rpgxef/code/cgame/cg_anims.h
Walter Julius Hennecke a39565b783 Integrated RPG-X2 rpgxEF edition into the rpgxEF repo
... not quite content with where the project files lie but it is ok for
now.
... compiling works fine so far (only tested mingw32 right now)
2012-08-04 12:54:37 +02:00

1798 lines
67 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