM2STRING(BOTH_S4_S1__R), //# Fast plain transition from stance1 to right-to-left Fast weak attack
|
|
ENUM2STRING(BOTH_S4_S1_TL), //# Fast plain transition from stance1 to top-left-to-bottom-right Fast weak attack
|
|
ENUM2STRING(BOTH_S4_S1_BR), //# Fast plain transition from stance1 to bottom-right-to-top-left Fast weak attack
|
|
ENUM2STRING(BOTH_S4_S1_BL), //# Fast plain transition from stance1 to bottom-left-to-top-right Fast weak attack
|
|
ENUM2STRING(BOTH_S4_S1_TR), //# Fast plain transition from stance1 to top-right-to-bottom-left Fast weak attack
|
|
//Saber Attack Return Transitions
|
|
ENUM2STRING(BOTH_R4_B__S1), //# Fast plain transition from top-to-bottom Fast weak attack to stance1
|
|
ENUM2STRING(BOTH_R4__L_S1), //# Fast plain transition from left-to-right Fast weak attack to stance1
|
|
ENUM2STRING(BOTH_R4__R_S1), //# Fast plain transition from right-to-left Fast weak attack to stance1
|
|
ENUM2STRING(BOTH_R4_TL_S1), //# Fast plain transition from top-left-to-bottom-right Fast weak attack to stance1
|
|
ENUM2STRING(BOTH_R4_BR_S1), //# Fast plain transition from bottom-right-to-top-left Fast weak attack to stance1
|
|
ENUM2STRING(BOTH_R4_BL_S1), //# Fast plain transition from bottom-left-to-top-right Fast weak attack to stance1
|
|
ENUM2STRING(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)
|
|
ENUM2STRING(BOTH_B4_BR___), //# Bounce-back if attack from BR is blocked
|
|
ENUM2STRING(BOTH_B4__R___), //# Bounce-back if attack from R is blocked
|
|
ENUM2STRING(BOTH_B4_TR___), //# Bounce-back if attack from TR is blocked
|
|
ENUM2STRING(BOTH_B4_T____), //# Bounce-back if attack from T is blocked
|
|
ENUM2STRING(BOTH_B4_TL___), //# Bounce-back if attack from TL is blocked
|
|
ENUM2STRING(BOTH_B4__L___), //# Bounce-back if attack from L is blocked
|
|
ENUM2STRING(BOTH_B4_BL___), //# Bounce-back if attack from BL is blocked
|
|
//Saber Attack Deflections (last 4 frames of an attack)
|
|
ENUM2STRING(BOTH_D4_BR___), //# Deflection toward BR
|
|
ENUM2STRING(BOTH_D4__R___), //# Deflection toward R
|
|
ENUM2STRING(BOTH_D4_TR___), //# Deflection toward TR
|
|
ENUM2STRING(BOTH_D4_TL___), //# Deflection toward TL
|
|
ENUM2STRING(BOTH_D4__L___), //# Deflection toward L
|
|
ENUM2STRING(BOTH_D4_BL___), //# Deflection toward BL
|
|
ENUM2STRING(BOTH_D4_B____), //# Deflection toward B
|
|
//Saber attack anims - power level 5 - Tavion's
|
|
ENUM2STRING(BOTH_A5_T__B_), //# Fast weak vertical attack top to bottom
|
|
ENUM2STRING(BOTH_A5__L__R), //# Fast weak horizontal attack left to right
|
|
ENUM2STRING(BOTH_A5__R__L), //# Fast weak horizontal attack right to left
|
|
ENUM2STRING(BOTH_A5_TL_BR), //# Fast weak diagonal attack top left to botom right
|
|
ENUM2STRING(BOTH_A5_BR_TL), //# Fast weak diagonal attack top left to botom right
|
|
ENUM2STRING(BOTH_A5_BL_TR), //# Fast weak diagonal attack bottom left to top right
|
|
ENUM2STRING(BOTH_A5_TR_BL), //# Fast weak diagonal attack bottom left to right
|
|
//Saber Arc and Spin Transitions
|
|
ENUM2STRING(BOTH_T5_BR__R), //# Fast arc bottom right to right
|
|
ENUM2STRING(BOTH_T5_BR_TL), //# Fast weak spin bottom right to top left
|
|
ENUM2STRING(BOTH_T5_BR__L), //# Fast weak spin bottom right to left
|
|
ENUM2STRING(BOTH_T5_BR_BL), //# Fast weak spin bottom right to bottom left
|
|
ENUM2STRING(BOTH_T5__R_TR), //# Fast arc right to top right
|
|
ENUM2STRING(BOTH_T5__R_TL), //# Fast arc right to top left
|
|
ENUM2STRING(BOTH_T5__R__L), //# Fast weak spin right to left
|
|
ENUM2STRING(BOTH_T5__R_BL), //# Fast weak spin right to bottom left
|
|
ENUM2STRING(BOTH_T5_TR_BR), //# Fast arc top right to bottom right
|
|
ENUM2STRING(BOTH_T5_TR_TL), //# Fast arc top right to top left
|
|
ENUM2STRING(BOTH_T5_TR__L), //# Fast arc top right to left
|
|
ENUM2STRING(BOTH_T5_TR_BL), //# Fast weak spin top right to bottom left
|
|
ENUM2STRING(BOTH_T5_T__BR), //# Fast arc top to bottom right
|
|
ENUM2STRING(BOTH_T5_T___R), //# Fast arc top to right
|
|
ENUM2STRING(BOTH_T5_T__TR), //# Fast arc top to top right
|
|
ENUM2STRING(BOTH_T5_T__TL), //# Fast arc top to top left
|
|
ENUM2STRING(BOTH_T5_T___L), //# Fast arc top to left
|
|
ENUM2STRING(BOTH_T5_T__BL), //# Fast arc top to bottom left
|
|
ENUM2STRING(BOTH_T5_TL_BR), //# Fast weak spin top left to bottom right
|
|
ENUM2STRING(BOTH_T5_TL_BL), //# Fast arc top left to bottom left
|
|
ENUM2STRING(BOTH_T5__L_BR), //# Fast weak spin left to bottom right
|
|
ENUM2STRING(BOTH_T5__L__R), //# Fast weak spin left to right
|
|
ENUM2STRING(BOTH_T5__L_TL), //# Fast arc left to top left
|
|
ENUM2STRING(BOTH_T5_BL_BR), //# Fast weak spin bottom left to bottom right
|
|
ENUM2STRING(BOTH_T5_BL__R), //# Fast weak spin bottom left to right
|
|
ENUM2STRING(BOTH_T5_BL_TR), //# Fast weak spin bottom left to top right
|
|
ENUM2STRING(BOTH_T5_BL__L), //# Fast arc bottom left to left
|
|
//Saber Arc Transitions that use existing animations played backwards
|
|
ENUM2STRING(BOTH_T5_BR_TR), //# Fast arc bottom right to top right (use: ENUM2STRING(BOTH_T5_TR_BR)
|
|
ENUM2STRING(BOTH_T5_BR_T_), //# Fast arc bottom right to top (use: ENUM2STRING(BOTH_T5_T__BR)
|
|
ENUM2STRING(BOTH_T5__R_BR), //# Fast arc right to bottom right (use: ENUM2STRING(BOTH_T5_BR__R)
|
|
ENUM2STRING(BOTH_T5__R_T_), //# Fast ar right to top (use: ENUM2STRING(BOTH_T5_T___R)
|
|
ENUM2STRING(BOTH_T5_TR__R), //# Fast arc top right to right (use: ENUM2STRING(BOTH_T5__R_TR)
|
|
ENUM2STRING(BOTH_T5_TR_T_), //# Fast arc top right to top (use: ENUM2STRING(BOTH_T5_T__TR)
|
|
ENUM2STRING(BOTH_T5_TL__R), //# Fast arc top left to right (use: ENUM2STRING(BOTH_T5__R_TL)
|
|
ENUM2STRING(BOTH_T5_TL_TR), //# Fast arc top left to top right (use: ENUM2STRING(BOTH_T5_TR_TL)
|
|
ENUM2STRING(BOTH_T5_TL_T_), //# Fast arc top left to top (use: ENUM2STRING(BOTH_T5_T__TL)
|
|
ENUM2STRING(BOTH_T5_TL__L), //# Fast arc top left to left (use: ENUM2STRING(BOTH_T5__L_TL)
|
|
ENUM2STRING(BOTH_T5__L_TR), //# Fast arc left to top right (use: ENUM2STRING(BOTH_T5_TR__L)
|
|
ENUM2STRING(BOTH_T5__L_T_), //# Fast arc left to top (use: ENUM2STRING(BOTH_T5_T___L)
|
|
ENUM2STRING(BOTH_T5__L_BL), //# Fast arc left to bottom left (use: ENUM2STRING(BOTH_T5_BL__L)
|
|
ENUM2STRING(BOTH_T5_BL_T_), //# Fast arc bottom left to top (use: ENUM2STRING(BOTH_T5_T__BL)
|
|
ENUM2STRING(BOTH_T5_BL_TL), //# Fast arc bottom left to top left (use: ENUM2STRING(BOTH_T5_TL_BL)
|
|
//Saber Attack Start Transitions
|
|
ENUM2STRING(BOTH_S5_S1_T_), //# Fast plain transition from stance1 to top-to-bottom Fast weak attack
|
|
ENUM2STRING(BOTH_S5_S1__L), //# Fast plain transition from stance1 to left-to-right Fast weak attack
|
|
ENUM2STRING(BOTH_S5_S1__R), //# Fast plain transition from stance1 to right-to-left Fast weak attack
|
|
ENUM2STRING(BOTH_S5_S1_TL), //# Fast plain transition from stance1 to top-left-to-bottom-right Fast weak attack
|
|
ENUM2STRING(BOTH_S5_S1_BR), //# Fast plain transition from stance1 to bottom-right-to-top-left Fast weak attack
|
|
ENUM2STRING(BOTH_S5_S1_BL), //# Fast plain transition from stance1 to bottom-left-to-top-right Fast weak attack
|
|
ENUM2STRING(BOTH_S5_S1_TR), //# Fast plain transition from stance1 to top-right-to-bottom-left Fast weak attack
|
|
//Saber Attack Return Transitions
|
|
ENUM2STRING(BOTH_R5_B__S1), //# Fast plain transition from top-to-bottom Fast weak attack to stance1
|
|
ENUM2STRING(BOTH_R5__L_S1), //# Fast plain transition from left-to-right Fast weak attack to stance1
|
|
ENUM2STRING(BOTH_R5__R_S1), //# Fast plain transition from right-to-left Fast weak attack to stance1
|
|
ENUM2STRING(BOTH_R5_TL_S1), //# Fast plain transition from top-left-to-bottom-right Fast weak attack to stance1
|
|
ENUM2STRING(BOTH_R5_BR_S1), //# Fast plain transition from bottom-right-to-top-left Fast weak attack to stance1
|
|
ENUM2STRING(BOTH_R5_BL_S1), //# Fast plain transition from bottom-left-to-top-right Fast weak attack to stance1
|
|
ENUM2STRING(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)
|
|
ENUM2STRING(BOTH_B5_BR___), //# Bounce-back if attack from BR is blocked
|
|
ENUM2STRING(BOTH_B5__R___), //# Bounce-back if attack from R is blocked
|
|
ENUM2STRING(BOTH_B5_TR___), //# Bounce-back if attack from TR is blocked
|
|
ENUM2STRING(BOTH_B5_T____), //# Bounce-back if attack from T is blocked
|
|
ENUM2STRING(BOTH_B5_TL___), //# Bounce-back if attack from TL is blocked
|
|
ENUM2STRING(BOTH_B5__L___), //# Bounce-back if attack from L is blocked
|
|
ENUM2STRING(BOTH_B5_BL___), //# Bounce-back if attack from BL is blocked
|
|
//Saber Attack Deflections (last 4 frames of an attack)
|
|
ENUM2STRING(BOTH_D5_BR___), //# Deflection toward BR
|
|
ENUM2STRING(BOTH_D5__R___), //# Deflection toward R
|
|
ENUM2STRING(BOTH_D5_TR___), //# Deflection toward TR
|
|
ENUM2STRING(BOTH_D5_TL___), //# Deflection toward TL
|
|
ENUM2STRING(BOTH_D5__L___), //# Deflection toward L
|
|
ENUM2STRING(BOTH_D5_BL___), //# Deflection toward BL
|
|
ENUM2STRING(BOTH_D5_B____), //# Deflection toward B
|
|
//Saber attack anims - power level 6
|
|
ENUM2STRING(BOTH_A6_T__B_), //# Fast weak vertical attack top to bottom
|
|
ENUM2STRING(BOTH_A6__L__R), //# Fast weak horizontal attack left to right
|
|
ENUM2STRING(BOTH_A6__R__L), //# Fast weak horizontal attack right to left
|
|
ENUM2STRING(BOTH_A6_TL_BR), //# Fast weak diagonal attack top left to botom right
|
|
ENUM2STRING(BOTH_A6_BR_TL), //# Fast weak diagonal attack top left to botom right
|
|
ENUM2STRING(BOTH_A6_BL_TR), //# Fast weak diagonal attack bottom left to top right
|
|
ENUM2STRING(BOTH_A6_TR_BL), //# Fast weak diagonal attack bottom left to right
|
|
//Saber Arc and Spin Transitions
|
|
ENUM2STRING(BOTH_T6_BR__R), //# Fast arc bottom right to right
|
|
ENUM2STRING(BOTH_T6_BR_TL), //# Fast weak spin bottom right to top left
|
|
ENUM2STRING(BOTH_T6_BR__L), //# Fast weak spin bottom right to left
|
|
ENUM2STRING(BOTH_T6_BR_BL), //# Fast weak spin bottom right to bottom left
|
|
ENUM2STRING(BOTH_T6__R_TR), //# Fast arc right to top right
|
|
ENUM2STRING(BOTH_T6__R_TL), //# Fast arc right to top left
|
|
ENUM2STRING(BOTH_T6__R__L), //# Fast weak spin right to left
|
|
ENUM2STRING(BOTH_T6__R_BL), //# Fast weak spin right to bottom left
|
|
ENUM2STRING(BOTH_T6_TR_BR), //# Fast arc top right to bottom right
|
|
ENUM2STRING(BOTH_T6_TR_TL), //# Fast arc top right to top left
|
|
ENUM2STRING(BOTH_T6_TR__L), //# Fast arc top right to left
|
|
ENUM2STRING(BOTH_T6_TR_BL), //# Fast weak spin top right to bottom left
|
|
ENUM2STRING(BOTH_T6_T__BR), //# Fast arc top to bottom right
|
|
ENUM2STRING(BOTH_T6_T___R), //# Fast arc top to right
|
|
ENUM2STRING(BOTH_T6_T__TR), //# Fast arc top to top right
|
|
ENUM2STRING(BOTH_T6_T__TL), //# Fast arc top to top left
|
|
ENUM2STRING(BOTH_T6_T___L), //# Fast arc top to left
|
|
ENUM2STRING(BOTH_T6_T__BL), //# Fast arc top to bottom left
|
|
ENUM2STRING(BOTH_T6_TL_BR), //# Fast weak spin top left to bottom right
|
|
ENUM2STRING(BOTH_T6_TL_BL), //# Fast arc top left to bottom left
|
|
ENUM2STRING(BOTH_T6__L_BR), //# Fast weak spin left to bottom right
|
|
ENUM2STRING(BOTH_T6__L__R), //# Fast weak spin left to right
|
|
ENUM2STRING(BOTH_T6__L_TL), //# Fast arc left to top left
|
|
ENUM2STRING(BOTH_T6_BL_BR), //# Fast weak spin bottom left to bottom right
|
|
ENUM2STRING(BOTH_T6_BL__R), //# Fast weak spin bottom left to right
|
|
ENUM2STRING(BOTH_T6_BL_TR), //# Fast weak spin bottom left to top right
|
|
ENUM2STRING(BOTH_T6_BL__L), //# Fast arc bottom left to left
|
|
//Saber Arc Transitions that use existing animations played backwards
|
|
ENUM2STRING(BOTH_T6_BR_TR), //# Fast arc bottom right to top right (use: ENUM2STRING(BOTH_T6_TR_BR)
|
|
ENUM2STRING(BOTH_T6_BR_T_), //# Fast arc bottom right to top (use: ENUM2STRING(BOTH_T6_T__BR)
|
|
ENUM2STRING(BOTH_T6__R_BR), //# Fast arc right to bottom right (use: ENUM2STRING(BOTH_T6_BR__R)
|
|
ENUM2STRING(BOTH_T6__R_T_), //# Fast ar right to top (use: ENUM2STRING(BOTH_T6_T___R)
|
|
ENUM2STRING(BOTH_T6_TR__R), //# Fast arc top right to right (use: ENUM2STRING(BOTH_T6__R_TR)
|
|
ENUM2STRING(BOTH_T6_TR_T_), //# Fast arc top right to top (use: ENUM2STRING(BOTH_T6_T__TR)
|
|
ENUM2STRING(BOTH_T6_TL__R), //# Fast arc top left to right (use: ENUM2STRING(BOTH_T6__R_TL)
|
|
ENUM2STRING(BOTH_T6_TL_TR), //# Fast arc top left to top right (use: ENUM2STRING(BOTH_T6_TR_TL)
|
|
ENUM2STRING(BOTH_T6_TL_T_), //# Fast arc top left to top (use: ENUM2STRING(BOTH_T6_T__TL)
|
|
ENUM2STRING(BOTH_T6_TL__L), //# Fast arc top left to left (use: ENUM2STRING(BOTH_T6__L_TL)
|
|
ENUM2STRING(BOTH_T6__L_TR), //# Fast arc left to top right (use: ENUM2STRING(BOTH_T6_TR__L)
|
|
ENUM2STRING(BOTH_T6__L_T_), //# Fast arc left to top (use: ENUM2STRING(BOTH_T6_T___L)
|
|
ENUM2STRING(BOTH_T6__L_BL), //# Fast arc left to bottom left (use: ENUM2STRING(BOTH_T6_BL__L)
|
|
ENUM2STRING(BOTH_T6_BL_T_), //# Fast arc bottom left to top (use: ENUM2STRING(BOTH_T6_T__BL)
|
|
ENUM2STRING(BOTH_T6_BL_TL), //# Fast arc bottom left to top left (use: ENUM2STRING(BOTH_T6_TL_BL)
|
|
//Saber Attack Start Transitions
|
|
ENUM2STRING(BOTH_S6_S6_T_), //# Fast plain transition from stance1 to top-to-bottom Fast weak attack
|
|
ENUM2STRING(BOTH_S6_S6__L), //# Fast plain transition from stance1 to left-to-right Fast weak attack
|
|
ENUM2STRING(BOTH_S6_S6__R), //# Fast plain transition from stance1 to right-to-left Fast weak attack
|
|
ENUM2STRING(BOTH_S6_S6_TL), //# Fast plain transition from stance1 to top-left-to-bottom-right Fast weak attack
|
|
ENUM2STRING(BOTH_S6_S6_BR), //# Fast plain transition from stance1 to bottom-right-to-top-left Fast weak attack
|
|
ENUM2STRING(BOTH_S6_S6_BL), //# Fast plain transition from stance1 to bottom-left-to-top-right Fast weak attack
|
|
ENUM2STRING(BOTH_S6_S6_TR), //# Fast plain transition from stance1 to top-right-to-bottom-left Fast weak attack
|
|
//Saber Attack Return Transitions
|
|
ENUM2STRING(BOTH_R6_B__S6), //# Fast plain transition from top-to-bottom Fast weak attack to stance1
|
|
ENUM2STRING(BOTH_R6__L_S6), //# Fast plain transition from left-to-right Fast weak attack to stance1
|
|
ENUM2STRING(BOTH_R6__R_S6), //# Fast plain transition from right-to-left Fast weak attack to stance1
|
|
ENUM2STRING(BOTH_R6_TL_S6), //# Fast plain transition from top-left-to-bottom-right Fast weak attack to stance1
|
|
ENUM2STRING(BOTH_R6_BR_S6), //# Fast plain transition from bottom-right-to-top-left Fast weak attack to stance1
|
|
ENUM2STRING(BOTH_R6_BL_S6), //# Fast plain transition from bottom-left-to-top-right Fast weak attack to stance1
|
|
ENUM2STRING(BOTH_R6_TR_S6), //# Fast plain transition from top-right-to-bottom-left Fast weak attack
|
|
//Saber Attack Bounces (first 4 frames of an attack), played backwards)
|
|
ENUM2STRING(BOTH_B6_BR___), //# Bounce-back if attack from BR is blocked
|
|
ENUM2STRING(BOTH_B6__R___), //# Bounce-back if attack from R is blocked
|
|
ENUM2STRING(BOTH_B6_TR___), //# Bounce-back if attack from TR is blocked
|
|
ENUM2STRING(BOTH_B6_T____), //# Bounce-back if attack from T is blocked
|
|
ENUM2STRING(BOTH_B6_TL___), //# Bounce-back if attack from TL is blocked
|
|
ENUM2STRING(BOTH_B6__L___), //# Bounce-back if attack from L is blocked
|
|
ENUM2STRING(BOTH_B6_BL___), //# Bounce-back if attack from BL is blocked
|
|
//Saber Attack Deflections (last 4 frames of an attack)
|
|
ENUM2STRING(BOTH_D6_BR___), //# Deflection toward BR
|
|
ENUM2STRING(BOTH_D6__R___), //# Deflection toward R
|
|
ENUM2STRING(BOTH_D6_TR___), //# Deflection toward TR
|
|
ENUM2STRING(BOTH_D6_TL___), //# Deflection toward TL
|
|
ENUM2STRING(BOTH_D6__L___), //# Deflection toward L
|
|
ENUM2STRING(BOTH_D6_BL___), //# Deflection toward BL
|
|
ENUM2STRING(BOTH_D6_B____), //# Deflection toward B
|
|
//Saber attack anims - power level 7
|
|
ENUM2STRING(BOTH_A7_T__B_), //# Fast weak vertical attack top to bottom
|
|
ENUM2STRING(BOTH_A7__L__R), //# Fast weak horizontal attack left to right
|
|
ENUM2STRING(BOTH_A7__R__L), //# Fast weak horizontal attack right to left
|
|
ENUM2STRING(BOTH_A7_TL_BR), //# Fast weak diagonal attack top left to botom right
|
|
ENUM2STRING(BOTH_A7_BR_TL), //# Fast weak diagonal attack top left to botom right
|
|
ENUM2STRING(BOTH_A7_BL_TR), //# Fast weak diagonal attack bottom left to top right
|
|
ENUM2STRING(BOTH_A7_TR_BL), //# Fast weak diagonal attack bottom left to right
|
|
//Saber Arc and Spin Transitions
|
|
ENUM2STRING(BOTH_T7_BR__R), //# Fast arc bottom right to right
|
|
ENUM2STRING(BOTH_T7_BR_TL), //# Fast weak spin bottom right to top left
|
|
ENUM2STRING(BOTH_T7_BR__L), //# Fast weak spin bottom right to left
|
|
ENUM2STRING(BOTH_T7_BR_BL), //# Fast weak spin bottom right to bottom left
|
|
ENUM2STRING(BOTH_T7__R_TR), //# Fast arc right to top right
|
|
ENUM2STRING(BOTH_T7__R_TL), //# Fast arc right to top left
|
|
ENUM2STRING(BOTH_T7__R__L), //# Fast weak spin right to left
|
|
ENUM2STRING(BOTH_T7__R_BL), //# Fast weak spin right to bottom left
|
|
ENUM2STRING(BOTH_T7_TR_BR), //# Fast arc top right to bottom right
|
|
ENUM2STRING(BOTH_T7_TR_TL), //# Fast arc top right to top left
|
|
ENUM2STRING(BOTH_T7_TR__L), //# Fast arc top right to left
|
|
ENUM2STRING(BOTH_T7_TR_BL), //# Fast weak spin top right to bottom left
|
|
ENUM2STRING(BOTH_T7_T__BR), //# Fast arc top to bottom right
|
|
ENUM2STRING(BOTH_T7_T___R), //# Fast arc top to right
|
|
ENUM2STRING(BOTH_T7_T__TR), //# Fast arc top to top right
|
|
ENUM2STRING(BOTH_T7_T__TL), //# Fast arc top to top left
|
|
ENUM2STRING(BOTH_T7_T___L), //# Fast arc top to left
|
|
ENUM2STRING(BOTH_T7_T__BL), //# Fast arc top to bottom left
|
|
ENUM2STRING(BOTH_T7_TL_BR), //# Fast weak spin top left to bottom right
|
|
ENUM2STRING(BOTH_T7_TL_BL), //# Fast arc top left to bottom left
|
|
ENUM2STRING(BOTH_T7__L_BR), //# Fast weak spin left to bottom right
|
|
ENUM2STRING(BOTH_T7__L__R), //# Fast weak spin left to right
|
|
ENUM2STRING(BOTH_T7__L_TL), //# Fast arc left to top left
|
|
ENUM2STRING(BOTH_T7_BL_BR), //# Fast weak spin bottom left to bottom right
|
|
ENUM2STRING(BOTH_T7_BL__R), //# Fast weak spin bottom left to right
|
|
ENUM2STRING(BOTH_T7_BL_TR), //# Fast weak spin bottom left to top right
|
|
ENUM2STRING(BOTH_T7_BL__L), //# Fast arc bottom left to left
|
|
//Saber Arc Transitions that use existing animations played backwards
|
|
ENUM2STRING(BOTH_T7_BR_TR), //# Fast arc bottom right to top right (use: ENUM2STRING(BOTH_T7_TR_BR)
|
|
ENUM2STRING(BOTH_T7_BR_T_), //# Fast arc bottom right to top (use: ENUM2STRING(BOTH_T7_T__BR)
|
|
ENUM2STRING(BOTH_T7__R_BR), //# Fast arc right to bottom right (use: ENUM2STRING(BOTH_T7_BR__R)
|
|
ENUM2STRING(BOTH_T7__R_T_), //# Fast ar right to top (use: ENUM2STRING(BOTH_T7_T___R)
|
|
ENUM2STRING(BOTH_T7_TR__R), //# Fast arc top right to right (use: ENUM2STRING(BOTH_T7__R_TR)
|
|
ENUM2STRING(BOTH_T7_TR_T_), //# Fast arc top right to top (use: ENUM2STRING(BOTH_T7_T__TR)
|
|
ENUM2STRING(BOTH_T7_TL__R), //# Fast arc top left to right (use: ENUM2STRING(BOTH_T7__R_TL)
|
|
ENUM2STRING(BOTH_T7_TL_TR), //# Fast arc top left to top right (use: ENUM2STRING(BOTH_T7_TR_TL)
|
|
ENUM2STRING(BOTH_T7_TL_T_), //# Fast arc top left to top (use: ENUM2STRING(BOTH_T7_T__TL)
|
|
ENUM2STRING(BOTH_T7_TL__L), //# Fast arc top left to left (use: ENUM2STRING(BOTH_T7__L_TL)
|
|
ENUM2STRING(BOTH_T7__L_TR), //# Fast arc left to top right (use: ENUM2STRING(BOTH_T7_TR__L)
|
|
ENUM2STRING(BOTH_T7__L_T_), //# Fast arc left to top (use: ENUM2STRING(BOTH_T7_T___L)
|
|
ENUM2STRING(BOTH_T7__L_BL), //# Fast arc left to bottom left (use: ENUM2STRING(BOTH_T7_BL__L)
|
|
ENUM2STRING(BOTH_T7_BL_T_), //# Fast arc bottom left to top (use: ENUM2STRING(BOTH_T7_T__BL)
|
|
ENUM2STRING(BOTH_T7_BL_TL), //# Fast arc bottom left to top left (use: ENUM2STRING(BOTH_T7_TL_BL)
|
|
//Saber Attack Start Transitions
|
|
ENUM2STRING(BOTH_S7_S7_T_), //# Fast plain transition from stance1 to top-to-bottom Fast weak attack
|
|
ENUM2STRING(BOTH_S7_S7__L), //# Fast plain transition from stance1 to left-to-right Fast weak attack
|
|
ENUM2STRING(BOTH_S7_S7__R), //# Fast plain transition from stance1 to right-to-left Fast weak attack
|
|
ENUM2STRING(BOTH_S7_S7_TL), //# Fast plain transition from stance1 to top-left-to-bottom-right Fast weak attack
|
|
ENUM2STRING(BOTH_S7_S7_BR), //# Fast plain transition from stance1 to bottom-right-to-top-left Fast weak attack
|
|
ENUM2STRING(BOTH_S7_S7_BL), //# Fast plain transition from stance1 to bottom-left-to-top-right Fast weak attack
|
|
ENUM2STRING(BOTH_S7_S7_TR), //# Fast plain transition from stance1 to top-right-to-bottom-left Fast weak attack
|
|
//Saber Attack Return Transitions
|
|
ENUM2STRING(BOTH_R7_B__S7), //# Fast plain transition from top-to-bottom Fast weak attack to stance1
|
|
ENUM2STRING(BOTH_R7__L_S7), //# Fast plain transition from left-to-right Fast weak attack to stance1
|
|
ENUM2STRING(BOTH_R7__R_S7), //# Fast plain transition from right-to-left Fast weak attack to stance1
|
|
ENUM2STRING(BOTH_R7_TL_S7), //# Fast plain transition from top-left-to-bottom-right Fast weak attack to stance1
|
|
ENUM2STRING(BOTH_R7_BR_S7), //# Fast plain transition from bottom-right-to-top-left Fast weak attack to stance1
|
|
ENUM2STRING(BOTH_R7_BL_S7), //# Fast plain transition from bottom-left-to-top-right Fast weak attack to stance1
|
|
ENUM2STRING(BOTH_R7_TR_S7), //# Fast plain transition from top-right-to-bottom-left Fast weak attack
|
|
//Saber Attack Bounces (first 4 frames of an attack), played backwards)
|
|
ENUM2STRING(BOTH_B7_BR___), //# Bounce-back if attack from BR is blocked
|
|
ENUM2STRING(BOTH_B7__R___), //# Bounce-back if attack from R is blocked
|
|
ENUM2STRING(BOTH_B7_TR___), //# Bounce-back if attack from TR is blocked
|
|
ENUM2STRING(BOTH_B7_T____), //# Bounce-back if attack from T is blocked
|
|
ENUM2STRING(BOTH_B7_TL___), //# Bounce-back if attack from TL is blocked
|
|
ENUM2STRING(BOTH_B7__L___), //# Bounce-back if attack from L is blocked
|
|
ENUM2STRING(BOTH_B7_BL___), //# Bounce-back if attack from BL is blocked
|
|
//Saber Attack Deflections (last 4 frames of an attack)
|
|
ENUM2STRING(BOTH_D7_BR___), //# Deflection toward BR
|
|
ENUM2STRING(BOTH_D7__R___), //# Deflection toward R
|
|
ENUM2STRING(BOTH_D7_TR___), //# Deflection toward TR
|
|
ENUM2STRING(BOTH_D7_TL___), //# Deflection toward TL
|
|
ENUM2STRING(BOTH_D7__L___), //# Deflection toward L
|
|
ENUM2STRING(BOTH_D7_BL___), //# Deflection toward BL
|
|
ENUM2STRING(BOTH_D7_B____), //# Deflection toward B
|
|
//Saber parry anims
|
|
ENUM2STRING(BOTH_P1_S1_T_), //# Block shot/saber top
|
|
ENUM2STRING(BOTH_P1_S1_TR), //# Block shot/saber top right
|
|
ENUM2STRING(BOTH_P1_S1_TL), //# Block shot/saber top left
|
|
ENUM2STRING(BOTH_P1_S1_BL), //# Block shot/saber bottom left
|
|
ENUM2STRING(BOTH_P1_S1_BR), //# Block shot/saber bottom right
|
|
//Saber knockaway
|
|
ENUM2STRING(BOTH_K1_S1_T_), //# knockaway saber top
|
|
ENUM2STRING(BOTH_K1_S1_TR), //# knockaway saber top right
|
|
ENUM2STRING(BOTH_K1_S1_TL), //# knockaway saber top left
|
|
ENUM2STRING(BOTH_K1_S1_BL), //# knockaway saber bottom left
|
|
ENUM2STRING(BOTH_K1_S1_B_), //# knockaway saber bottom
|
|
ENUM2STRING(BOTH_K1_S1_BR), //# knockaway saber bottom right
|
|
//Saber attack knocked away
|
|
ENUM2STRING(BOTH_V1_BR_S1), //# BR attack knocked away
|
|
ENUM2STRING(BOTH_V1__R_S1), //# R attack knocked away
|
|
ENUM2STRING(BOTH_V1_TR_S1), //# TR attack knocked away
|
|
ENUM2STRING(BOTH_V1_T__S1), //# T attack knocked away
|
|
ENUM2STRING(BOTH_V1_TL_S1), //# TL attack knocked away
|
|
ENUM2STRING(BOTH_V1__L_S1), //# L attack knocked away
|
|
ENUM2STRING(BOTH_V1_BL_S1), //# BL attack knocked away
|
|
ENUM2STRING(BOTH_V1_B__S1), //# B attack knocked away
|
|
//Saber parry broken
|
|
ENUM2STRING(BOTH_H1_S1_T_), //# saber knocked down from top parry
|
|
ENUM2STRING(BOTH_H1_S1_TR), //# saber knocked down-left from TR parry
|
|
ENUM2STRING(BOTH_H1_S1_TL), //# saber knocked down-right from TL parry
|
|
ENUM2STRING(BOTH_H1_S1_BL), //# saber knocked up-right from BL parry
|
|
ENUM2STRING(BOTH_H1_S1_B_), //# saber knocked up over head from ready?
|
|
ENUM2STRING(BOTH_H1_S1_BR), //# saber knocked up-left from BR parry
|
|
//Dual Sabers parry anims
|
|
ENUM2STRING(BOTH_P6_S6_T_), //# Block shot/saber top
|
|
ENUM2STRING(BOTH_P6_S6_TR), //# Block shot/saber top right
|
|
ENUM2STRING(BOTH_P6_S6_TL), //# Block shot/saber top left
|
|
ENUM2STRING(BOTH_P6_S6_BL), //# Block shot/saber bottom left
|
|
ENUM2STRING(BOTH_P6_S6_BR), //# Block shot/saber bottom right
|
|
//Dual Sabers knockaway
|
|
ENUM2STRING(BOTH_K6_S6_T_), //# knockaway saber top
|
|
ENUM2STRING(BOTH_K6_S6_TR), //# knockaway saber top right
|
|
ENUM2STRING(BOTH_K6_S6_TL), //# knockaway saber top left
|
|
ENUM2STRING(BOTH_K6_S6_BL), //# knockaway saber bottom left
|
|
ENUM2STRING(BOTH_K6_S6_B_), //# knockaway saber bottom
|
|
ENUM2STRING(BOTH_K6_S6_BR), //# knockaway saber bottom right
|
|
//Dual Sabers attack knocked away
|
|
ENUM2STRING(BOTH_V6_BR_S6), //# BR attack knocked away
|
|
ENUM2STRING(BOTH_V6__R_S6), //# R attack knocked away
|
|
ENUM2STRING(BOTH_V6_TR_S6), //# TR attack knocked away
|
|
ENUM2STRING(BOTH_V6_T__S6), //# T attack knocked away
|
|
ENUM2STRING(BOTH_V6_TL_S6), //# TL attack knocked away
|
|
ENUM2STRING(BOTH_V6__L_S6), //# L attack knocked away
|
|
ENUM2STRING(BOTH_V6_BL_S6), //# BL attack knocked away
|
|
ENUM2STRING(BOTH_V6_B__S6), //# B attack knocked away
|
|
//Dual Sabers parry broken
|
|
ENUM2STRING(BOTH_H6_S6_T_), //# saber knocked down from top parry
|
|
ENUM2STRING(BOTH_H6_S6_TR), //# saber knocked down-left from TR parry
|
|
ENUM2STRING(BOTH_H6_S6_TL), //# saber knocked down-right from TL parry
|
|
ENUM2STRING(BOTH_H6_S6_BL), //# saber knocked up-right from BL parry
|
|
ENUM2STRING(BOTH_H6_S6_B_), //# saber knocked up over head from ready?
|
|
ENUM2STRING(BOTH_H6_S6_BR), //# saber knocked up-left from BR parry
|
|
//SaberStaff parry anims
|
|
ENUM2STRING(BOTH_P7_S7_T_), //# Block shot/saber top
|
|
ENUM2STRING(BOTH_P7_S7_TR), //# Block shot/saber top right
|
|
ENUM2STRING(BOTH_P7_S7_TL), //# Block shot/saber top left
|
|
ENUM2STRING(BOTH_P7_S7_BL), //# Block shot/saber bottom left
|
|
ENUM2STRING(BOTH_P7_S7_BR), //# Block shot/saber bottom right
|
|
//SaberStaff knockaway
|
|
ENUM2STRING(BOTH_K7_S7_T_), //# knockaway saber top
|
|
ENUM2STRING(BOTH_K7_S7_TR), //# knockaway saber top right
|
|
ENUM2STRING(BOTH_K7_S7_TL), //# knockaway saber top left
|
|
ENUM2STRING(BOTH_K7_S7_BL), //# knockaway saber bottom left
|
|
ENUM2STRING(BOTH_K7_S7_B_), //# knockaway saber bottom
|
|
ENUM2STRING(BOTH_K7_S7_BR), //# knockaway saber bottom right
|
|
//SaberStaff attack knocked away
|
|
ENUM2STRING(BOTH_V7_BR_S7), //# BR attack knocked away
|
|
ENUM2STRING(BOTH_V7__R_S7), //# R attack knocked away
|
|
ENUM2STRING(BOTH_V7_TR_S7), //# TR attack knocked away
|
|
ENUM2STRING(BOTH_V7_T__S7), //# T attack knocked away
|
|
ENUM2STRING(BOTH_V7_TL_S7), //# TL attack knocked away
|
|
ENUM2STRING(BOTH_V7__L_S7), //# L attack knocked away
|
|
ENUM2STRING(BOTH_V7_BL_S7), //# BL attack knocked away
|
|
ENUM2STRING(BOTH_V7_B__S7), //# B attack knocked away
|
|
//SaberStaff parry broken
|
|
ENUM2STRING(BOTH_H7_S7_T_), //# saber knocked down from top parry
|
|
ENUM2STRING(BOTH_H7_S7_TR), //# saber knocked down-left from TR parry
|
|
ENUM2STRING(BOTH_H7_S7_TL), //# saber knocked down-right from TL parry
|
|
ENUM2STRING(BOTH_H7_S7_BL), //# saber knocked up-right from BL parry
|
|
ENUM2STRING(BOTH_H7_S7_B_), //# saber knocked up over head from ready?
|
|
ENUM2STRING(BOTH_H7_S7_BR), //# saber knocked up-left from BR parry
|
|
//Sabers locked anims
|
|
//* #sep BOTH_ SABER LOCKED ANIMS
|
|
//BOTH_(DL, S, ST)_(DL, S, ST)_(T, S)_(L, B, SB)_1(_W, _L)
|
|
//===Single locks==================================================================
|
|
//SINGLE vs. DUAL
|
|
//side locks - I'm using a single and they're using dual
|
|
ENUM2STRING(BOTH_LK_S_DL_S_B_1_L), //normal break I lost
|
|
ENUM2STRING(BOTH_LK_S_DL_S_B_1_W), //normal break I won
|
|
ENUM2STRING(BOTH_LK_S_DL_S_L_1), //lock if I'm using single vs. a dual
|
|
ENUM2STRING(BOTH_LK_S_DL_S_SB_1_L), //super break I lost
|
|
ENUM2STRING(BOTH_LK_S_DL_S_SB_1_W), //super break I won
|
|
//top locks
|
|
ENUM2STRING(BOTH_LK_S_DL_T_B_1_L), //normal break I lost
|
|
ENUM2STRING(BOTH_LK_S_DL_T_B_1_W), //normal break I won
|
|
ENUM2STRING(BOTH_LK_S_DL_T_L_1), //lock if I'm using single vs. a dual
|
|
ENUM2STRING(BOTH_LK_S_DL_T_SB_1_L), //super break I lost
|
|
ENUM2STRING(BOTH_LK_S_DL_T_SB_1_W), //super break I won
|
|
//SINGLE vs. STAFF
|
|
//side locks
|
|
ENUM2STRING(BOTH_LK_S_ST_S_B_1_L), //normal break I lost
|
|
ENUM2STRING(BOTH_LK_S_ST_S_B_1_W), //normal break I won
|
|
ENUM2STRING(BOTH_LK_S_ST_S_L_1), //lock if I'm using single vs. a staff
|
|
ENUM2STRING(BOTH_LK_S_ST_S_SB_1_L), //super break I lost
|
|
ENUM2STRING(BOTH_LK_S_ST_S_SB_1_W), //super break I won
|
|
//top locks
|
|
ENUM2STRING(BOTH_LK_S_ST_T_B_1_L), //normal break I lost
|
|
ENUM2STRING(BOTH_LK_S_ST_T_B_1_W), //normal break I won
|
|
ENUM2STRING(BOTH_LK_S_ST_T_L_1), //lock if I'm using single vs. a staff
|
|
ENUM2STRING(BOTH_LK_S_ST_T_SB_1_L), //super break I lost
|
|
ENUM2STRING(BOTH_LK_S_ST_T_SB_1_W), //super break I won
|
|
//SINGLE vs. SINGLE
|
|
//side locks
|
|
ENUM2STRING(BOTH_LK_S_S_S_B_1_L), //normal break I lost
|
|
ENUM2STRING(BOTH_LK_S_S_S_B_1_W), //normal break I won
|
|
ENUM2STRING(BOTH_LK_S_S_S_L_1), //lock if I'm using single vs. a single and I initiated
|
|
ENUM2STRING(BOTH_LK_S_S_S_SB_1_L), //super break I lost
|
|
ENUM2STRING(BOTH_LK_S_S_S_SB_1_W), //super break I won
|
|
//top locks
|
|
ENUM2STRING(BOTH_LK_S_S_T_B_1_L), //normal break I lost
|
|
ENUM2STRING(BOTH_LK_S_S_T_B_1_W), //normal break I won
|
|
ENUM2STRING(BOTH_LK_S_S_T_L_1), //lock if I'm using single vs. a single and I initiated
|
|
ENUM2STRING(BOTH_LK_S_S_T_SB_1_L), //super break I lost
|
|
ENUM2STRING(BOTH_LK_S_S_T_SB_1_W), //super break I won
|
|
//===Dual Saber locks==================================================================
|
|
//DUAL vs. DUAL
|
|
//side locks
|
|
ENUM2STRING(BOTH_LK_DL_DL_S_B_1_L), //normal break I lost
|
|
ENUM2STRING(BOTH_LK_DL_DL_S_B_1_W), //normal break I won
|
|
ENUM2STRING(BOTH_LK_DL_DL_S_L_1), //lock if I'm using dual vs. dual and I initiated
|
|
ENUM2STRING(BOTH_LK_DL_DL_S_SB_1_L), //super break I lost
|
|
ENUM2STRING(BOTH_LK_DL_DL_S_SB_1_W), //super break I won
|
|
//top locks
|
|
ENUM2STRING(BOTH_LK_DL_DL_T_B_1_L), //normal break I lost
|
|
ENUM2STRING(BOTH_LK_DL_DL_T_B_1_W), //normal break I won
|
|
ENUM2STRING(BOTH_LK_DL_DL_T_L_1), //lock if I'm using dual vs. dual and I initiated
|
|
ENUM2STRING(BOTH_LK_DL_DL_T_SB_1_L), //super break I lost
|
|
ENUM2STRING(BOTH_LK_DL_DL_T_SB_1_W), //super break I won
|
|
//DUAL vs. STAFF
|
|
//side locks
|
|
ENUM2STRING(BOTH_LK_DL_ST_S_B_1_L), //normal break I lost
|
|
ENUM2STRING(BOTH_LK_DL_ST_S_B_1_W), //normal break I won
|
|
ENUM2STRING(BOTH_LK_DL_ST_S_L_1), //lock if I'm using dual vs. a staff
|
|
ENUM2STRING(BOTH_LK_DL_ST_S_SB_1_L), //super break I lost
|
|
ENUM2STRING(BOTH_LK_DL_ST_S_SB_1_W), //super break I won
|
|
//top locks
|
|
ENUM2STRING(BOTH_LK_DL_ST_T_B_1_L), //normal break I lost
|
|
ENUM2STRING(BOTH_LK_DL_ST_T_B_1_W), //normal break I won
|
|
ENUM2STRING(BOTH_LK_DL_ST_T_L_1), //lock if I'm using dual vs. a staff
|
|
ENUM2STRING(BOTH_LK_DL_ST_T_SB_1_L), //super break I lost
|
|
ENUM2STRING(BOTH_LK_DL_ST_T_SB_1_W), //super break I won
|
|
//DUAL vs. SINGLE
|
|
//side locks
|
|
ENUM2STRING(BOTH_LK_DL_S_S_B_1_L), //normal break I lost
|
|
ENUM2STRING(BOTH_LK_DL_S_S_B_1_W), //normal break I won
|
|
ENUM2STRING(BOTH_LK_DL_S_S_L_1), //lock if I'm using dual vs. a single
|
|
ENUM2STRING(BOTH_LK_DL_S_S_SB_1_L), //super break I lost
|
|
ENUM2STRING(BOTH_LK_DL_S_S_SB_1_W), //super break I won
|
|
//top locks
|
|
ENUM2STRING(BOTH_LK_DL_S_T_B_1_L), //normal break I lost
|
|
ENUM2STRING(BOTH_LK_DL_S_T_B_1_W), //normal break I won
|
|
ENUM2STRING(BOTH_LK_DL_S_T_L_1), //lock if I'm using dual vs. a single
|
|
ENUM2STRING(BOTH_LK_DL_S_T_SB_1_L), //super break I lost
|
|
ENUM2STRING(BOTH_LK_DL_S_T_SB_1_W), //super break I won
|
|
//===Saber Staff locks==================================================================
|
|
//STAFF vs. DUAL
|
|
//side locks
|
|
ENUM2STRING(BOTH_LK_ST_DL_S_B_1_L), //normal break I lost
|
|
ENUM2STRING(BOTH_LK_ST_DL_S_B_1_W), //normal break I won
|
|
ENUM2STRING(BOTH_LK_ST_DL_S_L_1), //lock if I'm using staff vs. dual
|
|
ENUM2STRING(BOTH_LK_ST_DL_S_SB_1_L), //super break I lost
|
|
ENUM2STRING(BOTH_LK_ST_DL_S_SB_1_W), //super break I won
|
|
//top locks
|
|
ENUM2STRING(BOTH_LK_ST_DL_T_B_1_L), //normal break I lost
|
|
ENUM2STRING(BOTH_LK_ST_DL_T_B_1_W), //normal break I won
|
|
ENUM2STRING(BOTH_LK_ST_DL_T_L_1), //lock if I'm using staff vs. dual
|
|
ENUM2STRING(BOTH_LK_ST_DL_T_SB_1_L), //super break I lost
|
|
ENUM2STRING(BOTH_LK_ST_DL_T_SB_1_W), //super break I won
|
|
//STAFF vs. STAFF
|
|
//side locks
|
|
ENUM2STRING(BOTH_LK_ST_ST_S_B_1_L), //normal break I lost
|
|
ENUM2STRING(BOTH_LK_ST_ST_S_B_1_W), //normal break I won
|
|
ENUM2STRING(BOTH_LK_ST_ST_S_L_1), //lock if I'm using staff vs. a staff and I initiated
|
|
ENUM2STRING(BOTH_LK_ST_ST_S_SB_1_L), //super break I lost
|
|
ENUM2STRING(BOTH_LK_ST_ST_S_SB_1_W), //super break I won
|
|
//top locks
|
|
ENUM2STRING(BOTH_LK_ST_ST_T_B_1_L), //normal break I lost
|
|
ENUM2STRING(BOTH_LK_ST_ST_T_B_1_W), //normal break I won
|
|
ENUM2STRING(BOTH_LK_ST_ST_T_L_1), //lock if I'm using staff vs. a staff and I initiated
|
|
ENUM2STRING(BOTH_LK_ST_ST_T_SB_1_L), //super break I lost
|
|
ENUM2STRING(BOTH_LK_ST_ST_T_SB_1_W), //super break I won
|
|
//STAFF vs. SINGLE
|
|
//side locks
|
|
ENUM2STRING(BOTH_LK_ST_S_S_B_1_L), //normal break I lost
|
|
ENUM2STRING(BOTH_LK_ST_S_S_B_1_W), //normal break I won
|
|
ENUM2STRING(BOTH_LK_ST_S_S_L_1), //lock if I'm using staff vs. a single
|
|
ENUM2STRING(BOTH_LK_ST_S_S_SB_1_L), //super break I lost
|
|
ENUM2STRING(BOTH_LK_ST_S_S_SB_1_W), //super break I won
|
|
//top locks
|
|
ENUM2STRING(BOTH_LK_ST_S_T_B_1_L), //normal break I lost
|
|
ENUM2STRING(BOTH_LK_ST_S_T_B_1_W), //normal break I won
|
|
ENUM2STRING(BOTH_LK_ST_S_T_L_1), //lock if I'm using staff vs. a single
|
|
ENUM2STRING(BOTH_LK_ST_S_T_SB_1_L), //super break I lost
|
|
ENUM2STRING(BOTH_LK_ST_S_T_SB_1_W), //super break I won
|
|
//Special cases for same saber style vs. each other (won't fit in nice 5-anim size lists above)
|
|
ENUM2STRING(BOTH_LK_S_S_S_L_2), //lock if I'm using single vs. a single and other intitiated
|
|
ENUM2STRING(BOTH_LK_S_S_T_L_2), //lock if I'm using single vs. a single and other initiated
|
|
ENUM2STRING(BOTH_LK_DL_DL_S_L_2), //lock if I'm using dual vs. dual and other initiated
|
|
ENUM2STRING(BOTH_LK_DL_DL_T_L_2), //lock if I'm using dual vs. dual and other initiated
|
|
ENUM2STRING(BOTH_LK_ST_ST_S_L_2), //lock if I'm using staff vs. a staff and other initiated
|
|
ENUM2STRING(BOTH_LK_ST_ST_T_L_2), //lock if I'm using staff vs. a staff and other initiated
|
|
//===End Saber locks==================================================================
|
|
ENUM2STRING(BOTH_BF2RETURN), //#
|
|
ENUM2STRING(BOTH_BF2BREAK), //#
|
|
ENUM2STRING(BOTH_BF2LOCK), //#
|
|
ENUM2STRING(BOTH_BF1RETURN), //#
|
|
ENUM2STRING(BOTH_BF1BREAK), //#
|
|
ENUM2STRING(BOTH_BF1LOCK), //#
|
|
ENUM2STRING(BOTH_CWCIRCLE_R2__R_S1), //#
|
|
ENUM2STRING(BOTH_CCWCIRCLE_R2__L_S1), //#
|
|
ENUM2STRING(BOTH_CWCIRCLE_A2__L__R), //#
|
|
ENUM2STRING(BOTH_CCWCIRCLE_A2__R__L), //#
|
|
ENUM2STRING(BOTH_CWCIRCLEBREAK), //#
|
|
ENUM2STRING(BOTH_CCWCIRCLEBREAK), //#
|
|
ENUM2STRING(BOTH_CWCIRCLELOCK), //#
|
|
ENUM2STRING(BOTH_CCWCIRCLELOCK), //#
|
|
//other saber anims/attacks
|
|
ENUM2STRING(BOTH_SABERFAST_STANCE),
|
|
ENUM2STRING(BOTH_SABERSLOW_STANCE),
|
|
ENUM2STRING(BOTH_SABERDUAL_STANCE),
|
|
ENUM2STRING(BOTH_SABERSTAFF_STANCE),
|
|
ENUM2STRING(BOTH_A2_STABBACK1), //# Stab saber backward
|
|
ENUM2STRING(BOTH_ATTACK_BACK), //# Swing around backwards and attack
|
|
ENUM2STRING(BOTH_JUMPFLIPSLASHDOWN1),//#
|
|
ENUM2STRING(BOTH_JUMPFLIPSTABDOWN),//#
|
|
ENUM2STRING(BOTH_FORCELEAP2_T__B_),//#
|
|
ENUM2STRING(BOTH_LUNGE2_B__T_),//#
|
|
ENUM2STRING(BOTH_CROUCHATTACKBACK1),//#
|
|
//New specials for JKA:
|
|
ENUM2STRING(BOTH_JUMPATTACK6),//#
|
|
ENUM2STRING(BOTH_JUMPATTACK7),//#
|
|
ENUM2STRING(BOTH_SPINATTACK6),//#
|
|
ENUM2STRING(BOTH_SPINATTACK7),//#
|
|
ENUM2STRING(BOTH_S1_S6),//# From stand1 to saberdual stance - turning on your dual sabers
|
|
ENUM2STRING(BOTH_S6_S1),//# From dualstaff stance to stand1 - turning off your dual sabers
|
|
ENUM2STRING(BOTH_S1_S7),//# From stand1 to saberstaff stance - turning on your saberstaff
|
|
ENUM2STRING(BOTH_S7_S1),//# From saberstaff stance to stand1 - turning off your saberstaff
|
|
ENUM2STRING(BOTH_FORCELONGLEAP_START),
|
|
ENUM2STRING(BOTH_FORCELONGLEAP_ATTACK),
|
|
ENUM2STRING(BOTH_FORCELONGLEAP_LAND),
|
|
ENUM2STRING(BOTH_FORCEWALLRUNFLIP_START),
|
|
ENUM2STRING(BOTH_FORCEWALLRUNFLIP_END),
|
|
ENUM2STRING(BOTH_FORCEWALLRUNFLIP_ALT),
|
|
ENUM2STRING(BOTH_FORCEWALLREBOUND_FORWARD),
|
|
ENUM2STRING(BOTH_FORCEWALLREBOUND_LEFT),
|
|
ENUM2STRING(BOTH_FORCEWALLREBOUND_BACK),
|
|
ENUM2STRING(BOTH_FORCEWALLREBOUND_RIGHT),
|
|
ENUM2STRING(BOTH_FORCEWALLHOLD_FORWARD),
|
|
ENUM2STRING(BOTH_FORCEWALLHOLD_LEFT),
|
|
ENUM2STRING(BOTH_FORCEWALLHOLD_BACK),
|
|
ENUM2STRING(BOTH_FORCEWALLHOLD_RIGHT),
|
|
ENUM2STRING(BOTH_FORCEWALLRELEASE_FORWARD),
|
|
ENUM2STRING(BOTH_FORCEWALLRELEASE_LEFT),
|
|
ENUM2STRING(BOTH_FORCEWALLRELEASE_BACK),
|
|
ENUM2STRING(BOTH_FORCEWALLRELEASE_RIGHT),
|
|
ENUM2STRING(BOTH_A7_KICK_F),
|
|
ENUM2STRING(BOTH_A7_KICK_B),
|
|
ENUM2STRING(BOTH_A7_KICK_R),
|
|
ENUM2STRING(BOTH_A7_KICK_L),
|
|
ENUM2STRING(BOTH_A7_KICK_S),
|
|
ENUM2STRING(BOTH_A7_KICK_BF),
|
|
ENUM2STRING(BOTH_A7_KICK_BF_STOP),
|
|
ENUM2STRING(BOTH_A7_KICK_RL),
|
|
ENUM2STRING(BOTH_A7_KICK_F_AIR),
|
|
ENUM2STRING(BOTH_A7_KICK_B_AIR),
|
|
ENUM2STRING(BOTH_A7_KICK_R_AIR),
|
|
ENUM2STRING(BOTH_A7_KICK_L_AIR),
|
|
ENUM2STRING(BOTH_FLIP_ATTACK7),
|
|
ENUM2STRING(BOTH_FLIP_HOLD7),
|
|
ENUM2STRING(BOTH_FLIP_LAND),
|
|
ENUM2STRING(BOTH_PULL_IMPALE_STAB),
|
|
ENUM2STRING(BOTH_PULL_IMPALE_SWING),
|
|
ENUM2STRING(BOTH_PULLED_INAIR_B),
|
|
ENUM2STRING(BOTH_PULLED_INAIR_F),
|
|
ENUM2STRING(BOTH_STABDOWN),
|
|
ENUM2STRING(BOTH_STABDOWN_STAFF),
|
|
ENUM2STRING(BOTH_STABDOWN_DUAL),
|
|
ENUM2STRING(BOTH_A6_SABERPROTECT),
|
|
ENUM2STRING(BOTH_A7_SOULCAL),
|
|
ENUM2STRING(BOTH_A1_SPECIAL),
|
|
ENUM2STRING(BOTH_A2_SPECIAL),
|
|
ENUM2STRING(BOTH_A3_SPECIAL),
|
|
ENUM2STRING(BOTH_ROLL_STAB),
|
|
|
|
//# #sep ENUM2STRING(BOTH_ STANDING
|
|
ENUM2STRING(BOTH_STAND1), //# Standing idle, no weapon, hands down
|
|
ENUM2STRING(BOTH_STAND1IDLE1), //# Random standing idle
|
|
ENUM2STRING(BOTH_STAND2), //# Standing idle with a saber
|
|
ENUM2STRING(BOTH_STAND2IDLE1), //# Random standing idle
|
|
ENUM2STRING(BOTH_STAND2IDLE2),
|
|
ENUM2STRING(BOTH_STAND3), //# Standing idle with 2-handed weapon
|
|
ENUM2STRING(BOTH_STAND3IDLE1), //# Random standing idle
|
|
ENUM2STRING(BOTH_STAND4), //# hands clasp behind back
|
|
ENUM2STRING(BOTH_STAND5), //# standing idle, no weapon, hand down, back straight
|
|
ENUM2STRING(BOTH_STAND5IDLE1), //# Random standing idle
|
|
ENUM2STRING(BOTH_STAND6), //# one handed), gun at side), relaxed stand
|
|
ENUM2STRING(BOTH_STAND8), //# both hands on hips (male)
|
|
ENUM2STRING(BOTH_STAND1TO2), //# Transition from stand1 to stand2
|
|
ENUM2STRING(BOTH_STAND2TO1), //# Transition from stand2 to stand1
|
|
ENUM2STRING(BOTH_STAND2TO4), //# Transition from stand2 to stand4
|
|
ENUM2STRING(BOTH_STAND4TO2), //# Transition from stand4 to stand2
|
|
ENUM2STRING(BOTH_STAND4TOATTACK2), //# relaxed stand to 1-handed pistol ready
|
|
ENUM2STRING(BOTH_STANDUP2), //# Luke standing up from his meditation platform (cin # 37)
|
|
ENUM2STRING(BOTH_STAND5TOSIT3), //# transition from stand 5 to sit 3
|
|
ENUM2STRING(BOTH_STAND1TOSTAND5), //# Transition from stand1 to stand5
|
|
ENUM2STRING(BOTH_STAND5TOSTAND1), //# Transition from stand5 to stand1
|
|
ENUM2STRING(BOTH_STAND5TOAIM), //# Transition of Kye aiming his gun at Desann (cin #9)
|
|
ENUM2STRING(BOTH_STAND5STARTLEDLOOKLEFT), //# Kyle turning to watch the bridge drop (cin #9)
|
|
ENUM2STRING(BOTH_STARTLEDLOOKLEFTTOSTAND5), //# Kyle returning to stand 5 from watching the bridge drop (cin #9)
|
|
ENUM2STRING(BOTH_STAND5TOSTAND8), //# Transition from stand5 to stand8
|
|
ENUM2STRING(BOTH_STAND7TOSTAND8), //# Tavion putting hands on back of chair (cin #11)
|
|
ENUM2STRING(BOTH_STAND8TOSTAND5), //# Transition from stand8 to stand5
|
|
ENUM2STRING(BOTH_STAND9), //# Kyle's standing idle, no weapon, hands down
|
|
ENUM2STRING(BOTH_STAND9IDLE1), //# Kyle's random standing idle
|
|
ENUM2STRING(BOTH_STAND5SHIFTWEIGHT), //# Weightshift from stand5 to side and back to stand5
|
|
ENUM2STRING(BOTH_STAND5SHIFTWEIGHTSTART), //# From stand5 to side
|
|
ENUM2STRING(BOTH_STAND5SHIFTWEIGHTSTOP), //# From side to stand5
|
|
ENUM2STRING(BOTH_STAND5TURNLEFTSTART), //# Start turning left from stand5
|
|
ENUM2STRING(BOTH_STAND5TURNLEFTSTOP), //# Stop turning left from stand5
|
|
ENUM2STRING(BOTH_STAND5TURNRIGHTSTART), //# Start turning right from stand5
|
|
ENUM2STRING(BOTH_STAND5TURNRIGHTSTOP), //# Stop turning right from stand5
|
|
ENUM2STRING(BOTH_STAND5LOOK180LEFTSTART), //# Start looking over left shoulder (cin #17)
|
|
ENUM2STRING(BOTH_STAND5LOOK180LEFTSTOP), //# Stop looking over left shoulder (cin #17)
|
|
|
|
ENUM2STRING(BOTH_CONSOLE1START), //# typing at a console
|
|
ENUM2STRING(BOTH_CONSOLE1), //# typing at a console
|
|
ENUM2STRING(BOTH_CONSOLE1STOP), //# typing at a console
|
|
ENUM2STRING(BOTH_CONSOLE2START), //# typing at a console with comm link in hand (cin #5)
|
|
ENUM2STRING(BOTH_CONSOLE2), //# typing at a console with comm link in hand (cin #5)
|
|
ENUM2STRING(BOTH_CONSOLE2STOP), //# typing at a console with comm link in hand (cin #5)
|
|
ENUM2STRING(BOTH_CONSOLE2HOLDCOMSTART), //# lean in to type at console while holding comm link in hand (cin #5)
|
|
ENUM2STRING(BOTH_CONSOLE2HOLDCOMSTOP), //# lean away after typing at console while holding comm link in hand (cin #5)
|
|
|
|
ENUM2STRING(BOTH_GUARD_LOOKAROUND1), //# Cradling weapon and looking around
|
|
ENUM2STRING(BOTH_GUARD_IDLE1), //# Cradling weapon and standing
|
|
ENUM2STRING(BOTH_GESTURE1), //# Generic gesture), non-specific
|
|
ENUM2STRING(BOTH_GESTURE2), //# Generic gesture), non-specific
|
|
ENUM2STRING(BOTH_WALK1TALKCOMM1), //# Talking into coom link while walking
|
|
ENUM2STRING(BOTH_TALK1), //# Generic talk anim
|
|
ENUM2STRING(BOTH_TALK2), //# Generic talk anim
|
|
ENUM2STRING(BOTH_TALKCOMM1START), //# Start talking into a comm link
|
|
ENUM2STRING(BOTH_TALKCOMM1), //# Talking into a comm link
|
|
ENUM2STRING(BOTH_TALKCOMM1STOP), //# Stop talking into a comm link
|
|
ENUM2STRING(BOTH_TALKGESTURE1), //# Generic talk anim
|
|
|
|
ENUM2STRING(BOTH_HEADTILTLSTART), //# Head tilt to left
|
|
ENUM2STRING(BOTH_HEADTILTLSTOP), //# Head tilt to left
|
|
ENUM2STRING(BOTH_HEADTILTRSTART), //# Head tilt to right
|
|
ENUM2STRING(BOTH_HEADTILTRSTOP), //# Head tilt to right
|
|
ENUM2STRING(BOTH_HEADNOD), //# Head shake YES
|
|
ENUM2STRING(BOTH_HEADSHAKE), //# Head shake NO
|
|
ENUM2STRING(BOTH_SIT2HEADTILTLSTART), //# Head tilt to left from seated position 2
|
|
ENUM2STRING(BOTH_SIT2HEADTILTLSTOP), //# Head tilt to left from seated position 2
|
|
|
|
ENUM2STRING(BOTH_REACH1START), //# Monmothma reaching for crystal
|
|
ENUM2STRING(BOTH_REACH1STOP), //# Monmothma reaching for crystal
|
|
|
|
ENUM2STRING(BOTH_COME_ON1), //# Jan gesturing to Kyle (cin #32a)
|
|
ENUM2STRING(BOTH_STEADYSELF1), //# Jan trying to keep footing (cin #32a) Kyle (cin#5)
|
|
ENUM2STRING(BOTH_STEADYSELF1END), //# Return hands to side from STEADSELF1 Kyle (cin#5)
|
|
ENUM2STRING(BOTH_SILENCEGESTURE1), //# Luke silencing Kyle with a raised hand (cin #37)
|
|
ENUM2STRING(BOTH_REACHFORSABER1), //# Luke holding hand out for Kyle's saber (cin #37)
|
|
ENUM2STRING(BOTH_SABERKILLER1), //# Tavion about to strike Jan with saber (cin #9)
|
|
ENUM2STRING(BOTH_SABERKILLEE1), //# Jan about to be struck by Tavion with saber (cin #9)
|
|
ENUM2STRING(BOTH_HUGGER1), //# Kyle hugging Jan (cin #29)
|
|
ENUM2STRING(BOTH_HUGGERSTOP1), //# Kyle stop hugging Jan but don't let her go (cin #29)
|
|
ENUM2STRING(BOTH_HUGGEE1), //# Jan being hugged (cin #29)
|
|
ENUM2STRING(BOTH_HUGGEESTOP1), //# Jan stop being hugged but don't let go (cin #29)
|
|
|
|
ENUM2STRING(BOTH_SABERTHROW1START), //# Desann throwing his light saber (cin #26)
|
|
ENUM2STRING(BOTH_SABERTHROW1STOP), //# Desann throwing his light saber (cin #26)
|
|
ENUM2STRING(BOTH_SABERTHROW2START), //# Kyle throwing his light saber (cin #32)
|
|
ENUM2STRING(BOTH_SABERTHROW2STOP), //# Kyle throwing his light saber (cin #32)
|
|
|
|
//# #sep ENUM2STRING(BOTH_ SITTING/CROUCHING
|
|
ENUM2STRING(BOTH_SIT1), //# Normal chair sit.
|
|
ENUM2STRING(BOTH_SIT2), //# Lotus position.
|
|
ENUM2STRING(BOTH_SIT3), //# Sitting in tired position), elbows on knees
|
|
|
|
ENUM2STRING(BOTH_SIT2TOSTAND5), //# Transition from sit 2 to stand 5
|
|
ENUM2STRING(BOTH_STAND5TOSIT2), //# Transition from stand 5 to sit 2
|
|
ENUM2STRING(BOTH_SIT2TOSIT4), //# Trans from sit2 to sit4 (cin #12) Luke leaning back from lotus position.
|
|
ENUM2STRING(BOTH_SIT3TOSTAND5), //# transition from sit 3 to stand 5
|
|
|
|
ENUM2STRING(BOTH_CROUCH1), //# Transition from standing to crouch
|
|
ENUM2STRING(BOTH_CROUCH1IDLE), //# Crouching idle
|
|
ENUM2STRING(BOTH_CROUCH1WALK), //# Walking while crouched
|
|
ENUM2STRING(BOTH_CROUCH1WALKBACK), //# Walking while crouched
|
|
ENUM2STRING(BOTH_UNCROUCH1), //# Transition from crouch to standing
|
|
ENUM2STRING(BOTH_CROUCH2TOSTAND1), //# going from crouch2 to stand1
|
|
ENUM2STRING(BOTH_CROUCH3), //# Desann crouching down to Kyle (cin 9)
|
|
ENUM2STRING(BOTH_UNCROUCH3), //# Desann uncrouching down to Kyle (cin 9)
|
|
ENUM2STRING(BOTH_CROUCH4), //# Slower version of crouch1 for cinematics
|
|
ENUM2STRING(BOTH_UNCROUCH4), //# Slower version of uncrouch1 for cinematics
|
|
|
|
ENUM2STRING(BOTH_GUNSIT1), //# sitting on an emplaced gun.
|
|
|
|
// Swoop Vehicle animations.
|
|
//* #sep BOTH_ SWOOP ANIMS
|
|
ENUM2STRING(BOTH_VS_MOUNT_L), //# Mount from left
|
|
ENUM2STRING(BOTH_VS_DISMOUNT_L), //# Dismount to left
|
|
ENUM2STRING(BOTH_VS_MOUNT_R), //# Mount from right (symmetry)
|
|
ENUM2STRING(BOTH_VS_DISMOUNT_R), //# Dismount to right (symmetry)
|
|
|
|
ENUM2STRING(BOTH_VS_MOUNTJUMP_L), //#
|
|
ENUM2STRING(BOTH_VS_MOUNTTHROW), //# Land on an occupied vehicle & throw off current pilot
|
|
ENUM2STRING(BOTH_VS_MOUNTTHROW_L), //# Land on an occupied vehicle & throw off current pilot
|
|
ENUM2STRING(BOTH_VS_MOUNTTHROW_R), //# Land on an occupied vehicle & throw off current pilot
|
|
ENUM2STRING(BOTH_VS_MOUNTTHROWEE), //# Current pilot getting thrown off by another guy
|
|
|
|
ENUM2STRING(BOTH_VS_LOOKLEFT), //# Turn & Look behind and to the left (no weapon)
|
|
ENUM2STRING(BOTH_VS_LOOKRIGHT), //# Turn & Look behind and to the right (no weapon)
|
|
|
|
ENUM2STRING(BOTH_VS_TURBO), //# Hit The Turbo Button
|
|
|
|
ENUM2STRING(BOTH_VS_REV), //# Player looks back as swoop reverses
|
|
|
|
ENUM2STRING(BOTH_VS_AIR), //# Player stands up when swoop is airborn
|
|
ENUM2STRING(BOTH_VS_AIR_G), //# "" with Gun
|
|
ENUM2STRING(BOTH_VS_AIR_SL), //# "" with Saber Left
|
|
ENUM2STRING(BOTH_VS_AIR_SR), //# "" with Saber Right
|
|
|
|
ENUM2STRING(BOTH_VS_LAND), //# Player bounces down when swoop lands
|
|
ENUM2STRING(BOTH_VS_LAND_G), //# "" with Gun
|
|
ENUM2STRING(BOTH_VS_LAND_SL), //# "" with Saber Left
|
|
ENUM2STRING(BOTH_VS_LAND_SR), //# "" with Saber Right
|
|
|
|
ENUM2STRING(BOTH_VS_IDLE), //# Sit
|
|
ENUM2STRING(BOTH_VS_IDLE_G), //# Sit (gun)
|
|
ENUM2STRING(BOTH_VS_IDLE_SL), //# Sit (saber left)
|
|
ENUM2STRING(BOTH_VS_IDLE_SR), //# Sit (saber right)
|
|
|
|
ENUM2STRING(BOTH_VS_LEANL), //# Lean left
|
|
ENUM2STRING(BOTH_VS_LEANL_G), //# Lean left (gun)
|
|
ENUM2STRING(BOTH_VS_LEANL_SL), //# Lean left (saber left)
|
|
ENUM2STRING(BOTH_VS_LEANL_SR), //# Lean left (saber right)
|
|
|
|
ENUM2STRING(BOTH_VS_LEANR), //# Lean right
|
|
ENUM2STRING(BOTH_VS_LEANR_G), //# Lean right (gun)
|
|
ENUM2STRING(BOTH_VS_LEANR_SL), //# Lean right (saber left)
|
|
ENUM2STRING(BOTH_VS_LEANR_SR), //# Lean right (saber right)
|
|
|
|
ENUM2STRING(BOTH_VS_ATL_S), //# Attack left with saber
|
|
ENUM2STRING(BOTH_VS_ATR_S), //# Attack right with saber
|
|
ENUM2STRING(BOTH_VS_ATR_TO_L_S), //# Attack toss saber from right to left hand
|
|
ENUM2STRING(BOTH_VS_ATL_TO_R_S), //# Attack toss saber from left to right hand
|
|
ENUM2STRING(BOTH_VS_ATR_G), //# Attack right with gun (90)
|
|
ENUM2STRING(BOTH_VS_ATL_G), //# Attack left with gun (90)
|
|
ENUM2STRING(BOTH_VS_ATF_G), //# Attack forward with gun
|
|
|
|
ENUM2STRING(BOTH_VS_PAIN1), //# Pain
|
|
|
|
// Added 12/04/02 by Aurelio.
|
|
//* #sep BOTH_ TAUNTAUN ANIMS
|
|
ENUM2STRING(BOTH_VT_MOUNT_L), //# Mount from left
|
|
ENUM2STRING(BOTH_VT_MOUNT_R), //# Mount from right
|
|
ENUM2STRING(BOTH_VT_MOUNT_B), //# Mount from air, behind
|
|
ENUM2STRING(BOTH_VT_DISMOUNT), //# Dismount for tauntaun
|
|
ENUM2STRING(BOTH_VT_DISMOUNT_L), //# Dismount to tauntauns left
|
|
ENUM2STRING(BOTH_VT_DISMOUNT_R), //# Dismount to tauntauns right (symmetry)
|
|
|
|
ENUM2STRING(BOTH_VT_WALK_FWD), //# Walk forward
|
|
ENUM2STRING(BOTH_VT_WALK_REV), //# Walk backward
|
|
ENUM2STRING(BOTH_VT_WALK_FWD_L), //# walk lean left
|
|
ENUM2STRING(BOTH_VT_WALK_FWD_R), //# walk lean right
|
|
ENUM2STRING(BOTH_VT_RUN_FWD), //# Run forward
|
|
ENUM2STRING(BOTH_VT_RUN_REV), //# Look backwards while running (not weapon specific)
|
|
ENUM2STRING(BOTH_VT_RUN_FWD_L), //# run lean left
|
|
ENUM2STRING(BOTH_VT_RUN_FWD_R), //# run lean right
|
|
|
|
ENUM2STRING(BOTH_VT_SLIDEF), //# Tauntaun slides forward with abrupt stop
|
|
ENUM2STRING(BOTH_VT_AIR), //# Tauntaun jump
|
|
ENUM2STRING(BOTH_VT_ATB), //# Tauntaun tail swipe
|
|
ENUM2STRING(BOTH_VT_PAIN1), //# Pain
|
|
ENUM2STRING(BOTH_VT_DEATH1), //# Die
|
|
ENUM2STRING(BOTH_VT_STAND), //# Stand still and breath
|
|
ENUM2STRING(BOTH_VT_BUCK), //# Tauntaun bucking loop animation
|
|
|
|
ENUM2STRING(BOTH_VT_LAND), //# Player bounces down when tauntaun lands
|
|
ENUM2STRING(BOTH_VT_TURBO), //# Hit The Turbo Button
|
|
ENUM2STRING(BOTH_VT_IDLE_SL), //# Sit (saber left)
|
|
ENUM2STRING(BOTH_VT_IDLE_SR), //# Sit (saber right)
|
|
ENUM2STRING(BOTH_VT_IDLE), //# Sit with no weapon selected
|
|
ENUM2STRING(BOTH_VT_IDLE1), //# Sit with no weapon selected
|
|
ENUM2STRING(BOTH_VT_IDLE_S), //# Sit with saber selected
|
|
ENUM2STRING(BOTH_VT_IDLE_G), //# Sit with gun selected
|
|
ENUM2STRING(BOTH_VT_IDLE_T), //# Sit with thermal grenade selected
|
|
|
|
ENUM2STRING(BOTH_VT_ATL_S), //# Attack left with saber
|
|
ENUM2STRING(BOTH_VT_ATR_S), //# Attack right with saber
|
|
ENUM2STRING(BOTH_VT_ATR_TO_L_S), //# Attack toss saber from right to left hand
|
|
ENUM2STRING(BOTH_VT_ATL_TO_R_S), //# Attack toss saber from left to right hand
|
|
ENUM2STRING(BOTH_VT_ATR_G), //# Attack right with gun (90)
|
|
ENUM2STRING(BOTH_VT_ATL_G), //# Attack left with gun (90)
|
|
ENUM2STRING(BOTH_VT_ATF_G), //# Attack forward with gun
|
|
|
|
|
|
// Added 2/26/02 by Aurelio.
|
|
//* #sep BOTH_ FIGHTER ANIMS
|
|
ENUM2STRING( BOTH_GEARS_OPEN ),
|
|
ENUM2STRING( BOTH_GEARS_CLOSE ),
|
|
ENUM2STRING( BOTH_WINGS_OPEN ),
|
|
ENUM2STRING( BOTH_WINGS_CLOSE ),
|
|
|
|
///////////////////////////////////
|
|
|
|
ENUM2STRING(BOTH_DEATH14_UNGRIP), //# Desann's end death (cin #35)
|
|
ENUM2STRING(BOTH_DEATH14_SITUP), //# Tavion sitting up after having been thrown (cin #23)
|
|
ENUM2STRING(BOTH_KNEES1), //# Tavion on her knees
|
|
ENUM2STRING(BOTH_KNEES2), //# Tavion on her knees looking down
|
|
ENUM2STRING(BOTH_KNEES2TO1), //# Transition of KNEES2 to KNEES1
|
|
|
|
//# #sep ENUM2STRING(BOTH_ MOVING
|
|
ENUM2STRING(BOTH_WALK1), //# Normal walk
|
|
ENUM2STRING(BOTH_WALK2), //# Normal walk
|
|
ENUM2STRING(BOTH_WALK_STAFF), //# Walk with saberstaff turned on
|
|
ENUM2STRING(BOTH_WALKBACK_STAFF), //# Walk backwards with saberstaff turned on
|
|
ENUM2STRING(BOTH_WALK_DUAL), //# Walk with dual turned on
|
|
ENUM2STRING(BOTH_WALKBACK_DUAL), //# Walk backwards with dual turned on
|
|
ENUM2STRING(BOTH_WALK5), //# Tavion taunting Kyle (cin 22)
|
|
ENUM2STRING(BOTH_WALK6), //# Slow walk for Luke (cin 12)
|
|
ENUM2STRING(BOTH_WALK7), //# Fast walk
|
|
ENUM2STRING(BOTH_RUN1), //# Full run
|
|
ENUM2STRING(BOTH_RUN1START), //# Start into full run1
|
|
ENUM2STRING(BOTH_RUN1STOP), //# Stop from full run1
|
|
ENUM2STRING(BOTH_RUN2), //# Full run
|
|
ENUM2STRING(BOTH_RUN1TORUN2), //# Wampa run anim transition
|
|
ENUM2STRING(BOTH_RUN2TORUN1), //# Wampa run anim transition
|
|
ENUM2STRING(BOTH_RUN4), //# Jawa run
|
|
ENUM2STRING(BOTH_RUN_STAFF), //# Run with saberstaff turned on
|
|
ENUM2STRING(BOTH_RUNBACK_STAFF), //# Run backwards with saberstaff turned on
|
|
ENUM2STRING(BOTH_RUN_DUAL), //# Run with dual turned on
|
|
ENUM2STRING(BOTH_RUNBACK_DUAL), //# Run backwards with dual turned on
|
|
ENUM2STRING(BOTH_STRAFE_LEFT1), //# Sidestep left), should loop
|
|
ENUM2STRING(BOTH_STRAFE_RIGHT1), //# Sidestep right), should loop
|
|
ENUM2STRING(BOTH_RUNSTRAFE_LEFT1), //# Sidestep left), should loop
|
|
ENUM2STRING(BOTH_RUNSTRAFE_RIGHT1), //# Sidestep right), should loop
|
|
ENUM2STRING(BOTH_TURN_LEFT1), //# Turn left), should loop
|
|
ENUM2STRING(BOTH_TURN_RIGHT1), //# Turn right), should loop
|
|
ENUM2STRING(BOTH_TURNSTAND1), //# Turn from STAND1 position
|
|
ENUM2STRING(BOTH_TURNSTAND2), //# Turn from STAND2 position
|
|
ENUM2STRING(BOTH_TURNSTAND3), //# Turn from STAND3 position
|
|
ENUM2STRING(BOTH_TURNSTAND4), //# Turn from STAND4 position
|
|
ENUM2STRING(BOTH_TURNSTAND5), //# Turn from STAND5 position
|
|
ENUM2STRING(BOTH_TURNCROUCH1), //# Turn from CROUCH1 position
|
|
|
|
ENUM2STRING(BOTH_WALKBACK1), //# Walk1 backwards
|
|
ENUM2STRING(BOTH_WALKBACK2), //# Walk2 backwards
|
|
ENUM2STRING(BOTH_RUNBACK1), //# Run1 backwards
|
|
ENUM2STRING(BOTH_RUNBACK2), //# Run1 backwards
|
|
|
|
//# #sep BOTH_ JUMPING
|
|
ENUM2STRING(BOTH_JUMP1), //# Jump - wind-up and leave ground
|
|
ENUM2STRING(BOTH_INAIR1), //# In air loop (from jump)
|
|
ENUM2STRING(BOTH_LAND1), //# Landing (from in air loop)
|
|
ENUM2STRING(BOTH_LAND2), //# Landing Hard (from a great height)
|
|
|
|
ENUM2STRING(BOTH_JUMPBACK1), //# Jump backwards - wind-up and leave ground
|
|
ENUM2STRING(BOTH_INAIRBACK1), //# In air loop (from jump back)
|
|
ENUM2STRING(BOTH_LANDBACK1), //# Landing backwards(from in air loop)
|
|
|
|
ENUM2STRING(BOTH_JUMPLEFT1), //# Jump left - wind-up and leave ground
|
|
ENUM2STRING(BOTH_INAIRLEFT1), //# In air loop (from jump left)
|
|
ENUM2STRING(BOTH_LANDLEFT1), //# Landing left(from in air loop)
|
|
|
|
ENUM2STRING(BOTH_JUMPRIGHT1), //# Jump right - wind-up and leave ground
|
|
ENUM2STRING(BOTH_INAIRRIGHT1), //# In air loop (from jump right)
|
|
ENUM2STRING(BOTH_LANDRIGHT1), //# Landing right(from in air loop)
|
|
|
|
ENUM2STRING(BOTH_FORCEJUMP1), //# Jump - wind-up and leave ground
|
|
ENUM2STRING(BOTH_FORCEINAIR1), //# In air loop (from jump)
|
|
ENUM2STRING(BOTH_FORCELAND1), //# Landing (from in air loop)
|
|
|
|
ENUM2STRING(BOTH_FORCEJUMPBACK1), //# Jump backwards - wind-up and leave ground
|
|
ENUM2STRING(BOTH_FORCEINAIRBACK1), //# In air loop (from jump back)
|
|
ENUM2STRING(BOTH_FORCELANDBACK1), //# Landing backwards(from in air loop)
|
|
|
|
ENUM2STRING(BOTH_FORCEJUMPLEFT1), //# Jump left - wind-up and leave ground
|
|
ENUM2STRING(BOTH_FORCEINAIRLEFT1), //# In air loop (from jump left)
|
|
ENUM2STRING(BOTH_FORCELANDLEFT1), //# Landing left(from in air loop)
|
|
|
|
ENUM2STRING(BOTH_FORCEJUMPRIGHT1), //# Jump right - wind-up and leave ground
|
|
ENUM2STRING(BOTH_FORCEINAIRRIGHT1), //# In air loop (from jump right)
|
|
ENUM2STRING(BOTH_FORCELANDRIGHT1), //# Landing right(from in air loop)
|
|
//# #sep BOTH_ ACROBATICS
|
|
ENUM2STRING(BOTH_FLIP_F), //# Flip forward
|
|
ENUM2STRING(BOTH_FLIP_B), //# Flip backwards
|
|
ENUM2STRING(BOTH_FLIP_L), //# Flip left
|
|
ENUM2STRING(BOTH_FLIP_R), //# Flip right
|
|
|
|
ENUM2STRING(BOTH_ROLL_F), //# Roll forward
|
|
ENUM2STRING(BOTH_ROLL_B), //# Roll backward
|
|
ENUM2STRING(BOTH_ROLL_L), //# Roll left
|
|
ENUM2STRING(BOTH_ROLL_R), //# Roll right
|
|
|
|
ENUM2STRING(BOTH_HOP_F), //# quickstep forward
|
|
ENUM2STRING(BOTH_HOP_B), //# quickstep backwards
|
|
ENUM2STRING(BOTH_HOP_L), //# quickstep left
|
|
ENUM2STRING(BOTH_HOP_R), //# quickstep right
|
|
|
|
ENUM2STRING(BOTH_DODGE_FL), //# lean-dodge forward left
|
|
ENUM2STRING(BOTH_DODGE_FR), //# lean-dodge forward right
|
|
ENUM2STRING(BOTH_DODGE_BL), //# lean-dodge backwards left
|
|
ENUM2STRING(BOTH_DODGE_BR), //# lean-dodge backwards right
|
|
ENUM2STRING(BOTH_DODGE_L), //# lean-dodge left
|
|
ENUM2STRING(BOTH_DODGE_R), //# lean-dodge right
|
|
ENUM2STRING(BOTH_DODGE_HOLD_FL), //# lean-dodge pose forward left
|
|
ENUM2STRING(BOTH_DODGE_HOLD_FR), //# lean-dodge pose forward right
|
|
ENUM2STRING(BOTH_DODGE_HOLD_BL), //# lean-dodge pose backwards left
|
|
ENUM2STRING(BOTH_DODGE_HOLD_BR), //# lean-dodge pose backwards right
|
|
ENUM2STRING(BOTH_DODGE_HOLD_L), //# lean-dodge pose left
|
|
ENUM2STRING(BOTH_DODGE_HOLD_R), //# lean-dodge pose right
|
|
|
|
//MP taunt anims
|
|
ENUM2STRING(BOTH_ENGAGETAUNT),
|
|
ENUM2STRING(BOTH_BOW),
|
|
ENUM2STRING(BOTH_MEDITATE),
|
|
ENUM2STRING(BOTH_MEDITATE_END),
|
|
ENUM2STRING(BOTH_SHOWOFF_FAST),
|
|
ENUM2STRING(BOTH_SHOWOFF_MEDIUM),
|
|
ENUM2STRING(BOTH_SHOWOFF_STRONG),
|
|
ENUM2STRING(BOTH_SHOWOFF_DUAL),
|
|
ENUM2STRING(BOTH_SHOWOFF_STAFF),
|
|
ENUM2STRING(BOTH_VICTORY_FAST),
|
|
ENUM2STRING(BOTH_VICTORY_MEDIUM),
|
|
ENUM2STRING(BOTH_VICTORY_STRONG),
|
|
ENUM2STRING(BOTH_VICTORY_DUAL),
|
|
ENUM2STRING(BOTH_VICTORY_STAFF),
|
|
//other saber/acro anims
|
|
ENUM2STRING(BOTH_ARIAL_LEFT), //#
|
|
ENUM2STRING(BOTH_ARIAL_RIGHT), //#
|
|
ENUM2STRING(BOTH_CARTWHEEL_LEFT), //#
|
|
ENUM2STRING(BOTH_CARTWHEEL_RIGHT), //#
|
|
ENUM2STRING(BOTH_FLIP_LEFT), //#
|
|
ENUM2STRING(BOTH_FLIP_BACK1), //#
|
|
ENUM2STRING(BOTH_FLIP_BACK2), //#
|
|
ENUM2STRING(BOTH_FLIP_BACK3), //#
|
|
ENUM2STRING(BOTH_BUTTERFLY_LEFT), //#
|
|
ENUM2STRING(BOTH_BUTTERFLY_RIGHT), //#
|
|
ENUM2STRING(BOTH_WALL_RUN_RIGHT), //#
|
|
ENUM2STRING(BOTH_WALL_RUN_RIGHT_FLIP),//#
|
|
ENUM2STRING(BOTH_WALL_RUN_RIGHT_STOP),//#
|
|
ENUM2STRING(BOTH_WALL_RUN_LEFT), //#
|
|
ENUM2STRING(BOTH_WALL_RUN_LEFT_FLIP),//#
|
|
ENUM2STRING(BOTH_WALL_RUN_LEFT_STOP),//#
|
|
ENUM2STRING(BOTH_WALL_FLIP_RIGHT), //#
|
|
ENUM2STRING(BOTH_WALL_FLIP_LEFT), //#
|
|
ENUM2STRING(BOTH_KNOCKDOWN1), //# knocked backwards
|
|
ENUM2STRING(BOTH_KNOCKDOWN2), //# knocked backwards hard
|
|
ENUM2STRING(BOTH_KNOCKDOWN3), //# knocked forwards
|
|
ENUM2STRING(BOTH_KNOCKDOWN4), //# knocked backwards from crouch
|
|
ENUM2STRING(BOTH_KNOCKDOWN5), //# dupe of 3 - will be removed
|
|
ENUM2STRING(BOTH_GETUP1), //#
|
|
ENUM2STRING(BOTH_GETUP2), //#
|
|
ENUM2STRING(BOTH_GETUP3), //#
|
|
ENUM2STRING(BOTH_GETUP4), //#
|
|
ENUM2STRING(BOTH_GETUP5), //#
|
|
ENUM2STRING(BOTH_GETUP_CROUCH_F1), //#
|
|
ENUM2STRING(BOTH_GETUP_CROUCH_B1), //#
|
|
ENUM2STRING(BOTH_FORCE_GETUP_F1), //#
|
|
ENUM2STRING(BOTH_FORCE_GETUP_F2), //#
|
|
ENUM2STRING(BOTH_FORCE_GETUP_B1), //#
|
|
ENUM2STRING(BOTH_FORCE_GETUP_B2), //#
|
|
ENUM2STRING(BOTH_FORCE_GETUP_B3), //#
|
|
ENUM2STRING(BOTH_FORCE_GETUP_B4), //#
|
|
ENUM2STRING(BOTH_FORCE_GETUP_B5), //#
|
|
ENUM2STRING(BOTH_FORCE_GETUP_B6), //#
|
|
ENUM2STRING(BOTH_GETUP_BROLL_B), //#
|
|
ENUM2STRING(BOTH_GETUP_BROLL_F), //#
|
|
ENUM2STRING(BOTH_GETUP_BROLL_L), //#
|
|
ENUM2STRING(BOTH_GETUP_BROLL_R), //#
|
|
ENUM2STRING(BOTH_GETUP_FROLL_B), //#
|
|
ENUM2STRING(BOTH_GETUP_FROLL_F), //#
|
|
ENUM2STRING(BOTH_GETUP_FROLL_L), //#
|
|
ENUM2STRING(BOTH_GETUP_FROLL_R), //#
|
|
ENUM2STRING(BOTH_WALL_FLIP_BACK1), //#
|
|
ENUM2STRING(BOTH_WALL_FLIP_BACK2), //#
|
|
ENUM2STRING(BOTH_SPIN1), //#
|
|
ENUM2STRING(BOTH_CEILING_CLING), //# clinging to ceiling
|
|
ENUM2STRING(BOTH_CEILING_DROP), //# dropping from ceiling cling
|
|
|
|
//TESTING
|
|
ENUM2STRING(BOTH_FJSS_TR_BL), //# jump spin slash tr to bl
|
|
ENUM2STRING(BOTH_FJSS_TL_BR), //# jump spin slash bl to tr
|
|
ENUM2STRING(BOTH_RIGHTHANDCHOPPEDOFF),//#
|
|
ENUM2STRING(BOTH_DEFLECTSLASH__R__L_FIN),//#
|
|
ENUM2STRING(BOTH_BASHED1),//#
|
|
ENUM2STRING(BOTH_ARIAL_F1),//#
|
|
ENUM2STRING(BOTH_BUTTERFLY_FR1),//#
|
|
ENUM2STRING(BOTH_BUTTERFLY_FL1),//#
|
|
|
|
//NEW SABER/JEDI/FORCE ANIMS
|
|
ENUM2STRING(BOTH_BACK_FLIP_UP), //# back flip up Bonus Animation!!!!
|
|
ENUM2STRING(BOTH_LOSE_SABER), //# player losing saber (pulled from hand by force pull 4 - Kyle?)
|
|
ENUM2STRING(BOTH_STAFF_TAUNT), //# taunt saberstaff
|
|
ENUM2STRING(BOTH_DUAL_TAUNT), //# taunt dual
|
|
ENUM2STRING(BOTH_A6_FB), //# dual attack front/back
|
|
ENUM2STRING(BOTH_A6_LR), //# dual attack left/right
|
|
ENUM2STRING(BOTH_A7_HILT), //# saber knock (alt + stand still)
|
|
//Alora
|
|
ENUM2STRING(BOTH_ALORA_SPIN), //#jump spin attack death ballet
|
|
ENUM2STRING(BOTH_ALORA_FLIP_1), //# gymnast move 1
|
|
ENUM2STRING(BOTH_ALORA_FLIP_2), //# gymnast move 2
|
|
ENUM2STRING(BOTH_ALORA_FLIP_3), //# gymnast move3
|
|
ENUM2STRING(BOTH_ALORA_FLIP_B), //# gymnast move back
|
|
ENUM2STRING(BOTH_ALORA_SPIN_THROW), //# dual saber throw
|
|
ENUM2STRING(BOTH_ALORA_SPIN_SLASH), //# spin slash special bonus animation!! :)
|
|
ENUM2STRING(BOTH_ALORA_TAUNT), //# special taunt
|
|
//Rosh (Kothos battle)
|
|
ENUM2STRING(BOTH_ROSH_PAIN), //# hurt animation (exhausted)
|
|
ENUM2STRING(BOTH_ROSH_HEAL), //# healed/rejuvenated
|
|
//Tavion
|
|
ENUM2STRING(BOTH_TAVION_SCEPTERGROUND), //# stabbing ground with sith sword shoots electricity everywhere
|
|
ENUM2STRING(BOTH_TAVION_SWORDPOWER),//# Tavion doing the He-Man(tm) thing
|
|
ENUM2STRING(BOTH_SCEPTER_START), //#Point scepter and attack start
|
|
ENUM2STRING(BOTH_SCEPTER_HOLD), //#Point scepter and attack hold
|
|
ENUM2STRING(BOTH_SCEPTER_STOP), //#Point scepter and attack stop
|
|
//Kyle Boss
|
|
ENUM2STRING(BOTH_KYLE_GRAB), //# grab
|
|
ENUM2STRING(BOTH_KYLE_MISS), //# miss
|
|
ENUM2STRING(BOTH_KYLE_PA_1), //# hold 1
|
|
ENUM2STRING(BOTH_PLAYER_PA_1), //# player getting held 1
|
|
ENUM2STRING(BOTH_KYLE_PA_2), //# hold 2
|
|
ENUM2STRING(BOTH_PLAYER_PA_2), //# player getting held 2
|
|
ENUM2STRING(BOTH_PLAYER_PA_FLY), //# player getting knocked back from punch at end of hold 1
|
|
ENUM2STRING(BOTH_KYLE_PA_3), //# hold 3
|
|
ENUM2STRING(BOTH_PLAYER_PA_3), //# player getting held 3
|
|
ENUM2STRING(BOTH_PLAYER_PA_3_FLY),//# player getting thrown at end of hold 3
|
|
//Rancor
|
|
ENUM2STRING(BOTH_BUCK_RIDER), //# Rancor bucks when someone is on him
|
|
//WAMPA Grabbing enemy
|
|
ENUM2STRING(BOTH_HOLD_START), //#
|
|
ENUM2STRING(BOTH_HOLD_MISS), //#
|
|
ENUM2STRING(BOTH_HOLD_IDLE), //#
|
|
ENUM2STRING(BOTH_HOLD_END), //#
|
|
ENUM2STRING(BOTH_HOLD_ATTACK), //#
|
|
ENUM2STRING(BOTH_HOLD_SNIFF), //# Sniff the guy you're holding
|
|
ENUM2STRING(BOTH_HOLD_DROP), //# just drop 'em
|
|
//BEING GRABBED BY WAMPA
|
|
ENUM2STRING(BOTH_GRABBED), //#
|
|
ENUM2STRING(BOTH_RELEASED), //#
|
|
ENUM2STRING(BOTH_HANG_IDLE), //#
|
|
ENUM2STRING(BOTH_HANG_ATTACK), //#
|
|
ENUM2STRING(BOTH_HANG_PAIN), //#
|
|
|
|
//# #sep BOTH_ MISC MOVEMENT
|
|
ENUM2STRING(BOTH_HIT1), //# Kyle hit by crate in cin #9
|
|
ENUM2STRING(BOTH_LADDER_UP1), //# Climbing up a ladder with rungs at 16 unit intervals
|
|
ENUM2STRING(BOTH_LADDER_DWN1), //# Climbing down a ladder with rungs at 16 unit intervals
|
|
ENUM2STRING(BOTH_LADDER_IDLE), //# Just sitting on the ladder
|
|
|
|
//# #sep ENUM2STRING(BOTH_ FLYING IDLE
|
|
ENUM2STRING(BOTH_FLY_SHIELDED), //# For sentry droid, shields in
|
|
|
|
//# #sep BOTH_ SWIMMING
|
|
ENUM2STRING(BOTH_SWIM_IDLE1), //# Swimming Idle 1
|
|
ENUM2STRING(BOTH_SWIMFORWARD), //# Swim forward loop
|
|
ENUM2STRING(BOTH_SWIMBACKWARD), //# Swim backward loop
|
|
|
|
//# #sep ENUM2STRING(BOTH_ LYING
|
|
ENUM2STRING(BOTH_SLEEP1), //# laying on back-rknee up-rhand on torso
|
|
ENUM2STRING(BOTH_SLEEP6START), //# Kyle leaning back to sleep (cin 20)
|
|
ENUM2STRING(BOTH_SLEEP6STOP), //# Kyle waking up and shaking his head (cin 21)
|
|
ENUM2STRING(BOTH_SLEEP1GETUP), //# alarmed and getting up out of sleep1 pose to stand
|
|
ENUM2STRING(BOTH_SLEEP1GETUP2), //#
|
|
|
|
ENUM2STRING(BOTH_CHOKE1START), //# tavion in force grip choke
|
|
ENUM2STRING(BOTH_CHOKE1STARTHOLD), //# loop of tavion in force grip choke
|
|
ENUM2STRING(BOTH_CHOKE1), //# tavion in force grip choke
|
|
|
|
ENUM2STRING(BOTH_CHOKE2), //# tavion recovering from force grip choke
|
|
ENUM2STRING(BOTH_CHOKE3), //# left-handed choke (for people still holding a weapon)
|
|
|
|
//# #sep ENUM2STRING(BOTH_ HUNTER-SEEKER BOT-SPECIFIC
|
|
ENUM2STRING(BOTH_POWERUP1), //# Wakes up
|
|
|
|
ENUM2STRING(BOTH_TURNON), //# Protocol Droid wakes up
|
|
ENUM2STRING(BOTH_TURNOFF), //# Protocol Droid shuts off
|
|
ENUM2STRING(BOTH_BUTTON1), //# Single button push with right hand
|
|
ENUM2STRING(BOTH_BUTTON2), //# Single button push with left finger
|
|
ENUM2STRING(BOTH_BUTTON_HOLD), //# Single button hold with left hand
|
|
ENUM2STRING(BOTH_BUTTON_RELEASE), //# Single button release with left hand
|
|
|
|
//# JEDI-SPECIFIC
|
|
//# #sep BOTH_ FORCE ANIMS
|
|
ENUM2STRING(BOTH_RESISTPUSH), //# plant yourself to resist force push/pulls.
|
|
ENUM2STRING(BOTH_FORCEPUSH), //# Use off-hand to do force power.
|
|
ENUM2STRING(BOTH_FORCEPULL), //# Use off-hand to do force power.
|
|
ENUM2STRING(BOTH_MINDTRICK1), //# Use off-hand to do mind trick
|
|
ENUM2STRING(BOTH_MINDTRICK2), //# Use off-hand to do distraction
|
|
ENUM2STRING(BOTH_FORCELIGHTNING), //# Use off-hand to do lightning
|
|
ENUM2STRING(BOTH_FORCELIGHTNING_START), //# Use off-hand to do lightning - start
|
|
ENUM2STRING(BOTH_FORCELIGHTNING_HOLD), //# Use off-hand to do lightning - hold
|
|
ENUM2STRING(BOTH_FORCELIGHTNING_RELEASE),//# Use off-hand to do lightning - release
|
|
ENUM2STRING(BOTH_FORCEHEAL_START), //# Healing meditation pose start
|
|
ENUM2STRING(BOTH_FORCEHEAL_STOP), //# Healing meditation pose end
|
|
ENUM2STRING(BOTH_FORCEHEAL_QUICK), //# Healing meditation gesture
|
|
ENUM2STRING(BOTH_SABERPULL), //# Use off-hand to do force power.
|
|
ENUM2STRING(BOTH_FORCEGRIP1), //# force-gripping (no anim?)
|
|
ENUM2STRING(BOTH_FORCEGRIP3), //# force-gripping (right-hand)
|
|
ENUM2STRING(BOTH_FORCEGRIP3THROW), //# throwing while force-gripping (right hand)
|
|
ENUM2STRING(BOTH_FORCEGRIP_HOLD), //# Use off-hand to do grip - hold
|
|
ENUM2STRING(BOTH_FORCEGRIP_RELEASE),//# Use off-hand to do grip - release
|
|
ENUM2STRING(BOTH_TOSS1), //# throwing to left after force gripping
|
|
ENUM2STRING(BOTH_TOSS2), //# throwing to right after force gripping
|
|
//NEW force anims for JKA:
|
|
ENUM2STRING(BOTH_FORCE_RAGE),
|
|
ENUM2STRING(BOTH_FORCE_2HANDEDLIGHTNING),
|
|
ENUM2STRING(BOTH_FORCE_2HANDEDLIGHTNING_START),
|
|
ENUM2STRING(BOTH_FORCE_2HANDEDLIGHTNING_HOLD),
|
|
ENUM2STRING(BOTH_FORCE_2HANDEDLIGHTNING_RELEASE),
|
|
ENUM2STRING(BOTH_FORCE_DRAIN),
|
|
ENUM2STRING(BOTH_FORCE_DRAIN_START),
|
|
ENUM2STRING(BOTH_FORCE_DRAIN_HOLD),
|
|
ENUM2STRING(BOTH_FORCE_DRAIN_RELEASE),
|
|
ENUM2STRING(BOTH_FORCE_DRAIN_GRAB_START),
|
|
ENUM2STRING(BOTH_FORCE_DRAIN_GRAB_HOLD),
|
|
ENUM2STRING(BOTH_FORCE_DRAIN_GRAB_END),
|
|
ENUM2STRING(BOTH_FORCE_DRAIN_GRABBED),
|
|
ENUM2STRING(BOTH_FORCE_ABSORB),
|
|
ENUM2STRING(BOTH_FORCE_ABSORB_START),
|
|
ENUM2STRING(BOTH_FORCE_ABSORB_END),
|
|
ENUM2STRING(BOTH_FORCE_PROTECT),
|
|
ENUM2STRING(BOTH_FORCE_PROTECT_FAST),
|
|
|
|
ENUM2STRING(BOTH_WIND),
|
|
|
|
ENUM2STRING(BOTH_STAND_TO_KNEEL),
|
|
ENUM2STRING(BOTH_KNEEL_TO_STAND),
|
|
#ifndef BASE_SAVE_COMPAT
|
|
ENUM2STRING(BOTH_KNEELATTACK),
|
|
#endif
|
|
|
|
ENUM2STRING(BOTH_TUSKENATTACK1),
|
|
ENUM2STRING(BOTH_TUSKENATTACK2),
|
|
ENUM2STRING(BOTH_TUSKENATTACK3),
|
|
ENUM2STRING(BOTH_TUSKENLUNGE1),
|
|
ENUM2STRING(BOTH_TUSKENTAUNT1),
|
|
|
|
ENUM2STRING(BOTH_COWER1_START), //# cower start
|
|
ENUM2STRING(BOTH_COWER1), //# cower loop
|
|
ENUM2STRING(BOTH_COWER1_STOP), //# cower stop
|
|
ENUM2STRING(BOTH_SONICPAIN_START),
|
|
ENUM2STRING(BOTH_SONICPAIN_HOLD),
|
|
ENUM2STRING(BOTH_SONICPAIN_END),
|
|
|
|
//new anim slots per Jarrod's request
|
|
ENUM2STRING(BOTH_STAND10),
|
|
ENUM2STRING(BOTH_STAND10_TALK1),
|
|
ENUM2STRING(BOTH_STAND10_TALK2),
|
|
ENUM2STRING(BOTH_STAND10TOSTAND1),
|
|
|
|
ENUM2STRING(BOTH_STAND1_TALK1),
|
|
ENUM2STRING(BOTH_STAND1_TALK2),
|
|
ENUM2STRING(BOTH_STAND1_TALK3),
|
|
|
|
ENUM2STRING(BOTH_SIT4),
|
|
ENUM2STRING(BOTH_SIT5),
|
|
ENUM2STRING(BOTH_SIT5_TALK1),
|
|
ENUM2STRING(BOTH_SIT5_TALK2),
|
|
ENUM2STRING(BOTH_SIT5_TALK3),
|
|
|
|
ENUM2STRING(BOTH_SIT6),
|
|
ENUM2STRING(BOTH_SIT7),
|
|
//=================================================
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//ANIMS IN WHICH ONLY THE UPPER OBJECTS ARE IN MD3
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//=================================================
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//# #sep ENUM2STRING(TORSO_ WEAPON-RELATED
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ENUM2STRING(TORSO_DROPWEAP1), //# Put weapon away
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ENUM2STRING(TORSO_DROPWEAP4), //# Put weapon away
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ENUM2STRING(TORSO_RAISEWEAP1), //# Draw Weapon
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ENUM2STRING(TORSO_RAISEWEAP4), //# Draw Weapon
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ENUM2STRING(TORSO_WEAPONREADY1), //# Ready to fire stun baton
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ENUM2STRING(TORSO_WEAPONREADY2), //# Ready to fire one-handed blaster pistol
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ENUM2STRING(TORSO_WEAPONREADY3), //# Ready to fire blaster rifle
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ENUM2STRING(TORSO_WEAPONREADY4), //# Ready to fire sniper rifle
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ENUM2STRING(TORSO_WEAPONREADY10), //# Ready to fire thermal det
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ENUM2STRING(TORSO_WEAPONIDLE2), //# Holding one-handed blaster
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ENUM2STRING(TORSO_WEAPONIDLE3), //# Holding blaster rifle
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ENUM2STRING(TORSO_WEAPONIDLE4), //# Holding sniper rifle
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ENUM2STRING(TORSO_WEAPONIDLE10), //# Holding thermal det
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//# #sep ENUM2STRING(TORSO_ USING NON-WEAPON OBJECTS
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//# #sep ENUM2STRING(TORSO_ MISC
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ENUM2STRING(TORSO_SURRENDER_START), //# arms up
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ENUM2STRING(TORSO_SURRENDER_STOP), //# arms back down
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ENUM2STRING(TORSO_CHOKING1), //# TEMP
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ENUM2STRING(TORSO_HANDSIGNAL1),
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ENUM2STRING(TORSO_HANDSIGNAL2),
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ENUM2STRING(TORSO_HANDSIGNAL3),
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ENUM2STRING(TORSO_HANDSIGNAL4),
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ENUM2STRING(TORSO_HANDSIGNAL5),
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//=================================================
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//ANIMS IN WHICH ONLY THE LOWER OBJECTS ARE IN MD3
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//=================================================
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//# #sep Legs-only anims
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ENUM2STRING(LEGS_TURN1), //# What legs do when you turn your lower body to match your upper body facing
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ENUM2STRING(LEGS_TURN2), //# Leg turning from stand2
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ENUM2STRING(LEGS_LEAN_LEFT1), //# Lean left
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ENUM2STRING(LEGS_LEAN_RIGHT1), //# Lean Right
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ENUM2STRING(LEGS_CHOKING1), //# TEMP
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ENUM2STRING(LEGS_LEFTUP1), //# On a slope with left foot 4 higher than right
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ENUM2STRING(LEGS_LEFTUP2), //# On a slope with left foot 8 higher than right
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ENUM2STRING(LEGS_LEFTUP3), //# On a slope with left foot 12 higher than right
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ENUM2STRING(LEGS_LEFTUP4), //# On a slope with left foot 16 higher than right
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ENUM2STRING(LEGS_LEFTUP5), //# On a slope with left foot 20 higher than right
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ENUM2STRING(LEGS_RIGHTUP1), //# On a slope with RIGHT foot 4 higher than left
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ENUM2STRING(LEGS_RIGHTUP2), //# On a slope with RIGHT foot 8 higher than left
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ENUM2STRING(LEGS_RIGHTUP3), //# On a slope with RIGHT foot 12 higher than left
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ENUM2STRING(LEGS_RIGHTUP4), //# On a slope with RIGHT foot 16 higher than left
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ENUM2STRING(LEGS_RIGHTUP5), //# On a slope with RIGHT foot 20 higher than left
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ENUM2STRING(LEGS_S1_LUP1),
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ENUM2STRING(LEGS_S1_LUP2),
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ENUM2STRING(LEGS_S1_LUP3),
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ENUM2STRING(LEGS_S1_LUP4),
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ENUM2STRING(LEGS_S1_LUP5),
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ENUM2STRING(LEGS_S1_RUP1),
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ENUM2STRING(LEGS_S1_RUP2),
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ENUM2STRING(LEGS_S1_RUP3),
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ENUM2STRING(LEGS_S1_RUP4),
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ENUM2STRING(LEGS_S1_RUP5),
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ENUM2STRING(LEGS_S3_LUP1),
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ENUM2STRING(LEGS_S3_LUP2),
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ENUM2STRING(LEGS_S3_LUP3),
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ENUM2STRING(LEGS_S3_LUP4),
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ENUM2STRING(LEGS_S3_LUP5),
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ENUM2STRING(LEGS_S3_RUP1),
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ENUM2STRING(LEGS_S3_RUP2),
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ENUM2STRING(LEGS_S3_RUP3),
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ENUM2STRING(LEGS_S3_RUP4),
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ENUM2STRING(LEGS_S3_RUP5),
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ENUM2STRING(LEGS_S4_LUP1),
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ENUM2STRING(LEGS_S4_LUP2),
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ENUM2STRING(LEGS_S4_LUP3),
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ENUM2STRING(LEGS_S4_LUP4),
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ENUM2STRING(LEGS_S4_LUP5),
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ENUM2STRING(LEGS_S4_RUP1),
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ENUM2STRING(LEGS_S4_RUP2),
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ENUM2STRING(LEGS_S4_RUP3),
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ENUM2STRING(LEGS_S4_RUP4),
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ENUM2STRING(LEGS_S4_RUP5),
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ENUM2STRING(LEGS_S5_LUP1),
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ENUM2STRING(LEGS_S5_LUP2),
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ENUM2STRING(LEGS_S5_LUP3),
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ENUM2STRING(LEGS_S5_LUP4),
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ENUM2STRING(LEGS_S5_LUP5),
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ENUM2STRING(LEGS_S5_RUP1),
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ENUM2STRING(LEGS_S5_RUP2),
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ENUM2STRING(LEGS_S5_RUP3),
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ENUM2STRING(LEGS_S5_RUP4),
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ENUM2STRING(LEGS_S5_RUP5),
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ENUM2STRING(LEGS_S6_LUP1),
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ENUM2STRING(LEGS_S6_LUP2),
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ENUM2STRING(LEGS_S6_LUP3),
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ENUM2STRING(LEGS_S6_LUP4),
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ENUM2STRING(LEGS_S6_LUP5),
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ENUM2STRING(LEGS_S6_RUP1),
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ENUM2STRING(LEGS_S6_RUP2),
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ENUM2STRING(LEGS_S6_RUP3),
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ENUM2STRING(LEGS_S6_RUP4),
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ENUM2STRING(LEGS_S6_RUP5),
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ENUM2STRING(LEGS_S7_LUP1),
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ENUM2STRING(LEGS_S7_LUP2),
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ENUM2STRING(LEGS_S7_LUP3),
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ENUM2STRING(LEGS_S7_LUP4),
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ENUM2STRING(LEGS_S7_LUP5),
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ENUM2STRING(LEGS_S7_RUP1),
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ENUM2STRING(LEGS_S7_RUP2),
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ENUM2STRING(LEGS_S7_RUP3),
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ENUM2STRING(LEGS_S7_RUP4),
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ENUM2STRING(LEGS_S7_RUP5),
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//New anim as per Jarrod's request
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ENUM2STRING(LEGS_TURN180),
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//======================================================
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//cinematic anims
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//======================================================
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//# #sep BOTH_ CINEMATIC-ONLY
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ENUM2STRING(BOTH_CIN_1), //# Level specific cinematic 1
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ENUM2STRING(BOTH_CIN_2), //# Level specific cinematic 2
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ENUM2STRING(BOTH_CIN_3), //# Level specific cinematic 3
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ENUM2STRING(BOTH_CIN_4), //# Level specific cinematic 4
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ENUM2STRING(BOTH_CIN_5), //# Level specific cinematic 5
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ENUM2STRING(BOTH_CIN_6), //# Level specific cinematic 6
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ENUM2STRING(BOTH_CIN_7), //# Level specific cinematic 7
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ENUM2STRING(BOTH_CIN_8), //# Level specific cinematic 8
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ENUM2STRING(BOTH_CIN_9), //# Level specific cinematic 9
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ENUM2STRING(BOTH_CIN_10), //# Level specific cinematic 10
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ENUM2STRING(BOTH_CIN_11), //# Level specific cinematic 11
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ENUM2STRING(BOTH_CIN_12), //# Level specific cinematic 12
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ENUM2STRING(BOTH_CIN_13), //# Level specific cinematic 13
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ENUM2STRING(BOTH_CIN_14), //# Level specific cinematic 14
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ENUM2STRING(BOTH_CIN_15), //# Level specific cinematic 15
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ENUM2STRING(BOTH_CIN_16), //# Level specific cinematic 16
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ENUM2STRING(BOTH_CIN_17), //# Level specific cinematic 17
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ENUM2STRING(BOTH_CIN_18), //# Level specific cinematic 18
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ENUM2STRING(BOTH_CIN_19), //# Level specific cinematic 19
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ENUM2STRING(BOTH_CIN_20), //# Level specific cinematic 20
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ENUM2STRING(BOTH_CIN_21), //# Level specific cinematic 21
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ENUM2STRING(BOTH_CIN_22), //# Level specific cinematic 22
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ENUM2STRING(BOTH_CIN_23), //# Level specific cinematic 23
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ENUM2STRING(BOTH_CIN_24), //# Level specific cinematic 24
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ENUM2STRING(BOTH_CIN_25), //# Level specific cinematic 25
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ENUM2STRING(BOTH_CIN_26), //# Level specific cinematic
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ENUM2STRING(BOTH_CIN_27), //# Level specific cinematic
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ENUM2STRING(BOTH_CIN_28), //# Level specific cinematic
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ENUM2STRING(BOTH_CIN_29), //# Level specific cinematic
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ENUM2STRING(BOTH_CIN_30), //# Level specific cinematic
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ENUM2STRING(BOTH_CIN_31), //# Level specific cinematic
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ENUM2STRING(BOTH_CIN_32), //# Level specific cinematic
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ENUM2STRING(BOTH_CIN_33), //# Level specific cinematic
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ENUM2STRING(BOTH_CIN_34), //# Level specific cinematic
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ENUM2STRING(BOTH_CIN_35), //# Level specific cinematic
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ENUM2STRING(BOTH_CIN_36), //# Level specific cinematic
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ENUM2STRING(BOTH_CIN_37), //# Level specific cinematic
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ENUM2STRING(BOTH_CIN_38), //# Level specific cinematic
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ENUM2STRING(BOTH_CIN_39), //# Level specific cinematic
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ENUM2STRING(BOTH_CIN_40), //# Level specific cinematic
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ENUM2STRING(BOTH_CIN_41), //# Level specific cinematic
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ENUM2STRING(BOTH_CIN_42), //# Level specific cinematic
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ENUM2STRING(BOTH_CIN_43), //# Level specific cinematic
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ENUM2STRING(BOTH_CIN_44), //# Level specific cinematic
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ENUM2STRING(BOTH_CIN_45), //# Level specific cinematic
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ENUM2STRING(BOTH_CIN_46), //# Level specific cinematic
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ENUM2STRING(BOTH_CIN_47), //# Level specific cinematic
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ENUM2STRING(BOTH_CIN_48), //# Level specific cinematic
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ENUM2STRING(BOTH_CIN_49), //# Level specific cinematic
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ENUM2STRING(BOTH_CIN_50), //# Level specific cinematic
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//must be terminated
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{ NULL,-1 }
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};
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