/* IMPORTED FROM SINGLE PLAYER BY RPG-X J2J */ //Quiet the linker problems #ifndef stringtableforanims #define stringtableforanims //cg_players_c #include "../game/q_shared.h" 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_CROUCH1IDLE, BOTH_CROUCH1WALK, BOTH_CROUCH2IDLE, 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_FALLDEATH1INAIR, BOTH_FALLDEATH1LAND, BOTH_FALLDEAD1LAND, BOTH_FLOAT1, BOTH_FLOAT2, 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_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_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_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_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_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_HYPO1, TORSO_HYPOSPRAY1, TORSO_MEDICORDER1, TORSO_PADD1, TORSO_POKERIDLE1, TORSO_POKERIDLE2, TORSO_POKERIDLE3, TORSO_RAISEWEAP1, TORSO_SHOUT1, TORSO_SPEECHLESS1, TORSO_SPEECHLESS2, TORSO_TALKGESTURE4, TORSO_TALKGESTURE5, TORSO_TRICORDER1, TORSO_WEAPONIDLE1, 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 } }; #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