/* IMPORTED FROM SINGLE PLAYER BY RPG-X J2J */ //Quiet the linker problems #ifndef stringtableforanims #define stringtableforanims //cg_players_c #include "../game/q_shared.h" //#include "../game/bg_public.h" //This has to wait till the exe source :-( /* //This is New and shiny from single player typedef enum //# animNumber_e { //================================================= //ANIMS IN WHICH UPPER AND LOWER OBJECTS ARE IN MD3 //================================================= //# #sep BOTH_ DEATHS BOTH_DEATH1 = 0, //# First Death anim BOTH_DEATH2, //# Second Death anim BOTH_DEATH3, //# Third Death anim BOTH_DEATH4, //# Fourth Death anim BOTH_DEATH5, //# Fifth Death anim BOTH_DEATH6, //# Sixth Death anim BOTH_DEATH7, //# Seventh Death anim BOTH_DEATHFORWARD1, //# First Death in which they get thrown forward BOTH_DEATHFORWARD2, //# Second Death in which they get thrown forward BOTH_DEATHBACKWARD1, //# First Death in which they get thrown backward BOTH_DEATHBACKWARD2, //# Second Death in which they get thrown backward BOTH_DEATH1IDLE, //# Idle while close to death BOTH_LYINGDEATH1, //# Death to play when killed lying down BOTH_STUMBLEDEATH1, //# Stumble forward and fall face first death BOTH_FALLDEATH1, //# Fall forward off a high cliff and splat death - start BOTH_FALLDEATH1INAIR, //# Fall forward off a high cliff and splat death - loop BOTH_FALLDEATH1LAND, //# Fall forward off a high cliff and splat death - hit bottom //# #sep BOTH_ DEAD POSES # Should be last frame of corresponding previous anims BOTH_DEAD1, //# First Death finished pose BOTH_DEAD2, //# Second Death finished pose BOTH_DEAD3, //# Third Death finished pose BOTH_DEAD4, //# Fourth Death finished pose BOTH_DEAD5, //# Fifth Death finished pose BOTH_DEAD6, //# Sixth Death finished pose BOTH_DEAD7, //# Seventh Death finished pose BOTH_DEADFORWARD1, //# First thrown forward death finished pose BOTH_DEADFORWARD2, //# Second thrown forward death finished pose BOTH_DEADBACKWARD1, //# First thrown backward death finished pose BOTH_DEADBACKWARD2, //# Second thrown backward death finished pose BOTH_LYINGDEAD1, //# Killed lying down death finished pose BOTH_STUMBLEDEAD1, //# Stumble forward death finished pose BOTH_FALLDEAD1LAND, //# Fall forward and splat death finished pose //# #sep BOTH_ DEAD TWITCH/FLOP # React to being shot from death poses BOTH_DEAD1_FLOP, //# React to being shot from First Death finished pose BOTH_DEAD2_FLOP, //# React to being shot from Second Death finished pose BOTH_DEAD3_FLOP, //# React to being shot from Third Death finished pose BOTH_DEAD4_FLOP, //# React to being shot from Fourth Death finished pose BOTH_DEAD5_FLOP, //# React to being shot from Fifth Death finished pose BOTH_DEADFORWARD1_FLOP, //# React to being shot First thrown forward death finished pose BOTH_DEADFORWARD2_FLOP, //# React to being shot Second thrown forward death finished pose BOTH_DEADBACKWARD1_FLOP, //# React to being shot First thrown backward death finished pose BOTH_DEADBACKWARD2_FLOP, //# React to being shot Second thrown backward death finished pose BOTH_LYINGDEAD1_FLOP, //# React to being shot Killed lying down death finished pose BOTH_STUMBLEDEAD1_FLOP, //# React to being shot Stumble forward death finished pose BOTH_FALLDEAD1_FLOP, //# React to being shot Fall forward and splat death finished pose //# #sep BOTH_ PAINS BOTH_PAIN1, //# First take pain anim BOTH_PAIN2, //# Second take pain anim BOTH_PAIN3, //# Third take pain anim BOTH_PAIN4, //# Fourth take pain anim BOTH_PAIN5, //# Fifth take pain anim - from behind BOTH_PAIN6, //# Sixth take pain anim - from behind BOTH_PAIN7, //# Seventh take pain anim - from behind BOTH_PAIN8, //# Eigth take pain anim - from behind //# #sep BOTH_ ATTACKS BOTH_ATTACK1, //# Attack with generic 1-handed weapon BOTH_ATTACK2, //# Attack with generic 2-handed weapon BOTH_ATTACK3, //# Attack with heavy 2-handed weapon BOTH_ATTACK4, //# Attack with ??? BOTH_ATTACK5, //# Attack with rocket launcher BOTH_MELEE1, //# First melee attack BOTH_MELEE2, //# Second melee attack BOTH_MELEE3, //# Third melee attack BOTH_MELEE4, //# Fourth melee attack BOTH_MELEE5, //# Fifth melee attack BOTH_MELEE6, //# Sixth melee attack //# #sep BOTH_ STANDING BOTH_STAND1, //# Standing idle, no weapon, hands down BOTH_STAND1_RANDOM1, //# Random standing idle BOTH_STAND1_RANDOM2, //# Random standing idle BOTH_STAND1_RANDOM3, //# Random standing idle BOTH_STAND1_RANDOM4, //# Random standing idle BOTH_STAND1_RANDOM5, //# Random standing idle BOTH_STAND1_RANDOM6, //# Random standing idle BOTH_STAND1_RANDOM7, //# Random standing idle BOTH_STAND1_RANDOM8, //# Random standing idle BOTH_STAND1_RANDOM9, //# Random standing idle BOTH_STAND1_RANDOM10, //# Random standing idle BOTH_STAND1_RANDOM11, //# Random standing idle BOTH_STAND1_RANDOM12, //# Random standing idle BOTH_STAND1_RANDOM13, //# Random standing idle BOTH_STAND1_RANDOM14, //# Random standing idle BOTH_STAND2, //# Standing idle with a weapon BOTH_STAND2_RANDOM1, //# Random standing idle BOTH_STAND2_RANDOM2, //# Random standing idle BOTH_STAND2_RANDOM3, //# Random standing idle BOTH_STAND2_RANDOM4, //# Random standing idle BOTH_STAND3, //# Standing hands behind back, at ease, etc. BOTH_STAND4, //# two handed, gun down, relaxed stand BOTH_STAND5, //# two handed, gun up, relaxed stand BOTH_STAND6, //# one handed, gun at side, relaxed stand BOTH_STAND7, //# (Chell) timid stance while looking around slightly and breathing BOTH_STAND8, //# breathing after exherting oneself one handed BOTH_STAND9, //# breathing after exherting oneself two handed BOTH_STAND1TO3, //# Transition from stand1 to stand3 BOTH_STAND3TO1, //# Transition from stand3 to stand1 BOTH_STAND2TO4, //# Transition from stand2 to stand4 BOTH_STAND4TO2, //# Transition from stand4 to stand2 BOTH_STANDTOWALK1, //# Transition from stand1 to walk1 BOTH_STANDTOCONSOLE1, //# a transition from stand animations to console animations BOTH_STANDUP1, //# standing up and stumbling BOTH_TALKGESTURE1, //# standing up and talking BOTH_TALKGESTURE2, //# standing up and talking BOTH_TALKGESTURE3, //# standing up and talking BOTH_HELP1, //# helping hold injured4 man. BOTH_LEAN1, //# leaning on a railing BOTH_LEAN1TODROPHELM, //# transition from LEAN1 to DROPHELM BOTH_CONSOLE1, //# Using a waist-high console with both hands BOTH_CONSOLE1IDLE, //# Idle of CONSOLE1 BOTH_CONSOLE1RIGHT, //# Reach right from CONSOLE1 BOTH_CONSOLE1LEFT, //# Reach left from CONSOLE1 BOTH_CONSOLE2, //# Using a head-high wall console with the right hand BOTH_CONSOLE3, //# arms parallel to ground and typing similar to con.1 BOTH_CONSOLE3IDLE, //# arms parallel to ground and typing similar to con.1 BOTH_CONSOLE3RIGHT, //# arms parallel to ground and typing similar to con.1 BOTH_CONSOLE3LEFT, //# arms parallel to ground and typing similar to con.1 BOTH_CONSOLETOSTAND1, //# a transition from console animations to stand animations BOTH_GUARD_LOOKAROUND1, //# Cradling weapon and looking around BOTH_GUARD_IDLE1, //# Cradling weapon and standing BOTH_GUARD_LKRT1, //# cin17, quick glance right to sound of door slamming BOTH_ALERT1, //# Startled by something while on guard BOTH_GESTURE1, //# Generic gesture, non-specific BOTH_GESTURE2, //# Generic gesture, non-specific BOTH_GESTURE3, //# Generic gesture, non-specific BOTH_CROWDLOOK1, //# Person staring out into space 1 BOTH_CROWDLOOK2, //# Person staring out into space 2 BOTH_CROWDLOOK3, //# Person staring out into space 3 BOTH_CROWDLOOK4, //# Person staring out into space 4 BOTH_GRAB1, //# Grabbing something from table BOTH_GRAB2, //# Grabbing something from table BOTH_GRAB3, //# Grabbing something from table BOTH_GRABBED1, //# cin9.3 chell being grabbed 180 from munro, 28 pixels away BOTH_GRABBED2, //# cin9.3 idle grabbed 180 from munro, 28 pixels away BOTH_SURPRISED1, //# Surprised reaction 1 BOTH_SURPRISED2, //# Surprised reaction 2 BOTH_SURPRISED3, //# Surprised reaction 3 BOTH_SURPRISED4, //# Surprised reaction 4 BOTH_SURPRISED5, //# Surprised reaction 5 BOTH_SCARED1, //# Scared reaction 1 BOTH_SCARED2, //# Scared reaction 2 BOTH_CATCH1, //# Reaching to catch something falling BOTH_POSSESSED1, //# 7 of 9 possessed BOTH_POSSESSED2, //# 7 of 9 possessed with hand out BOTH_SNAPTO1, //# cin.23, 7o9 coming to from borg possession BOTH_SNAPTO2, //# cin.23, 7o9 coming to from borg possession2 BOTH_DROPANGERWEAP2, //# cin.23, Nelson lowering weapon in anger BOTH_SHOCK1, //# telsia being zapped by electricity cinematic 9.2 BOTH_PSYCHICSHOCK1, //# having visions of the boss BOTH_PSYCHICSHOCK2, //# having visions of the boss BOTH_ASSIMILATED1, //# Cin.18, Foster being assimilated by borg BOTH_FALSEJUMP1, //# Biessman pretending to jump down on Chell BOTH_LAUGH1, //# squat pose of Biessman laughing at Chell BOTH_LAUGH2, //# standing laugh of mocking Biessman BOTH_ACTIVATEBELT1, //# activating transport buffer on belt BOTH_GROUNDSHAKE1, //# Bracing self when ground shakes beneath him BOTH_GROUNDSHAKE2, //# Falling to knees and shileding self, then standing BOTH_READYWEAPON1, //# cin17, comes from greeting, just before fighting BOTH_SPAWN1, //# Spawning in to the world BOTH_TALK1, //# Generic talk anim BOTH_COVERUP1_LOOP, //# animation of getting in line of friendly fire BOTH_COVERUP1_START, //# transitions from stand to coverup1_loop BOTH_COVERUP1_END, //# transitions from coverup1_loop to stand BOTH_HEROSTANCE1, //# Biessman in the final shootout BOTH_GUILT1, //# Player has a guilty conscience after shooting a teammate. BOTH_INJURED4, //# Injured pose 4 BOTH_INJURED4TO5, //# Transition from INJURED4 to INJURED5 BOTH_INJURED5, //# Injured pose 5 //# #sep BOTH_ SITTING/CROUCHING BOTH_SIT1STAND, //# Stand up from First sitting anim BOTH_SIT1TO2, //# Trans from sit1 to sit2? BOTH_SIT1TO3, //# Trans from sit1 to sit3? BOTH_SIT2TO1, //# Trans from sit2 to sit1? BOTH_SIT2TO3, //# Trans from sit2 to sit3? BOTH_SIT3TO1, //# Trans from sit3 to sit1? BOTH_SIT3TO2, //# Trans from sit3 to sit2? BOTH_SIT4TO5, //# Trans from sit4 to sit5 BOTH_SIT4TO6, //# Trans from sit4 to sit6 BOTH_SIT5TO4, //# Trans from sit5 to sit4 BOTH_SIT5TO6, //# Trans from sit5 to sit6 BOTH_SIT6TO4, //# Trans from sit6 to sit4 BOTH_SIT6TO5, //# Trans from sit6 to sit5 BOTH_SIT7, //# sitting with arms over knees, no weapon BOTH_SIT7TOSTAND1, //# getting up from sit7 into stand1 BOTH_TABLE_EAT1, //# Sitting at a table eating BOTH_TABLE_CHEW1, //# Sitting at a table chewing BOTH_TABLE_WIPE1, //# Sitting at a table wiping mouth BOTH_TABLE_DRINK1, //# Sitting at a table drinking BOTH_TABLE_GETUP1, //# Getting up from table BOTH_TABLE_DEATH1, //# Dying while sitting at a table BOTH_TABLE_IDLE1, //# Sitting at table breathing BOTH_TABLE_TALKGESTURE1,//# Sitting at table gesturing while talking BOTH_TABLE_GESTURE1, //# Sitting at table gesturing BOTH_TABLE_GESTURE2, //# Sitting at table gesturing BOTH_CROUCH1, //# Transition from standing to crouch BOTH_CROUCH1IDLE, //# Crouching idle BOTH_CROUCH1WALK, //# Walking while crouched BOTH_UNCROUCH1, //# Transition from crouch to standing BOTH_CROUCH2IDLE, //# crouch and resting on back righ heel, no weapon BOTH_CROUCH2TOSTAND1, //# going from crouch2 to stand1 BOTH_GET_UP1, //# Get up from the ground, face down BOTH_GET_UP2, //# Get up from the ground, face up BOTH_BENCHSIT1_IDLE, //# sitting on haz-locker room benches BOTH_BENCHSIT1TO2, //# Trans from benchsit1 to benchsit2 BOTH_BENCHSIT2TO1, //# Trans from benchsit2 to benchsit1 BOTH_BENCHSIT2STAND, //# Trans from benchsit to standing BOTH_BENCHSIT2_IDLE, //# sitting on haz-locker room benches BOTH_BENCHSIT1_2STAND, //# getting up to stand from sitting on haz-benches BOTH_BENCHSIT1_FIXBOOT, //# sitting on bench - pulling on/adjusting boot top BOTH_BENCHSTAND1TO2, //# transition from stand to benchstand2 BOTH_BENCHSTAND2, //# standing with right foot up on bench BOTH_BENCHSTAND2TO1, //# transition from benchstand2 to stand BOTH_COUCHSIT1_IDLE, //# sitting in couch - haz lounge area BOTH_COUCHSIT1_TO2, //# sitting in couch - lean back to 2nd position BOTH_COUCHSIT1_2STAND1, //# getting up from couchsit1 to stand1 BOTH_COUCHSIT1_TALKGESTURE, //# sitting in couch - talking with hands BOTH_COUCHSIT1_GESTURELEFT, //# sitting in couch - talk gesture to the left BOTH_COUCHSIT1_GESTURERIGHT,//# sitting in couch - talk gesture to the right BOTH_KNEELHAND1, //# Jurot puts hand to Munro's face, then pulls away //# #sep BOTH_ MOVING BOTH_WALK1, //# Normal walk BOTH_WALK2, //# Normal walk BOTH_WALK3, //# Goes with stand3 BOTH_WALK4, //# Walk cycle goes to a stand4 BOTH_WALKTORUN1, //# transition from walk to run BOTH_RUN1, //# Full run BOTH_RUN1START, //# Start into full run1 BOTH_RUN1STOP, //# Stop from full run1 BOTH_RUN2, //# Full run BOTH_RUNINJURED1, //# Run with injured left leg BOTH_STRAFE_LEFT1, //# Sidestep left, should loop BOTH_STRAFE_RIGHT1, //# Sidestep right, should loop BOTH_TURN_LEFT1, //# Turn left, should loop BOTH_TURN_RIGHT1, //# Turn right, should loop BOTH_RUNAWAY1, //# Running scared BOTH_SWIM1, //# Swimming BOTH_JUMP1, //# Jump - wind-up and leave ground BOTH_INAIR1, //# In air loop (from jump) BOTH_LAND1, //# Landing (from in air loop) BOTH_LAND2, //# Landing Hard (from a great height) BOTH_JUMPBACK1, //# Jump backwards - wind-up and leave ground BOTH_INAIRBACK1, //# In air loop (from jump back) BOTH_LANDBACK1, //# Landing backwards(from in air loop) BOTH_DIVE1, //# Dive! BOTH_ROLL1_LEFT, //# Roll to left side BOTH_ROLL1_RIGHT, //# Roll to right side BOTH_LADDER_UP1, //# Climbing up a ladder with rungs at 16 unit intervals BOTH_LADDER_DWN1, //# Climbing down a ladder with rungs at 16 unit intervals BOTH_LADDER_IDLE, //# Just sitting on the ladder BOTH_ONLADDER_BOT1, //# Getting on the ladder at the bottom BOTH_OFFLADDER_BOT1, //# Getting off the ladder at the bottom BOTH_ONLADDER_TOP1, //# Getting on the ladder at the top BOTH_OFFLADDER_TOP1, //# Getting off the ladder at the top BOTH_LIFT1, //# Lifting someone/thing over their shoulder BOTH_STEP1, //# telsia checking out lake cinematic9.2 BOTH_HITWALL1, //# cin.18, Kenn hit by borg into wall 56 units away BOTH_AMBUSHLAND1, //# landing from fall on victim BOTH_BIRTH1, //# birth from jumping through walls BOTH_SHIELD1, //# cin.6, munro's initial reaction to explosion BOTH_SHIELD2, //# cin.6, munro in shielding position looping BOTH_WALKPUSH1, //# man pushing crate BOTH_PUSHTOSTAND1, //# man coming from pushing crate to stand1 BOTH_HALT1, //# munro being grabbed by telsia before going in core room //# #sep BOTH_ FLYING IDLE BOTH_FLY_IDLE1, //# Flying Idle 1 BOTH_FLY_IDLE2, //# Flying Idle 2 //# #sep BOTH_ FLYING MOVING BOTH_FLY_START1, //# Start flying BOTH_FLY_STOP1, //# Stop flying BOTH_FLY_LOOP1, //# Normal flying, should loop BOTH_FLOAT1, //# Crew floating through space 1 BOTH_FLOAT2, //# Crew floating through space 2 BOTH_FLOATCONSOLE1, //# Crew floating and working on console //# #sep BOTH_ LYING BOTH_LIE_DOWN1, //# From a stand position, get down on ground, face down BOTH_LIE_DOWN2, //# From a stand position, get down on ground, face up BOTH_LIE_DOWN3, //# reaction to local disnode being destroyed BOTH_PAIN2WRITHE1, //# Transition from upright position to writhing on ground anim BOTH_PRONE2RLEG, //# Lying on ground reach to grab right leg BOTH_PRONE2LLEG, //# Lying on ground reach to grab left leg BOTH_WRITHING1, //# Lying on ground on back writhing in pain BOTH_WRITHING1RLEG, //# Lying on ground writhing in pain, holding right leg BOTH_WRITHING1LLEG, //# Lying on ground writhing in pain, holding left leg BOTH_WRITHING2, //# Lying on ground on front writhing in pain BOTH_INJURED1, //# Lying down, against wall - can also be sleeping against wall BOTH_INJURED2, //# Injured pose 2 BOTH_INJURED3, //# Injured pose 3 BOTH_INJURED6, //# Injured pose 6 BOTH_INJURED6ATTACKSTART, //# Start attack while in injured 6 pose BOTH_INJURED6ATTACKSTOP, //# End attack while in injured 6 pose BOTH_INJURED6COMBADGE, //# Hit combadge while in injured 6 pose BOTH_INJURED6POINT, //# Chang points to door while in injured state BOTH_INJUREDTOSTAND1, //# Runinjured to stand1 BOTH_CRAWLBACK1, //# Lying on back, crawling backwards with elbows BOTH_SITWALL1, //# Sitting against a wall BOTH_SLEEP1, //# laying on back-rknee up-rhand on torso BOTH_SLEEP2, //# on floor-back against wall-arms crossed BOTH_SLEEP3, //# Sleeping in a chair BOTH_SLEEP4, //# Sleeping slumped over table BOTH_SLEEP5, //# Laying on side sleeping on flat sufrace BOTH_SLEEP1GETUP, //# alarmed and getting up out of sleep1 pose to stand BOTH_SLEEP1GETUP2, //# BOTH_SLEEP2GETUP, //# alarmed and getting up out of sleep2 pose to stand BOTH_SLEEP3GETUP, //# alarmed and getting up out of sleep3 pose to stand BOTH_SLEEP3DEATH, //# death in chair, from sleep3 idle BOTH_SLEEP3DEAD, //# death in chair, from sleep3 idle BOTH_SLEEP_IDLE1, //# rub face and nose while asleep from sleep pose 1 BOTH_SLEEP_IDLE2, //# shift position while asleep - stays in sleep2 BOTH_SLEEP_IDLE3, //# Idle anim from sleep pose 3 BOTH_SLEEP_IDLE4, //# Idle anim from sleep pose 4 BOTH_SLEEP1_NOSE, //# Scratch nose from SLEEP1 pose BOTH_SLEEP2_SHIFT, //# Shift in sleep from SLEEP2 pose BOTH_RESTRAINED1, //# Telsia tied to medical table BOTH_RESTRAINED1POINT, //# Telsia tied to medical table pointing at Munro BOTH_LIFTED1, //# Fits with BOTH_LIFT1, lifted on shoulder BOTH_CARRIED1, //# Fits with TORSO_CARRY1, carried over shoulder BOTH_CARRIED2, //# Laying over object //# #sep BOTH_ BORG-SPECIFIC BOTH_PLUGIN1, //# Borg plugs self in to alcove BOTH_PLUGGEDIN1, //# Last frame of Borg plug in sequence BOTH_PLUGOUT1, //# Borg unplugs self from alcove //# #sep BOTH_ HUNTER-SEEKER BOT-SPECIFIC BOTH_POWERUP1, //# Wakes up //================================================= //ANIMS IN WHICH ONLY THE UPPER OBJECTS ARE IN MD3 //================================================= //# #sep TORSO_ WEAPON-RELATED TORSO_DROPWEAP1, //# Put weapon away TORSO_DROPWEAP2, //# Put weapon away TORSO_DROPWEAP3, //# Put weapon away TORSO_RAISEWEAP1, //# Draw Weapon TORSO_RAISEWEAP2, //# Draw Weapon TORSO_RAISEWEAP3, //# Draw Weapon TORSO_WEAPONREADY1, //# Ready to fire 1 handed weapon TORSO_WEAPONREADY2, //# Ready to fire 2 handed weapon TORSO_WEAPONREADY3, //# Ready to fire heavy 2 handed weapon TORSO_WEAPONIDLE1, //# Holding 1 handed weapon TORSO_WEAPONIDLE2, //# Holding 2 handed weapon TORSO_WEAPONIDLE3, //# Holding heavy 2 handed weapon //# #sep TORSO_ USING NON-WEAPON OBJECTS TORSO_TRICORDER1, //# Using a tricorder TORSO_MEDICORDER1, //# Using a Medical Tricorder TORSO_PADD1, //# Using a PADD TORSO_EQUIPMENT1, //# Twisting pipe with both hands TORSO_EQUIPMENT2, //# Fidgiting with cylinder with both hands TORSO_EQUIPMENT3, //# Using equipment one handed TORSO_WRIST1, //# cin.24, Chang detonating bomb with wrist device //# #sep TORSO_ MISC TORSO_COMBADGE1, //# Touch right hand to left breast TORSO_COMBADGE2, //# Touch left hand to left breast TORSO_COMBADGE3, //# Combadge touch from stand4 TORSO_REDALERT1, //# Hitting comm button on wall with hand (Kirk-like) TORSO_HANDGESTURE1, //# gestures to left one hand TORSO_HANDGESTURE2, //# gestures to right one hand TORSO_HANDGESTURE3, //# gestures to the left both hands TORSO_HANDGESTURE4, //# gestures to the right both hands TORSO_HANDGESTURE5, //# ? TORSO_HANDGESTURE6, //# pointing (flank right) while talking & holding a weapon TORSO_HANDGESTURE7, //# pointing (forward) while talking & holding a weapon TORSO_HANDGESTURE8, //# pointing (flank left) while talking & holding a weapon TORSO_HANDGESTURE9, //# quick point right from stand 4 TORSO_HANDGESTURE10, //# quick point forward from stand 4 TORSO_HANDGESTURE11, //# quick point left from stand 4 TORSO_HANDGESTURE12, //# gesturing with both hands forward TORSO_HANDGESTURE13, //# gesturing a shrug as if not knowing answer TORSO_HEADNOD1, //# nod in affirmation TORSO_HEADSHAKE1, //# head goes down while shaking left and right in dissapointment TORSO_HYPOSPRAY1, //# man giving hypo to people TORSO_HYPOSPRAY4, //# using hypospray on telsia in scav5 TORSO_HANDEXTEND1, //# doctor reaching for hypospray in scav5 TORSO_HANDRETRACT1, //# doctor taking hypospray from player in scav5 TORSO_DROPHELMET1, //# Drop the helmet to the waist TORSO_RAISEHELMET1, //# Bring the helmet to the head TORSO_REACHHELMET1, //# reaching for helmet off of 60 tall cabinet TORSO_GRABLBACKL, //# reach to lower back with left hand TORSO_GRABUBACKL, //# reach to upper back with left hand TORSO_GRABLBACKR, //# reach to lower back with right hand TORSO_GRABUBACKR, //# reach to upper back with right hand TORSO_STAND2TOWEAPONREADY2, //# cin.23, Nelson raising weapon in alarm and ready to fire TORSO_HAND1, //# Exchanging items - giver TORSO_HAND2, //# Exchanging items - receiver TORSO_POKERIDLE1, //# holding cards TORSO_POKERIDLE2, //# re-arranging cards TORSO_POKERIDLE3, //# put card on table TORSO_SPEECHLESS1, //# hanging head in grief 1 TORSO_SPEECHLESS2, //# hanging head in grief 2 TORSO_SHOUT1, //# left hand to mouth TORSO_CARRY1, //# Carrying someone/thing over their shoulder (can go from BOTH_LIFT1) //================================================= //ANIMS IN WHICH ONLY THE LOWER OBJECTS ARE IN MD3 //================================================= //# #sep Legs-only anims LEGS_WALKBACK1, //# Walk1 backwards LEGS_WALKBACK2, //# Walk2 backwards LEGS_RUNBACK1, //# Run1 backwards LEGS_RUNBACK2, //# Run2 backwards LEGS_TURN1, //# What legs do when you turn your lower body to match your upper body facing LEGS_TURN2, //# Leg turning from stand2 LEGS_LEAN_LEFT1, //# Lean left LEGS_LEAN_RIGHT1, //# Lean Right LEGS_KNEELDOWN1, //# Get down on one knee? LEGS_KNEELUP1, //# Get up from one knee? LEGS_CRLEAN_LEFT1, //# Crouch Lean left LEGS_CRLEAN_RIGHT1, //# Crouch Lean Right //# #eol MAX_ANIMATIONS, } animNumber_t; */ // animations /*typedef enum { BOTH_ACTIVATEBELT1, BOTH_ACTIVATEMEDKIT1, BOTH_ASSIMILATED1, BOTH_ATTACK1, BOTH_ATTACK3, BOTH_BENCHSIT1TO2, BOTH_BENCHSIT1_2STAND, BOTH_BENCHSIT1_FIXBOOT, BOTH_BENCHSIT1_IDLE, BOTH_BENCHSIT2STAND, BOTH_BENCHSIT2TO1, BOTH_BENCHSTAND2, BOTH_BENCHSTAND2TO1, BOTH_CATCH1, BOTH_CONSOLE1, BOTH_CONSOLE1IDLE, BOTH_CONSOLE1LEFT, BOTH_CONSOLE1RIGHT, BOTH_CONSOLE2, BOTH_CONSOLE3, BOTH_CONSOLE3IDLE, BOTH_CONSOLE3LEFT, BOTH_CONSOLE3RIGHT, BOTH_CONSOLETOSTAND1, BOTH_COUCHSIT1_2STAND1, BOTH_COUCHSIT1_GESTURELEFT, BOTH_COUCHSIT1_GESTURERIGHT, BOTH_COUCHSIT1_IDLE, BOTH_COUCHSIT1_TALKGESTURE, BOTH_CRAWLBACK1, BOTH_CROUCH1, BOTH_CROUCH1IDLE, BOTH_CROUCH1WALK, BOTH_CROUCH2IDLE, BOTH_CROUCH2TOSTAND1, BOTH_CROWDLOOK1, BOTH_CROWDLOOK2, BOTH_CROWDLOOK3, BOTH_CROWDLOOK4, BOTH_DEATH1, BOTH_DEAD1, BOTH_DEATH2, BOTH_DEAD2, BOTH_DEATHBACKWARD1, BOTH_DEADBACKWARD1, BOTH_DEATHBACKWARD2, BOTH_DEADBACKWARD2, BOTH_DEATHFORWARD1, BOTH_DEADFORWARD1, BOTH_DEATHFORWARD2, BOTH_DEADFORWARD2, BOTH_DIVE1, BOTH_DROPANGERWEAP2, BOTH_FALLDEATH1, BOTH_FALLDEATH1INAIR, BOTH_FALLDEATH1LAND, BOTH_FALLDEAD1LAND, BOTH_FALSEJUMP1, BOTH_FLOAT1, BOTH_FLOAT2, BOTH_FLOATCONSOLE1, BOTH_GET_UP1, BOTH_GRAB1, BOTH_GRAB2, BOTH_GRABBED1, BOTH_GRABBED2, BOTH_GROUNDSHAKE1, BOTH_GROUNDSHAKE2, BOTH_GUARD_IDLE1, BOTH_GUARD_LKRT1, BOTH_GUARD_LOOKAROUND1, BOTH_HALT1, BOTH_HITWALL1, BOTH_INAIR1, BOTH_INJURED1, BOTH_INJURED2, BOTH_INJURED3, BOTH_INJURED6, BOTH_INJURED6ATTACKSTART, BOTH_INJURED6ATTACKSTOP, BOTH_INJURED6COMBADGE, BOTH_JUMP1, BOTH_LADDER_DWN1, BOTH_LADDER_UP1, BOTH_LADDER_IDLE, BOTH_LAND1, BOTH_LAUGH1, BOTH_LAUGH2, BOTH_LEAN1, BOTH_LEAN1TODROPHELM, BOTH_LYINGDEATH1, BOTH_LYINGDEAD1, BOTH_OFFLADDER_BOT1, BOTH_OFFLADDER_TOP1, BOTH_ONLADDER_BOT1, BOTH_ONLADDER_TOP1, BOTH_PAIN1, BOTH_PAIN2, BOTH_PAIN2WRITHE1, BOTH_PSYCHICSHOCK1, BOTH_PUSHTOSTAND1, BOTH_RUN1, BOTH_RUN1STOP, BOTH_RUN2, BOTH_RUNINJURED1, BOTH_SCARED1, BOTH_SCARED2, BOTH_SHIELD1, BOTH_SHIELD2, BOTH_SIT1STAND, BOTH_SIT1TO2, BOTH_SIT1TO3, BOTH_SIT2TO1, BOTH_SIT2TO3, BOTH_SIT3TO1, BOTH_SIT3TO2, BOTH_SIT4TO5, BOTH_SIT4TO6, BOTH_SIT5TO4, BOTH_SIT5TO6, BOTH_SIT6TO4, BOTH_SIT6TO5, BOTH_SIT7, BOTH_SIT7TOSTAND1, BOTH_STAND1, BOTH_STAND1_RANDOM1, BOTH_STAND1_RANDOM11, BOTH_STAND1_RANDOM12, BOTH_STAND1_RANDOM13, BOTH_STAND1_RANDOM2, BOTH_STAND1_RANDOM3, BOTH_STAND1_RANDOM4, BOTH_STAND1_RANDOM5, BOTH_STAND1_RANDOM6, BOTH_STAND1_RANDOM7, BOTH_STAND1_RANDOM8, BOTH_STAND2TO4, BOTH_STAND2_RANDOM1, BOTH_STAND2_RANDOM2, BOTH_STAND2_RANDOM3, BOTH_STAND3, BOTH_STAND4, BOTH_STAND4TO2, BOTH_STAND5, BOTH_STAND6, BOTH_STAND7, BOTH_STAND8, BOTH_STAND9, BOTH_STANDTOCONSOLE1, BOTH_STANDTOWALK1, BOTH_SURPRISED1, BOTH_SURPRISED2, BOTH_SURPRISED3, BOTH_SURPRISED4, BOTH_TABLE_EAT1, BOTH_TABLE_GETUP1, BOTH_TABLE_IDLE1, BOTH_TABLE_TALKGESTURE1, BOTH_UNCROUCH1, BOTH_WALK1, BOTH_WALK2, BOTH_WALK4, BOTH_WALKPUSH1, BOTH_WALKTORUN1, BOTH_WRITHING1, BOTH_INJURED6POINT, BOTH_COVERUP1_START, BOTH_COVERUP1_LOOP, BOTH_COVERUP1_END, BOTH_GESTURE3, BOTH_GESTURE2, BOTH_GESTURE1, BOTH_SURPRISED5, BOTH_HEROSTANCE1, BOTH_BENCHSIT2_IDLE, BOTH_LANDBACK1, BOTH_JUMPBACK1, BOTH_GUILT1, BOTH_WRITHING2, BOTH_WALK3, BOTH_WALK7, BOTH_STAND2, TORSO_ATTACK2, TORSO_WEAPONREADY2, TORSO_COMBADGE1, TORSO_COMBADGE2, TORSO_COMBADGE3, TORSO_DROPHELMET1, TORSO_DROPWEAP1, TORSO_EQUIPMENT1, TORSO_EQUIPMENT2, TORSO_GRABLBACKL, TORSO_HAND1, TORSO_HAND2, TORSO_HANDGESTURE1, TORSO_HANDGESTURE10, TORSO_HANDGESTURE11, TORSO_HANDGESTURE12, TORSO_HANDGESTURE13, TORSO_HANDGESTURE2, TORSO_HANDGESTURE3, TORSO_HANDGESTURE4, TORSO_HANDGESTURE6, TORSO_HANDGESTURE7, TORSO_HANDGESTURE8, TORSO_HANDGESTURE9, TORSO_HEADNOD1, TORSO_HEADSHAKE1, TORSO_HYPOSPRAY1, TORSO_MEDICORDER1, TORSO_POKERIDLE1, TORSO_POKERIDLE2, TORSO_POKERIDLE3, TORSO_RAISEHELMET1, TORSO_RAISEWEAP1, TORSO_REACHHELMET1, TORSO_SHOUT1, TORSO_SPEECHLESS1, TORSO_SPEECHLESS2, TORSO_STAND2TOWEAPONREADY2, TORSO_TRICORDER1, TORSO_WEAPONIDLE1, TORSO_WRIST1, TORSO_PADD1, TORSO_WEAPONREADY1, TORSO_COFFEE, LEGS_KNEELDOWN1, LEGS_KNEEL1, LEGS_KNEELUP1, LEGS_LEAN_LEFT1, LEGS_LEAN_RIGHT1, LEGS_TURN1, LEGS_TURN2, LEGS_WALKBACK1, LEGS_BACK, MAX_ANIMATIONS } animNumber_t;*/ typedef enum { BOTH_ASSIMILATED1=0, BOTH_ATTACK1, BOTH_ATTACK2, BOTH_ATTACK3, BOTH_BENCHSIT1_2STAND, BOTH_BENCHSIT1_FIXBOOT, BOTH_BENCHSIT1_IDLE, BOTH_BENCHSIT1TO2, BOTH_BENCHSIT2_IDLE, BOTH_BENCHSIT2TO1, BOTH_BENCHSTAND1TO2, BOTH_BENCHSTAND2, BOTH_BENCHSTAND2TO1, BOTH_CATCH1, BOTH_CONSOLE1, BOTH_CONSOLE1IDLE, BOTH_CONSOLE1LEFT, BOTH_CONSOLE1RIGHT, BOTH_CONSOLE2, BOTH_CONSOLE3, BOTH_CONSOLE3IDLE, BOTH_CONSOLE3LEFT, BOTH_CONSOLE3RIGHT, BOTH_CONSOLE4, BOTH_CONSOLE5, BOTH_COUCHSIT1_2STAND1, BOTH_COUCHSIT1_GESTURELEFT, BOTH_COUCHSIT1_GESTURERIGHT, BOTH_COUCHSIT1_IDLE, BOTH_COUCHSIT1_TALKGESTURE, BOTH_COUCHSIT1_TO2, BOTH_COUCHSIT2, BOTH_COVERUP1_END, BOTH_COVERUP1_LOOP, BOTH_COVERUP1_START, BOTH_COWAR1, //BOTH_CROUCH1, BOTH_CROUCH1IDLE, BOTH_CROUCH1WALK, BOTH_CROUCH2IDLE, //BOTH_CROUCH2TOSTAND1, BOTH_CROWDLOOK1, BOTH_CROWDLOOK2, BOTH_CROWDLOOK3, BOTH_CROWDLOOK4, //BOTH_DEAD1_FLOP, //BOTH_DEAD2_FLOP, //BOTH_DEADBACKWARD1_FLOP, //BOTH_DEADBACKWARD2_FLOP, //BOTH_DEADFORWARD1_FLOP, //BOTH_DEADFORWARD2_FLOP, BOTH_DEATH1, BOTH_DEAD1, BOTH_DEATH2, BOTH_DEAD2, BOTH_DEATHBACKWARD1, BOTH_DEADBACKWARD1, BOTH_DEATHBACKWARD2, BOTH_DEADBACKWARD2, BOTH_DEATHFORWARD1, BOTH_DEADFORWARD1, BOTH_DEATHFORWARD2, BOTH_DEADFORWARD2, BOTH_DIVE1, //BOTH_FALLDEAD1_FLOP, //BOTH_FALLDEATH1, BOTH_FALLDEATH1INAIR, BOTH_FALLDEATH1LAND, BOTH_FALLDEAD1LAND, BOTH_FLOAT1, BOTH_FLOAT2, //BOTH_GESTURE1, BOTH_GESTURE2, BOTH_GESTURE3, BOTH_GET_UP1, BOTH_GRAB1, BOTH_GRAB2, BOTH_GRAB3, BOTH_GRAB4, BOTH_GRABBED1, BOTH_GRABBED2, BOTH_GROUNDSHAKE1, BOTH_GROUNDSHAKE1LOOP, BOTH_GROUNDSHAKE2, BOTH_GUARD_IDLE1, BOTH_GUARD_LKRT1, BOTH_GUARD_LOOKAROUND1, BOTH_GUILT1, BOTH_HITWALL1, BOTH_HELP1, BOTH_INJURED1, BOTH_INJURED2, BOTH_INJURED3, BOTH_INJURED4, BOTH_INJURED4TO5, BOTH_INJURED5, BOTH_INJURED6, BOTH_INJURED6COMBADGE, BOTH_INJURED6POINT, //BOTH_INJUREDTOSTAND1, BOTH_JUMP1, BOTH_JUMPBACK1, BOTH_KNEELHAND1, BOTH_LADDER_DWN1, BOTH_LADDER_UP1, BOTH_LADDER_IDLE, BOTH_LAND1, BOTH_LANDBACK1, BOTH_LAUGH1, BOTH_LAUGH2, BOTH_LEAN1, //BOTH_LYINGDEAD1_FLOP, BOTH_LYINGDEATH1, BOTH_LYINGDEAD1, BOTH_OFFLADDER_BOT1, //BOTH_OFFLADDER_TOP1, BOTH_ONLADDER_BOT1, //BOTH_ONLADDER_TOP1, BOTH_PAIN2WRITHE1, BOTH_POSSESSED1, BOTH_POSSESSED2, BOTH_PSYCHICSHOCK1, BOTH_PSYCHICSHOCK2, BOTH_RUN1, BOTH_RUN1STOP, BOTH_RUN2, BOTH_RUNAWAY1, BOTH_RUNINJURED1, BOTH_SCARED2, BOTH_SHIELD1, BOTH_SHIELD2, BOTH_SIT1STAND, BOTH_SIT1TO2, BOTH_SIT1TO3, BOTH_SIT1, BOTH_SIT2TO1, BOTH_SIT2TO3, BOTH_SIT2, BOTH_SIT3TO1, BOTH_SIT3TO2, BOTH_SIT3, BOTH_SIT4TO5, BOTH_SIT4TO6, BOTH_SIT4, BOTH_SIT5TO4, BOTH_SIT5TO6, BOTH_SIT5, BOTH_SIT6TO4, BOTH_SIT6TO5, BOTH_SIT6, BOTH_SIT7, BOTH_SIT7TOSTAND1, BOTH_SLEEP1, BOTH_SLEEP1_NOSE, BOTH_SLEEP1GETUP, BOTH_SLEEP2, BOTH_SLEEP2_SHIFT, BOTH_SLEEP2GETUP, BOTH_SLEEP3, BOTH_SLEEP3DEATH, BOTH_SLEEP3DEAD, BOTH_SLEEP3GETUP, BOTH_SNAPTO1, BOTH_SNAPTO2, BOTH_STAND1, //BOTH_STAND1_RANDOM1, BOTH_STAND1_RANDOM2, BOTH_STAND1_RANDOM3, BOTH_STAND1_RANDOM4, BOTH_STAND1_RANDOM5, BOTH_STAND1_RANDOM6, BOTH_STAND1_RANDOM7, BOTH_STAND1_RANDOM8, BOTH_STAND1_RANDOM9, BOTH_STAND1_RANDOM10, BOTH_STAND1_RANDOM11, BOTH_STAND2, BOTH_STAND2_RANDOM1, BOTH_STAND2_RANDOM2, BOTH_STAND2_RANDOM3, BOTH_STAND2_RANDOM4, BOTH_STAND2_RANDOM5, BOTH_STAND2_RANDOM6, BOTH_STAND2_RANDOM7, BOTH_STAND2_RANDOM8, BOTH_STAND2_RANDOM9, BOTH_STAND2_RANDOM10, BOTH_STAND2_RANDOM11, BOTH_STAND2_RANDOM12, BOTH_STAND3, BOTH_STAND4, BOTH_STAND5, BOTH_STAND6, BOTH_STAND7, BOTH_STAND8, BOTH_STAND9, BOTH_STANDUP1, BOTH_SURPRISED1, BOTH_SURPRISED2, BOTH_SURPRISED3, BOTH_SURPRISED4, BOTH_SURPRISED5, BOTH_TABLE_EAT1, BOTH_TABLE_GETUP1, BOTH_TABLE_IDLE1, BOTH_TABLE_TALKGESTURE1, BOTH_TALKGESTURE1, BOTH_TALKGESTURE2, //BOTH_TALKGESTURE3, //BOTH_UNCROUCH1, BOTH_WALK1, BOTH_WALK2, BOTH_WALK3, BOTH_WALK4, BOTH_WALK7, BOTH_WRITHING1, BOTH_SQUIRM1, BOTH_SQUIRM1GETUP, BOTH_SHAKE1, BOTH_SHAKE2, BOTH_WRITHING2, TORSO_ACTIVATEMEDKIT1, TORSO_COFFEE, TORSO_COMBADGE1, TORSO_COMBADGE2, TORSO_COMBADGE3, TORSO_COMBADGE4, //TORSO_DROPHELMET1, TORSO_DROPWEAP1, TORSO_EQUIPMENT1, TORSO_EQUIPMENT2, TORSO_EQUIPMENT3, TORSO_GRABLBACKL, TORSO_HAND1, TORSO_HAND2, TORSO_HANDGESTURE1, TORSO_HANDGESTURE2, TORSO_HANDGESTURE3, TORSO_HANDGESTURE4, TORSO_HANDGESTURE5, TORSO_HANDGESTURE6, TORSO_HANDGESTURE7, TORSO_HANDGESTURE8, TORSO_HANDGESTURE9, TORSO_HANDGESTURE10, TORSO_HANDGESTURE11, TORSO_HANDGESTURE12, TORSO_HANDGESTURE13, //TORSO_HEADNOD1, //TORSO_HEADSHAKE1, TORSO_HYPO1, TORSO_HYPOSPRAY1, TORSO_MEDICORDER1, TORSO_PADD1, TORSO_POKERIDLE1, TORSO_POKERIDLE2, TORSO_POKERIDLE3, //TORSO_RAISEHELMET1, TORSO_RAISEWEAP1, //TORSO_REACHHELMET1, TORSO_SHOUT1, TORSO_SPEECHLESS1, TORSO_SPEECHLESS2, TORSO_TALKGESTURE4, TORSO_TALKGESTURE5, //TORSO_TALKGESTURE6, TORSO_TRICORDER1, TORSO_WEAPONIDLE1, //TORSO_WEAPONIDLE2, //TORSO_WEAPONIDLE3, TORSO_WEAPONREADY1, TORSO_WEAPONREADY2, TORSO_WEAPONREADY3, TORSO_WEAPONPOSE1, TORSO_WRIST1, TORSO_GESTURE, LEGS_KNEEL1, LEGS_RUNBACK2, LEGS_TURN1, LEGS_TURN2, LEGS_WALKBACK1, LEGS_SWIM, MAX_ANIMATIONS } animNumber_t; #ifndef cg_players_c extern stringID_table_t animTable [MAX_ANIMATIONS+1]; #else stringID_table_t animTable[MAX_ANIMATIONS+1]= { ENUM2STRING(BOTH_ASSIMILATED1), ENUM2STRING(BOTH_ATTACK1), ENUM2STRING(BOTH_ATTACK2), ENUM2STRING(BOTH_ATTACK3), ENUM2STRING(BOTH_BENCHSIT1_2STAND), ENUM2STRING(BOTH_BENCHSIT1_FIXBOOT), ENUM2STRING(BOTH_BENCHSIT1_IDLE), ENUM2STRING(BOTH_BENCHSIT1TO2), ENUM2STRING(BOTH_BENCHSIT2_IDLE), ENUM2STRING(BOTH_BENCHSIT2TO1), ENUM2STRING(BOTH_BENCHSTAND1TO2), ENUM2STRING(BOTH_BENCHSTAND2), ENUM2STRING(BOTH_BENCHSTAND2TO1), ENUM2STRING(BOTH_CATCH1), ENUM2STRING(BOTH_CONSOLE1), ENUM2STRING(BOTH_CONSOLE1IDLE), ENUM2STRING(BOTH_CONSOLE1LEFT), ENUM2STRING(BOTH_CONSOLE1RIGHT), ENUM2STRING(BOTH_CONSOLE2), ENUM2STRING(BOTH_CONSOLE3), ENUM2STRING(BOTH_CONSOLE3IDLE), ENUM2STRING(BOTH_CONSOLE3LEFT), ENUM2STRING(BOTH_CONSOLE3RIGHT), ENUM2STRING(BOTH_CONSOLE4), ENUM2STRING(BOTH_CONSOLE5), ENUM2STRING(BOTH_COUCHSIT1_2STAND1), ENUM2STRING(BOTH_COUCHSIT1_GESTURELEFT), ENUM2STRING(BOTH_COUCHSIT1_GESTURERIGHT), ENUM2STRING(BOTH_COUCHSIT1_IDLE), ENUM2STRING(BOTH_COUCHSIT1_TALKGESTURE), ENUM2STRING(BOTH_COUCHSIT1_TO2), ENUM2STRING(BOTH_COUCHSIT2), ENUM2STRING(BOTH_COVERUP1_END), ENUM2STRING(BOTH_COVERUP1_LOOP), ENUM2STRING(BOTH_COVERUP1_START), ENUM2STRING(BOTH_COWAR1), ENUM2STRING(BOTH_CROUCH1IDLE), ENUM2STRING(BOTH_CROUCH1WALK), ENUM2STRING(BOTH_CROUCH2IDLE), ENUM2STRING(BOTH_CROWDLOOK1), ENUM2STRING(BOTH_CROWDLOOK2), ENUM2STRING(BOTH_CROWDLOOK3), ENUM2STRING(BOTH_CROWDLOOK4), ENUM2STRING(BOTH_DEATH1), ENUM2STRING(BOTH_DEAD1), ENUM2STRING(BOTH_DEATH2), ENUM2STRING(BOTH_DEAD2), ENUM2STRING(BOTH_DEATHBACKWARD1), ENUM2STRING(BOTH_DEADBACKWARD1), ENUM2STRING(BOTH_DEATHBACKWARD2), ENUM2STRING(BOTH_DEADBACKWARD2), ENUM2STRING(BOTH_DEATHFORWARD1), ENUM2STRING(BOTH_DEADFORWARD1), ENUM2STRING(BOTH_DEATHFORWARD2), ENUM2STRING(BOTH_DEADFORWARD2), ENUM2STRING(BOTH_DIVE1), ENUM2STRING(BOTH_FALLDEATH1INAIR), ENUM2STRING(BOTH_FALLDEATH1LAND), ENUM2STRING(BOTH_FALLDEAD1LAND), ENUM2STRING(BOTH_FLOAT1), ENUM2STRING(BOTH_FLOAT2), ENUM2STRING(BOTH_GESTURE2), ENUM2STRING(BOTH_GESTURE3), ENUM2STRING(BOTH_GET_UP1), ENUM2STRING(BOTH_GRAB1), ENUM2STRING(BOTH_GRAB2), ENUM2STRING(BOTH_GRAB3), ENUM2STRING(BOTH_GRAB4), ENUM2STRING(BOTH_GRABBED1), ENUM2STRING(BOTH_GRABBED2), ENUM2STRING(BOTH_GROUNDSHAKE1), ENUM2STRING(BOTH_GROUNDSHAKE2), ENUM2STRING(BOTH_GUARD_IDLE1), ENUM2STRING(BOTH_GUARD_LKRT1), ENUM2STRING(BOTH_GUARD_LOOKAROUND1), ENUM2STRING(BOTH_GUILT1), ENUM2STRING(BOTH_HITWALL1), ENUM2STRING(BOTH_HELP1), ENUM2STRING(BOTH_INJURED1), ENUM2STRING(BOTH_INJURED2), ENUM2STRING(BOTH_INJURED3), ENUM2STRING(BOTH_INJURED4), ENUM2STRING(BOTH_INJURED4TO5), ENUM2STRING(BOTH_INJURED5), ENUM2STRING(BOTH_INJURED6), ENUM2STRING(BOTH_INJURED6COMBADGE), ENUM2STRING(BOTH_INJURED6POINT), ENUM2STRING(BOTH_JUMP1), ENUM2STRING(BOTH_JUMPBACK1), ENUM2STRING(BOTH_KNEELHAND1), ENUM2STRING(BOTH_LADDER_DWN1), ENUM2STRING(BOTH_LADDER_UP1), ENUM2STRING(BOTH_LADDER_IDLE), ENUM2STRING(BOTH_LAND1), ENUM2STRING(BOTH_LANDBACK1), ENUM2STRING(BOTH_LAUGH1), ENUM2STRING(BOTH_LAUGH2), ENUM2STRING(BOTH_LEAN1), ENUM2STRING(BOTH_LYINGDEATH1), ENUM2STRING(BOTH_LYINGDEAD1), ENUM2STRING(BOTH_OFFLADDER_BOT1), ENUM2STRING(BOTH_ONLADDER_BOT1), ENUM2STRING(BOTH_PAIN2WRITHE1), ENUM2STRING(BOTH_POSSESSED1), ENUM2STRING(BOTH_POSSESSED2), ENUM2STRING(BOTH_PSYCHICSHOCK1), ENUM2STRING(BOTH_PSYCHICSHOCK2), ENUM2STRING(BOTH_RUN1), ENUM2STRING(BOTH_RUN1STOP), ENUM2STRING(BOTH_RUN2), ENUM2STRING(BOTH_RUNAWAY1), ENUM2STRING(BOTH_RUNINJURED1), ENUM2STRING(BOTH_SCARED2), ENUM2STRING(BOTH_SHIELD1), ENUM2STRING(BOTH_SHIELD2), ENUM2STRING(BOTH_SIT1STAND), ENUM2STRING(BOTH_SIT1TO2), ENUM2STRING(BOTH_SIT1TO3), ENUM2STRING(BOTH_SIT1), ENUM2STRING(BOTH_SIT2TO1), ENUM2STRING(BOTH_SIT2TO3), ENUM2STRING(BOTH_SIT2), ENUM2STRING(BOTH_SIT3TO1), ENUM2STRING(BOTH_SIT3TO2), ENUM2STRING(BOTH_SIT3), ENUM2STRING(BOTH_SIT4TO5), ENUM2STRING(BOTH_SIT4TO6), ENUM2STRING(BOTH_SIT4), ENUM2STRING(BOTH_SIT5TO4), ENUM2STRING(BOTH_SIT5TO6), ENUM2STRING(BOTH_SIT5), ENUM2STRING(BOTH_SIT6TO4), ENUM2STRING(BOTH_SIT6TO5), ENUM2STRING(BOTH_SIT6), ENUM2STRING(BOTH_SIT7), ENUM2STRING(BOTH_SIT7TOSTAND1), ENUM2STRING(BOTH_SLEEP1), ENUM2STRING(BOTH_SLEEP1_NOSE), ENUM2STRING(BOTH_SLEEP1GETUP), ENUM2STRING(BOTH_SLEEP2), ENUM2STRING(BOTH_SLEEP2_SHIFT), ENUM2STRING(BOTH_SLEEP2GETUP), ENUM2STRING(BOTH_SLEEP3), ENUM2STRING(BOTH_SLEEP3DEATH), ENUM2STRING(BOTH_SLEEP3DEAD), ENUM2STRING(BOTH_SLEEP3GETUP), ENUM2STRING(BOTH_SNAPTO1), ENUM2STRING(BOTH_SNAPTO2), ENUM2STRING(BOTH_STAND1), ENUM2STRING(BOTH_STAND1_RANDOM2), ENUM2STRING(BOTH_STAND1_RANDOM3), ENUM2STRING(BOTH_STAND1_RANDOM4), ENUM2STRING(BOTH_STAND1_RANDOM5), ENUM2STRING(BOTH_STAND1_RANDOM6), ENUM2STRING(BOTH_STAND1_RANDOM7), ENUM2STRING(BOTH_STAND1_RANDOM8), ENUM2STRING(BOTH_STAND1_RANDOM9), ENUM2STRING(BOTH_STAND1_RANDOM10), ENUM2STRING(BOTH_STAND1_RANDOM11), ENUM2STRING(BOTH_STAND2), ENUM2STRING(BOTH_STAND2_RANDOM1), ENUM2STRING(BOTH_STAND2_RANDOM2), ENUM2STRING(BOTH_STAND2_RANDOM3), ENUM2STRING(BOTH_STAND2_RANDOM4), ENUM2STRING(BOTH_STAND2_RANDOM5), ENUM2STRING(BOTH_STAND2_RANDOM6), ENUM2STRING(BOTH_STAND2_RANDOM7), ENUM2STRING(BOTH_STAND2_RANDOM8), ENUM2STRING(BOTH_STAND2_RANDOM9), ENUM2STRING(BOTH_STAND2_RANDOM10), ENUM2STRING(BOTH_STAND2_RANDOM11), ENUM2STRING(BOTH_STAND2_RANDOM12), ENUM2STRING(BOTH_STAND3), ENUM2STRING(BOTH_STAND4), ENUM2STRING(BOTH_STAND5), ENUM2STRING(BOTH_STAND6), ENUM2STRING(BOTH_STAND7), ENUM2STRING(BOTH_STAND8), ENUM2STRING(BOTH_STAND9), ENUM2STRING(BOTH_STANDUP1), ENUM2STRING(BOTH_SURPRISED1), ENUM2STRING(BOTH_SURPRISED2), ENUM2STRING(BOTH_SURPRISED3), ENUM2STRING(BOTH_SURPRISED4), ENUM2STRING(BOTH_SURPRISED5), ENUM2STRING(BOTH_TABLE_EAT1), ENUM2STRING(BOTH_TABLE_GETUP1), ENUM2STRING(BOTH_TABLE_IDLE1), ENUM2STRING(BOTH_TABLE_TALKGESTURE1), ENUM2STRING(BOTH_TALKGESTURE1), ENUM2STRING(BOTH_TALKGESTURE2), ENUM2STRING(BOTH_WALK1), ENUM2STRING(BOTH_WALK2), ENUM2STRING(BOTH_WALK3), ENUM2STRING(BOTH_WALK4), ENUM2STRING(BOTH_WALK7), ENUM2STRING(BOTH_WRITHING1), ENUM2STRING(BOTH_SQUIRM1), ENUM2STRING(BOTH_SQUIRM1GETUP), ENUM2STRING(BOTH_SHAKE1), ENUM2STRING(BOTH_SHAKE2), ENUM2STRING(BOTH_WRITHING2), ENUM2STRING(TORSO_ACTIVATEMEDKIT1), ENUM2STRING(TORSO_COFFEE), ENUM2STRING(TORSO_COMBADGE1), ENUM2STRING(TORSO_COMBADGE2), ENUM2STRING(TORSO_COMBADGE3), ENUM2STRING(TORSO_COMBADGE4), ENUM2STRING(TORSO_DROPWEAP1), ENUM2STRING(TORSO_EQUIPMENT1), ENUM2STRING(TORSO_EQUIPMENT2), ENUM2STRING(TORSO_EQUIPMENT3), ENUM2STRING(TORSO_GRABLBACKL), ENUM2STRING(TORSO_HAND1), ENUM2STRING(TORSO_HAND2), ENUM2STRING(TORSO_HANDGESTURE1), ENUM2STRING(TORSO_HANDGESTURE2), ENUM2STRING(TORSO_HANDGESTURE3), ENUM2STRING(TORSO_HANDGESTURE4), ENUM2STRING(TORSO_HANDGESTURE5), ENUM2STRING(TORSO_HANDGESTURE6), ENUM2STRING(TORSO_HANDGESTURE7), ENUM2STRING(TORSO_HANDGESTURE8), ENUM2STRING(TORSO_HANDGESTURE9), ENUM2STRING(TORSO_HANDGESTURE10), ENUM2STRING(TORSO_HANDGESTURE11), ENUM2STRING(TORSO_HANDGESTURE12), ENUM2STRING(TORSO_HANDGESTURE13), ENUM2STRING(TORSO_HYPO1), ENUM2STRING(TORSO_HYPOSPRAY1), ENUM2STRING(TORSO_MEDICORDER1), ENUM2STRING(TORSO_PADD1), ENUM2STRING(TORSO_POKERIDLE1), ENUM2STRING(TORSO_POKERIDLE2), ENUM2STRING(TORSO_POKERIDLE3), ENUM2STRING(TORSO_RAISEWEAP1), ENUM2STRING(TORSO_SHOUT1), ENUM2STRING(TORSO_SPEECHLESS1), ENUM2STRING(TORSO_SPEECHLESS2), ENUM2STRING(TORSO_TALKGESTURE4), ENUM2STRING(TORSO_TALKGESTURE5), ENUM2STRING(TORSO_TRICORDER1), ENUM2STRING(TORSO_WEAPONIDLE1), ENUM2STRING(TORSO_WEAPONREADY1), ENUM2STRING(TORSO_WEAPONREADY2), ENUM2STRING(TORSO_WEAPONREADY3), ENUM2STRING(TORSO_WEAPONPOSE1), ENUM2STRING(TORSO_WRIST1), ENUM2STRING(TORSO_GESTURE), ENUM2STRING(LEGS_KNEEL1), ENUM2STRING(LEGS_RUNBACK2), ENUM2STRING(LEGS_TURN1), ENUM2STRING(LEGS_TURN2), ENUM2STRING(LEGS_WALKBACK1), ENUM2STRING(LEGS_SWIM), NULL, -1 }; /* typedef enum { BOTH_DEATH1, BOTH_DEAD1, BOTH_DEATH2, BOTH_DEAD2, BOTH_DEATH3, BOTH_DEAD3, TORSO_GESTURE, TORSO_ATTACK, TORSO_ATTACK2, TORSO_DROP, TORSO_RAISE, TORSO_STAND, TORSO_STAND2, LEGS_WALKCR, LEGS_WALK, LEGS_RUN, LEGS_BACK, LEGS_SWIM, LEGS_JUMP, LEGS_LAND, LEGS_JUMPB, LEGS_LANDB, LEGS_IDLE, LEGS_IDLECR, LEGS_TURN, MAX_ANIMATIONS } animNumber_t; */ #endif //RPG-X: J2J - Added to help solve LNK2005 errors (special case for cg_players.c) //#ifndef cg_players_c /* extern stringID_table_t animTable [MAX_ANIMATIONS+1]; #else ///////////////////////////////////////////////////////////////////////////////// //And this is used to load in the animation.cfg file. stringID_table_t animTable [MAX_ANIMATIONS+1] = { //================================================= //ANIMS IN WHICH UPPER AND LOWER OBJECTS ARE IN MD3 //================================================= //# DEATHS ENUM2STRING(BOTH_DEATH1), //# First Death anim ENUM2STRING(BOTH_DEATH2), //# Second Death anim ENUM2STRING(BOTH_DEATH3), //# Third Death anim ENUM2STRING(BOTH_DEATH4), //# Fourth Death anim ENUM2STRING(BOTH_DEATH5), //# Fifth Death anim ENUM2STRING(BOTH_DEATH6), //# Sixth Death anim ENUM2STRING(BOTH_DEATH7), //# Seventh Death anim ENUM2STRING(BOTH_DEATH1IDLE), //# Idle while close to death ENUM2STRING(BOTH_DEATHFORWARD1), //# First Death in which they get thrown forward ENUM2STRING(BOTH_DEATHFORWARD2), //# Second Death in which they get thrown forward ENUM2STRING(BOTH_DEATHBACKWARD1), //# First Death in which they get thrown backward ENUM2STRING(BOTH_DEATHBACKWARD2), //# Second Death in which they get thrown backward ENUM2STRING(BOTH_LYINGDEATH1), //# Death to play when killed lying down ENUM2STRING(BOTH_STUMBLEDEATH1), //# Stumble forward and fall face first death ENUM2STRING(BOTH_FALLDEATH1), //# Fall forward off a high cliff and splat death - start ENUM2STRING(BOTH_FALLDEATH1INAIR), //# Fall forward off a high cliff and splat death - loop ENUM2STRING(BOTH_FALLDEATH1LAND), //# Fall forward off a high cliff and splat death - hit bottom //# DEAD POSES # Should be last frame of corresponding previous anims ENUM2STRING(BOTH_DEAD1), //# First Death finished pose ENUM2STRING(BOTH_DEAD2), //# Second Death finished pose ENUM2STRING(BOTH_DEAD3), //# Third Death finished pose ENUM2STRING(BOTH_DEAD4), //# Fourth Death finished pose ENUM2STRING(BOTH_DEAD5), //# Fifth Death finished pose ENUM2STRING(BOTH_DEAD6), //# Sixth Death finished pose ENUM2STRING(BOTH_DEAD7), //# Seventh Death finished pose ENUM2STRING(BOTH_DEADFORWARD1), //# First thrown forward death finished pose ENUM2STRING(BOTH_DEADFORWARD2), //# Second thrown forward death finished pose ENUM2STRING(BOTH_DEADBACKWARD1), //# First thrown backward death finished pose ENUM2STRING(BOTH_DEADBACKWARD2), //# Second thrown backward death finished pose ENUM2STRING(BOTH_LYINGDEAD1), //# Killed lying down death finished pose ENUM2STRING(BOTH_STUMBLEDEAD1), //# Stumble forward death finished pose ENUM2STRING(BOTH_FALLDEAD1LAND), //# Fall forward and splat death finished pose //# #sep BOTH_ DEAD TWITCH/FLOP # React to being shot from death poses ENUM2STRING(BOTH_DEAD1_FLOP), //# React to being shot from First Death finished pose ENUM2STRING(BOTH_DEAD2_FLOP), //# React to being shot from Second Death finished pose ENUM2STRING(BOTH_DEAD3_FLOP), //# React to being shot from Third Death finished pose ENUM2STRING(BOTH_DEAD4_FLOP), //# React to being shot from Fourth Death finished pose ENUM2STRING(BOTH_DEAD5_FLOP), //# React to being shot from Fifth Death finished pose ENUM2STRING(BOTH_DEADFORWARD1_FLOP), //# React to being shot First thrown forward death finished pose ENUM2STRING(BOTH_DEADFORWARD2_FLOP), //# React to being shot Second thrown forward death finished pose ENUM2STRING(BOTH_DEADBACKWARD1_FLOP), //# React to being shot First thrown backward death finished pose ENUM2STRING(BOTH_DEADBACKWARD2_FLOP), //# React to being shot Second thrown backward death finished pose ENUM2STRING(BOTH_LYINGDEAD1_FLOP), //# React to being shot Killed lying down death finished pose ENUM2STRING(BOTH_STUMBLEDEAD1_FLOP), //# React to being shot Stumble forward death finished pose ENUM2STRING(BOTH_FALLDEAD1_FLOP), //# React to being shot Fall forward and splat death finished pose //# PAINS ENUM2STRING(BOTH_PAIN1), //# First take pain anim ENUM2STRING(BOTH_PAIN2), //# Second take pain anim ENUM2STRING(BOTH_PAIN3), //# Third take pain anim ENUM2STRING(BOTH_PAIN4), //# First take pain anim ENUM2STRING(BOTH_PAIN5), //# Second take pain anim ENUM2STRING(BOTH_PAIN6), //# Third take pain anim ENUM2STRING(BOTH_PAIN7), //# First take pain anim ENUM2STRING(BOTH_PAIN8), //# Second take pain anim //# ATTACKS ENUM2STRING(BOTH_ATTACK1), //# Attack with generic 1-handed weapon ENUM2STRING(BOTH_ATTACK2), //# Attack with generic 2-handed weapon ENUM2STRING(BOTH_ATTACK3), //# ENUM2STRING(BOTH_ATTACK4), //# Attack with ??? ENUM2STRING(BOTH_ATTACK5), //# Attack with rocket launcher ENUM2STRING(BOTH_MELEE1), //# First melee attack ENUM2STRING(BOTH_MELEE2), //# Second melee attack ENUM2STRING(BOTH_MELEE3), //# Third melee attack ENUM2STRING(BOTH_MELEE4), //# Fourth melee attack ENUM2STRING(BOTH_MELEE5), //# Fifth melee attack ENUM2STRING(BOTH_MELEE6), //# Sixth melee attack //# STANDING ENUM2STRING(BOTH_STAND1), //# Standing idle 1 ENUM2STRING(BOTH_STAND1_RANDOM1), //# Random standing idle ENUM2STRING(BOTH_STAND1_RANDOM2), //# Random standing idle ENUM2STRING(BOTH_STAND1_RANDOM3), //# Random standing idle ENUM2STRING(BOTH_STAND1_RANDOM4), //# Random standing idle ENUM2STRING(BOTH_STAND1_RANDOM5), //# Random standing idle ENUM2STRING(BOTH_STAND1_RANDOM6), //# Random standing idle ENUM2STRING(BOTH_STAND1_RANDOM7), //# Random standing idle ENUM2STRING(BOTH_STAND1_RANDOM8), //# Random standing idle ENUM2STRING(BOTH_STAND1_RANDOM9), //# Random standing idle ENUM2STRING(BOTH_STAND1_RANDOM10), //# Random standing idle ENUM2STRING(BOTH_STAND1_RANDOM11), //# Random standing idle ENUM2STRING(BOTH_STAND1_RANDOM12), //# Random standing idle ENUM2STRING(BOTH_STAND1_RANDOM13), //# Random standing idle ENUM2STRING(BOTH_STAND1_RANDOM14), //# Random standing idle ENUM2STRING(BOTH_STAND2), //# Standing idle 2 ENUM2STRING(BOTH_STAND2_RANDOM1), //# Random standing idle ENUM2STRING(BOTH_STAND2_RANDOM2), //# Random standing idle ENUM2STRING(BOTH_STAND2_RANDOM3), //# Random standing idle ENUM2STRING(BOTH_STAND2_RANDOM4), //# Random standing idle ENUM2STRING(BOTH_STAND3), //# Standing idle 3 ENUM2STRING(BOTH_STAND4), //# two handed, gun down, relaxed stand ENUM2STRING(BOTH_STAND5), //# two handed, gun up, relaxed stand ENUM2STRING(BOTH_STAND6), //# one handed, gun at side, relaxed stand ENUM2STRING(BOTH_STAND7), //# (Chell) timid stance while looking around slightly and breathing ENUM2STRING(BOTH_STAND8), //# breathing after exherting oneself one handed ENUM2STRING(BOTH_STAND9), //# breathing after exherting oneself two handed ENUM2STRING(BOTH_STAND1TO3), //# Transition from stand1 to stand3 ENUM2STRING(BOTH_STAND3TO1), //# Transition from stand3 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_STANDTOCONSOLE1), //# a transition from stand animations to console animations ENUM2STRING(BOTH_STANDUP1), //# standing up and stumbling ENUM2STRING(BOTH_TALKGESTURE1), //# standing up and talking ENUM2STRING(BOTH_TALKGESTURE2), //# standing up and talking ENUM2STRING(BOTH_TALKGESTURE3), //# standing up and talking ENUM2STRING(BOTH_HELP1), //# helping hold injured4 man. ENUM2STRING(BOTH_LEAN1), //# leaning on a railing ENUM2STRING(BOTH_LEAN1TODROPHELM), //# transition from LEAN1 to DROPHELM ENUM2STRING(BOTH_CONSOLE1), //# Using a waist-high console with both hands ENUM2STRING(BOTH_CONSOLE1IDLE), //# Idle of CONSOLE1 ENUM2STRING(BOTH_CONSOLE1RIGHT), //# Reach right from CONSOLE1 ENUM2STRING(BOTH_CONSOLE1LEFT), //# Reach left from CONSOLE1 ENUM2STRING(BOTH_CONSOLE2), //# Using a head-high wall console with the right hand ENUM2STRING(BOTH_CONSOLE3), //# arms parallel to ground and typing similar to con.1 ENUM2STRING(BOTH_CONSOLE3IDLE), //# arms parallel to ground and typing similar to con.1 ENUM2STRING(BOTH_CONSOLE3RIGHT), //# arms parallel to ground and typing similar to con.1 ENUM2STRING(BOTH_CONSOLE3LEFT), //# arms parallel to ground and typing similar to con.1 ENUM2STRING(BOTH_CONSOLETOSTAND1), //# a transition from console animations to stand animations ENUM2STRING(BOTH_GUARD_LOOKAROUND1),//# Cradling weapon and looking around ENUM2STRING(BOTH_GUARD_IDLE1), //# Cradling weapon and standing ENUM2STRING(BOTH_GUARD_LKRT1), //# cin17, quick glance right to sound of door slamming ENUM2STRING(BOTH_ALERT1), //# Startled by something when 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_CROWDLOOK1), //# Person staring out into space 1 ENUM2STRING(BOTH_CROWDLOOK2), //# Person staring out into space 2 ENUM2STRING(BOTH_CROWDLOOK3), //# Person staring out into space 3 ENUM2STRING(BOTH_CROWDLOOK4), //# Person staring out into space 4 ENUM2STRING(BOTH_GRAB1), //# Grabbing something from table ENUM2STRING(BOTH_GRAB2), //# Grabbing something ENUM2STRING(BOTH_GRAB3), //# Grabbing something ENUM2STRING(BOTH_GRABBED1), //# cin9.3 chell being grabbed 180 from munro, 28 pixels away ENUM2STRING(BOTH_GRABBED2), //# cin9.3 idle grabbed 180 from munro, 28 pixels away ENUM2STRING(BOTH_SURPRISED1), //# Surprised reaction 1 ENUM2STRING(BOTH_SURPRISED2), //# Surprised reaction 2 ENUM2STRING(BOTH_SURPRISED3), //# Surprised reaction 3 ENUM2STRING(BOTH_SURPRISED4), //# Surprised reaction 4 ENUM2STRING(BOTH_SURPRISED5), //# Surprised reaction 5 ENUM2STRING(BOTH_SCARED1), //# Scared reaction 1 ENUM2STRING(BOTH_SCARED2), //# Scared reaction 2 ENUM2STRING(BOTH_CATCH1), //# Reaching to catch something falling ENUM2STRING(BOTH_POSSESSED1), //# 7 of 9 possessed ENUM2STRING(BOTH_POSSESSED2), //# 7 of 9 possessed with hand out ENUM2STRING(BOTH_SNAPTO1), //# cin.23, 7o9 coming to from borg possession ENUM2STRING(BOTH_SNAPTO2), //# cin.23, 7o9 coming to from borg possession2 ENUM2STRING(BOTH_DROPANGERWEAP2), //# cin.23, Nelson lowering weapon in anger ENUM2STRING(BOTH_SHOCK1), //# telsia being zapped by electricity cinematic 9.2 ENUM2STRING(BOTH_PSYCHICSHOCK1), //# having visions of the boss ENUM2STRING(BOTH_PSYCHICSHOCK2), //# having visions of the boss ENUM2STRING(BOTH_ASSIMILATED1), //# Cin.18, Foster being assimilated by borg ENUM2STRING(BOTH_FALSEJUMP1), //# Biessman pretending to jump down on Chell ENUM2STRING(BOTH_LAUGH1), //# squat pose of Biessman laughing at Chell ENUM2STRING(BOTH_LAUGH2), //# standing laugh of mocking Biessman ENUM2STRING(BOTH_ACTIVATEBELT1), //# activating transport buffer on belt ENUM2STRING(BOTH_GROUNDSHAKE1), //# Bracing self when ground shakes beneath him ENUM2STRING(BOTH_GROUNDSHAKE2), //# Falling to knees and shileding self, then standing ENUM2STRING(BOTH_READYWEAPON1), //# cin17, comes from greeting, just before fighting ENUM2STRING(BOTH_SPAWN1), //# Spawning in to the world ENUM2STRING(BOTH_TALK1), //# Generic talk anim 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_HEROSTANCE1), //# Biessman in the final shootout ENUM2STRING(BOTH_GUILT1), //# Player has a guilty conscience after shooting a teammate. //# SITTING/CROUCHING ENUM2STRING(BOTH_SIT1STAND), //# Stand up from First sitting anim ENUM2STRING(BOTH_SIT1TO2), //# Trans from sit1 to sit2? ENUM2STRING(BOTH_SIT1TO3), //# Trans from sit1 to sit3? ENUM2STRING(BOTH_SIT2TO1), //# Trans from sit2 to sit1? ENUM2STRING(BOTH_SIT2TO3), //# Trans from sit2 to sit3? ENUM2STRING(BOTH_SIT3TO1), //# Trans from sit3 to sit1? ENUM2STRING(BOTH_SIT3TO2), //# Trans from sit3 to sit2? 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_TABLE_EAT1), //# Sitting at a table eating ENUM2STRING(BOTH_TABLE_CHEW1), //# Sitting at a table chewing ENUM2STRING(BOTH_TABLE_WIPE1), //# Sitting at a table wiping mouth ENUM2STRING(BOTH_TABLE_DRINK1), //# Sitting at a table drinking ENUM2STRING(BOTH_TABLE_GETUP1), //# Getting up from table ENUM2STRING(BOTH_TABLE_DEATH1), //# Dying while sitting at a table ENUM2STRING(BOTH_TABLE_IDLE1), //# Sitting at table breathing ENUM2STRING(BOTH_TABLE_TALKGESTURE1), //# Sitting at table gesturing while talking ENUM2STRING(BOTH_TABLE_GESTURE1), //# Sitting at table gesturing ENUM2STRING(BOTH_TABLE_GESTURE2), //# Sitting at table gesturing ENUM2STRING(BOTH_CROUCH1), //# Transition from standing to crouch ENUM2STRING(BOTH_CROUCH1IDLE), //# Crouching idle ENUM2STRING(BOTH_CROUCH1WALK), //# 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_GET_UP1), //# Get up from ground, face down ENUM2STRING(BOTH_GET_UP2), //# Get up from ground, face up ENUM2STRING(BOTH_BENCHSIT1_IDLE), //# sitting on haz-locker room benches ENUM2STRING(BOTH_BENCHSIT1TO2), //# Trans from benchsit1 to benchsit2 ENUM2STRING(BOTH_BENCHSIT2TO1), //# Trans from benchsit2 to benchsit1 ENUM2STRING(BOTH_BENCHSIT2STAND), //# Trans from benchsit to standing ENUM2STRING(BOTH_BENCHSIT2_IDLE), //# sitting on haz-locker room benches ENUM2STRING(BOTH_BENCHSIT1_2STAND), //# getting up to stand from sitting on haz-benches ENUM2STRING(BOTH_BENCHSIT1_FIXBOOT),//# sitting on bench - pulling on/adjusting boot top ENUM2STRING(BOTH_BENCHSTAND1TO2), //# transition from stand to benchstand2 ENUM2STRING(BOTH_BENCHSTAND2), //# standing with right foot up on bench ENUM2STRING(BOTH_BENCHSTAND2TO1), //# transition from benchstand2 to stand ENUM2STRING(BOTH_COUCHSIT1_IDLE), //# sitting in couch - haz lounge area ENUM2STRING(BOTH_COUCHSIT1_TO2), //# sitting in couch - lean back to 2nd position ENUM2STRING(BOTH_COUCHSIT1_2STAND1),//# getting up from couchsit1 to stand1 ENUM2STRING(BOTH_COUCHSIT1_TALKGESTURE),//# sitting in couch - talking with hands ENUM2STRING(BOTH_COUCHSIT1_GESTURELEFT),//# sitting in couch - talk gesture to the left ENUM2STRING(BOTH_COUCHSIT1_GESTURERIGHT),//# sitting in couch - talk gesture to the right ENUM2STRING(BOTH_KNEELHAND1), //# Jurot puts hand to Munro's face, then pulls away ENUM2STRING(BOTH_HALT1), //# munro being grabbed by telsia before going in core room //# MOVING ENUM2STRING(BOTH_WALK1), //# Normal walk ENUM2STRING(BOTH_WALK2), //# Normal walk ENUM2STRING(BOTH_WALK3), //# Goes with stand 3 ENUM2STRING(BOTH_WALK4), //# Walk cycle goes to a stand4 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_TURN_LEFT1), //# Turn left, should loop ENUM2STRING(BOTH_TURN_RIGHT1), //# Turn right, should loop ENUM2STRING(BOTH_RUNAWAY1), //# Runningf scared ENUM2STRING(BOTH_SWIM1), //# Swimming 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 - wind-up and leave ground ENUM2STRING(BOTH_INAIRBACK1), //# In air loop (from jump) ENUM2STRING(BOTH_LANDBACK1), //# Landing (from in air loop) ENUM2STRING(BOTH_DIVE1), //# Dive! ENUM2STRING(BOTH_ROLL1_LEFT), //# Roll to left side ENUM2STRING(BOTH_ROLL1_RIGHT), //# Roll to right side 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), //# Holding onto 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 ENUM2STRING(BOTH_SHIELD1), //# cin.6, munro's initial reaction to explosion ENUM2STRING(BOTH_SHIELD2), //# cin.6, munro in shielding position looping ENUM2STRING(BOTH_WALKPUSH1), //# man pushing crate ENUM2STRING(BOTH_PUSHTOSTAND1), //# man coming from pushing crate to stand1 //# FLY - IDLE ENUM2STRING(BOTH_FLY_IDLE1), //# Idle while flying ENUM2STRING(BOTH_FLY_IDLE2), //# Idle while flying //# FLY - 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 //# LYING ENUM2STRING(BOTH_LIE_DOWN1), ENUM2STRING(BOTH_LIE_DOWN2), 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 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 writhing in pain in a different way ENUM2STRING(BOTH_INJURED1), //# Lying down), against wall - can also be sleeping ENUM2STRING(BOTH_INJURED2), //# Injured pose 2 ENUM2STRING(BOTH_INJURED3), //# Injured pose 3 ENUM2STRING(BOTH_INJURED4), //# Injured pose 4 ENUM2STRING(BOTH_INJURED4TO5), //# Transition from INJURED4 to INJURED5 ENUM2STRING(BOTH_INJURED5), //# Injured pose 5 ENUM2STRING(BOTH_INJURED6), //# Injured pose 5 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_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), //# Slumped over table ENUM2STRING(BOTH_SLEEP5), //# Laying on side sleeping on flat sufrace 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 ENUM2STRING(BOTH_SLEEP_IDLE2), //# shift position while asleep - stays in sleep2 ENUM2STRING(BOTH_SLEEP_IDLE3), //# Sleep idle 3 ENUM2STRING(BOTH_SLEEP_IDLE4), //# Sleep idle 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), //# ENUM2STRING(BOTH_CARRIED1), //# Fits with TORSO_CARRY1, carried over shoulder ENUM2STRING(BOTH_CARRIED2), //# Laying over object //# BORG-SPECIFIC ENUM2STRING(BOTH_PLUGIN1), //# Borg plugs self in to alcove ENUM2STRING(BOTH_PLUGGEDIN1), //# Last frame of Borg plug in sequence ENUM2STRING(BOTH_PLUGOUT1), //# Borg unplugs self from alcove //# HUNTER-SEEKER BOT-SPECIFIC ENUM2STRING(BOTH_POWERUP1), //# Wakes up //================================================= //ANIMS IN WHICH ONLY THE UPPER OBJECTS ARE IN MD3 //================================================= //# WEAPON-RELATED ENUM2STRING(TORSO_DROPWEAP1), //# Put weapon away ENUM2STRING(TORSO_DROPWEAP2), //# Put weapon away ENUM2STRING(TORSO_DROPWEAP3), //# Put weapon away ENUM2STRING(TORSO_RAISEWEAP1), //# Draw Weapon ENUM2STRING(TORSO_RAISEWEAP2), //# Draw Weapon ENUM2STRING(TORSO_RAISEWEAP3), //# Draw Weapon ENUM2STRING(TORSO_WEAPONREADY1), //# Ready to fire 1 handed weapon ENUM2STRING(TORSO_WEAPONREADY2), //# Ready to fire 2 handed weapon ENUM2STRING(TORSO_WEAPONREADY3), //# Ready to fire 2 handed weapon ENUM2STRING(TORSO_WEAPONIDLE1), //# Holding 1 handed weapon ENUM2STRING(TORSO_WEAPONIDLE2), //# Holding 2 handed weapon ENUM2STRING(TORSO_WEAPONIDLE3), //# Holding 2 handed weapon //# USING NON-WEAPON OBJECTS ENUM2STRING(TORSO_TRICORDER1), //# Using a tricorder ENUM2STRING(TORSO_MEDICORDER1), //# Using a Medical Tricorder ENUM2STRING(TORSO_PADD1), //# Using a PADD ENUM2STRING(TORSO_EQUIPMENT1), //# Twisting pipe with both hands ENUM2STRING(TORSO_EQUIPMENT2), //# Fidgiting with cylinder with both hands ENUM2STRING(TORSO_EQUIPMENT3), //# Using equipment one handed ENUM2STRING(TORSO_WRIST1), //# cin.24, Chang detonating bomb with wrist device //# MISC ENUM2STRING(TORSO_COMBADGE1), //# Right hand to left breast ENUM2STRING(TORSO_COMBADGE2), //# Left hand to left breast ENUM2STRING(TORSO_COMBADGE3), //# Combadge touch from stand4 ENUM2STRING(TORSO_REDALERT1), //# Hitting comm button on wall with hand (Kirk-like) 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_HANDGESTURE5), //# ? ENUM2STRING(TORSO_HANDGESTURE6), //# pointing (flank right) while talking & holding a weapon ENUM2STRING(TORSO_HANDGESTURE7), //# pointing (forward) while talking & holding a weapon ENUM2STRING(TORSO_HANDGESTURE8), //# pointing (flank left) while talking & holding a weapon ENUM2STRING(TORSO_HANDGESTURE9), //# quick point right from stand 4 ENUM2STRING(TORSO_HANDGESTURE10), //# quick point forward from stand 4 ENUM2STRING(TORSO_HANDGESTURE11), //# quick point left from stand 4 ENUM2STRING(TORSO_HANDGESTURE12), //# gesturing with both hands forward ENUM2STRING(TORSO_HANDGESTURE13), //# gesturing a shrug as if not knowing answer ENUM2STRING(TORSO_HEADNOD1), //# nod in affirmation ENUM2STRING(TORSO_HEADSHAKE1), //# head goes down while shaking left and right in dissapointment ENUM2STRING(TORSO_HYPOSPRAY1), //# man giving hypo to people ENUM2STRING(TORSO_HYPOSPRAY4), //# using hypospray on telsia in scav5 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_STAND2TOWEAPONREADY2), //# cin.23, Nelson raising weapon in alarm and ready to fire ENUM2STRING(TORSO_HAND1), //# Exchanging items - giver ENUM2STRING(TORSO_HAND2), //# Exchanging items - receiver ENUM2STRING(TORSO_POKERIDLE1), //# holding cards ENUM2STRING(TORSO_POKERIDLE2), //# re-arranging cards ENUM2STRING(TORSO_POKERIDLE3), //# put card on table ENUM2STRING(TORSO_SPEECHLESS1), //# hanging head in grief 1 ENUM2STRING(TORSO_SPEECHLESS2), //# hanging head in grief 2 ENUM2STRING(TORSO_SHOUT1), //# left hand to mouth ENUM2STRING(TORSO_CARRY1), //# Carrying someone/thing over their shoulder (can go from BOTH_LIFT1) //================================================= //ANIMS IN WHICH ONLY THE LOWER OBJECTS ARE IN MD3 //================================================= 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 //must be terminated NULL,-1 };*/ //#endif //cg_players_h #endif