rpg-x2/cgame/cg_anims.h
2011-06-01 14:20:56 +02:00

1798 lines
66 KiB
C

/* 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