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!)
1387 lines
84 KiB
C
1387 lines
84 KiB
C
/*
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===========================================================================
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Copyright (C) 2000 - 2013, Raven Software, Inc.
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Copyright (C) 2001 - 2013, Activision, Inc.
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Copyright (C) 2013 - 2015, OpenJK contributors
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This file is part of the OpenJK source code.
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OpenJK is free software; you can redistribute it and/or modify it
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under the terms of the GNU General Public License version 2 as
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published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, see <http://www.gnu.org/licenses/>.
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===========================================================================
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*/
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// special file included only by cg_players.cpp & ui_players.cpp
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stringID_table_t animTable [MAX_ANIMATIONS+1] =
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{
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//=================================================
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//ANIMS IN WHICH UPPER AND LOWER OBJECTS ARE IN MD3
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//=================================================
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ENUM2STRING(BOTH_1CRUFTFORGIL), //# G2 cannot have a reverse anim at beginning of file
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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_DEADFLOP3), //# React to being shot from Third Death finished pose
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ENUM2STRING(BOTH_DEADFLOP4), //# React to being shot from Fourth Death finished pose
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ENUM2STRING(BOTH_DEADFLOP5), //# React to being shot from Fifth Death finished pose
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ENUM2STRING(BOTH_DEADFORWARD1_FLOP), //# React to being shot First thrown forward death finished pose
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ENUM2STRING(BOTH_DEADFORWARD2_FLOP), //# React to being shot Second thrown forward death finished pose
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ENUM2STRING(BOTH_DEADBACKWARD1_FLOP), //# React to being shot First thrown backward death finished pose
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ENUM2STRING(BOTH_DEADBACKWARD2_FLOP), //# React to being shot Second thrown backward death finished pose
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ENUM2STRING(BOTH_LYINGDEAD1_FLOP), //# React to being shot Killed lying down death finished pose
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ENUM2STRING(BOTH_STUMBLEDEAD1_FLOP), //# React to being shot Stumble forward death finished pose
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ENUM2STRING(BOTH_FALLDEAD1_FLOP), //# React to being shot Fall forward and splat 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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ENUM2STRING(BOTH_PAIN19), //#
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ENUM2STRING(BOTH_PAIN20), //# GETTING SHOCKED
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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_ATTACK2IDLE1), //# Idle 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), //# Attack with bow caster
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ENUM2STRING(BOTH_ATTACK6), //# Attack with ???
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ENUM2STRING(BOTH_ATTACK7), //# Attack with ???
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ENUM2STRING(BOTH_ATTACK8), //# Attack with ???
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ENUM2STRING(BOTH_ATTACK9), //# Attack with rocket launcher
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ENUM2STRING(BOTH_ATTACK10), //# Attack with thermal det
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ENUM2STRING(BOTH_ATTACK11), //# Attack with laser trap
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ENUM2STRING(BOTH_ATTACK12), //# Attack with 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_MELEE3), //# Third melee attack
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ENUM2STRING(BOTH_MELEE4), //# Fourth melee attack
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ENUM2STRING(BOTH_MELEE5), //# Fifth melee attack
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ENUM2STRING(BOTH_MELEE6), //# Sixth 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 2
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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
|
|
ENUM2STRING(BOTH_T2_T__TL), //# Fast arc top to top left
|
|
ENUM2STRING(BOTH_T2_T___L), //# Fast arc top to left
|
|
ENUM2STRING(BOTH_T2_T__BL), //# Fast arc top to bottom left
|
|
ENUM2STRING(BOTH_T2_TL_BR), //# Fast weak spin top left to bottom right
|
|
ENUM2STRING(BOTH_T2_TL_BL), //# Fast arc top left to bottom left
|
|
ENUM2STRING(BOTH_T2__L_BR), //# Fast weak spin left to bottom right
|
|
ENUM2STRING(BOTH_T2__L__R), //# Fast weak spin left to right
|
|
ENUM2STRING(BOTH_T2__L_TL), //# Fast arc left to top left
|
|
ENUM2STRING(BOTH_T2_BL_BR), //# Fast weak spin bottom left to bottom right
|
|
ENUM2STRING(BOTH_T2_BL__R), //# Fast weak spin bottom left to right
|
|
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 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
|
|
//Sabers locked anims
|
|
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_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),//#
|
|
|
|
//# #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_STAND4IDLE1), //# Random standing idle
|
|
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_STAND7), //# both hands on hips (female)
|
|
ENUM2STRING(BOTH_STAND8), //# both hands on hips (male)
|
|
ENUM2STRING(BOTH_STAND1TO3), //# Transition from stand1 to stand3
|
|
ENUM2STRING(BOTH_STAND3TO1), //# Transition from stand3 to stand1
|
|
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_STANDTOWALK1), //# Transition from stand1 to walk1
|
|
ENUM2STRING(BOTH_STAND4TOATTACK2), //# relaxed stand to 1-handed pistol ready
|
|
ENUM2STRING(BOTH_STANDUP1), //# standing up and stumbling
|
|
ENUM2STRING(BOTH_STANDUP2), //# Luke standing up from his meditation platform (cin # 37)
|
|
ENUM2STRING(BOTH_STAND5TOSIT3), //# transition from stand 5 to sit 3
|
|
ENUM2STRING(BOTH_STAND1_REELO), //# Reelo in his stand1 position (cin #18)
|
|
ENUM2STRING(BOTH_STAND5_REELO), //# Reelo in his stand5 position (cin #18)
|
|
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_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_ALERT1), //# Startled by something while on guard
|
|
ENUM2STRING(BOTH_GESTURE1), //# Generic gesture), non-specific
|
|
ENUM2STRING(BOTH_GESTURE2), //# Generic gesture), non-specific
|
|
ENUM2STRING(BOTH_GESTURE3), //# 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_TALKGESTURE2), //# Generic talk anim
|
|
ENUM2STRING(BOTH_TALKGESTURE3), //# Generic talk anim
|
|
|
|
ENUM2STRING(BOTH_TALKGESTURE4START), //# Beginning talk anim 4
|
|
ENUM2STRING(BOTH_TALKGESTURE4), //# Talk gesture 4
|
|
ENUM2STRING(BOTH_TALKGESTURE4STOP), //# Ending talk anim 4
|
|
ENUM2STRING(BOTH_TALKGESTURE5START), //# Start hand on chin
|
|
ENUM2STRING(BOTH_TALKGESTURE5), //# Hand on chin
|
|
ENUM2STRING(BOTH_TALKGESTURE5STOP), //# Stop hand on chin
|
|
ENUM2STRING(BOTH_TALKGESTURE6START), //# Starting Motions to self
|
|
ENUM2STRING(BOTH_TALKGESTURE6), //# Pointing at self
|
|
ENUM2STRING(BOTH_TALKGESTURE6STOP), //# Ending Motions to self
|
|
ENUM2STRING(BOTH_TALKGESTURE7START), //# Start touches Kyle on shoulder
|
|
ENUM2STRING(BOTH_TALKGESTURE7), //# Hold touches Kyle on shoulder
|
|
ENUM2STRING(BOTH_TALKGESTURE7STOP), //# Ending touches Kyle on shoulder
|
|
ENUM2STRING(BOTH_TALKGESTURE8START), //# Lando's chin hold
|
|
ENUM2STRING(BOTH_TALKGESTURE8), //# Lando's chin hold
|
|
ENUM2STRING(BOTH_TALKGESTURE8STOP), //# Lando's chin hold
|
|
ENUM2STRING(BOTH_TALKGESTURE9), //# Same as gesture 2 but with the right hand
|
|
ENUM2STRING(BOTH_TALKGESTURE10), //# Shoulder shrug
|
|
ENUM2STRING(BOTH_TALKGESTURE11START), //# Arms folded across chest
|
|
ENUM2STRING(BOTH_TALKGESTURE11STOP), //# Arms folded across chest
|
|
ENUM2STRING(BOTH_TALKGESTURE12), //# Tavion taunting Kyle
|
|
ENUM2STRING(BOTH_TALKGESTURE13START), //# Luke warning Kyle
|
|
ENUM2STRING(BOTH_TALKGESTURE13), //# Luke warning Kyle
|
|
ENUM2STRING(BOTH_TALKGESTURE13STOP), //# Luke warning Kyle
|
|
ENUM2STRING(BOTH_TALKGESTURE14), //# Luke gesturing to Kyle
|
|
|
|
ENUM2STRING(BOTH_TALKGESTURE15START), //# Desann taunting Kyle
|
|
ENUM2STRING(BOTH_TALKGESTURE15), //# Desann taunting Kyle
|
|
ENUM2STRING(BOTH_TALKGESTURE15STOP), //# Desann taunting Kyle
|
|
ENUM2STRING(BOTH_TALKGESTURE16), //# Bartender gesture cin #15
|
|
ENUM2STRING(BOTH_TALKGESTURE17), //# Bartender gesture cin #15
|
|
ENUM2STRING(BOTH_TALKGESTURE18), //# Bartender gesture cin #15
|
|
ENUM2STRING(BOTH_TALKGESTURE19START), //# Desann lifting his arm "Join me" (cin #34)
|
|
ENUM2STRING(BOTH_TALKGESTURE19STOP), //# Desann lifting his arm "Join me" (cin #34)
|
|
ENUM2STRING(BOTH_TALKGESTURE20START), //# Kyle lifting his arm "Join us" (cin #34)
|
|
ENUM2STRING(BOTH_TALKGESTURE21), //# generic talk gesture from stand3
|
|
ENUM2STRING(BOTH_TALKGESTURE22), //# generic talk gesture from stand3
|
|
ENUM2STRING(BOTH_TALKGESTURE23), //# generic talk gesture from stand3
|
|
ENUM2STRING(BOTH_PAUSE1START), //# Luke pauses to warn Kyle (cin #24) start
|
|
ENUM2STRING(BOTH_PAUSE1STOP), //# Luke pauses to warn Kyle (cin #24) stop
|
|
|
|
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_HEADSHAKE1_REELO), //# Head shake NO for Reelo
|
|
ENUM2STRING(BOTH_SITHEADTILTLSTART), //# Head tilt to left from seated position
|
|
ENUM2STRING(BOTH_SITHEADTILTLSTOP), //# Head tilt to left from seated position
|
|
ENUM2STRING(BOTH_SITHEADTILTRSTART), //# Head tilt to right from seated position
|
|
ENUM2STRING(BOTH_SITHEADTILTRSTOP), //# Head tilt to right from seated position
|
|
ENUM2STRING(BOTH_SITHEADNOD), //# Head shake YES from seated position
|
|
ENUM2STRING(BOTH_SITHEADSHAKE), //# Head shake NO from seated position
|
|
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_EXAMINE1START), //# Start Mon Mothma examining crystal
|
|
ENUM2STRING(BOTH_EXAMINE1), //# Mon Mothma examining crystal
|
|
ENUM2STRING(BOTH_EXAMINE1STOP), //# Stop Mon Mothma examining crystal
|
|
ENUM2STRING(BOTH_EXAMINE2START), //# Start Kyle tossing crystal
|
|
ENUM2STRING(BOTH_EXAMINE2), //# Hold Kyle tossing crystal
|
|
ENUM2STRING(BOTH_EXAMINE2STOP), //# End Kyle tossing crystal
|
|
ENUM2STRING(BOTH_EXAMINE3START), //# Start Lando looking around corner
|
|
ENUM2STRING(BOTH_EXAMINE3), //# Hold Lando looking around corner
|
|
ENUM2STRING(BOTH_EXAMINE3STOP), //# End Lando looking around corner
|
|
|
|
ENUM2STRING(BOTH_LEANLEFT2START), //# Start leaning left in chair
|
|
ENUM2STRING(BOTH_LEANLEFT2STOP), //# Stop leaning left in chair
|
|
ENUM2STRING(BOTH_LEANRIGHT3START), //# Start Lando leaning on wall
|
|
ENUM2STRING(BOTH_LEANRIGHT3), //# Lando leaning on wall
|
|
ENUM2STRING(BOTH_LEANRIGHT3STOP), //# Stop Lando leaning on wall
|
|
|
|
ENUM2STRING(BOTH_FORCEFOUNTAIN1_START), //# Kyle being lifted into the Force Fountain (cin #10)
|
|
ENUM2STRING(BOTH_FORCEFOUNTAIN1_MIDDLE),//# Kyle changing to looping position in the Force Fountain (cin #10)
|
|
ENUM2STRING(BOTH_FORCEFOUNTAIN1_LOOP), //# Kyle being spun in the Force Fountain (cin #10)
|
|
ENUM2STRING(BOTH_FORCEFOUNTAIN1_STOP), //# Kyle being set down out of the Force Fountain (cin #10)
|
|
ENUM2STRING(BOTH_THUMBING1), //# Lando gesturing with thumb over his shoulder (cin #19)
|
|
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_PUNCHER1), //# Jan punching Kyle in the shoulder (cin #37)
|
|
ENUM2STRING(BOTH_CONSTRAINER1HOLD), //# Static pose of starting Tavion constraining Jan (cin #9)
|
|
ENUM2STRING(BOTH_CONSTRAINEE1HOLD), //# Static pose of starting Jan being constrained by Tavion (cin #9)
|
|
ENUM2STRING(BOTH_CONSTRAINER1STAND), //# Tavion constraining Jan in a stand pose (cin #9)
|
|
ENUM2STRING(BOTH_CONSTRAINEE1STAND), //# Jan being constrained in a stand pose (cin #9)
|
|
ENUM2STRING(BOTH_CONSTRAINER1WALK), //# Tavion shoving jan forward (cin #9)
|
|
ENUM2STRING(BOTH_CONSTRAINEE1WALK), //# Jan being shoved forward by Tavion (cin #9)
|
|
ENUM2STRING(BOTH_CONSTRAINER1LOOP), //# Tavion walking with Jan in a loop (cin #9)
|
|
ENUM2STRING(BOTH_CONSTRAINEE1LOOP), //# Jan walking with Tavion in a loop (cin #9)
|
|
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_HANDSHAKER1START), //# Luke shaking Kyle's hand (cin #37)
|
|
ENUM2STRING(BOTH_HANDSHAKER1LOOP), //# Luke shaking Kyle's hand (cin #37)
|
|
ENUM2STRING(BOTH_HANDSHAKEE1START), //# Kyle shaking Luke's hand (cin #37)
|
|
ENUM2STRING(BOTH_HANDSHAKEE1LOOP), //# Kyle shaking Luke's hand (cin #37)
|
|
ENUM2STRING(BOTH_LAUGH1START), //# Reelo leaning forward before laughing (cin #18)
|
|
ENUM2STRING(BOTH_LAUGH1STOP), //# Reelo laughing (cin #18)
|
|
ENUM2STRING(BOTH_ESCAPEPOD_LEAVE1), //# Kyle leaving escape pod (cin #33)
|
|
ENUM2STRING(BOTH_ESCAPEPOD_LEAVE2), //# Jan leaving escape pod (cin #33)
|
|
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_HUGGERSTOP2), //# Kyle let go of Jan and step back (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_HUGGEESTOP2), //# Jan released from hug (cin #29)
|
|
ENUM2STRING(BOTH_KISSER1), //# Temp until the Kiss anim gets split up
|
|
ENUM2STRING(BOTH_KISSER1START1), //# Kyle start kissing Jan
|
|
ENUM2STRING(BOTH_KISSER1START2), //# Kyle start kissing Jan
|
|
ENUM2STRING(BOTH_KISSER1LOOP), //# Kyle loop kissing Jan
|
|
ENUM2STRING(BOTH_KISSER1STOP), //# Temp until the Kiss anim gets split up
|
|
ENUM2STRING(BOTH_KISSER1STOP1), //# Kyle stop kissing but don't let go
|
|
ENUM2STRING(BOTH_KISSER1STOP2), //# Kyle step back from Jan
|
|
ENUM2STRING(BOTH_KISSEE1), //# Temp until the Kiss anim gets split up
|
|
ENUM2STRING(BOTH_KISSEE1START1), //# Jan start being kissed
|
|
ENUM2STRING(BOTH_KISSEE1START2), //# Jan start2 being kissed
|
|
ENUM2STRING(BOTH_KISSEE1LOOP), //# Jan loop being kissed
|
|
ENUM2STRING(BOTH_KISSEE1STOP), //# Temp until the Kiss anim gets split up
|
|
ENUM2STRING(BOTH_KISSEE1STOP1), //# Jan stop being kissed but don't let go
|
|
ENUM2STRING(BOTH_KISSEE1STOP2), //# Jan wait for Kyle to step back
|
|
ENUM2STRING(BOTH_BARTENDER_IDLE1), //# Bartender idle in cin #15
|
|
ENUM2STRING(BOTH_BARTENDER_THROW1), //# Bartender throws glass in cin #15
|
|
ENUM2STRING(BOTH_BARTENDER_COWERSTART), //# Start of Bartender raising both hands up in surrender (cin #16)
|
|
ENUM2STRING(BOTH_BARTENDER_COWERLOOP), //# Loop of Bartender waving both hands in surrender (cin #16)
|
|
ENUM2STRING(BOTH_BARTENDER_COWER), //# Single frame of Bartender waving both hands in surrender (cin #16)
|
|
ENUM2STRING(BOTH_THREATEN1_START), //# First frame of Kyle threatening Bartender with lightsaber (cin #16)
|
|
ENUM2STRING(BOTH_THREATEN1), //# Kyle threatening Bartender with lightsaber (cin #16)
|
|
ENUM2STRING(BOTH_RADIO_ONOFF), //# Mech Galak turning on his suit radio (cin #32)
|
|
ENUM2STRING(BOTH_TRIUMPHANT1START), //# Mech Galak raising his arms in victory (cin #32)
|
|
ENUM2STRING(BOTH_TRIUMPHANT1STARTGESTURE), //# Mech Galak raising his arms in victory (cin #32)
|
|
ENUM2STRING(BOTH_TRIUMPHANT1STOP), //# Mech Galak lowering his arms in victory (cin #32)
|
|
|
|
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)
|
|
|
|
ENUM2STRING(BOTH_COVERUP1_LOOP), //# animation of getting in line of friendly fire
|
|
ENUM2STRING(BOTH_COVERUP1_START), //# transitions from stand to coverup1_loop
|
|
ENUM2STRING(BOTH_COVERUP1_END), //# transitions from coverup1_loop to stand
|
|
|
|
ENUM2STRING(BOTH_INJURED4), //# Injured pose 4
|
|
ENUM2STRING(BOTH_INJURED4TO5), //# Transition from INJURED4 to INJURED5
|
|
ENUM2STRING(BOTH_INJURED5), //# Injured pose 5
|
|
|
|
//# #sep ENUM2STRING(BOTH_ SITTING/CROUCHING
|
|
ENUM2STRING(BOTH_SIT1STAND), //# Stand up from First sitting anim
|
|
ENUM2STRING(BOTH_SIT1), //# Normal chair sit.
|
|
ENUM2STRING(BOTH_SIT2), //# Lotus position.
|
|
ENUM2STRING(BOTH_SIT3), //# Sitting in tired position), elbows on knees
|
|
|
|
ENUM2STRING(BOTH_SIT2TO3), //# Trans from sit2 to sit3?
|
|
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_SIT3TO1), //# Trans from sit3 to sit1?
|
|
ENUM2STRING(BOTH_SIT3TO2), //# Trans from sit3 to sit2?
|
|
ENUM2STRING(BOTH_SIT3TOSTAND5), //# transition from sit 3 to stand 5
|
|
|
|
ENUM2STRING(BOTH_SIT4TO5), //# Trans from sit4 to sit5
|
|
ENUM2STRING(BOTH_SIT4TO6), //# Trans from sit4 to sit6
|
|
ENUM2STRING(BOTH_SIT5TO4), //# Trans from sit5 to sit4
|
|
ENUM2STRING(BOTH_SIT5TO6), //# Trans from sit5 to sit6
|
|
ENUM2STRING(BOTH_SIT6TO4), //# Trans from sit6 to sit4
|
|
ENUM2STRING(BOTH_SIT6TO5), //# Trans from sit6 to sit5
|
|
ENUM2STRING(BOTH_SIT7), //# sitting with arms over knees), no weapon
|
|
ENUM2STRING(BOTH_SIT7TOSTAND1), //# getting up from sit7 into stand1
|
|
|
|
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_CROUCH2IDLE), //# crouch and resting on back righ heel), no weapon
|
|
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_GET_UP1), //# Get up from the ground), face down
|
|
ENUM2STRING(BOTH_GET_UP2), //# Get up from the ground), face up
|
|
|
|
ENUM2STRING(BOTH_COCKPIT_SIT), //# sit in a cockpit.
|
|
|
|
ENUM2STRING(BOTH_GUNSIT1), //# sitting on an emplaced gun.
|
|
|
|
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
|
|
|
|
ENUM2STRING(BOTH_RUMMAGE1START), //# Kyle rummaging for crystal (cin 2)
|
|
ENUM2STRING(BOTH_RUMMAGE1), //# Kyle rummaging for crystal (cin 2)
|
|
ENUM2STRING(BOTH_RUMMAGE1STOP), //# Kyle rummaging for crystal (cin 2)
|
|
|
|
ENUM2STRING(BOTH_HOLDGLASS1), //# Bartender holds glass (cin# 14)
|
|
ENUM2STRING(BOTH_SLIDEGLASS1), //# Bartender slides glass (cin# 14)
|
|
ENUM2STRING(BOTH_SLAMSABERDOWN), //# Kyle slamming his saber on the bar top (cin# 14)
|
|
|
|
//# #sep ENUM2STRING(BOTH_ MOVING
|
|
ENUM2STRING(BOTH_WALK1), //# Normal walk
|
|
ENUM2STRING(BOTH_WALK2), //# Normal walk
|
|
ENUM2STRING(BOTH_WALK3), //# Goes with stand3
|
|
ENUM2STRING(BOTH_WALK4), //# Walk cycle goes to a stand4
|
|
ENUM2STRING(BOTH_WALK5), //# Tavion taunting Kyle (cin 22)
|
|
ENUM2STRING(BOTH_WALK6), //# Slow walk for Luke (cin 12)
|
|
ENUM2STRING(BOTH_WALK7), //# Fast walk
|
|
ENUM2STRING(BOTH_WALK8), //# Normal walk with hands behind back (Luke in cin#12)
|
|
ENUM2STRING(BOTH_WALK9), //# Lando walk (cin #17)
|
|
ENUM2STRING(BOTH_WALK10), //# Lando walk (cin #17)
|
|
ENUM2STRING(BOTH_WALKTORUN1), //# transition from walk to run
|
|
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_RUNINJURED1), //# Run with injured left leg
|
|
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_RUNAWAY1), //# Running scared
|
|
ENUM2STRING(BOTH_SWIM1), //# Swimming
|
|
|
|
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_ROLL_FR), //# Roll forward right
|
|
ENUM2STRING(BOTH_ROLL_FL), //# Roll forward left
|
|
ENUM2STRING(BOTH_ROLL_BR), //# Roll back right
|
|
ENUM2STRING(BOTH_ROLL_BL), //# Roll back left
|
|
|
|
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_DIVE1), //# Dive!
|
|
|
|
ENUM2STRING(BOTH_ENGAGETAUNT),
|
|
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_WALL_FLIP_FWD), //#
|
|
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_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_DEATHFROMBACKSLASH),//#
|
|
ENUM2STRING(BOTH_RIGHTHANDCHOPPEDOFF),//#
|
|
ENUM2STRING(BOTH_DEFLECTSLASH__R__L_FIN),//#
|
|
ENUM2STRING(BOTH_BASHED1),//#
|
|
ENUM2STRING(BOTH_ARIAL_F1),//#
|
|
ENUM2STRING(BOTH_BUTTERFLY_FR1),//#
|
|
ENUM2STRING(BOTH_BUTTERFLY_FL1),//#
|
|
|
|
//# #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
|
|
ENUM2STRING(BOTH_ONLADDER_BOT1), //# Getting on the ladder at the bottom
|
|
ENUM2STRING(BOTH_OFFLADDER_BOT1), //# Getting off the ladder at the bottom
|
|
ENUM2STRING(BOTH_ONLADDER_TOP1), //# Getting on the ladder at the top
|
|
ENUM2STRING(BOTH_OFFLADDER_TOP1), //# Getting off the ladder at the top
|
|
ENUM2STRING(BOTH_LIFT1), //# Lifting someone/thing over their shoulder
|
|
ENUM2STRING(BOTH_STEP1), //# telsia checking out lake cinematic9.2
|
|
ENUM2STRING(BOTH_HITWALL1), //# cin.18), Kenn hit by borg into wall 56 units away
|
|
ENUM2STRING(BOTH_AMBUSHLAND1), //# landing from fall on victim
|
|
ENUM2STRING(BOTH_BIRTH1), //# birth from jumping through walls
|
|
|
|
//# #sep ENUM2STRING(BOTH_ FLYING IDLE
|
|
ENUM2STRING(BOTH_FLY_IDLE1), //# Flying Idle 1
|
|
ENUM2STRING(BOTH_FLY_IDLE2), //# Flying Idle 2
|
|
ENUM2STRING(BOTH_FLY_SHIELDED), //# For sentry droid, shields in
|
|
|
|
|
|
//# #sep ENUM2STRING(BOTH_ FLYING MOVING
|
|
ENUM2STRING(BOTH_FLY_START1), //# Start flying
|
|
ENUM2STRING(BOTH_FLY_STOP1), //# Stop flying
|
|
ENUM2STRING(BOTH_FLY_LOOP1), //# Normal flying), should loop
|
|
ENUM2STRING(BOTH_FLOAT1), //# Crew floating through space 1
|
|
ENUM2STRING(BOTH_FLOAT2), //# Crew floating through space 2
|
|
ENUM2STRING(BOTH_FLOATCONSOLE1), //# Crew floating and working on console
|
|
|
|
//# #sep BOTH_ SWIMMING
|
|
ENUM2STRING(BOTH_SWIM_IDLE1), //# Swimming Idle 1
|
|
ENUM2STRING(BOTH_SWIMFORWARD), //# Swim forward loop
|
|
|
|
//# #sep ENUM2STRING(BOTH_ LYING
|
|
ENUM2STRING(BOTH_LIE_DOWN1), //# From a stand position), get down on ground), face down
|
|
ENUM2STRING(BOTH_LIE_DOWN2), //# From a stand position), get down on ground), face up
|
|
ENUM2STRING(BOTH_LIE_DOWN3), //# reaction to local disnode being destroyed
|
|
ENUM2STRING(BOTH_PAIN2WRITHE1), //# Transition from upright position to writhing on ground anim
|
|
ENUM2STRING(BOTH_PRONE2RLEG), //# Lying on ground reach to grab right leg
|
|
ENUM2STRING(BOTH_PRONE2LLEG), //# Lying on ground reach to grab left leg
|
|
ENUM2STRING(BOTH_WRITHING1), //# Lying on ground on back writhing in pain
|
|
ENUM2STRING(BOTH_WRITHING1RLEG), //# Lying on ground writhing in pain), holding right leg
|
|
ENUM2STRING(BOTH_WRITHING1LLEG), //# Lying on ground writhing in pain), holding left leg
|
|
ENUM2STRING(BOTH_WRITHING2), //# Lying on ground on front writhing in pain
|
|
ENUM2STRING(BOTH_INJURED1), //# Lying down), against wall - can also be sleeping against wall
|
|
ENUM2STRING(BOTH_INJURED2), //# Injured pose 2
|
|
ENUM2STRING(BOTH_INJURED3), //# Injured pose 3
|
|
ENUM2STRING(BOTH_INJURED6), //# Injured pose 6
|
|
ENUM2STRING(BOTH_INJURED6ATTACKSTART), //# Start attack while in injured 6 pose
|
|
ENUM2STRING(BOTH_INJURED6ATTACKSTOP), //# End attack while in injured 6 pose
|
|
ENUM2STRING(BOTH_INJURED6COMBADGE), //# Hit combadge while in injured 6 pose
|
|
ENUM2STRING(BOTH_INJURED6POINT), //# Chang points to door while in injured state
|
|
ENUM2STRING(BOTH_INJUREDTOSTAND1), //# Runinjured to stand1
|
|
|
|
ENUM2STRING(BOTH_PROPUP1), //# Kyle getting up from having been knocked down (cin #9 end)
|
|
ENUM2STRING(BOTH_CRAWLBACK1), //# Lying on back), crawling backwards with elbows
|
|
ENUM2STRING(BOTH_SITWALL1), //# Sitting against a wall
|
|
ENUM2STRING(BOTH_SLEEP1), //# laying on back-rknee up-rhand on torso
|
|
ENUM2STRING(BOTH_SLEEP2), //# on floor-back against wall-arms crossed
|
|
ENUM2STRING(BOTH_SLEEP3), //# Sleeping in a chair
|
|
ENUM2STRING(BOTH_SLEEP4), //# Sleeping slumped over table
|
|
ENUM2STRING(BOTH_SLEEP5), //# Laying on side sleeping on flat sufrace
|
|
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_SLEEP2GETUP), //# alarmed and getting up out of sleep2 pose to stand
|
|
ENUM2STRING(BOTH_SLEEP3GETUP), //# alarmed and getting up out of sleep3 pose to stand
|
|
ENUM2STRING(BOTH_SLEEP3DEATH), //# death in chair), from sleep3 idle
|
|
ENUM2STRING(BOTH_SLEEP3DEAD), //# death in chair), from sleep3 idle
|
|
|
|
ENUM2STRING(BOTH_SLEEP_IDLE1), //# rub face and nose while asleep from sleep pose 1
|
|
ENUM2STRING(BOTH_SLEEP_IDLE2), //# shift position while asleep - stays in sleep2
|
|
ENUM2STRING(BOTH_SLEEP_IDLE3), //# Idle anim from sleep pose 3
|
|
ENUM2STRING(BOTH_SLEEP_IDLE4), //# Idle anim from sleep pose 4
|
|
ENUM2STRING(BOTH_SLEEP1_NOSE), //# Scratch nose from SLEEP1 pose
|
|
ENUM2STRING(BOTH_SLEEP2_SHIFT), //# Shift in sleep from SLEEP2 pose
|
|
ENUM2STRING(BOTH_RESTRAINED1), //# Telsia tied to medical table
|
|
ENUM2STRING(BOTH_RESTRAINED1POINT), //# Telsia tied to medical table pointing at Munro
|
|
ENUM2STRING(BOTH_LIFTED1), //# Fits with ENUM2STRING(BOTH_LIFT1), lifted on shoulder
|
|
ENUM2STRING(BOTH_CARRIED1), //# Fits with ENUM2STRING(TORSO_CARRY1), carried over shoulder
|
|
ENUM2STRING(BOTH_CARRIED2), //# Laying over object
|
|
|
|
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
|
|
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
|
|
|
|
ENUM2STRING(BOTH_COCKPIT_TALKR1START), //# turn head from straight forward to looking full right
|
|
ENUM2STRING(BOTH_COCKPIT_TALKR1STARTTOMID), //# from TALKR1START to looking at hologram (cin #1)
|
|
ENUM2STRING(BOTH_COCKPIT_TALKR1MIDTOSTART), //# from looking at hologram to TALKR1START (cin #1)
|
|
ENUM2STRING(BOTH_COCKPIT_TALKR1STOP), //# return head to straight forward from BOTH_COCKPIT_TALKR1
|
|
ENUM2STRING(BOTH_COCKPIT_TALKR1STOPTOMID), //# from TALKR1STOP to TALKR1MID
|
|
ENUM2STRING(BOTH_COCKPIT_TALKR1MIDTOSTOP), //# from looking at hologram to TALKR1STOP (cin #1)
|
|
ENUM2STRING(BOTH_COCKPIT_TALKR1), //# talk to right side
|
|
|
|
ENUM2STRING(BOTH_COCKPIT_TALKL1START), //# turn head from straight forward to looking full left
|
|
ENUM2STRING(BOTH_COCKPIT_TALKL1STARTTOMID), //# from TALKL1START to looking at hologram (cin #1)
|
|
ENUM2STRING(BOTH_COCKPIT_TALKL1MIDTOSTART), //# from looking at hologram to TALKL1START (cin #1)
|
|
ENUM2STRING(BOTH_COCKPIT_TALKL1STOP), //# return head to straight forward from BOTH_COCKPIT_TALKL1
|
|
ENUM2STRING(BOTH_COCKPIT_TALKL1STOPTOMID), //# from TALKL1STOP to TALKL1MID
|
|
ENUM2STRING(BOTH_COCKPIT_TALKL1MIDTOSTOP), //# from looking at hologram to TALKL1STOP (cin #1)
|
|
ENUM2STRING(BOTH_COCKPIT_TALKL1), //# talk to left side
|
|
|
|
ENUM2STRING(BOTH_COCKPIT_CONSOLE1), //# type at controls
|
|
ENUM2STRING(BOTH_COCKPIT_CONSOLE2), //# type at controls
|
|
ENUM2STRING(BOTH_COCKPIT_CONSOLE2_PARTIAL), //# last part of console2 anim (cin #1) used by Jan
|
|
|
|
ENUM2STRING(BOTH_COCKPIT_HEADNOD), //# nod head yes while sitting
|
|
ENUM2STRING(BOTH_COCKPIT_HEADSHAKE), //# shake head no while sitting
|
|
|
|
ENUM2STRING(BOTH_COCKPIT_HEADTILTLSTART), //# start tilt head left while sitting
|
|
ENUM2STRING(BOTH_COCKPIT_HEADTILTLSTOP), //# stop tilt head left while sitting
|
|
ENUM2STRING(BOTH_COCKPIT_HEADTILTRSTART), //# start tilt head right while sitting
|
|
ENUM2STRING(BOTH_COCKPIT_HEADTILTRSTOP), //# stop tilt head right while sitting
|
|
|
|
ENUM2STRING(BOTH_COCKPIT_TALKGESTURE7START), //# Lando's supporting hand to Kyle (cin #21)
|
|
ENUM2STRING(BOTH_COCKPIT_TALKGESTURE7STOP), //# Lando's supporting hand away from Kyle (cin #21)
|
|
ENUM2STRING(BOTH_COCKPIT_TALKGESTURE8START), //# Hand to Lando's chin (cin #21)
|
|
ENUM2STRING(BOTH_COCKPIT_TALKGESTURE8STOP), //# hand away from Lando's chin *cin #21)
|
|
ENUM2STRING(BOTH_COCKPIT_TALKGESTURE11START), //#
|
|
ENUM2STRING(BOTH_COCKPIT_TALKGESTURE11STOP), //#
|
|
|
|
ENUM2STRING(BOTH_COCKPIT_SLEEP6START), //#
|
|
ENUM2STRING(BOTH_COCKPIT_SLEEP6STOP), //#
|
|
|
|
//=================================================
|
|
//ANIMS IN WHICH ONLY THE UPPER OBJECTS ARE IN MD3
|
|
//=================================================
|
|
//# #sep ENUM2STRING(TORSO_ WEAPON-RELATED
|
|
ENUM2STRING(TORSO_DROPWEAP1), //# Put weapon away
|
|
ENUM2STRING(TORSO_DROPWEAP2), //# Put weapon away
|
|
ENUM2STRING(TORSO_DROPWEAP3), //# Put weapon away
|
|
ENUM2STRING(TORSO_DROPWEAP4), //# Put weapon away
|
|
ENUM2STRING(TORSO_RAISEWEAP1), //# Draw Weapon
|
|
ENUM2STRING(TORSO_RAISEWEAP2), //# Draw Weapon
|
|
ENUM2STRING(TORSO_RAISEWEAP3), //# Draw Weapon
|
|
ENUM2STRING(TORSO_RAISEWEAP4), //# Draw Weapon
|
|
ENUM2STRING(TORSO_WEAPONREADY1), //# Ready to fire stun baton
|
|
ENUM2STRING(TORSO_WEAPONREADY2), //# Ready to fire one-handed blaster pistol
|
|
ENUM2STRING(TORSO_WEAPONREADY3), //# Ready to fire blaster rifle
|
|
ENUM2STRING(TORSO_WEAPONREADY4), //# Ready to fire sniper rifle
|
|
ENUM2STRING(TORSO_WEAPONREADY5), //# Ready to fire bowcaster
|
|
ENUM2STRING(TORSO_WEAPONREADY6), //# Ready to fire ???
|
|
ENUM2STRING(TORSO_WEAPONREADY7), //# Ready to fire ???
|
|
ENUM2STRING(TORSO_WEAPONREADY8), //# Ready to fire ???
|
|
ENUM2STRING(TORSO_WEAPONREADY9), //# Ready to fire rocket launcher
|
|
ENUM2STRING(TORSO_WEAPONREADY10), //# Ready to fire thermal det
|
|
ENUM2STRING(TORSO_WEAPONREADY11), //# Ready to fire laser trap
|
|
ENUM2STRING(TORSO_WEAPONREADY12), //# Ready to fire detpack
|
|
ENUM2STRING(TORSO_WEAPONIDLE1), //# Holding stun baton
|
|
ENUM2STRING(TORSO_WEAPONIDLE2), //# Holding one-handed blaster
|
|
ENUM2STRING(TORSO_WEAPONIDLE3), //# Holding blaster rifle
|
|
ENUM2STRING(TORSO_WEAPONIDLE4), //# Holding sniper rifle
|
|
ENUM2STRING(TORSO_WEAPONIDLE5), //# Holding bowcaster
|
|
ENUM2STRING(TORSO_WEAPONIDLE6), //# Holding ???
|
|
ENUM2STRING(TORSO_WEAPONIDLE7), //# Holding ???
|
|
ENUM2STRING(TORSO_WEAPONIDLE8), //# Holding ???
|
|
ENUM2STRING(TORSO_WEAPONIDLE9), //# Holding rocket launcher
|
|
ENUM2STRING(TORSO_WEAPONIDLE10), //# Holding thermal det
|
|
ENUM2STRING(TORSO_WEAPONIDLE11), //# Holding laser trap
|
|
ENUM2STRING(TORSO_WEAPONIDLE12), //# Holding detpack
|
|
|
|
//# #sep ENUM2STRING(TORSO_ USING NON-WEAPON OBJECTS
|
|
|
|
//# #sep ENUM2STRING(TORSO_ MISC
|
|
ENUM2STRING(TORSO_HANDGESTURE1), //# gestures to left one hand
|
|
ENUM2STRING(TORSO_HANDGESTURE2), //# gestures to right one hand
|
|
ENUM2STRING(TORSO_HANDGESTURE3), //# gestures to the left both hands
|
|
ENUM2STRING(TORSO_HANDGESTURE4), //# gestures to the right both hands
|
|
|
|
ENUM2STRING(TORSO_HANDEXTEND1), //# doctor reaching for hypospray in scav5
|
|
ENUM2STRING(TORSO_HANDRETRACT1), //# doctor taking hypospray from player in scav5
|
|
|
|
ENUM2STRING(TORSO_DROPHELMET1), //# Drop the helmet to the waist
|
|
ENUM2STRING(TORSO_RAISEHELMET1), //# Bring the helmet to the head
|
|
ENUM2STRING(TORSO_REACHHELMET1), //# reaching for helmet off of 60 tall cabinet
|
|
ENUM2STRING(TORSO_GRABLBACKL), //# reach to lower back with left hand
|
|
ENUM2STRING(TORSO_GRABUBACKL), //# reach to upper back with left hand
|
|
ENUM2STRING(TORSO_GRABLBACKR), //# reach to lower back with right hand
|
|
ENUM2STRING(TORSO_GRABUBACKR), //# reach to upper back with right hand
|
|
|
|
ENUM2STRING(TORSO_SURRENDER_START), //# arms up
|
|
ENUM2STRING(TORSO_SURRENDER_STOP), //# arms back down
|
|
ENUM2STRING(TORSO_CHOKING1), //# TEMP
|
|
|
|
|
|
//=================================================
|
|
//ANIMS IN WHICH ONLY THE LOWER OBJECTS ARE IN MD3
|
|
//=================================================
|
|
//# #sep Legs-only anims
|
|
ENUM2STRING(LEGS_WALKBACK1), //# Walk1 backwards
|
|
ENUM2STRING(LEGS_WALKBACK2), //# Walk2 backwards
|
|
ENUM2STRING(LEGS_RUNBACK1), //# Run1 backwards
|
|
ENUM2STRING(LEGS_RUNBACK2), //# Run2 backwards
|
|
ENUM2STRING(LEGS_TURN1), //# What legs do when you turn your lower body to match your upper body facing
|
|
ENUM2STRING(LEGS_TURN2), //# Leg turning from stand2
|
|
ENUM2STRING(LEGS_LEAN_LEFT1), //# Lean left
|
|
ENUM2STRING(LEGS_LEAN_RIGHT1), //# Lean Right
|
|
ENUM2STRING(LEGS_KNEELDOWN1), //# Get down on one knee?
|
|
ENUM2STRING(LEGS_KNEELUP1), //# Get up from one knee?
|
|
ENUM2STRING(LEGS_CRLEAN_LEFT1), //# Crouch Lean left
|
|
ENUM2STRING(LEGS_CRLEAN_RIGHT1), //# Crouch Lean Right
|
|
ENUM2STRING(LEGS_CHOKING1), //# TEMP
|
|
ENUM2STRING(LEGS_LEFTUP1), //# On a slope with left foot 4 higher than right
|
|
ENUM2STRING(LEGS_LEFTUP2), //# On a slope with left foot 8 higher than right
|
|
ENUM2STRING(LEGS_LEFTUP3), //# On a slope with left foot 12 higher than right
|
|
ENUM2STRING(LEGS_LEFTUP4), //# On a slope with left foot 16 higher than right
|
|
ENUM2STRING(LEGS_LEFTUP5), //# On a slope with left foot 20 higher than right
|
|
ENUM2STRING(LEGS_RIGHTUP1), //# On a slope with RIGHT foot 4 higher than left
|
|
ENUM2STRING(LEGS_RIGHTUP2), //# On a slope with RIGHT foot 8 higher than left
|
|
ENUM2STRING(LEGS_RIGHTUP3), //# On a slope with RIGHT foot 12 higher than left
|
|
ENUM2STRING(LEGS_RIGHTUP4), //# On a slope with RIGHT foot 16 higher than left
|
|
ENUM2STRING(LEGS_RIGHTUP5), //# On a slope with RIGHT foot 20 higher than left
|
|
ENUM2STRING(LEGS_S1_LUP1),
|
|
ENUM2STRING(LEGS_S1_LUP2),
|
|
ENUM2STRING(LEGS_S1_LUP3),
|
|
ENUM2STRING(LEGS_S1_LUP4),
|
|
ENUM2STRING(LEGS_S1_LUP5),
|
|
ENUM2STRING(LEGS_S1_RUP1),
|
|
ENUM2STRING(LEGS_S1_RUP2),
|
|
ENUM2STRING(LEGS_S1_RUP3),
|
|
ENUM2STRING(LEGS_S1_RUP4),
|
|
ENUM2STRING(LEGS_S1_RUP5),
|
|
ENUM2STRING(LEGS_S3_LUP1),
|
|
ENUM2STRING(LEGS_S3_LUP2),
|
|
ENUM2STRING(LEGS_S3_LUP3),
|
|
ENUM2STRING(LEGS_S3_LUP4),
|
|
ENUM2STRING(LEGS_S3_LUP5),
|
|
ENUM2STRING(LEGS_S3_RUP1),
|
|
ENUM2STRING(LEGS_S3_RUP2),
|
|
ENUM2STRING(LEGS_S3_RUP3),
|
|
ENUM2STRING(LEGS_S3_RUP4),
|
|
ENUM2STRING(LEGS_S3_RUP5),
|
|
ENUM2STRING(LEGS_S4_LUP1),
|
|
ENUM2STRING(LEGS_S4_LUP2),
|
|
ENUM2STRING(LEGS_S4_LUP3),
|
|
ENUM2STRING(LEGS_S4_LUP4),
|
|
ENUM2STRING(LEGS_S4_LUP5),
|
|
ENUM2STRING(LEGS_S4_RUP1),
|
|
ENUM2STRING(LEGS_S4_RUP2),
|
|
ENUM2STRING(LEGS_S4_RUP3),
|
|
ENUM2STRING(LEGS_S4_RUP4),
|
|
ENUM2STRING(LEGS_S4_RUP5),
|
|
ENUM2STRING(LEGS_S5_LUP1),
|
|
ENUM2STRING(LEGS_S5_LUP2),
|
|
ENUM2STRING(LEGS_S5_LUP3),
|
|
ENUM2STRING(LEGS_S5_LUP4),
|
|
ENUM2STRING(LEGS_S5_LUP5),
|
|
ENUM2STRING(LEGS_S5_RUP1),
|
|
ENUM2STRING(LEGS_S5_RUP2),
|
|
ENUM2STRING(LEGS_S5_RUP3),
|
|
ENUM2STRING(LEGS_S5_RUP4),
|
|
ENUM2STRING(LEGS_S5_RUP5),
|
|
|
|
//=================================================
|
|
//HEAD ANIMS
|
|
//=================================================
|
|
//# #sep Head-only anims
|
|
ENUM2STRING(FACE_TALK1), //# quiet
|
|
ENUM2STRING(FACE_TALK2), //# semi-quiet
|
|
ENUM2STRING(FACE_TALK3), //# semi-loud
|
|
ENUM2STRING(FACE_TALK4), //# loud
|
|
ENUM2STRING(FACE_ALERT), //#
|
|
ENUM2STRING(FACE_SMILE), //#
|
|
ENUM2STRING(FACE_FROWN), //#
|
|
ENUM2STRING(FACE_DEAD), //#
|
|
|
|
//must be terminated
|
|
{NULL,-1}
|
|
};
|