#ifdef PRECOMPILEDHEADERS #include "Tactical All.h" #else #include "builddefines.h" #include #include #include "wcheck.h" #include "stdlib.h" #include "debug.h" #include "Animation Control.h" #include "Animation Data.h" #include "FileMan.h" #include "weapons.h" #include "message.h" #include "structure.h" #include "worlddef.h" #include "worldman.h" #include "rotting corpses.h" #include "points.h" #include "Debug Control.h" #endif #include "connect.h" // Defines for Anim inst reading, taken from orig Jagged #define ANIMFILENAME "BINARYDATA\\ja2bin.dat" #define EMPTY_INDEX 999 #define NUM_INJURED_SUBS 1 typedef struct { UINT16 usAnimState; UINT16 usAnimationSurfaces[ 4 ]; } ANIMSUBTYPE; // crouch throwing static UINT16 CrouchedThrowAnimationScript[MAX_FRAMES_PER_ANIM] = { 1,2,3,4,5,6,7,8,9,460,10,11,12,13,14,442,603,999,0,0,0,0 }; // ANI_SPEED_DEF gubAnimCrawlSpeeds[ TOTALBODYTYPES ]; //Block for anim file UINT16 gusAnimInst[ MAX_ANIMATIONS ][ MAX_FRAMES_PER_ANIM ]; // OK, this array contains definitions for random animations based on bodytype, total # allowed, and what is in their hand.... RANDOM_ANI_DEF gRandomAnimDefs[ TOTALBODYTYPES ][ MAX_RANDOM_ANIMS_PER_BODYTYPE ]; ANIMCONTROLTYPE gAnimControl[ NUMANIMATIONSTATES ] = { //NAME //AP //SPEED // MOVE // FLAGS // HEIGHT //WALKING {"WALKING" , 20, 0, (FLOAT)1.6, ANIM_MOVING | ANIM_TURNING | ANIM_NORESTART | ANIM_RAISE_WEAPON | ANIM_VARIABLE_EFFORT, ANIM_STAND, ANIM_STAND, -1}, //Breathing {"STANDING" , 0, 0, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_RAISE_WEAPON | ANIM_VARIABLE_EFFORT | ANIM_BREATH, ANIM_STAND, ANIM_STAND, -1}, //KNEEL DOWN {"KNEEL DOWN" , 0, 90, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NOMOVE_MARKER | ANIM_STANCECHANGEANIM | ANIM_NOCHANGE_WEAPON | ANIM_MIN_EFFORT, ANIM_STAND, ANIM_CROUCH, -1}, //CROUCHING {"CROUCHED" , 0, 0, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_RAISE_WEAPON | ANIM_NO_EFFORT | ANIM_BREATH, ANIM_CROUCH, ANIM_CROUCH, -1}, //KNEEL UP {"KNEEL UP" , 0, 90, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NOMOVE_MARKER | ANIM_STANCECHANGEANIM | ANIM_NOCHANGE_WEAPON | ANIM_MIN_EFFORT, ANIM_CROUCH, ANIM_STAND, -1}, //SWAT {"SWAT" , 0, 0, (FLOAT)2.2, ANIM_MOVING | ANIM_TURNING | ANIM_NORESTART | ANIM_RAISE_WEAPON | ANIM_LIGHT_EFFORT, ANIM_CROUCH, ANIM_CROUCH, -1}, //RUN {"RUN" , 0, 0, (FLOAT)2.6, ANIM_MOVING | ANIM_TURNING | ANIM_NORESTART | ANIM_RAISE_WEAPON | ANIM_MODERATE_EFFORT, ANIM_STAND, ANIM_STAND, -1}, //PRONE DOWN {"PRONE DOWN" , 0, 100, (FLOAT)0, ANIM_STATIONARY | ANIM_NOMOVE_MARKER | ANIM_STANCECHANGEANIM | ANIM_NOCHANGE_WEAPON | ANIM_MIN_EFFORT, ANIM_CROUCH, ANIM_PRONE, -1}, //CRAWL {"CRAWL" , 0, 0, (FLOAT).8, ANIM_MOVING | ANIM_TURNING | ANIM_NORESTART | ANIM_RAISE_WEAPON | ANIM_MODERATE_EFFORT, ANIM_PRONE, ANIM_PRONE, -1}, //PRONE UP {"PRONE UP" , 0, 100, (FLOAT)0, ANIM_STATIONARY | ANIM_NOMOVE_MARKER | ANIM_STANCECHANGEANIM | ANIM_NOCHANGE_WEAPON | ANIM_MIN_EFFORT, ANIM_PRONE, ANIM_CROUCH, -1}, //PRONE BREATHING {"PRONE" , 0, 0, (FLOAT)0, ANIM_STATIONARY | ANIM_FASTTURN | ANIM_RAISE_WEAPON | ANIM_NO_EFFORT | ANIM_BREATH, ANIM_PRONE, ANIM_PRONE, -1}, // READY_RIFLE_STAND {"READY AIM (R) STAND" , 0, 0, (FLOAT)0, ANIM_OK_CHARGE_AP_FOR_TURN | ANIM_NORESTART | ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_RAISE_WEAPON | ANIM_MIN_EFFORT , ANIM_STAND, ANIM_STAND, -1}, // AIM_RIFLE_STAND {"AIM (R) STAND" , 0, 250, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FIREREADY | ANIM_FASTTURN | ANIM_RAISE_WEAPON | ANIM_LIGHT_EFFORT, ANIM_STAND, ANIM_STAND, -1}, // SHOOT_RIFLE_STAND {"SHOOT (R) STAND" , 0, 100, (FLOAT)0, ANIM_NORESTART | ANIM_STATIONARY | ANIM_TURNING | ANIM_RAISE_WEAPON | ANIM_LIGHT_EFFORT | ANIM_FIRE | ANIM_RT_NONINTERRUPT | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1}, // END_RIFLE_STAND {"END RIFLE STAND" , 0, 80, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_RAISE_WEAPON | ANIM_NOCHANGE_PENDINGCOUNT | ANIM_MIN_EFFORT, ANIM_STAND, ANIM_STAND, -1}, // FROM CROUCH TO SWAT {"CROUCH TO SWAT" , 0, 40, (FLOAT)1.3, ANIM_MOVING | ANIM_TURNING | ANIM_LIGHT_EFFORT, ANIM_CROUCH, ANIM_CROUCH, -1}, // FROM SWAT TO CROUCH {"SWAT TO CROUCH" , 0, 40, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_LIGHT_EFFORT, ANIM_CROUCH, ANIM_CROUCH, -1}, // FLYBACK HIT ANIMATION {"FLYBACK HIT" , 0, 80, (FLOAT)1.6, ANIM_SPECIALMOVE | ANIM_HITSTART | ANIM_HITFINISH | ANIM_NONINTERRUPT | ANIM_NOSHOW_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_IGNORE_AUTOSTANCE | ANIM_ATTACK, ANIM_STAND, ANIM_PRONE, -1}, // READY_RIFLE_PRONE {"READY (R) PRONE" , 0, 150, (FLOAT)0, ANIM_OK_CHARGE_AP_FOR_TURN | ANIM_NORESTART | ANIM_STATIONARY | ANIM_TURNING| ANIM_RAISE_WEAPON | ANIM_MIN_EFFORT, ANIM_PRONE, ANIM_PRONE, -1}, // AIM_RIFLE_PRONE {"AIM (R) PRONE" , 0, 250, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FIREREADY | ANIM_FASTTURN| ANIM_RAISE_WEAPON | ANIM_LIGHT_EFFORT, ANIM_PRONE, ANIM_PRONE, -1}, // SHOOT_RIFLE_PRONE {"SHOOT (R) PRONE" , 0, 100, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_RAISE_WEAPON | ANIM_LIGHT_EFFORT | ANIM_FIRE | ANIM_RT_NONINTERRUPT | ANIM_ATTACK, ANIM_PRONE, ANIM_PRONE, -1}, // END_RIFLE_PRONE {"END (R) AIM PRONE" , 0, 150, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_RAISE_WEAPON | ANIM_NOCHANGE_PENDINGCOUNT | ANIM_MIN_EFFORT, ANIM_PRONE, ANIM_PRONE, -1}, // DEATH TWITCH ONE {"DEATH TWITCH ONE" , 0, 100, (FLOAT)0, ANIM_STATIONARY | ANIM_NOSHOW_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_ATTACK, ANIM_PRONE, ANIM_PRONE, -1}, // GENERIC_HIT STANDING {"GENERIC HIT STAND" , 0, 130, (FLOAT)0, ANIM_STATIONARY | ANIM_HITSTART | ANIM_TURNING | ANIM_NONINTERRUPT | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_IGNORE_AUTOSTANCE | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1}, // FLYBACK HIT ANIMATION W/ BLOOD {"FLYBACK HIT w/B" , 0, 80, (FLOAT)1.6, ANIM_SPECIALMOVE | ANIM_HITSTART | ANIM_HITFINISH | ANIM_NONINTERRUPT | ANIM_NOSHOW_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_IGNORE_AUTOSTANCE | ANIM_ATTACK, ANIM_PRONE, ANIM_PRONE, -1}, // FLYBACK HIT DEATH {"FLYBACK HIT DEATH" , 0, 120, (FLOAT)0, ANIM_STATIONARY | ANIM_NONINTERRUPT | ANIM_NOSHOW_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_ATTACK, ANIM_PRONE, ANIM_PRONE, -1}, // READY_RIFLE_CROUCH {"READY (R) CROUCH" , 0, 150, (FLOAT)0, ANIM_OK_CHARGE_AP_FOR_TURN | ANIM_NORESTART | ANIM_STATIONARY | ANIM_TURNING | ANIM_RAISE_WEAPON | ANIM_MIN_EFFORT, ANIM_CROUCH, ANIM_CROUCH, -1}, // AIM_RIFLE_CROUCH {"AIM (R) CROUCH" , 0, 250, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FIREREADY | ANIM_FASTTURN | ANIM_RAISE_WEAPON | ANIM_LIGHT_EFFORT, ANIM_CROUCH, ANIM_CROUCH, -1}, // SHOOT_RIFLE_CROUCH {"SHOOT (R) CROUCH" , 0, 100, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_RAISE_WEAPON | ANIM_LIGHT_EFFORT | ANIM_FIRE | ANIM_RT_NONINTERRUPT | ANIM_ATTACK, ANIM_CROUCH, ANIM_CROUCH, -1}, // END_RIFLE_CROUCH {"END (R) CROUCH" , 0, 150, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_RAISE_WEAPON | ANIM_NOCHANGE_PENDINGCOUNT | ANIM_MIN_EFFORT, ANIM_CROUCH, ANIM_CROUCH, -1}, // FALLBACK HIT STANDING {"FALLBACK HIT STAND" , 0, 130, (FLOAT)1.6, ANIM_SPECIALMOVE | ANIM_NONINTERRUPT | ANIM_HITFINISH | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_IGNORE_AUTOSTANCE | ANIM_ATTACK, ANIM_STAND, ANIM_PRONE, -1}, // ROLLOVER {"ROOLOVER" , 0, 100, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON, ANIM_PRONE, ANIM_PRONE, -1}, // CLIMBROOF {"CLIMBROOF" , 0, 30, (FLOAT)0, ANIM_NONINTERRUPT | ANIM_NORESTART | ANIM_STATIONARY | ANIM_NOSHOW_MARKER | ANIM_MODERATE_EFFORT | ANIM_LOWER_WEAPON, ANIM_STAND, ANIM_CROUCH, -1}, // FALL {"FALL" , 0, 60, (FLOAT)0, ANIM_NONINTERRUPT | ANIM_STATIONARY | ANIM_HITFINISH | ANIM_NOSHOW_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_IGNORE_AUTOSTANCE | ANIM_ATTACK, ANIM_STAND, ANIM_PRONE, -1}, //GETUP FROM ROLLOVER {"GETUP FROM ROLLOVER" , 0, 100, (FLOAT)0, ANIM_STATIONARY | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON, ANIM_PRONE, ANIM_STAND, -1}, //CLIMBDOWNROOF {"CLIMBDOWNROOF" , 0, 30, (FLOAT)0, ANIM_NONINTERRUPT | ANIM_NORESTART | ANIM_STATIONARY | ANIM_NOSHOW_MARKER | ANIM_MODERATE_EFFORT | ANIM_LOWER_WEAPON, ANIM_CROUCH, ANIM_STAND, -1}, // FALL FORWARD {"FALL FORWARD ROOF" , 0, 60, (FLOAT)0, ANIM_NONINTERRUPT | ANIM_STATIONARY | ANIM_HITFINISH | ANIM_NOSHOW_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_IGNORE_AUTOSTANCE | ANIM_ATTACK, ANIM_STAND, ANIM_PRONE, -1}, // GENERIC HIT DEATHTWICH NO BLOOD {"BELLY DEATHHIT NB" , 0, 100, (FLOAT)0, ANIM_STATIONARY | ANIM_HITWHENDOWN | ANIM_NONINTERRUPT | ANIM_NOSHOW_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_ATTACK, ANIM_PRONE, ANIM_PRONE, -1}, // GENERIC HIT DEATHTWICH BLOOD {"BELLY DEATHHIT B" , 0, 100, (FLOAT)0, ANIM_STATIONARY | ANIM_HITWHENDOWN | ANIM_NONINTERRUPT | ANIM_NOSHOW_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_ATTACK, ANIM_PRONE, ANIM_PRONE, -1}, // FALLBACK HIT DEATHTWICH NO BLOOD {"FALLBACK DEATHHIT NB", 0, 100, (FLOAT)0, ANIM_STATIONARY | ANIM_HITWHENDOWN | ANIM_NONINTERRUPT | ANIM_NOSHOW_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_ATTACK, ANIM_PRONE, ANIM_PRONE, -1}, // FALLBACK HIT DEATHTWICH BLOOD {"FALLBACK DEATHHIT B" , 0, 100, (FLOAT)0, ANIM_STATIONARY | ANIM_HITWHENDOWN | ANIM_NONINTERRUPT | ANIM_NOSHOW_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_ATTACK, ANIM_PRONE, ANIM_PRONE, -1}, // GENERIC HIT DEATH {"BELLY HIT DEATH" , 0, 120, (FLOAT)0, ANIM_STATIONARY | ANIM_NONINTERRUPT | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_ATTACK, ANIM_PRONE, ANIM_PRONE, -1}, // FALLBACK HIT DEATH {"FALLBACK HIT DEATH" , 0, 120, (FLOAT)0, ANIM_STATIONARY | ANIM_NONINTERRUPT | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_ATTACK, ANIM_PRONE, ANIM_PRONE, -1}, // GENERIC HIT CROUCHED {"GENERIC HIT CROUCH" , 0, 80, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_HITSTART | ANIM_NONINTERRUPT | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_ATTACK, ANIM_CROUCH, ANIM_CROUCH, -1}, // STAND BURST // Lesh: AniDelay, speed=0 for control it {"STAND BURST SHOOT" , 0, 0, (FLOAT)0, ANIM_NORESTART | ANIM_STATIONARY | ANIM_TURNING | ANIM_RAISE_WEAPON | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_FIRE | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1}, // STANDING BURST HIT {"STAND BUTST HIT" , 0, 80, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_HITSTART | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_IGNORE_AUTOSTANCE | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1}, // FALL FORWARD FROM HIT STAND {"FALL FROM STAND" , 0, 120, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NONINTERRUPT | ANIM_HITFINISH | ANIM_NOMOVE_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_ATTACK, ANIM_STAND, ANIM_PRONE, -1}, // FALL FORWARD FROM HIT CROUCH {"FALL FROM CROUCH" , 0, 120, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NONINTERRUPT | ANIM_HITFINISH | ANIM_NOMOVE_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_ATTACK, ANIM_CROUCH, ANIM_PRONE, -1}, // END FALL FORWARD FROM HIT CROUCH {"END FALL F CROUCH" , 0, 120, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NONINTERRUPT | ANIM_HITFINISH | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_ATTACK, ANIM_PRONE, ANIM_PRONE, -1}, // GENERIC HIT PRONE {"GENERIC HIT PRONE" , 0, 80, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_HITSTART | ANIM_NONINTERRUPT | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_ATTACK, ANIM_PRONE, ANIM_PRONE, -1}, // PRONE HIT DEATH {"PRONE HIT DEATH" , 0, 120, (FLOAT)0, ANIM_STATIONARY | ANIM_NONINTERRUPT | ANIM_NOSHOW_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_ATTACK, ANIM_PRONE, ANIM_PRONE, -1}, // PRONE LAY FROM HIT {"PRONE LAY FROM HIT" , 0, 160, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NONINTERRUPT | ANIM_HITFINISH | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_ATTACK, ANIM_PRONE, ANIM_PRONE, -1}, // PRONE HIT DEATHTWICH NO BLOOD {"PRONE DEATHHIT NB", 0, 100, (FLOAT)0, ANIM_STATIONARY | ANIM_HITWHENDOWN | ANIM_NONINTERRUPT | ANIM_NOSHOW_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_ATTACK, ANIM_PRONE, ANIM_PRONE, -1}, // PRONE HIT DEATHTWICH BLOOD {"PRONE DEATHHIT B" , 0, 100, (FLOAT)0, ANIM_STATIONARY | ANIM_HITWHENDOWN | ANIM_NONINTERRUPT | ANIM_NOSHOW_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_ATTACK, ANIM_PRONE, ANIM_PRONE, -1}, // FEMALE MONSTER BREATHING {"FEMADMON BREATHING", 0, 100, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON, ANIM_STAND, ANIM_STAND, -1}, // FEMALE MONSTER BREATHING {"FEMADMON WALKING", 0 , 30, (FLOAT)2.5, ANIM_MOVING | ANIM_TURNING | ANIM_NORESTART | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON, ANIM_STAND, ANIM_STAND, -1}, // FEMALE MONSTER ATTACK {"FEMADMON ATTACK", 0 , 70, (FLOAT)2.5, ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1}, {"FLYBACK HIT DEATH STOP" , 0, 120, (FLOAT)0, ANIM_STATIONARY | ANIM_HITSTOP | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON, ANIM_PRONE, ANIM_PRONE, -1}, {"BELLY HIT DEATH STOP" , 0, 120, (FLOAT)0, ANIM_STATIONARY | ANIM_HITSTOP | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON, ANIM_PRONE, ANIM_PRONE, -1}, {"FALLBACK HIT DEATH STOP" , 0, 120, (FLOAT)0, ANIM_STATIONARY | ANIM_HITSTOP | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON, ANIM_PRONE, ANIM_PRONE, -1}, {"PRONE HIT DEATH STOP" , 0, 120, (FLOAT)0, ANIM_STATIONARY | ANIM_HITSTOP | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON, ANIM_PRONE, ANIM_PRONE, -1}, {"FLYBACK HIT STOP" , 0, 70, (FLOAT)0, ANIM_STATIONARY | ANIM_HITSTOP | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON, ANIM_PRONE, ANIM_PRONE, -1}, {"FALLBACK HIT STOP" , 0, 350, (FLOAT)0, ANIM_STATIONARY | ANIM_HITSTOP | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON, ANIM_PRONE, ANIM_PRONE, -1}, {"FALLOFF STOP" , 0, 350, (FLOAT)0, ANIM_STATIONARY | ANIM_HITSTOP | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON, ANIM_PRONE, ANIM_PRONE, -1}, {"FALLOFF FORWARD HIT STOP", 0, 350, (FLOAT)0, ANIM_STATIONARY | ANIM_HITSTOP | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON, ANIM_PRONE, ANIM_PRONE, -1}, {"FALLFORWARD HIT STOP", 0, 650, (FLOAT)0, ANIM_STATIONARY | ANIM_HITSTOP | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON, ANIM_PRONE, ANIM_PRONE, -1}, {"PRONE_LAYFROMHIT STOP" , 0, 70, (FLOAT)0, ANIM_STATIONARY | ANIM_HITSTOP | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON, ANIM_PRONE, ANIM_PRONE, -1}, {"HOP FENCE" , 0, 50, (FLOAT)0, ANIM_NOCHANGE_PENDINGCOUNT | ANIM_NORESTART | ANIM_STATIONARY | ANIM_NOSHOW_MARKER | ANIM_MODERATE_EFFORT | ANIM_LOWER_WEAPON | ANIM_NONINTERRUPT, ANIM_STAND, ANIM_CROUCH, -1}, // GENERIC HIT CROUCHED {"FEMMONS HIT" , 0, 80, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_HITSTART | ANIM_NONINTERRUPT | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1}, // FALL FORWARD FROM HIT STAND {"FEMMONS DIE" , 0, 80, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NONINTERRUPT | ANIM_HITFINISH | ANIM_NOMOVE_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_ATTACK, ANIM_STAND, ANIM_PRONE, -1}, // FALL FORWARD FROM HIT STAND {"FEMMONS DIE STOP" , 0, 350, (FLOAT)0, ANIM_STATIONARY | ANIM_HITSTOP | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON, ANIM_PRONE, ANIM_PRONE, -1}, //Breathing {"PUNCH BREATH" , 0, 150, (FLOAT)0, ANIM_NORESTART | ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_FIREREADY | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON, ANIM_STAND, ANIM_STAND, -1}, // Punch {"PUNCH" , 0, 70, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_NORESTART | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1}, //Breathing {"NOTHING_STAND" , 0, 150, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON, ANIM_STAND, ANIM_STAND, -1}, // JFK HIT DEATH {"JFK HIT DEATH" , 0, 160, (FLOAT)0, ANIM_STATIONARY | ANIM_NONINTERRUPT | ANIM_HITSTART | ANIM_HITFINISH | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_ATTACK, ANIM_STAND, ANIM_PRONE, -1}, {"JFK HIT DEATH STOP" , 0, 120, (FLOAT)0, ANIM_STATIONARY | ANIM_HITSTOP | ANIM_NOSHOW_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON, ANIM_PRONE, ANIM_PRONE, -1}, {"JFK DEATHHIT B" , 0, 100, (FLOAT)0, ANIM_STATIONARY | ANIM_HITWHENDOWN | ANIM_NONINTERRUPT | ANIM_NOSHOW_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_ATTACK, ANIM_PRONE, ANIM_PRONE, -1}, // STAND BURST // Lesh: AniDelay, speed=0 for control it {"STAND BURST SPREAD" , 0, 0, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_LIGHT_EFFORT | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1}, // FALLOFF DEATH {"FALLOFF DEATH" , 0, 120, (FLOAT)0, ANIM_STATIONARY | ANIM_NONINTERRUPT | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_ATTACK, ANIM_PRONE, ANIM_PRONE, -1}, // FALLOFF DEATH STOP {"FALLOFF DEATH STOP" , 0, 120, (FLOAT)0, ANIM_STATIONARY | ANIM_HITSTOP | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON, ANIM_PRONE, ANIM_PRONE, -1}, // FALLOFF TWITCHB {"FALLOFF TWITCH BLOOD" , 0, 120, (FLOAT)0, ANIM_STATIONARY | ANIM_HITWHENDOWN | ANIM_NONINTERRUPT | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_ATTACK, ANIM_PRONE, ANIM_PRONE, -1}, // FALLOFF TWITCH NB {"FALLOFF TWITCH NOBLOOD" , 0, 120, (FLOAT)0, ANIM_STATIONARY | ANIM_HITWHENDOWN | ANIM_NONINTERRUPT | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_ATTACK, ANIM_PRONE, ANIM_PRONE, -1}, // FALLOFF FORWARD DEATH {"FALLOFF FORWARD DEATH" , 0, 120, (FLOAT)0, ANIM_STATIONARY | ANIM_NONINTERRUPT | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_ATTACK, ANIM_PRONE, ANIM_PRONE, -1}, // FALLOFF FORWARD DEATH STOP {"FALLOFF FORWARD DEATH STOP" , 0, 120, (FLOAT)0, ANIM_STATIONARY | ANIM_HITSTOP | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON, ANIM_PRONE, ANIM_PRONE, -1}, // FALLOFF FORWARD TWITCHB {"FALLOFF FORWARD TWITCH BLOOD" , 0, 120, (FLOAT)0, ANIM_STATIONARY | ANIM_HITWHENDOWN | ANIM_NONINTERRUPT | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_ATTACK, ANIM_PRONE, ANIM_PRONE, -1}, // FALLOFF TWITCH NB {"FALLOFF FORWARD TWITCH NOBLOOD" , 0, 120, (FLOAT)0, ANIM_STATIONARY | ANIM_HITWHENDOWN | ANIM_NONINTERRUPT | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_ATTACK, ANIM_PRONE, ANIM_PRONE, -1}, //OPEN DOOR {"OPEN DOOR" , 0, 70, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT, ANIM_STAND, ANIM_STAND, -1}, //OPEN STRUCT {"OPEN STRUCT" , 0, 70, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT, ANIM_STAND, ANIM_STAND, -1}, //OPEN STRUCT {"PICKUP ITEM" , 0, 100, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT, ANIM_STAND, ANIM_STAND, -1}, //DROP ITEM {"DROP ITEM" , 0, 100, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT, ANIM_STAND, ANIM_STAND, -1}, //SLICE {"SLICE" , 0, 70, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LIGHT_EFFORT | ANIM_ATTACK , ANIM_STAND, ANIM_STAND, -1}, //STAB {"STAB" , 0, 70, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LIGHT_EFFORT | ANIM_ATTACK , ANIM_STAND, ANIM_STAND, -1}, //CROUCH STAB {"CROUCH STAB" , 0, 70, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LIGHT_EFFORT | ANIM_ATTACK , ANIM_CROUCH, ANIM_CROUCH, -1}, //START GIVING AID {"START AID" , 0, 90, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT , ANIM_CROUCH, ANIM_CROUCH, -1}, //GIVING AID {"GIVING AID" , 0, 120, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LIGHT_EFFORT , ANIM_CROUCH, ANIM_CROUCH, -1}, //END GIVING AID {"END AID" , 0, 90, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_RAISE_WEAPON | ANIM_NO_EFFORT | ANIM_NOCHANGE_PENDINGCOUNT, ANIM_CROUCH, ANIM_CROUCH, -1}, //DODGE ONE {"DODGE ONE" , 0, 40, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1}, //FATCIV_ASSSCRATCH {"FATCIV ASS SCRATCH" , 0, 110, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_NO_EFFORT, ANIM_STAND, ANIM_STAND, -1}, // READY_RIFLE_STAND {"READY AIM (DW) STAND" , 0, 150, (FLOAT)0, ANIM_OK_CHARGE_AP_FOR_TURN | ANIM_NORESTART | ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_LIGHT_EFFORT, ANIM_STAND, ANIM_STAND, -1}, // AIM_RIFLE_STAND {"AIM (DW) STAND" , 0, 250, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FIREREADY | ANIM_FASTTURN | ANIM_LIGHT_EFFORT, ANIM_STAND, ANIM_STAND, -1}, // SHOOT_RIFLE_STAND {"SHOOT (DW) STAND" , 0, 150, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_LIGHT_EFFORT | ANIM_FIRE | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1}, // END_RIFLE_STAND {"END DUAL STAND" , 0, 150, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NOCHANGE_PENDINGCOUNT | ANIM_LIGHT_EFFORT, ANIM_STAND, ANIM_STAND, -1}, //RAISE RIFLE {"RAISE RIFLE" , 0, 70, (FLOAT)0, ANIM_STATIONARY | ANIM_NOMOVE_MARKER | ANIM_NOCHANGE_WEAPON | ANIM_NO_EFFORT, ANIM_STAND, ANIM_STAND, -1}, //LOWER RIFLE {"LOWER RIFLE" , 0, 70, (FLOAT)0, ANIM_STATIONARY | ANIM_NOMOVE_MARKER | ANIM_NOCHANGE_WEAPON | ANIM_NO_EFFORT, ANIM_STAND, ANIM_STAND, -1}, //BOD BLOW {"BOD BLOW" , 0, 200, (FLOAT)0, ANIM_STATIONARY | ANIM_NOMOVE_MARKER | ANIM_NO_EFFORT | ANIM_NONINTERRUPT | ANIM_NOCHANGE_WEAPON | ANIM_IGNORE_AUTOSTANCE | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1}, //THROW ITEM {"THROW ITEM" , 0, 80, (FLOAT)0, ANIM_STATIONARY | ANIM_NOMOVE_MARKER | ANIM_NONINTERRUPT | ANIM_MIN_EFFORT | ANIM_ATTACK , ANIM_STAND, ANIM_STAND, -1}, //LOB ITEM {"LOB ITEM" , 0, 80, (FLOAT)0, ANIM_STATIONARY | ANIM_NOMOVE_MARKER | ANIM_NONINTERRUPT | ANIM_MIN_EFFORT | ANIM_ATTACK , ANIM_STAND, ANIM_STAND, -1}, //QUEEN MONSTER STATIONARY {"MONSTER_STATIONARY" , 0, 100, (FLOAT)0, ANIM_STATIONARY | ANIM_NOMOVE_MARKER | ANIM_NO_EFFORT | ANIM_BREATH, ANIM_STAND, ANIM_STAND, -1}, // CROUCHED BURST // Lesh: AniDelay, speed=0 for control it {"CROUCHED BURST SHOOT" , 0, 0, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_LIGHT_EFFORT | ANIM_FIRE | ANIM_ATTACK, ANIM_CROUCH, ANIM_CROUCH, -1}, // PRONE BURST // Lesh: AniDelay, speed=0 for control it {"PRONE BURST SHOOT" , 0, 0, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_LIGHT_EFFORT | ANIM_FIRE | ANIM_ATTACK, ANIM_PRONE, ANIM_PRONE, -1}, //180 {"NOT USED 1" , 20, 20, (FLOAT)0.9, ANIM_MOVING | ANIM_TURNING | ANIM_NORESTART | ANIM_NO_EFFORT, ANIM_STAND, ANIM_STAND, -1}, // BIG GUY FLEX {"BIG GUY FLEX" , 0, 150, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_MERCIDLE | ANIM_NO_EFFORT, ANIM_STAND, ANIM_STAND, -1}, // BIG GUY STRECH {"BIG GUY STRECH" , 0, 110, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_MERCIDLE | ANIM_NO_EFFORT, ANIM_STAND, ANIM_STAND, -1}, // BIG GUY SOEDUST {"BIG GUY SHOE DUST" , 0, 90, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_MERCIDLE | ANIM_NOCHANGE_WEAPON | ANIM_NO_EFFORT, ANIM_STAND, ANIM_STAND, -1}, // BIG GUY HEADTURN {"BIG GUY HEAD TURN" , 0, 180, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_MERCIDLE | ANIM_NOCHANGE_WEAPON | ANIM_NO_EFFORT, ANIM_STAND, ANIM_STAND, -1}, // MINI GIRL STOCKING {"MINI GIRL STOCKING" , 0, 120, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NO_EFFORT, ANIM_STAND, ANIM_STAND, -1}, //GIVE ITEM {"GIVE ITEM" , 0, 110, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT | ANIM_ATTACK , ANIM_STAND, ANIM_STAND, -1}, //CLIMB MOUNTIAIN {"CLIMB MOUNTAIN" , 0, 50, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_NOSHOW_MARKER | ANIM_MODERATE_EFFORT, ANIM_STAND, ANIM_CROUCH, -1}, {"COW EATING" , 0, 200, (FLOAT)0.0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NO_EFFORT, ANIM_STAND, ANIM_STAND, -1}, // COW HIT {"COW HIT" , 0, 150, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_HITSTART | ANIM_NONINTERRUPT | ANIM_NO_EFFORT | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1}, // COW DIE {"COW DIE" , 0, 150, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NONINTERRUPT | ANIM_HITFINISH | ANIM_NOMOVE_MARKER | ANIM_NO_EFFORT | ANIM_ATTACK, ANIM_STAND, ANIM_PRONE, -1}, // COW DIE STOP {"COW DIE STOP" , 0, 350, (FLOAT)0, ANIM_STATIONARY | ANIM_HITSTOP | ANIM_NO_EFFORT, ANIM_PRONE, ANIM_PRONE, -1}, // WATER HIT {"WATER HIT" , 0, 80, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_HITSTART | ANIM_NONINTERRUPT | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1}, // WATER DIE {"WATER DIE" , 0, 160, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NONINTERRUPT | ANIM_HITFINISH | ANIM_NOMOVE_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_ATTACK, ANIM_STAND, ANIM_PRONE, -1}, // WATER DIE STOP {"WATER DIE STOP" , 0, 340, (FLOAT)0, ANIM_STATIONARY | ANIM_HITSTOP | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON, ANIM_PRONE, ANIM_PRONE, -1}, {"CROW WALK" , 0, 80, (FLOAT)1.6, ANIM_MOVING | ANIM_TURNING | ANIM_NORESTART | ANIM_LIGHT_EFFORT, ANIM_STAND, ANIM_STAND, -1}, {"CROW TAKEOFF" , 0, 80, (FLOAT)1.6, ANIM_MOVING | ANIM_TURNING | ANIM_NORESTART | ANIM_NO_EFFORT, ANIM_STAND, ANIM_STAND, -1}, {"CROW LAND" , 0, 80, (FLOAT)1.6, ANIM_MOVING | ANIM_TURNING | ANIM_NORESTART | ANIM_NO_EFFORT, ANIM_STAND, ANIM_STAND, -1}, {"CROW FLY" , 0, 20, (FLOAT)0.5, ANIM_SPECIALMOVE | ANIM_MOVING | ANIM_TURNING | ANIM_NORESTART | ANIM_LIGHT_EFFORT, ANIM_STAND, ANIM_STAND, -1}, {"CROW EAT" , 0, 80, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_MIN_EFFORT, ANIM_STAND, ANIM_STAND, -1}, {"HELIDROP" , 0, 60, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_NOSHOW_MARKER | ANIM_NO_EFFORT | ANIM_ATTACK, ANIM_STAND, ANIM_CROUCH, -1}, {"FEM CLEAN" , 0, 110, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_MERCIDLE | ANIM_NOCHANGE_WEAPON | ANIM_NO_EFFORT, ANIM_STAND, ANIM_STAND, -1}, {"FEM KICKSN" , 0, 110, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_MERCIDLE | ANIM_NOCHANGE_WEAPON | ANIM_NO_EFFORT, ANIM_STAND, ANIM_STAND, -1}, {"FEM LOOK" , 0, 180, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_MERCIDLE | ANIM_NOCHANGE_WEAPON | ANIM_NO_EFFORT, ANIM_STAND, ANIM_STAND, -1}, {"FEM WIPE" , 0, 110, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_MERCIDLE | ANIM_NOCHANGE_WEAPON | ANIM_NO_EFFORT, ANIM_STAND, ANIM_STAND, -1}, {"REG SQUISH" , 0, 110, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_MERCIDLE | ANIM_NOCHANGE_WEAPON | ANIM_NO_EFFORT, ANIM_STAND, ANIM_STAND, -1}, {"REG PULL" , 0, 110, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_MERCIDLE | ANIM_NOCHANGE_WEAPON | ANIM_NO_EFFORT, ANIM_STAND, ANIM_STAND, -1}, {"REG SPIT" , 0, 130, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_MERCIDLE | ANIM_NOCHANGE_WEAPON | ANIM_NO_EFFORT, ANIM_STAND, ANIM_STAND, -1}, {"KID YOYO" , 0, 140, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NO_EFFORT, ANIM_STAND, ANIM_STAND, -1}, {"KID ARMPIT" , 0, 70, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NO_EFFORT, ANIM_STAND, ANIM_STAND, -1}, {"ADULT MONSTER CLOSE ATTACK", 0 , 70, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1}, "ADULT MONSTER SPIT ATTACK", 0 , 70, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1, "ADULT MONSTER BEGIN EATING", 0 , 70, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_NO_EFFORT, ANIM_STAND, ANIM_STAND, -1, "ADULT MONSTER EATING", 0 , 70, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_LIGHT_EFFORT, ANIM_STAND, ANIM_STAND, -1, "ADULT MONSTER END EATING", 0 , 70, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_NO_EFFORT, ANIM_STAND, ANIM_STAND, -1, //RUN "BLOODCAT RUN" , 0, 50, (FLOAT)5.4, ANIM_MOVING | ANIM_TURNING | ANIM_NORESTART | ANIM_MODERATE_EFFORT, ANIM_STAND, ANIM_STAND, -1, // "BLOODCAT BEGIN READY" , 0, 70, (FLOAT)0, ANIM_OK_CHARGE_AP_FOR_TURN | ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_NO_EFFORT, ANIM_STAND, ANIM_STAND, -1, "BLOODCAT READY" , 0, 130, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_NO_EFFORT, ANIM_STAND, ANIM_STAND, -1, "BLOODCAT END READY" , 0, 70, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_NO_EFFORT, ANIM_STAND, ANIM_STAND, -1, // CAT HIT "BLOODCAT HIT" , 0, 110, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_HITSTART | ANIM_NONINTERRUPT | ANIM_NO_EFFORT | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1, // CAT DIE "BLOODCAT DIE" , 0, 110, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NONINTERRUPT | ANIM_HITFINISH | ANIM_NOMOVE_MARKER | ANIM_ATTACK, ANIM_STAND, ANIM_PRONE, -1, // CAT DIE STOP "BLOODCAT DIE STOP" , 0, 100, (FLOAT)0, ANIM_STATIONARY | ANIM_HITSTOP | ANIM_NO_EFFORT, ANIM_PRONE, ANIM_PRONE, -1, "BLOODCAT SWIPE" , 0 , 70, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_MIN_EFFORT | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1, "NINJA GOTO BREATH" , 0, 70, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON, ANIM_STAND, ANIM_STAND, -1, "NINJA BREATH" , 0, 0, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON, ANIM_STAND, ANIM_STAND, -1, "NINJA LOWKICK" , 0, 50, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NONINTERRUPT | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_NORESTART | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1, "NINJA PUNCH" , 0, 50, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NONINTERRUPT | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_NORESTART | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1, "NINJA SPIN KICK" , 0, 70, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NONINTERRUPT | ANIM_MODERATE_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_NORESTART | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1, //END OPEN DOOR "END OPEN DOOR" , 0, 100, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_MIN_EFFORT, ANIM_STAND, ANIM_STAND, -1, //END OPEN LOCKED DOOR "END OPEN LOCKED DOOR" , 0, 100, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_LOWER_WEAPON | ANIM_MIN_EFFORT, ANIM_STAND, ANIM_STAND, -1, //KICK DOOR "KICK DOOR" , 0, 70, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1, //KICK DOOR "CLOSE DOOR" , 0, 100, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_MIN_EFFORT, ANIM_STAND, ANIM_STAND, -1, // HIT STANDING RIFLE "HIT STAND RIFLE" , 0, 150, (FLOAT)0, ANIM_STATIONARY | ANIM_HITSTART | ANIM_TURNING | ANIM_NONINTERRUPT | ANIM_NOCHANGE_WEAPON | ANIM_NO_EFFORT | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1, // DEEP WATER TREAD "DEEP WATER TREAD" , 0, 200, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NOCHANGE_WEAPON | ANIM_MODERATE_EFFORT, ANIM_STAND, ANIM_STAND, -1, // DEEP WATER SWIM "DEEP WATER SWIM" , 0, 160, (FLOAT)1.3, ANIM_MOVING | ANIM_TURNING | ANIM_NORESTART | ANIM_NOCHANGE_WEAPON | ANIM_MODERATE_EFFORT, ANIM_STAND, ANIM_STAND, -1, // DEEP WATER HIT "DEEP WATER HIT" , 0, 100, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_HITSTART | ANIM_NONINTERRUPT | ANIM_NO_EFFORT | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1, // DEEP WATER DIE "DEEP WATER DIE" , 0, 210, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NONINTERRUPT | ANIM_HITFINISH | ANIM_NOMOVE_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_ATTACK, ANIM_STAND, ANIM_PRONE, -1, // DEEP WATER DIE STOPPING "DEEP WATER DIE STOPPING" , 0, 340, (FLOAT)0, ANIM_STATIONARY | ANIM_NONINTERRUPT | ANIM_HITSTOP | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON, ANIM_PRONE, ANIM_PRONE, -1, // DEEP WATER DIE STOP "DEEP WATER DIE STOP" , 0, 340, (FLOAT)0, ANIM_STATIONARY | ANIM_HITSTOP | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON, ANIM_PRONE, ANIM_PRONE, -1, // WATER TRANSITION "LOW TO DEEP WATER" , 0, 100, (FLOAT)0, ANIM_STATIONARY | ANIM_NOCHANGE_WEAPON | ANIM_NO_EFFORT, ANIM_STAND, ANIM_STAND, -1, // WATER TRANSITION "DEEP TO LOW WATER" , 0, 100, (FLOAT)0, ANIM_STATIONARY | ANIM_NOCHANGE_WEAPON | ANIM_NO_EFFORT, ANIM_STAND, ANIM_STAND, -1, // GOTO SLEEP "GOTO SLEEP" , 0, 100, (FLOAT)0, ANIM_STATIONARY | ANIM_LOWER_WEAPON | ANIM_NONINTERRUPT| ANIM_NO_EFFORT, ANIM_CROUCH, ANIM_PRONE, -1, // SLEEP "SLEEPING" , 0, 2000, (FLOAT)0, ANIM_STATIONARY | ANIM_NOCHANGE_WEAPON | ANIM_NO_EFFORT | ANIM_UPDATEMOVEMENTMODE, ANIM_PRONE, ANIM_PRONE, -1, // WAKEUP "WAKEUP" , 0, 100, (FLOAT)0, ANIM_STATIONARY | ANIM_RAISE_WEAPON | ANIM_NO_EFFORT, ANIM_PRONE, ANIM_CROUCH, -1, // SHOOT_RIFLE_STAND LOW "SHOOT (R) STAND LOW" , 0, 100, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_RAISE_WEAPON | ANIM_LIGHT_EFFORT | ANIM_FIRE | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1, // SHOOT_RIFLE_STAND LOW // Lesh: AniDelay, speed=0 for control it "BURST SHOOT (R) STAND LOW" , 0, 0, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_RAISE_WEAPON | ANIM_LIGHT_EFFORT | ANIM_FIRE | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1, //LARVAE Breathing "LARVAE BREATH" , 0, 250, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON, ANIM_STAND, ANIM_STAND, -1, // GENERIC HIT CROUCHED "LARVAE HIT" , 0, 80, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_HITSTART | ANIM_NONINTERRUPT | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1, // FALL FORWARD FROM HIT STAND "LARVAE DIE" , 0, 80, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NONINTERRUPT | ANIM_HITFINISH | ANIM_NOMOVE_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_ATTACK, ANIM_STAND, ANIM_PRONE, -1, // FALL FORWARD FROM HIT STAND "LARVAE DIE STOP" , 0, 350, (FLOAT)0, ANIM_STATIONARY | ANIM_HITSTOP | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON, ANIM_PRONE, ANIM_PRONE, -1, // FEMALE MONSTER BREATHING "LARVAE WALKING" , 0 , 110, (FLOAT)0.5, ANIM_MOVING | ANIM_TURNING | ANIM_NORESTART | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON, ANIM_STAND, ANIM_STAND, -1, // GENERIC HIT CROUCHED "INFANT HIT" , 0, 80, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_HITSTART | ANIM_NONINTERRUPT | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1, // FALL FORWARD FROM HIT STAND "INFANT DIE" , 0, 80, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NONINTERRUPT | ANIM_HITFINISH | ANIM_NOMOVE_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_ATTACK, ANIM_STAND, ANIM_PRONE, -1, // FALL FORWARD FROM HIT STAND "INFANT DIE STOP" , 0, 350, (FLOAT)0, ANIM_STATIONARY | ANIM_HITSTOP | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON, ANIM_PRONE, ANIM_PRONE, -1, "INFANT MONSTER SPIT ATTACK", 0 , 70, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1, "INFANT MONSTER BEGIN EATING", 0 , 70, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON, ANIM_STAND, ANIM_STAND, -1, "INFANT MONSTER EATING", 0 , 120, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON, ANIM_STAND, ANIM_STAND, -1, "INFANT MONSTER END EATING", 0 , 70, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON, ANIM_STAND, ANIM_STAND, -1, "ADULT MONSTER UP", 0 , 130, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON, ANIM_STAND, ANIM_STAND, -1, "ADULT MONSTER JUMP", 0 , 110, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON, ANIM_STAND, ANIM_STAND, -1, // UNJAM STANDING "UNJAM STANDING" , 0, 150, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NOCHANGE_WEAPON | ANIM_MIN_EFFORT | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1, // UNJAM CROUCH "UNJAM CROUCH" , 0, 150, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NOCHANGE_WEAPON | ANIM_MIN_EFFORT | ANIM_ATTACK, ANIM_CROUCH, ANIM_CROUCH, -1, // UNJAM PRONE "UNJAM PRONE" , 0, 150, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NOCHANGE_WEAPON | ANIM_MIN_EFFORT | ANIM_ATTACK, ANIM_PRONE, ANIM_PRONE, -1, // UNJAM STAND DWEL "UNJAM STAND DWEL" , 0, 150, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NOCHANGE_WEAPON | ANIM_MIN_EFFORT | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1, // UNJAM STAND LOW "UNJAM STAND LOW" , 0, 150, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NOCHANGE_WEAPON | ANIM_MIN_EFFORT | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1, // READY_RIFLE_CROUCH "READY AIM (DW) CROUCH" , 0, 150, (FLOAT)0, ANIM_OK_CHARGE_AP_FOR_TURN | ANIM_NORESTART | ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_LIGHT_EFFORT, ANIM_CROUCH, ANIM_CROUCH, -1, // AIM_RIFLE_CROUCH "AIM (DW) CROUCH" , 0, 250, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FIREREADY | ANIM_FASTTURN | ANIM_LIGHT_EFFORT, ANIM_CROUCH, ANIM_CROUCH, -1, // SHOOT_RIFLE_CROUCH "SHOOT (DW) CROUCH" , 0, 150, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_LIGHT_EFFORT | ANIM_FIRE | ANIM_ATTACK, ANIM_CROUCH, ANIM_CROUCH, -1, // END_RIFLE_STAND "END DUAL CROUCH" , 0, 150, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NOCHANGE_PENDINGCOUNT | ANIM_LIGHT_EFFORT, ANIM_CROUCH, ANIM_CROUCH, -1, // UNJAM CROUCH DWEL "UNJAM CROUCH DWEL" , 0, 150, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NOCHANGE_WEAPON | ANIM_MIN_EFFORT | ANIM_ATTACK, ANIM_CROUCH, ANIM_CROUCH, -1, //GET ADJACENT ITEM "GET ADJACENT ITEM" , 0, 100, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT, ANIM_STAND, ANIM_STAND, -1, //CUTTING FENCE "CUTTING FENCE" , 0, 90, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT | ANIM_ATTACK, ANIM_CROUCH, ANIM_CROUCH, -1, "CRIPPLE BEG" , 0, 110, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_MERCIDLE | ANIM_NOCHANGE_WEAPON | ANIM_NO_EFFORT, ANIM_STAND, ANIM_STAND, -1, // CRIPPLE HIT "CRIPPLE HIT" , 0, 80, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_HITSTART | ANIM_NONINTERRUPT | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1, // CRIPPLE DIE "CRIPPLE DIE" , 0, 80, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NONINTERRUPT | ANIM_HITFINISH | ANIM_NOMOVE_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_ATTACK, ANIM_STAND, ANIM_PRONE, -1, // CRIPPLE DIE STOP "CRIPPLE DIE STOP" , 0, 350, (FLOAT)0, ANIM_STATIONARY | ANIM_HITSTOP | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON, ANIM_PRONE, ANIM_PRONE, -1, // CRIPPLE FLYBACK DIE "CRIPPLE FLYBACK DIE" , 0, 80, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NONINTERRUPT | ANIM_HITFINISH | ANIM_NOMOVE_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_ATTACK, ANIM_STAND, ANIM_PRONE, -1, // CRIPPLE FLYBACK DIE STOP "CRIPPLE FLYBACK DIE STOP" , 0, 350, (FLOAT)0, ANIM_STATIONARY | ANIM_HITSTOP | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON, ANIM_PRONE, ANIM_PRONE, -1, // CRIPPLE KICK "CRIPPLE KICK" , 0, 80, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NONINTERRUPT | ANIM_NOMOVE_MARKER | ANIM_MIN_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1, // INJURED TRANSITION "INJURED TRANSITION" , 0, 80, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NONINTERRUPT | ANIM_NOMOVE_MARKER | ANIM_MIN_EFFORT | ANIM_NOCHANGE_WEAPON, ANIM_STAND, ANIM_STAND, -1, //THROW KNIFE "THROW KNIFE" , 0, 50, (FLOAT)0, ANIM_STATIONARY | ANIM_NOMOVE_MARKER | ANIM_NONINTERRUPT | ANIM_MIN_EFFORT | ANIM_ATTACK , ANIM_STAND, ANIM_STAND, -1, //Breathing "KNIFE BREATH" , 0, 150, (FLOAT)0, ANIM_NORESTART | ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_FIREREADY | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON, ANIM_STAND, ANIM_STAND, -1, //Breathing "KNIFE GOTO BREATH" , 0, 150, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_FIREREADY | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_NONINTERRUPT | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1, //Breathing "KNIFE END BREATH" , 0, 150, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_FIREREADY | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_NONINTERRUPT, ANIM_STAND, ANIM_STAND, -1, // ROBOT HIT "ROBOT HIT" , 0, 80, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_HITSTART | ANIM_NONINTERRUPT | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1, // ROBOT DIE "ROBOT DIE" , 0, 80, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NONINTERRUPT | ANIM_HITFINISH | ANIM_NOMOVE_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_ATTACK, ANIM_STAND, ANIM_PRONE, -1, // ROBOT DIE STOP "ROBOT DIE STOP" , 0, 350, (FLOAT)0, ANIM_STATIONARY | ANIM_HITSTOP | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON, ANIM_PRONE, ANIM_PRONE, -1, //Catch Standing "Catch Standing" , 0, 80, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_FIREREADY | ANIM_LIGHT_EFFORT | ANIM_LOWER_WEAPON | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1, //Catch Crouched "Catch Crouched" , 0, 80, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_FIREREADY | ANIM_LIGHT_EFFORT | ANIM_LOWER_WEAPON | ANIM_ATTACK, ANIM_CROUCH, ANIM_CROUCH, -1, //PLANT BOMB "PLANT BOMB" , 0, 120, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1, //Use remote "Use Remote" , 0, 80, (FLOAT)0, ANIM_NORESTART | ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_FIREREADY | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_NONINTERRUPT, ANIM_STAND, ANIM_STAND, -1, //COWER "START Cower" , 0, 80, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_FIREREADY | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_NONINTERRUPT | ANIM_IGNORE_AUTOSTANCE, ANIM_STAND, ANIM_CROUCH, -1, //COWER "Cowering" , 0, 80, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_FIREREADY | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_IGNORE_AUTOSTANCE , ANIM_CROUCH, ANIM_CROUCH, -1, //END COWER "End Cower" , 0, 80, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_FIREREADY | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_IGNORE_AUTOSTANCE, ANIM_CROUCH, ANIM_STAND, -1, //STEAL ITEM "STEAL ITEM" , 0, 110, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT | ANIM_ATTACK , ANIM_STAND, ANIM_STAND, -1, //LAUNCH ROCKET "LAUNCH ROCKET" , 0, 110, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LIGHT_EFFORT | ANIM_ATTACK , ANIM_STAND, ANIM_STAND, -1, // CIV ALT DIE "CIV ALT DIE" , 0, 80, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NONINTERRUPT | ANIM_HITFINISH | ANIM_NOMOVE_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_ATTACK, ANIM_STAND, ANIM_PRONE, -1, //SHOOT MORTAR "SHOOT MORTAR" , 0, 110, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT | ANIM_ATTACK , ANIM_CROUCH, ANIM_CROUCH, -1, //CROW DIE "CROW_DIE" , 0, 130, (FLOAT)0, ANIM_STATIONARY | ANIM_NONINTERRUPT | ANIM_FASTTURN | ANIM_NORESTART | ANIM_NOCHANGE_WEAPON | ANIM_LIGHT_EFFORT , ANIM_STAND, ANIM_STAND, -1, //SIDE STEPPING "SIDE STEPPING" , 0, 50, (FLOAT)0.4, ANIM_MOVING | ANIM_NORESTART | ANIM_RAISE_WEAPON | ANIM_VARIABLE_EFFORT, ANIM_STAND, ANIM_STAND, -1, //WALK BACKWARDS "WALK BACKWARDS" , 0, 110, (FLOAT)1.4, ANIM_MOVING | ANIM_NORESTART | ANIM_RAISE_WEAPON | ANIM_VARIABLE_EFFORT | ANIM_TURNING, ANIM_STAND, ANIM_STAND, -1, //OPEN STRUCT "BEGIN OPEN STRUCT" , 0, 70, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT, ANIM_STAND, ANIM_STAND, -1, //END STRUCT "END OPEN STRUCT" , 0, 70, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT, ANIM_STAND, ANIM_STAND, -1, //END OPEN LOCKED "END OPEN LOCKED STRUCT" , 0, 70, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT, ANIM_STAND, ANIM_STAND, -1, // Punch LOw "LOW PUNCH" , 0, 70, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_ATTACK, ANIM_CROUCH, ANIM_CROUCH, -1, // SHOOT_PISTOL_STAND LOW "SHOOT (P) STAND LOW" , 0, 100, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_RAISE_WEAPON | ANIM_LIGHT_EFFORT | ANIM_FIRE | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1, //DECAPITATE "DECAPITATE" , 0, 70, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LIGHT_EFFORT | ANIM_NONINTERRUPT | ANIM_ATTACK, ANIM_CROUCH, ANIM_CROUCH, -1, "BLOODCAT BITE" , 0 , 70, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_MIN_EFFORT | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1, "BIGMERC S NECK" , 0, 110, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_MERCIDLE | ANIM_NOCHANGE_WEAPON | ANIM_NO_EFFORT, ANIM_STAND, ANIM_STAND, -1, //CROUCH TRANSITION "BIGMERC CROUCH TRANS INTO" , 0, 90, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NOMOVE_MARKER | ANIM_STANCECHANGEANIM | ANIM_RAISE_WEAPON | ANIM_MIN_EFFORT, ANIM_STAND, ANIM_CROUCH, -1, //CROUCH TRANSITION "BIGMERC CROUCH TRANS OUTOF" , 0, 90, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NOMOVE_MARKER | ANIM_STANCECHANGEANIM | ANIM_RAISE_WEAPON | ANIM_MIN_EFFORT, ANIM_CROUCH, ANIM_STAND, -1, //GOTO PATIENT "GOTO PATIENT" , 0, 1000, (FLOAT)0, ANIM_STATIONARY | ANIM_FASTTURN | ANIM_NOCHANGE_WEAPON | ANIM_NO_EFFORT , ANIM_PRONE, ANIM_PRONE, -1, //BEING PATIENT "BEING PATIENT" , 0, 1000, (FLOAT)0, ANIM_STATIONARY | ANIM_FASTTURN | ANIM_NOCHANGE_WEAPON | ANIM_NO_EFFORT | ANIM_UPDATEMOVEMENTMODE , ANIM_PRONE, ANIM_PRONE, -1, //GOTO DOCTOR "GOTO DOCTOR" , 0, 90, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT, ANIM_CROUCH, ANIM_CROUCH, -1, //BEING DOCTOR "BEING DOCTOR" , 0, 120, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LIGHT_EFFORT | ANIM_UPDATEMOVEMENTMODE , ANIM_CROUCH, ANIM_CROUCH, -1, //ENDING DOCTOR "END DOCTOR" , 0, 90, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_RAISE_WEAPON | ANIM_NO_EFFORT | ANIM_NOCHANGE_PENDINGCOUNT, ANIM_CROUCH, ANIM_CROUCH, -1, //GOTO REPAIRMAN "GOTO REPAIRMAN" , 0, 90, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT , ANIM_CROUCH, ANIM_CROUCH, -1, //BEING REPAIRMAN "BEING REPAIRMAN" , 0, 120, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LIGHT_EFFORT | ANIM_UPDATEMOVEMENTMODE , ANIM_CROUCH, ANIM_CROUCH, -1, //ENDING REPAIRMAN "END REPAIRMAN" , 0, 90, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_RAISE_WEAPON | ANIM_NO_EFFORT | ANIM_NOCHANGE_PENDINGCOUNT, ANIM_CROUCH, ANIM_CROUCH, -1, //FALL INTO PIT "FALL INTO PIT" , 0, 60, (FLOAT)0, ANIM_STATIONARY | ANIM_NONINTERRUPT | ANIM_HITFINISH | ANIM_NOSHOW_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_ATTACK, ANIM_STAND, ANIM_PRONE, -1, // ROBOT WALK "ROBOT WALKING" , 0 , 80, (FLOAT)1.5, ANIM_MOVING | ANIM_TURNING | ANIM_NORESTART | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON, ANIM_STAND, ANIM_STAND, -1, // ROBOT SHOOT "ROBOT SHOOT" , 0, 100, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_RAISE_WEAPON | ANIM_LIGHT_EFFORT | ANIM_FIRE | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1, // QUEEN HIT "QUEEN HIT" , 0, 200, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_HITSTART | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1, // QUEEN DIE "QUEEN DIE" , 0, 120, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_HITFINISH | ANIM_NOMOVE_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_ATTACK, ANIM_STAND, ANIM_PRONE, -1, // QUEEN DIE STOP "QUEEN DIE STOP" , 0, 350, (FLOAT)0, ANIM_STATIONARY | ANIM_HITSTOP | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON, ANIM_PRONE, ANIM_PRONE, -1, "QUEEN INTO READY" , 0, 130, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_NO_EFFORT, ANIM_STAND, ANIM_STAND, -1, "QUEEN READY" , 0, 130, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_NO_EFFORT, ANIM_STAND, ANIM_STAND, -1, "QUEEN END READY" , 0, 130, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_NO_EFFORT, ANIM_STAND, ANIM_STAND, -1, "QUEEN CALL" , 0, 130, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_NO_EFFORT | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1, "QUEEN MONSTER SPIT ATTACK", 0 , 130, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1, "QUEEN MONSTER SWIPE ATTACK", 0 , 130, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1, //RELOAD ROBOT "RELOAD ROBOT" , 0, 70, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT | ANIM_ATTACK, ANIM_CROUCH, ANIM_CROUCH, -1, //End Catch Standing "Catch Standing" , 0, 80, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_FIREREADY | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_NONINTERRUPT | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1, //End Catch Crouched "Catch Crouched" , 0, 80, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_FIREREADY | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_NONINTERRUPT | ANIM_ATTACK, ANIM_CROUCH, ANIM_CROUCH, -1, "RADIO" , 0, 130, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_NO_EFFORT | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1, "CROUCH RADIO" , 0, 130, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_NO_EFFORT | ANIM_ATTACK, ANIM_CROUCH, ANIM_CROUCH, -1, // TANK SHOOT "TANK SHOOT" , 0, 200, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NOCHANGE_WEAPON | ANIM_LIGHT_EFFORT | ANIM_FIRE | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1, // TANK SHOOT // Lesh: AniDelay, speed=0 for control it "TANK BURST" , 0, 0, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NOCHANGE_WEAPON | ANIM_LIGHT_EFFORT | ANIM_FIRE | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1, //Queen Slap "QUEEN SLAP" , 0, 120, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1, //Slap hit "SLAP HIT" , 0, 70, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1, //GET BLOOD "GET BLOOD" , 0, 70, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT, ANIM_CROUCH, ANIM_CROUCH, -1, //VEHICLE DIE "VEHICLE DIE" , 0, 150, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_NOCHANGE_WEAPON | ANIM_LIGHT_EFFORT | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1, //Queen Frustrated Slap "QUEEN FRUSTRATED SLAP" , 0, 120, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1, //SOLDIER BRUN "FIRE FIRE" , 0, 150, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_NOCHANGE_WEAPON | ANIM_LIGHT_EFFORT | ANIM_IGNORE_AUTOSTANCE | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1, //AI TRIGGER "AI TRIGGER" , 0, 70, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT, ANIM_STAND, ANIM_STAND, -1, // MONSTER MELT "MONSTERMELT" , 0, 80, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NONINTERRUPT | ANIM_HITFINISH | ANIM_NOMOVE_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_ATTACK, ANIM_PRONE, ANIM_PRONE, -1, "MERC INJURED IDLE ANIM" , 0, 110, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_MERCIDLE | ANIM_NOCHANGE_WEAPON | ANIM_NO_EFFORT, ANIM_STAND, ANIM_STAND, -1, // INJURED TRANSITION "END INJURED WALK" , 0, 80, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NOMOVE_MARKER | ANIM_MIN_EFFORT | ANIM_NOCHANGE_WEAPON, ANIM_STAND, ANIM_STAND, -1, //PASS OBJECT "PASS OBJECT" , 0, 110, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT | ANIM_ATTACK , ANIM_STAND, ANIM_STAND, -1, //ADJACENT DROP OBJECT "ADJACENT DROP OBJECT" , 0, 110, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT | ANIM_ATTACK , ANIM_STAND, ANIM_STAND, -1, // READY_RIFLE_PRONE "READY AIM (DW) PRONE" , 0, 150, (FLOAT)0, ANIM_NORESTART | ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_LIGHT_EFFORT, ANIM_PRONE, ANIM_PRONE, -1, // AIM_RIFLE_PRONE "AIM (DW) PRONE" , 0, 250, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FIREREADY | ANIM_FASTTURN | ANIM_LIGHT_EFFORT, ANIM_PRONE, ANIM_PRONE, -1, // SHOOT_RIFLE_PRONE "SHOOT (DW) PRONE" , 0, 150, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_LIGHT_EFFORT | ANIM_FIRE | ANIM_ATTACK, ANIM_PRONE, ANIM_PRONE, -1, // END_RIFLE_PRONE "END DUAL PRONE" , 0, 150, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NOCHANGE_PENDINGCOUNT | ANIM_LIGHT_EFFORT, ANIM_PRONE, ANIM_PRONE, -1, // UNJAM PRONE DWEL "UNJAM PRONE DWEL" , 0, 150, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NOCHANGE_WEAPON | ANIM_MIN_EFFORT | ANIM_ATTACK, ANIM_PRONE, ANIM_PRONE, -1, //PICK LOCK "PICK LOCK" , 0, 70, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1, //OPEN DOOR CROUCHED "OPEN DOOR CROUCHED" , 0, 70, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT, ANIM_CROUCH, ANIM_CROUCH, -1, //BEGIN OPENSTRUCT CROUCHED "BEGIN OPEN STRUCT CROUCHED" , 0, 70, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT, ANIM_CROUCH, ANIM_CROUCH, -1, //CLOSE DOOR CROUCHED "CLOSE DOOR CROUCHED" , 0, 70, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT, ANIM_CROUCH, ANIM_CROUCH, -1, //OPEN STRUCT CROUCHED "OPEN STRUCT CROUCHED" , 0, 70, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT, ANIM_CROUCH, ANIM_CROUCH, -1, //END OPEN DOOR CROUCHED "END OPEN DOOR CROUCHED" , 0, 70, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT, ANIM_CROUCH, ANIM_CROUCH, -1, //END OPENSTRUCT CROUCHED "END OPENSTRUCT CROUCHED" , 0, 70, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT, ANIM_CROUCH, ANIM_CROUCH, -1, //END OPEN LOCKED DOOR CROUCHED "END OPNE LOCKED DOOR CR" , 0, 70, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT, ANIM_CROUCH, ANIM_CROUCH, -1, //END OPEN STRUCT LOCKED CR "END OPEN STRUCT LOCKED CR" , 0, 70, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT, ANIM_CROUCH, ANIM_CROUCH, -1, "DRUNK IDLE" , 0, 170, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_MERCIDLE | ANIM_NOCHANGE_WEAPON | ANIM_NO_EFFORT, ANIM_STAND, ANIM_STAND, -1, // CROWBAR "CROWBAR" , 0, 70, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_NORESTART | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1, // COWER HIT ANIMATION "COWER HIT" , 0, 80, (FLOAT)1.6, ANIM_HITSTART | ANIM_HITFINISH | ANIM_NONINTERRUPT | ANIM_NOSHOW_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_IGNORE_AUTOSTANCE | ANIM_ATTACK, ANIM_CROUCH, ANIM_CROUCH, -1, // BLOODCAT WALK BACKWARDS "BLOODCAT WALKING BACKWARDS", 0 , 30, (FLOAT)1.2, ANIM_MOVING | ANIM_TURNING | ANIM_NORESTART | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON, ANIM_STAND, ANIM_STAND, -1, // CREATURE WALK BACKWARDS "MONSTER WALKING BACKWARDS", 0 , 30, (FLOAT)2.5, ANIM_MOVING | ANIM_TURNING | ANIM_NORESTART | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON, ANIM_STAND, ANIM_STAND, -1, // KID SKIPPING "KID SKIPPING", 0 , 70, (FLOAT)2.0, ANIM_MOVING | ANIM_TURNING | ANIM_NORESTART | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON, ANIM_STAND, ANIM_STAND, -1, // STAND BURST // Lesh: AniDelay, speed=0 for control it "STAND BURST SHOOT" , 0, 0, (FLOAT)0, ANIM_NORESTART | ANIM_STATIONARY | ANIM_TURNING | ANIM_RAISE_WEAPON | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_FIRE | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1, //Attach string "Attach String" , 0, 70, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT | ANIM_ATTACK, ANIM_CROUCH, ANIM_CROUCH, -1, //SWAT BACKWARDS "SWAT BACKWARDS" , 0, 110, (FLOAT)1.4, ANIM_MOVING | ANIM_NORESTART | ANIM_LIGHT_EFFORT | ANIM_TURNING, ANIM_CROUCH, ANIM_CROUCH, -1, //JUMP OVER BLOCKING PERSON "JUMP OVER" , 0, 110, (FLOAT)3.6, ANIM_SPECIALMOVE | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_MODERATE_EFFORT | ANIM_TURNING | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1, //REFUEL VEHICLE "REFUEL VEHICLE" , 0, 70, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT, ANIM_CROUCH, ANIM_CROUCH, -1, //Robot camera not moving "ROBOT CAMERA" , 0, 0, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_RAISE_WEAPON | ANIM_VARIABLE_EFFORT | ANIM_BREATH, ANIM_STAND, ANIM_STAND, -1, //CRIPPLE OPEN DOOR "CRIPPLE OPEN DOOR" , 0, 70, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LIGHT_EFFORT, ANIM_STAND, ANIM_STAND, -1, //CRIPPLE CLOSE DOOR "CRIPPLE CLOSE DOOR" , 0, 100, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_MIN_EFFORT, ANIM_STAND, ANIM_STAND, -1, //CRIPPLE END OPEN DOOR "END OPEN DOOR" , 0, 100, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_MIN_EFFORT, ANIM_STAND, ANIM_STAND, -1, //CRIPPLE END OPEN LOCKED DOOR "END OPEN LOCKED DOOR" , 0, 100, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_MIN_EFFORT, ANIM_STAND, ANIM_STAND, -1, //CROUCH PICK LOCK "CROUCH PICK LOCK" , 0, 70, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT, ANIM_CROUCH, ANIM_CROUCH, -1, // crouch throwing "THROW ITEM CROUCHED", 0, 80, (FLOAT)0, ANIM_STATIONARY | ANIM_NOMOVE_MARKER | ANIM_NONINTERRUPT | ANIM_MIN_EFFORT | ANIM_ATTACK, ANIM_CROUCH, ANIM_CROUCH, -1, // crouch throwing gubAnimSurfaceIndex[ REGMALE ][ THROW_ITEM_CROUCHED ] = RGMCRTHROW; // gubAnimSurfaceMidWaterSubIndex[ REGMALE ][ STANDING][0] = RGMWATER_R_STD; gubAnimSurfaceMidWaterSubIndex[ REGMALE ][ WALKING ][0] = RGMWATER_R_WALK; gubAnimSurfaceMidWaterSubIndex[ REGMALE ][ RUNNING ][0] = RGMWATER_R_WALK; gubAnimSurfaceMidWaterSubIndex[ REGMALE ][ READY_RIFLE_STAND ][0] = RGMWATER_R_AIM; gubAnimSurfaceMidWaterSubIndex[ REGMALE ][ AIM_RIFLE_STAND ][0] = RGMWATER_R_AIM; gubAnimSurfaceMidWaterSubIndex[ REGMALE ][ SHOOT_RIFLE_STAND ][0] = RGMWATER_R_AIM; gubAnimSurfaceMidWaterSubIndex[ REGMALE ][ END_RIFLE_STAND ][0] = RGMWATER_R_AIM; gubAnimSurfaceMidWaterSubIndex[ REGMALE ][ STANDING_BURST ][0] = RGMWATER_R_AIM; gubAnimSurfaceMidWaterSubIndex[ REGMALE ][ FIRE_STAND_BURST_SPREAD ][0] = RGMWATER_R_AIM; gubAnimSurfaceMidWaterSubIndex[ REGMALE ][ STANDING][1] = RGMWATER_N_STD; gubAnimSurfaceMidWaterSubIndex[ REGMALE ][ WALKING ][1] = RGMWATER_N_WALK; gubAnimSurfaceMidWaterSubIndex[ REGMALE ][ RUNNING ][1] = RGMWATER_N_WALK; gubAnimSurfaceMidWaterSubIndex[ REGMALE ][ READY_RIFLE_STAND ][1] = RGMWATER_N_AIM; gubAnimSurfaceMidWaterSubIndex[ REGMALE ][ AIM_RIFLE_STAND ][1] = RGMWATER_N_AIM; gubAnimSurfaceMidWaterSubIndex[ REGMALE ][ SHOOT_RIFLE_STAND ][1] = RGMWATER_N_AIM; gubAnimSurfaceMidWaterSubIndex[ REGMALE ][ END_RIFLE_STAND ][1] = RGMWATER_N_AIM; gubAnimSurfaceMidWaterSubIndex[ REGMALE ][ STANDING_BURST ][1] = RGMWATER_N_AIM; gubAnimSurfaceMidWaterSubIndex[ REGMALE ][ FIRE_STAND_BURST_SPREAD ][1] = RGMWATER_N_AIM; gubAnimSurfaceMidWaterSubIndex[ REGMALE ][ READY_DUAL_STAND ][1] = RGMWATER_DBLSHT; gubAnimSurfaceMidWaterSubIndex[ REGMALE ][ AIM_DUAL_STAND ][1] = RGMWATER_DBLSHT; gubAnimSurfaceMidWaterSubIndex[ REGMALE ][ SHOOT_DUAL_STAND ][1] = RGMWATER_DBLSHT; gubAnimSurfaceMidWaterSubIndex[ REGMALE ][ END_DUAL_STAND ][1] = RGMWATER_DBLSHT; gubAnimSurfaceMidWaterSubIndex[ REGMALE ][ STANDING_SHOOT_UNJAM ][0] = RGMWATER_R_AIM; gubAnimSurfaceMidWaterSubIndex[ REGMALE ][ STANDING_SHOOT_UNJAM ][1] = RGMWATER_N_AIM; gubAnimSurfaceMidWaterSubIndex[ REGMALE ][ THROW_ITEM ][0] = RGMWATERTHROW; gubAnimSurfaceMidWaterSubIndex[ REGMALE ][ THROW_ITEM ][1] = RGMWATERTHROW; gubAnimSurfaceMidWaterSubIndex[ REGMALE ][ LOB_ITEM ][0] = RGMWATERTHROW; gubAnimSurfaceMidWaterSubIndex[ REGMALE ][ LOB_ITEM ][1] = RGMWATERTHROW; //Setup some random stuff gRandomAnimDefs[ REGMALE ][ 0 ].ubHandRestriction = RANDOM_ANIM_RIFLEINHAND; gRandomAnimDefs[ REGMALE ][ 0 ].sAnimID = REG_SPIT; gRandomAnimDefs[ REGMALE ][ 0 ].ubStartRoll = 0; gRandomAnimDefs[ REGMALE ][ 0 ].ubEndRoll = 3; gRandomAnimDefs[ REGMALE ][ 0 ].ubFlags = RANDOM_ANIM_CASUAL; gRandomAnimDefs[ REGMALE ][ 0 ].ubAnimHeight = ANIM_STAND; gRandomAnimDefs[ REGMALE ][ 1 ].ubHandRestriction = RANDOM_ANIM_NOTHINGINHAND; gRandomAnimDefs[ REGMALE ][ 1 ].sAnimID = REG_SQUISH; gRandomAnimDefs[ REGMALE ][ 1 ].ubStartRoll = 10; gRandomAnimDefs[ REGMALE ][ 1 ].ubEndRoll = 13; gRandomAnimDefs[ REGMALE ][ 1 ].ubFlags = RANDOM_ANIM_CASUAL; gRandomAnimDefs[ REGMALE ][ 1 ].ubAnimHeight = ANIM_STAND; gRandomAnimDefs[ REGMALE ][ 2 ].ubHandRestriction = RANDOM_ANIM_RIFLEINHAND; gRandomAnimDefs[ REGMALE ][ 2 ].sAnimID = FEM_LOOK; gRandomAnimDefs[ REGMALE ][ 2 ].ubStartRoll = 20; gRandomAnimDefs[ REGMALE ][ 2 ].ubEndRoll = 23; gRandomAnimDefs[ REGMALE ][ 2 ].ubFlags = 0; gRandomAnimDefs[ REGMALE ][ 2 ].ubAnimHeight = ANIM_STAND; gRandomAnimDefs[ REGMALE ][ 3 ].ubHandRestriction = RANDOM_ANIM_NOTHINGINHAND; gRandomAnimDefs[ REGMALE ][ 3 ].sAnimID = REG_PULL; gRandomAnimDefs[ REGMALE ][ 3 ].ubStartRoll = 30; gRandomAnimDefs[ REGMALE ][ 3 ].ubEndRoll = 33; gRandomAnimDefs[ REGMALE ][ 3 ].ubFlags = 0; gRandomAnimDefs[ REGMALE ][ 3 ].ubAnimHeight = ANIM_STAND; gRandomAnimDefs[ REGMALE ][ 4 ].ubHandRestriction = RANDOM_ANIM_IRRELEVENTINHAND; gRandomAnimDefs[ REGMALE ][ 4 ].sAnimID = MERC_HURT_IDLE_ANIM; gRandomAnimDefs[ REGMALE ][ 4 ].ubStartRoll = 40; gRandomAnimDefs[ REGMALE ][ 4 ].ubEndRoll = 100; gRandomAnimDefs[ REGMALE ][ 4 ].ubFlags = RANDOM_ANIM_INJURED; gRandomAnimDefs[ REGMALE ][ 4 ].ubAnimHeight = ANIM_STAND; gRandomAnimDefs[ REGMALE ][ 5 ].ubHandRestriction = RANDOM_ANIM_IRRELEVENTINHAND; gRandomAnimDefs[ REGMALE ][ 5 ].sAnimID = DRUNK_IDLE; gRandomAnimDefs[ REGMALE ][ 5 ].ubStartRoll = 40; gRandomAnimDefs[ REGMALE ][ 5 ].ubEndRoll = 100; gRandomAnimDefs[ REGMALE ][ 5 ].ubFlags = RANDOM_ANIM_DRUNK; gRandomAnimDefs[ REGMALE ][ 5 ].ubAnimHeight = ANIM_STAND; gubAnimSurfaceItemSubIndex[ REGMALE ][ STANDING ] = RGMPISTOLBREATH; gubAnimSurfaceItemSubIndex[ REGMALE ][ WALKING ] = RGMNOTHING_WALK; gubAnimSurfaceItemSubIndex[ REGMALE ][ RUNNING ] = RGMNOTHING_RUN; gubAnimSurfaceItemSubIndex[ REGMALE ][ SWATTING ] = RGMNOTHING_SWAT; gubAnimSurfaceItemSubIndex[ REGMALE ][ START_SWAT ] = RGMNOTHING_SWAT; gubAnimSurfaceItemSubIndex[ REGMALE ][ END_SWAT ] = RGMNOTHING_SWAT; gubAnimSurfaceItemSubIndex[ REGMALE ][ KNEEL_DOWN ] = RGMNOTHING_CROUCH; gubAnimSurfaceItemSubIndex[ REGMALE ][ CROUCHING ] = RGMNOTHING_CROUCH; gubAnimSurfaceItemSubIndex[ REGMALE ][ KNEEL_UP ] = RGMNOTHING_CROUCH; gubAnimSurfaceItemSubIndex[ REGMALE ][ READY_RIFLE_STAND ] = RGMHANDGUN_S_SHOT; gubAnimSurfaceItemSubIndex[ REGMALE ][ AIM_RIFLE_STAND ] = RGMHANDGUN_S_SHOT; gubAnimSurfaceItemSubIndex[ REGMALE ][ SHOOT_RIFLE_STAND ] = RGMHANDGUN_S_SHOT; gubAnimSurfaceItemSubIndex[ REGMALE ][ END_RIFLE_STAND ] = RGMHANDGUN_S_SHOT; gubAnimSurfaceItemSubIndex[ REGMALE ][ STANDING_BURST ] = RGMHANDGUN_S_SHOT; gubAnimSurfaceItemSubIndex[ REGMALE ][ FIRE_STAND_BURST_SPREAD ] = RGMHANDGUN_S_SHOT; gubAnimSurfaceItemSubIndex[ REGMALE ][ READY_RIFLE_CROUCH ] = RGMHANDGUN_C_SHOT; gubAnimSurfaceItemSubIndex[ REGMALE ][ AIM_RIFLE_CROUCH ] = RGMHANDGUN_C_SHOT; gubAnimSurfaceItemSubIndex[ REGMALE ][ SHOOT_RIFLE_CROUCH ] = RGMHANDGUN_C_SHOT; gubAnimSurfaceItemSubIndex[ REGMALE ][ END_RIFLE_CROUCH ] = RGMHANDGUN_C_SHOT; gubAnimSurfaceItemSubIndex[ REGMALE ][ PRONE_DOWN ] = RGMHANDGUN_PRONE; gubAnimSurfaceItemSubIndex[ REGMALE ][ CRAWLING ] = RGMHANDGUN_PRONE; gubAnimSurfaceItemSubIndex[ REGMALE ][ PRONE_UP ] = RGMHANDGUN_PRONE; gubAnimSurfaceItemSubIndex[ REGMALE ][ PRONE ] = RGMHANDGUN_PRONE; gubAnimSurfaceItemSubIndex[ REGMALE ][ READY_RIFLE_PRONE ] = RGMHANDGUN_PRONE; gubAnimSurfaceItemSubIndex[ REGMALE ][ AIM_RIFLE_PRONE ] = RGMHANDGUN_PRONE; gubAnimSurfaceItemSubIndex[ REGMALE ][ SHOOT_RIFLE_PRONE ] = RGMHANDGUN_PRONE; gubAnimSurfaceItemSubIndex[ REGMALE ][ END_RIFLE_PRONE ] = RGMHANDGUN_PRONE; gubAnimSurfaceItemSubIndex[ REGMALE ][ GETUP_FROM_ROLLOVER ] = RGMHANDGUN_PRONE; gubAnimSurfaceItemSubIndex[ REGMALE ][ STANDING_SHOOT_UNJAM ] = RGMHANDGUN_S_SHOT; gubAnimSurfaceItemSubIndex[ REGMALE ][ CROUCH_SHOOT_UNJAM ] = RGMHANDGUN_C_SHOT; gubAnimSurfaceItemSubIndex[ REGMALE ][ PRONE_SHOOT_UNJAM ] = RGMHANDGUN_PRONE; gubAnimSurfaceItemSubIndex[ REGMALE ][ FIRE_BURST_LOW_STAND ] = RGMPISTOLSHOOTLOW; gubAnimSurfaceItemSubIndex[ REGMALE ][ FIRE_LOW_STAND ] = RGMPISTOLSHOOTLOW; gubAnimSurfaceItemSubIndex[ REGMALE ][ CROUCHED_BURST ] = RGMHANDGUN_C_SHOT; gubAnimSurfaceItemSubIndex[ REGMALE ][ PRONE_BURST ] = RGMHANDGUN_PRONE; gubAnimSurfaceItemSubIndex[ REGMALE ][ MERC_HURT_IDLE_ANIM ] = RGMHURTSTANDINGN; gubAnimSurfaceItemSubIndex[ REGMALE ][ END_HURT_WALKING ] = RGMHURTSTANDINGN; gubAnimSurfaceItemSubIndex[ REGMALE ][ WALK_BACKWARDS ] = RGMNOTHING_WALK; gubAnimSurfaceItemSubIndex[ REGMALE ][ DRUNK_IDLE ] = RGMPISTOLDRUNK; gubAnimSurfaceCorpseID[ REGMALE ][ GENERIC_HIT_DEATH ] = SMERC_FWD; gubAnimSurfaceCorpseID[ REGMALE ][ FALLBACK_HIT_DEATH ] = SMERC_BCK; gubAnimSurfaceCorpseID[ REGMALE ][ PRONE_HIT_DEATH ] = SMERC_PRN; gubAnimSurfaceCorpseID[ REGMALE ][ WATER_DIE ] = SMERC_WTR; gubAnimSurfaceCorpseID[ REGMALE ][ FLYBACK_HIT_DEATH ] = SMERC_DHD; gubAnimSurfaceCorpseID[ REGMALE ][ JFK_HITDEATH ] = SMERC_JFK; gubAnimSurfaceCorpseID[ REGMALE ][ FALLOFF_DEATH ] = SMERC_FALL; gubAnimSurfaceCorpseID[ REGMALE ][ FALLOFF_FORWARD_DEATH ] = SMERC_FALLF; gubAnimSurfaceCorpseID[ REGMALE ][ FLYBACK_HIT ] = SMERC_DHD; gubAnimSurfaceCorpseID[ REGMALE ][ GENERIC_HIT_DEATHTWITCHNB ] = SMERC_FWD; gubAnimSurfaceCorpseID[ REGMALE ][ FALLFORWARD_FROMHIT_STAND ] = SMERC_FWD; gubAnimSurfaceCorpseID[ REGMALE ][ ENDFALLFORWARD_FROMHIT_CROUCH ]= SMERC_FWD; gubAnimSurfaceCorpseID[ REGMALE ][ FALLBACK_HIT_STAND ] = SMERC_BCK; gubAnimSurfaceCorpseID[ REGMALE ][ FALLBACK_HIT_DEATHTWITCHNB ] = SMERC_BCK; gubAnimSurfaceCorpseID[ REGMALE ][ PRONE_HIT_DEATHTWITCHNB ] = SMERC_PRN; gubAnimSurfaceCorpseID[ REGMALE ][ PRONE_LAY_FROMHIT ] = SMERC_PRN; gubAnimSurfaceCorpseID[ REGMALE ][ FALLOFF ] = SMERC_FALLF; gubAnimSurfaceCorpseID[ REGMALE ][ FALLFORWARD_ROOF ] = SMERC_FALL; gubAnimSurfaceCorpseID[ REGMALE ][ FLYBACKHIT_STOP ] = SMERC_DHD; gubAnimSurfaceCorpseID[ REGMALE ][ STAND_FALLFORWARD_STOP ] = SMERC_FWD; gubAnimSurfaceCorpseID[ REGMALE ][ FALLBACKHIT_STOP ] = SMERC_BCK; gubAnimSurfaceCorpseID[ REGMALE ][ PRONE_LAYFROMHIT_STOP ] = SMERC_PRN; gubAnimSurfaceCorpseID[ REGMALE ][ CHARIOTS_OF_FIRE ] = BURNT_DEAD; gubAnimSurfaceCorpseID[ REGMALE ][ BODYEXPLODING ] = EXPLODE_DEAD; // BIG MALE GUY gubAnimSurfaceIndex[ BIGMALE ][ WALKING ] = BGMWALKING; gubAnimSurfaceIndex[ BIGMALE ][ STANDING ] = BGMSTANDING; gubAnimSurfaceIndex[ BIGMALE ][ KNEEL_DOWN ] = BGMCROUCHING; gubAnimSurfaceIndex[ BIGMALE ][ CROUCHING ] = BGMCROUCHING; gubAnimSurfaceIndex[ BIGMALE ][ KNEEL_UP ] = BGMCROUCHING; gubAnimSurfaceIndex[ BIGMALE ][ SWATTING ] = BGMSNEAKING; gubAnimSurfaceIndex[ BIGMALE ][ RUNNING ] = BGMRUNNING; gubAnimSurfaceIndex[ BIGMALE ][ PRONE_DOWN ] = BGMPRONE; gubAnimSurfaceIndex[ BIGMALE ][ CRAWLING ] = BGMPRONE; gubAnimSurfaceIndex[ BIGMALE ][ PRONE_UP ] = BGMPRONE; gubAnimSurfaceIndex[ BIGMALE ][ PRONE ] = BGMPRONE; gubAnimSurfaceIndex[ BIGMALE ][ READY_RIFLE_STAND ] = BGMSTANDAIM2; gubAnimSurfaceIndex[ BIGMALE ][ AIM_RIFLE_STAND ] = BGMSTANDAIM2; gubAnimSurfaceIndex[ BIGMALE ][ SHOOT_RIFLE_STAND ] = BGMSTANDAIM2; gubAnimSurfaceIndex[ BIGMALE ][ END_RIFLE_STAND ] = BGMSTANDAIM2; gubAnimSurfaceIndex[ BIGMALE ][ START_SWAT ] = BGMSNEAKING; gubAnimSurfaceIndex[ BIGMALE ][ END_SWAT ] = BGMSNEAKING; gubAnimSurfaceIndex[ BIGMALE ][ FLYBACK_HIT ] = BGMHITHARD; gubAnimSurfaceIndex[ BIGMALE ][ READY_RIFLE_PRONE ] = BGMPRONE; gubAnimSurfaceIndex[ BIGMALE ][ AIM_RIFLE_PRONE ] = BGMPRONE; gubAnimSurfaceIndex[ BIGMALE ][ SHOOT_RIFLE_PRONE ] = BGMPRONE; gubAnimSurfaceIndex[ BIGMALE ][ END_RIFLE_PRONE ] = BGMPRONE; gubAnimSurfaceIndex[ BIGMALE ][ FALLBACK_DEATHTWICH ] = BGMHITHARD; gubAnimSurfaceIndex[ BIGMALE ][ GENERIC_HIT_STAND ] = BGMHITSTAND; gubAnimSurfaceIndex[ BIGMALE ][ FLYBACK_HIT_BLOOD_STAND ] = BGMHITHARDBLOOD; gubAnimSurfaceIndex[ BIGMALE ][ FLYBACK_HIT_DEATH ] = BGMHITHARD; gubAnimSurfaceIndex[ BIGMALE ][ READY_RIFLE_CROUCH ] = BGMCROUCHAIM; gubAnimSurfaceIndex[ BIGMALE ][ AIM_RIFLE_CROUCH ] = BGMCROUCHAIM; gubAnimSurfaceIndex[ BIGMALE ][ SHOOT_RIFLE_CROUCH ] = BGMCROUCHAIM; gubAnimSurfaceIndex[ BIGMALE ][ END_RIFLE_CROUCH ] = BGMCROUCHAIM; gubAnimSurfaceIndex[ BIGMALE ][ FALLBACK_HIT_STAND ] = BGMHITFALLBACK; gubAnimSurfaceIndex[ BIGMALE ][ ROLLOVER ] = BGMROLLOVER; gubAnimSurfaceIndex[ BIGMALE ][ CLIMBUPROOF ] = BGMCLIMBROOF; gubAnimSurfaceIndex[ BIGMALE ][ FALLOFF ] = BGMFALL; gubAnimSurfaceIndex[ BIGMALE ][ GETUP_FROM_ROLLOVER ] = BGMPRONE; gubAnimSurfaceIndex[ BIGMALE ][ CLIMBDOWNROOF ] = BGMCLIMBROOF; gubAnimSurfaceIndex[ BIGMALE ][ FALLFORWARD_ROOF ] = BGMFALLF; gubAnimSurfaceIndex[ BIGMALE ][ GENERIC_HIT_DEATHTWITCHNB ] = BGMHITSTAND; gubAnimSurfaceIndex[ BIGMALE ][ GENERIC_HIT_DEATHTWITCHB ] = BGMHITSTAND; gubAnimSurfaceIndex[ BIGMALE ][ FALLBACK_HIT_DEATHTWITCHNB ] = BGMHITFALLBACK; gubAnimSurfaceIndex[ BIGMALE ][ FALLBACK_HIT_DEATHTWITCHB ] = BGMHITFALLBACK; gubAnimSurfaceIndex[ BIGMALE ][ GENERIC_HIT_DEATH ] = BGMHITSTAND; gubAnimSurfaceIndex[ BIGMALE ][ FALLBACK_HIT_DEATH ] = BGMHITFALLBACK; gubAnimSurfaceIndex[ BIGMALE ][ GENERIC_HIT_CROUCH ] = BGMHITCROUCH; gubAnimSurfaceIndex[ BIGMALE ][ STANDING_BURST ] = BGMSTANDAIM2; gubAnimSurfaceIndex[ BIGMALE ][ STANDING_BURST_HIT ] = BGMHITHARD; gubAnimSurfaceIndex[ BIGMALE ][ GENERIC_HIT_DEATH ] = BGMHITSTAND; gubAnimSurfaceIndex[ BIGMALE ][ FALLFORWARD_FROMHIT_STAND ] = BGMHITSTAND; gubAnimSurfaceIndex[ BIGMALE ][ FALLFORWARD_FROMHIT_STAND ] = BGMHITSTAND; gubAnimSurfaceIndex[ BIGMALE ][ FALLFORWARD_FROMHIT_CROUCH ] = BGMHITCROUCH; gubAnimSurfaceIndex[ BIGMALE ][ ENDFALLFORWARD_FROMHIT_CROUCH ] = BGMHITSTAND; gubAnimSurfaceIndex[ BIGMALE ][ GENERIC_HIT_PRONE ] = BGMHITPRONE; gubAnimSurfaceIndex[ BIGMALE ][ PRONE_HIT_DEATH ] = BGMHITPRONE; gubAnimSurfaceIndex[ BIGMALE ][ PRONE_LAY_FROMHIT ] = BGMHITPRONE; gubAnimSurfaceIndex[ BIGMALE ][ PRONE_HIT_DEATHTWITCHNB ] = BGMHITPRONE; gubAnimSurfaceIndex[ BIGMALE ][ PRONE_HIT_DEATHTWITCHB ] = BGMHITPRONE; gubAnimSurfaceIndex[ BIGMALE ][ FLYBACK_HITDEATH_STOP ] = BGMHITHARD; gubAnimSurfaceIndex[ BIGMALE ][ FALLFORWARD_HITDEATH_STOP ] = BGMHITSTAND; gubAnimSurfaceIndex[ BIGMALE ][ FALLBACK_HITDEATH_STOP ] = BGMHITFALLBACK; gubAnimSurfaceIndex[ BIGMALE ][ PRONE_HITDEATH_STOP ] = BGMHITPRONE; gubAnimSurfaceIndex[ BIGMALE ][ FLYBACKHIT_STOP ] = BGMHITHARD; gubAnimSurfaceIndex[ BIGMALE ][ FALLBACKHIT_STOP ] = BGMHITFALLBACK; gubAnimSurfaceIndex[ BIGMALE ][ FALLOFF_STOP ] = BGMFALL; gubAnimSurfaceIndex[ BIGMALE ][ FALLOFF_FORWARD_STOP ] = BGMFALLF; gubAnimSurfaceIndex[ BIGMALE ][ STAND_FALLFORWARD_STOP ] = BGMHITSTAND; gubAnimSurfaceIndex[ BIGMALE ][ PRONE_LAYFROMHIT_STOP ] = BGMHITPRONE; gubAnimSurfaceIndex[ BIGMALE ][ HOPFENCE ] = BGMHOPFENCE; gubAnimSurfaceIndex[ BIGMALE ][ PUNCH_BREATH ] = BGMPUNCH; gubAnimSurfaceIndex[ BIGMALE ][ PUNCH ] = BGMPUNCH; gubAnimSurfaceIndex[ BIGMALE ][ NOTHING_STAND ] = BGMNOTHING_STD; gubAnimSurfaceIndex[ BIGMALE ][ JFK_HITDEATH ] = BGMDIE_JFK; gubAnimSurfaceIndex[ BIGMALE ][ JFK_HITDEATH_STOP ] = BGMDIE_JFK; gubAnimSurfaceIndex[ BIGMALE ][ JFK_HITDEATH_TWITCHB ] = BGMDIE_JFK; gubAnimSurfaceIndex[ BIGMALE ][ FIRE_STAND_BURST_SPREAD ] = BGMSTANDAIM2; gubAnimSurfaceIndex[ BIGMALE ][ FALLOFF_DEATH ] = BGMFALL; gubAnimSurfaceIndex[ BIGMALE ][ FALLOFF_DEATH_STOP ] = BGMFALL; gubAnimSurfaceIndex[ BIGMALE ][ FALLOFF_TWITCHB ] = BGMFALL; gubAnimSurfaceIndex[ BIGMALE ][ FALLOFF_TWITCHNB ] = BGMFALL; gubAnimSurfaceIndex[ BIGMALE ][ FALLOFF_FORWARD_DEATH ] = BGMFALLF; gubAnimSurfaceIndex[ BIGMALE ][ FALLOFF_FORWARD_DEATH_STOP ] = BGMFALLF; gubAnimSurfaceIndex[ BIGMALE ][ FALLOFF_FORWARD_TWITCHB ] = BGMFALLF; gubAnimSurfaceIndex[ BIGMALE ][ FALLOFF_FORWARD_TWITCHNB ] = BGMFALLF; gubAnimSurfaceIndex[ BIGMALE ][ OPEN_STRUCT ] = BGMOPEN; gubAnimSurfaceIndex[ BIGMALE ][ OPEN_DOOR ] = BGMOPEN; gubAnimSurfaceIndex[ BIGMALE ][ PICKUP_ITEM ] = BGMPICKUP; gubAnimSurfaceIndex[ BIGMALE ][ DROP_ITEM ] = BGMPICKUP; gubAnimSurfaceIndex[ BIGMALE ][ SLICE ] = BGMSLICE; gubAnimSurfaceIndex[ BIGMALE ][ STAB ] = BGMSTAB; gubAnimSurfaceIndex[ BIGMALE ][ CROUCH_STAB ] = BGMCSTAB; gubAnimSurfaceIndex[ BIGMALE ][ START_AID ] = BGMMEDIC; gubAnimSurfaceIndex[ BIGMALE ][ GIVING_AID ] = BGMMEDIC; gubAnimSurfaceIndex[ BIGMALE ][ END_AID ] = BGMMEDIC; gubAnimSurfaceIndex[ BIGMALE ][ DODGE_ONE ] = BGMDODGE; gubAnimSurfaceIndex[ BIGMALE ][ READY_DUAL_STAND ] = BGMSTANDDWALAIM; gubAnimSurfaceIndex[ BIGMALE ][ AIM_DUAL_STAND ] = BGMSTANDDWALAIM; gubAnimSurfaceIndex[ BIGMALE ][ SHOOT_DUAL_STAND ] = BGMSTANDDWALAIM; gubAnimSurfaceIndex[ BIGMALE ][ END_DUAL_STAND ] = BGMSTANDDWALAIM; gubAnimSurfaceIndex[ BIGMALE ][ RAISE_RIFLE ] = BGMRAISE; gubAnimSurfaceIndex[ BIGMALE ][ LOWER_RIFLE ] = BGMRAISE; gubAnimSurfaceIndex[ BIGMALE ][ THROW_ITEM ] = BGMTHROW; gubAnimSurfaceIndex[ BIGMALE ][ LOB_ITEM ] = BGMLOB; gubAnimSurfaceIndex[ BIGMALE ][ BODYEXPLODING ] = BODYEXPLODE; gubAnimSurfaceIndex[ BIGMALE ][ CROUCHED_BURST ] = BGMCROUCHAIM; gubAnimSurfaceIndex[ BIGMALE ][ PRONE_BURST ] = BGMPRONE; gubAnimSurfaceIndex[ BIGMALE ][ BIGBUY_FLEX ] = BGMFLEX; gubAnimSurfaceIndex[ BIGMALE ][ BIGBUY_STRECH ] = BGMSTRECH; gubAnimSurfaceIndex[ BIGMALE ][ BIGBUY_SHOEDUST ] = BGMSHOEDUST; gubAnimSurfaceIndex[ BIGMALE ][ BIGBUY_HEADTURN ] = BGMHEADTURN; gubAnimSurfaceIndex[ BIGMALE ][ GIVE_ITEM ] = BGMOPEN; gubAnimSurfaceIndex[ BIGMALE ][ WATER_HIT ] = BGMWATER_DIE; gubAnimSurfaceIndex[ BIGMALE ][ WATER_DIE] = BGMWATER_DIE; gubAnimSurfaceIndex[ BIGMALE ][ WATER_DIE_STOP ] = BGMWATER_DIE; gubAnimSurfaceIndex[ BIGMALE ][ HELIDROP ] = BGMHELIDROP; gubAnimSurfaceIndex[ BIGMALE ][ END_OPEN_DOOR ] = BGMOPEN; gubAnimSurfaceIndex[ BIGMALE ][ END_OPEN_LOCKED_DOOR ] = BGMOPEN; gubAnimSurfaceIndex[ BIGMALE ][ KICK_DOOR ] = BGMKICKDOOR; gubAnimSurfaceIndex[ BIGMALE ][ CLOSE_DOOR ] = BGMOPEN; gubAnimSurfaceIndex[ BIGMALE ][ RIFLE_STAND_HIT ] = BGMRHIT; gubAnimSurfaceIndex[ BIGMALE ][ DEEP_WATER_TRED ] = BGMDEEPWATER_TRED; gubAnimSurfaceIndex[ BIGMALE ][ DEEP_WATER_SWIM ] = BGMDEEPWATER_SWIM; gubAnimSurfaceIndex[ BIGMALE ][ DEEP_WATER_HIT ] = BGMDEEPWATER_DIE; gubAnimSurfaceIndex[ BIGMALE ][ DEEP_WATER_DIE] = BGMDEEPWATER_DIE; gubAnimSurfaceIndex[ BIGMALE ][ DEEP_WATER_DIE_STOPPING ] = BGMWATER_DIE; gubAnimSurfaceIndex[ BIGMALE ][ DEEP_WATER_DIE_STOP ] = BGMWATER_DIE; gubAnimSurfaceIndex[ BIGMALE ][ LOW_TO_DEEP_WATER ] = BGMWATER_TRANS; gubAnimSurfaceIndex[ BIGMALE ][ DEEP_TO_LOW_WATER ] = BGMWATER_TRANS; gubAnimSurfaceIndex[ BIGMALE ][ GOTO_SLEEP ] = BGMSLEEP; gubAnimSurfaceIndex[ BIGMALE ][ SLEEPING ] = BGMSLEEP; gubAnimSurfaceIndex[ BIGMALE ][ WKAEUP_FROM_SLEEP ] = BGMSLEEP; gubAnimSurfaceIndex[ BIGMALE ][ FIRE_LOW_STAND ] = BGMSHOOT_LOW; gubAnimSurfaceIndex[ BIGMALE ][ FIRE_BURST_LOW_STAND ] = BGMSHOOT_LOW; gubAnimSurfaceIndex[ BIGMALE ][ STANDING_SHOOT_UNJAM ] = BGMSTANDAIM; gubAnimSurfaceIndex[ BIGMALE ][ CROUCH_SHOOT_UNJAM ] = BGMCROUCHAIM; gubAnimSurfaceIndex[ BIGMALE ][ PRONE_SHOOT_UNJAM ] = BGMPRONE; gubAnimSurfaceIndex[ BIGMALE ][ STANDING_SHOOT_DWEL_UNJAM ] = BGMSTANDDWALAIM; gubAnimSurfaceIndex[ BIGMALE ][ STANDING_SHOOT_LOW_UNJAM ] = BGMSHOOT_LOW; gubAnimSurfaceIndex[ BIGMALE ][ READY_DUAL_CROUCH ] = BGMCDBLSHOT; gubAnimSurfaceIndex[ BIGMALE ][ AIM_DUAL_CROUCH ] = BGMCDBLSHOT; gubAnimSurfaceIndex[ BIGMALE ][ SHOOT_DUAL_CROUCH ] = BGMCDBLSHOT; gubAnimSurfaceIndex[ BIGMALE ][ END_DUAL_CROUCH ] = BGMCDBLSHOT; gubAnimSurfaceIndex[ BIGMALE ][ CROUCH_SHOOT_DWEL_UNJAM ] = BGMCDBLSHOT; gubAnimSurfaceIndex[ BIGMALE ][ ADJACENT_GET_ITEM ] = BGMOPEN; gubAnimSurfaceIndex[ BIGMALE ][ CUTTING_FENCE ] = BGMMEDIC; gubAnimSurfaceIndex[ BIGMALE ][ FROM_INJURED_TRANSITION ] = BGMHURTTRANS; gubAnimSurfaceIndex[ BIGMALE ][ THROW_KNIFE ] = BGMTHROWKNIFE; gubAnimSurfaceIndex[ BIGMALE ][ KNIFE_BREATH ] = BGMBREATHKNIFE; gubAnimSurfaceIndex[ BIGMALE ][ KNIFE_GOTOBREATH ] = BGMBREATHKNIFE; gubAnimSurfaceIndex[ BIGMALE ][ KNIFE_ENDBREATH ] = BGMBREATHKNIFE; gubAnimSurfaceIndex[ BIGMALE ][ CATCH_STANDING ] = BGMOPEN; gubAnimSurfaceIndex[ BIGMALE ][ CATCH_CROUCHED ] = BGMMEDIC; gubAnimSurfaceIndex[ BIGMALE ][ PLANT_BOMB ] = BGMPICKUP; gubAnimSurfaceIndex[ BIGMALE ][ USE_REMOTE ] = BGMOPEN; gubAnimSurfaceIndex[ BIGMALE ][ START_COWER ] = BGMCOWER; gubAnimSurfaceIndex[ BIGMALE ][ COWERING ] = BGMCOWER; gubAnimSurfaceIndex[ BIGMALE ][ END_COWER ] = BGMCOWER; gubAnimSurfaceIndex[ BIGMALE ][ STEAL_ITEM ] = BGMOPEN; gubAnimSurfaceIndex[ BIGMALE ][ SHOOT_ROCKET ] = BGMROCKET; gubAnimSurfaceIndex[ BIGMALE ][ SHOOT_MORTAR ] = BGMMORTAR; gubAnimSurfaceIndex[ BIGMALE ][ SIDE_STEP ] = BGMSIDESTEP; gubAnimSurfaceIndex[ BIGMALE ][ WALK_BACKWARDS ] = BGMWALKING; gubAnimSurfaceIndex[ BIGMALE ][ BEGIN_OPENSTRUCT ] = BGMOPEN; gubAnimSurfaceIndex[ BIGMALE ][ END_OPENSTRUCT ] = BGMOPEN; gubAnimSurfaceIndex[ BIGMALE ][ END_OPENSTRUCT_LOCKED ] = BGMOPEN; gubAnimSurfaceIndex[ BIGMALE ][ PUNCH_LOW ] = BGMPUNCHLOW; gubAnimSurfaceIndex[ BIGMALE ][ PISTOL_SHOOT_LOW ] = BGMPISTOLSHOOTLOW; gubAnimSurfaceIndex[ BIGMALE ][ DECAPITATE ] = BGMCSTAB; gubAnimSurfaceIndex[ BIGMALE ][ BIGMERC_IDLE_NECK ] = BGMIDLENECK; gubAnimSurfaceIndex[ BIGMALE ][ BIGMERC_CROUCH_TRANS_INTO ] = BGMCROUCHTRANS; gubAnimSurfaceIndex[ BIGMALE ][ BIGMERC_CROUCH_TRANS_OUTOF ] = BGMCROUCHTRANS; gubAnimSurfaceIndex[ BIGMALE ][ GOTO_PATIENT ] = BGMHITPRONE; gubAnimSurfaceIndex[ BIGMALE ][ BEING_PATIENT ] = BGMHITPRONE; gubAnimSurfaceIndex[ BIGMALE ][ GOTO_DOCTOR ] = BGMMEDIC; gubAnimSurfaceIndex[ BIGMALE ][ BEING_DOCTOR ] = BGMMEDIC; gubAnimSurfaceIndex[ BIGMALE ][ END_DOCTOR ] = BGMMEDIC; gubAnimSurfaceIndex[ BIGMALE ][ GOTO_REPAIRMAN ] = BGMMEDIC; gubAnimSurfaceIndex[ BIGMALE ][ BEING_REPAIRMAN ] = BGMMEDIC; gubAnimSurfaceIndex[ BIGMALE ][ END_REPAIRMAN ] = BGMMEDIC; gubAnimSurfaceIndex[ BIGMALE ][ FALL_INTO_PIT ] = BGMFALL; gubAnimSurfaceIndex[ BIGMALE ][ RELOAD_ROBOT ] = BGMMEDIC; gubAnimSurfaceIndex[ BIGMALE ][ END_CATCH ] = BGMOPEN; gubAnimSurfaceIndex[ BIGMALE ][ END_CROUCH_CATCH ] = BGMMEDIC; gubAnimSurfaceIndex[ BIGMALE ][ AI_RADIO ] = BGMRADIO; gubAnimSurfaceIndex[ BIGMALE ][ AI_CR_RADIO ] = BGMCRRADIO; gubAnimSurfaceIndex[ BIGMALE ][ TAKE_BLOOD_FROM_CORPSE ] = BGMMEDIC; gubAnimSurfaceIndex[ BIGMALE ][ CHARIOTS_OF_FIRE ] = RGMBURN; gubAnimSurfaceIndex[ BIGMALE ][ AI_PULL_SWITCH ] = BGMOPEN; gubAnimSurfaceIndex[ BIGMALE ][ MERC_HURT_IDLE_ANIM ] = BGMHURTSTANDINGR; gubAnimSurfaceIndex[ BIGMALE ][ END_HURT_WALKING ] = BGMHURTSTANDINGR; gubAnimSurfaceIndex[ BIGMALE ][ PASS_OBJECT ] = BGMOPEN; gubAnimSurfaceIndex[ BIGMALE ][ DROP_ADJACENT_OBJECT ] = BGMOPEN; gubAnimSurfaceIndex[ BIGMALE ][ READY_DUAL_PRONE ] = BGMDWPRONE; gubAnimSurfaceIndex[ BIGMALE ][ AIM_DUAL_PRONE ] = BGMDWPRONE; gubAnimSurfaceIndex[ BIGMALE ][ SHOOT_DUAL_PRONE ] = BGMDWPRONE; gubAnimSurfaceIndex[ BIGMALE ][ END_DUAL_PRONE ] = BGMDWPRONE; gubAnimSurfaceIndex[ BIGMALE ][ PRONE_SHOOT_DWEL_UNJAM ] = BGMDWPRONE; gubAnimSurfaceIndex[ BIGMALE ][ PICK_LOCK ] = BGMOPEN; gubAnimSurfaceIndex[ BIGMALE ][ OPEN_DOOR_CROUCHED ] = BGMMEDIC; gubAnimSurfaceIndex[ BIGMALE ][ BEGIN_OPENSTRUCT_CROUCHED ] = BGMMEDIC; gubAnimSurfaceIndex[ BIGMALE ][ CLOSE_DOOR_CROUCHED ] = BGMMEDIC; gubAnimSurfaceIndex[ BIGMALE ][ OPEN_STRUCT_CROUCHED ] = BGMMEDIC; gubAnimSurfaceIndex[ BIGMALE ][ END_OPEN_DOOR_CROUCHED ] = BGMMEDIC; gubAnimSurfaceIndex[ BIGMALE ][ END_OPENSTRUCT_CROUCHED ] = BGMMEDIC; gubAnimSurfaceIndex[ BIGMALE ][ END_OPEN_LOCKED_DOOR_CROUCHED ] = BGMMEDIC; gubAnimSurfaceIndex[ BIGMALE ][ END_OPENSTRUCT_LOCKED_CROUCHED ]= BGMMEDIC; gubAnimSurfaceIndex[ BIGMALE ][ DRUNK_IDLE ] = BGMDRUNK; gubAnimSurfaceIndex[ BIGMALE ][ CROWBAR_ATTACK ] = BGMCROWBAR; gubAnimSurfaceIndex[ BIGMALE ][ ATTACH_CAN_TO_STRING ] = BGMMEDIC; gubAnimSurfaceIndex[ BIGMALE ][ SWAT_BACKWARDS ] = BGMSNEAKING; gubAnimSurfaceIndex[ BIGMALE ][ JUMP_OVER_BLOCKING_PERSON ] = BGMJUMPOVER; gubAnimSurfaceIndex[ BIGMALE ][ REFUEL_VEHICLE ] = BGMMEDIC; gubAnimSurfaceIndex[ BIGMALE ][ LOCKPICK_CROUCHED ] = BGMMEDIC; // crouch throwing gubAnimSurfaceIndex[ BIGMALE ][ THROW_ITEM_CROUCHED ] = BGMCRTHROW; // gubAnimSurfaceItemSubIndex[ BIGMALE ][ STANDING ] = BGMPISTOLBREATH; gubAnimSurfaceItemSubIndex[ BIGMALE ][ WALKING ] = BGMNOTHING_WALK; gubAnimSurfaceItemSubIndex[ BIGMALE ][ RUNNING ] = BGMNOTHING_RUN; gubAnimSurfaceItemSubIndex[ BIGMALE ][ SWATTING ] = BGMNOTHING_SWAT; gubAnimSurfaceItemSubIndex[ BIGMALE ][ START_SWAT ] = BGMNOTHING_SWAT; gubAnimSurfaceItemSubIndex[ BIGMALE ][ END_SWAT ] = BGMNOTHING_SWAT; gubAnimSurfaceItemSubIndex[ BIGMALE ][ KNEEL_DOWN ] = BGMNOTHING_CROUCH; gubAnimSurfaceItemSubIndex[ BIGMALE ][ CROUCHING ] = BGMNOTHING_CROUCH; gubAnimSurfaceItemSubIndex[ BIGMALE ][ KNEEL_UP ] = BGMNOTHING_CROUCH; gubAnimSurfaceItemSubIndex[ BIGMALE ][ READY_RIFLE_STAND ] = BGMHANDGUN_S_SHOT; gubAnimSurfaceItemSubIndex[ BIGMALE ][ AIM_RIFLE_STAND ] = BGMHANDGUN_S_SHOT; gubAnimSurfaceItemSubIndex[ BIGMALE ][ SHOOT_RIFLE_STAND ] = BGMHANDGUN_S_SHOT; gubAnimSurfaceItemSubIndex[ BIGMALE ][ END_RIFLE_STAND ] = BGMHANDGUN_S_SHOT; gubAnimSurfaceItemSubIndex[ BIGMALE ][ STANDING_BURST ] = BGMHANDGUN_S_SHOT; gubAnimSurfaceItemSubIndex[ BIGMALE ][ FIRE_STAND_BURST_SPREAD ] = BGMHANDGUN_S_SHOT; gubAnimSurfaceItemSubIndex[ BIGMALE ][ READY_RIFLE_CROUCH ] = BGMHANDGUN_C_SHOT; gubAnimSurfaceItemSubIndex[ BIGMALE ][ AIM_RIFLE_CROUCH ] = BGMHANDGUN_C_SHOT; gubAnimSurfaceItemSubIndex[ BIGMALE ][ SHOOT_RIFLE_CROUCH ] = BGMHANDGUN_C_SHOT; gubAnimSurfaceItemSubIndex[ BIGMALE ][ END_RIFLE_CROUCH ] = BGMHANDGUN_C_SHOT; gubAnimSurfaceItemSubIndex[ BIGMALE ][ PRONE_DOWN ] = BGMHANDGUN_PRONE; gubAnimSurfaceItemSubIndex[ BIGMALE ][ CRAWLING ] = BGMHANDGUN_PRONE; gubAnimSurfaceItemSubIndex[ BIGMALE ][ PRONE_UP ] = BGMHANDGUN_PRONE; gubAnimSurfaceItemSubIndex[ BIGMALE ][ PRONE ] = BGMHANDGUN_PRONE; gubAnimSurfaceItemSubIndex[ BIGMALE ][ READY_RIFLE_PRONE ] = BGMHANDGUN_PRONE; gubAnimSurfaceItemSubIndex[ BIGMALE ][ AIM_RIFLE_PRONE ] = BGMHANDGUN_PRONE; gubAnimSurfaceItemSubIndex[ BIGMALE ][ SHOOT_RIFLE_PRONE ] = BGMHANDGUN_PRONE; gubAnimSurfaceItemSubIndex[ BIGMALE ][ END_RIFLE_PRONE ] = BGMHANDGUN_PRONE; gubAnimSurfaceItemSubIndex[ BIGMALE ][ GETUP_FROM_ROLLOVER ] = BGMHANDGUN_PRONE; gubAnimSurfaceItemSubIndex[ BIGMALE ][ STANDING_SHOOT_UNJAM ] = BGMHANDGUN_S_SHOT; gubAnimSurfaceItemSubIndex[ BIGMALE ][ CROUCH_SHOOT_UNJAM ] = BGMHANDGUN_C_SHOT; gubAnimSurfaceItemSubIndex[ BIGMALE ][ PRONE_SHOOT_UNJAM ] = BGMHANDGUN_PRONE; gubAnimSurfaceItemSubIndex[ BIGMALE ][ FIRE_BURST_LOW_STAND ] = BGMPISTOLSHOOTLOW; gubAnimSurfaceItemSubIndex[ BIGMALE ][ FIRE_LOW_STAND ] = BGMPISTOLSHOOTLOW; gubAnimSurfaceItemSubIndex[ BIGMALE ][ CROUCHED_BURST ] = BGMHANDGUN_C_SHOT; gubAnimSurfaceItemSubIndex[ BIGMALE ][ PRONE_BURST ] = BGMHANDGUN_PRONE; gubAnimSurfaceItemSubIndex[ BIGMALE ][ MERC_HURT_IDLE_ANIM ] = BGMHURTSTANDINGN; gubAnimSurfaceItemSubIndex[ BIGMALE ][ END_HURT_WALKING ] = BGMHURTSTANDINGN; gubAnimSurfaceItemSubIndex[ BIGMALE ][ WALK_BACKWARDS ] = BGMNOTHING_WALK; gubAnimSurfaceItemSubIndex[ BIGMALE ][ DRUNK_IDLE ] = BGMPISTOLDRUNK; gubAnimSurfaceMidWaterSubIndex[ BIGMALE ][ STANDING][0] = BGMWATER_R_STD; gubAnimSurfaceMidWaterSubIndex[ BIGMALE ][ WALKING ][0] = BGMWATER_R_WALK; gubAnimSurfaceMidWaterSubIndex[ BIGMALE ][ RUNNING ][0] = BGMWATER_R_WALK; gubAnimSurfaceMidWaterSubIndex[ BIGMALE ][ READY_RIFLE_STAND ][0] = BGMWATER_R_AIM; gubAnimSurfaceMidWaterSubIndex[ BIGMALE ][ AIM_RIFLE_STAND ][0] = BGMWATER_R_AIM; gubAnimSurfaceMidWaterSubIndex[ BIGMALE ][ SHOOT_RIFLE_STAND ][0] = BGMWATER_R_AIM; gubAnimSurfaceMidWaterSubIndex[ BIGMALE ][ END_RIFLE_STAND ][0] = BGMWATER_R_AIM; gubAnimSurfaceMidWaterSubIndex[ BIGMALE ][ STANDING_BURST ][0] = BGMWATER_R_AIM; gubAnimSurfaceMidWaterSubIndex[ BIGMALE ][ FIRE_STAND_BURST_SPREAD ][0] = BGMWATER_R_AIM; gubAnimSurfaceMidWaterSubIndex[ BIGMALE ][ STANDING][1] = BGMWATER_N_STD; gubAnimSurfaceMidWaterSubIndex[ BIGMALE ][ WALKING ][1] = BGMWATER_N_WALK; gubAnimSurfaceMidWaterSubIndex[ BIGMALE ][ RUNNING ][1] = BGMWATER_N_WALK; gubAnimSurfaceMidWaterSubIndex[ BIGMALE ][ READY_RIFLE_STAND ][1] = BGMWATER_N_AIM; gubAnimSurfaceMidWaterSubIndex[ BIGMALE ][ AIM_RIFLE_STAND ][1] = BGMWATER_N_AIM; gubAnimSurfaceMidWaterSubIndex[ BIGMALE ][ SHOOT_RIFLE_STAND ][1] = BGMWATER_N_AIM; gubAnimSurfaceMidWaterSubIndex[ BIGMALE ][ END_RIFLE_STAND ][1] = BGMWATER_N_AIM; gubAnimSurfaceMidWaterSubIndex[ BIGMALE ][ STANDING_BURST ][1] = BGMWATER_N_AIM; gubAnimSurfaceMidWaterSubIndex[ BIGMALE ][ FIRE_STAND_BURST_SPREAD ][1] = BGMWATER_N_AIM; gubAnimSurfaceMidWaterSubIndex[ BIGMALE ][ READY_DUAL_STAND ][1] = BGMWATER_DBLSHT; gubAnimSurfaceMidWaterSubIndex[ BIGMALE ][ AIM_DUAL_STAND ][1] = BGMWATER_DBLSHT; gubAnimSurfaceMidWaterSubIndex[ BIGMALE ][ SHOOT_DUAL_STAND ][1] = BGMWATER_DBLSHT; gubAnimSurfaceMidWaterSubIndex[ BIGMALE ][ END_DUAL_STAND ][1] = BGMWATER_DBLSHT; gubAnimSurfaceMidWaterSubIndex[ BIGMALE ][ STANDING_SHOOT_UNJAM ][0] = BGMWATER_R_AIM; gubAnimSurfaceMidWaterSubIndex[ BIGMALE ][ STANDING_SHOOT_UNJAM ][1] = BGMWATER_N_AIM; gubAnimSurfaceMidWaterSubIndex[ BIGMALE ][ THROW_ITEM ][0] = BGMWATERTHROW; gubAnimSurfaceMidWaterSubIndex[ BIGMALE ][ THROW_ITEM ][1] = BGMWATERTHROW; gubAnimSurfaceMidWaterSubIndex[ BIGMALE ][ LOB_ITEM ][0] = BGMWATERTHROW; gubAnimSurfaceMidWaterSubIndex[ BIGMALE ][ LOB_ITEM ][1] = BGMWATERTHROW; //Setup some random stuff gRandomAnimDefs[ BIGMALE ][ 0 ].ubHandRestriction = RANDOM_ANIM_NOTHINGINHAND; gRandomAnimDefs[ BIGMALE ][ 0 ].sAnimID = BIGBUY_FLEX; gRandomAnimDefs[ BIGMALE ][ 0 ].ubStartRoll = 0; gRandomAnimDefs[ BIGMALE ][ 0 ].ubEndRoll = 3; gRandomAnimDefs[ BIGMALE ][ 0 ].ubFlags = RANDOM_ANIM_CASUAL; gRandomAnimDefs[ BIGMALE ][ 0 ].ubAnimHeight = ANIM_STAND; gRandomAnimDefs[ BIGMALE ][ 1 ].ubHandRestriction = RANDOM_ANIM_NOTHINGINHAND; gRandomAnimDefs[ BIGMALE ][ 1 ].sAnimID = BIGBUY_STRECH; gRandomAnimDefs[ BIGMALE ][ 1 ].ubStartRoll = 10; gRandomAnimDefs[ BIGMALE ][ 1 ].ubEndRoll = 13; gRandomAnimDefs[ BIGMALE ][ 1 ].ubFlags = RANDOM_ANIM_CASUAL; gRandomAnimDefs[ BIGMALE ][ 1 ].ubAnimHeight = ANIM_STAND; gRandomAnimDefs[ BIGMALE ][ 2 ].ubHandRestriction = RANDOM_ANIM_RIFLEINHAND; gRandomAnimDefs[ BIGMALE ][ 2 ].sAnimID = BIGBUY_SHOEDUST; gRandomAnimDefs[ BIGMALE ][ 2 ].ubStartRoll = 20; gRandomAnimDefs[ BIGMALE ][ 2 ].ubEndRoll = 23; gRandomAnimDefs[ BIGMALE ][ 2 ].ubFlags = RANDOM_ANIM_CASUAL | RANDOM_ANIM_FIRSTBIGMERC; gRandomAnimDefs[ BIGMALE ][ 2 ].ubAnimHeight = ANIM_STAND; gRandomAnimDefs[ BIGMALE ][ 3 ].ubHandRestriction = RANDOM_ANIM_RIFLEINHAND; gRandomAnimDefs[ BIGMALE ][ 3 ].sAnimID = BIGBUY_HEADTURN; gRandomAnimDefs[ BIGMALE ][ 3 ].ubStartRoll = 30; gRandomAnimDefs[ BIGMALE ][ 3 ].ubEndRoll = 33; gRandomAnimDefs[ BIGMALE ][ 3 ].ubFlags = RANDOM_ANIM_FIRSTBIGMERC; gRandomAnimDefs[ BIGMALE ][ 3 ].ubAnimHeight = ANIM_STAND; gRandomAnimDefs[ BIGMALE ][ 4 ].ubHandRestriction = RANDOM_ANIM_RIFLEINHAND; gRandomAnimDefs[ BIGMALE ][ 4 ].sAnimID = BIGMERC_IDLE_NECK; gRandomAnimDefs[ BIGMALE ][ 4 ].ubStartRoll = 30; gRandomAnimDefs[ BIGMALE ][ 4 ].ubEndRoll = 36; gRandomAnimDefs[ BIGMALE ][ 4 ].ubFlags = RANDOM_ANIM_SECONDBIGMERC; gRandomAnimDefs[ BIGMALE ][ 4 ].ubAnimHeight = ANIM_STAND; gRandomAnimDefs[ BIGMALE ][ 5 ].ubHandRestriction = RANDOM_ANIM_IRRELEVENTINHAND; gRandomAnimDefs[ BIGMALE ][ 5 ].sAnimID = MERC_HURT_IDLE_ANIM; gRandomAnimDefs[ BIGMALE ][ 5 ].ubStartRoll = 40; gRandomAnimDefs[ BIGMALE ][ 5 ].ubEndRoll = 100; gRandomAnimDefs[ BIGMALE ][ 5 ].ubFlags = RANDOM_ANIM_INJURED; gRandomAnimDefs[ BIGMALE ][ 5 ].ubAnimHeight = ANIM_STAND; gRandomAnimDefs[ BIGMALE ][ 6 ].ubHandRestriction = RANDOM_ANIM_IRRELEVENTINHAND; gRandomAnimDefs[ BIGMALE ][ 6 ].sAnimID = DRUNK_IDLE; gRandomAnimDefs[ BIGMALE ][ 6 ].ubStartRoll = 40; gRandomAnimDefs[ BIGMALE ][ 6 ].ubEndRoll = 100; gRandomAnimDefs[ BIGMALE ][ 6 ].ubFlags = RANDOM_ANIM_DRUNK; gRandomAnimDefs[ BIGMALE ][ 6 ].ubAnimHeight = ANIM_STAND; gubAnimSurfaceCorpseID[ BIGMALE ][ GENERIC_HIT_DEATH ] = MMERC_FWD; gubAnimSurfaceCorpseID[ BIGMALE ][ FALLBACK_HIT_DEATH ] = MMERC_BCK; gubAnimSurfaceCorpseID[ BIGMALE ][ PRONE_HIT_DEATH ] = MMERC_PRN; gubAnimSurfaceCorpseID[ BIGMALE ][ WATER_DIE ] = MMERC_WTR; gubAnimSurfaceCorpseID[ BIGMALE ][ FLYBACK_HIT_DEATH ] = MMERC_DHD; gubAnimSurfaceCorpseID[ BIGMALE ][ JFK_HITDEATH ] = MMERC_JFK; gubAnimSurfaceCorpseID[ BIGMALE ][ FALLOFF_DEATH ] = MMERC_FALL; gubAnimSurfaceCorpseID[ BIGMALE ][ FALLOFF_FORWARD_DEATH ] = MMERC_FALLF; gubAnimSurfaceCorpseID[ BIGMALE ][ FLYBACK_HIT ] = MMERC_DHD; gubAnimSurfaceCorpseID[ BIGMALE ][ GENERIC_HIT_DEATHTWITCHNB ] = MMERC_FWD; gubAnimSurfaceCorpseID[ BIGMALE ][ FALLFORWARD_FROMHIT_STAND ] = MMERC_FWD; gubAnimSurfaceCorpseID[ BIGMALE ][ ENDFALLFORWARD_FROMHIT_CROUCH ]= MMERC_FWD; gubAnimSurfaceCorpseID[ BIGMALE ][ FALLBACK_HIT_STAND ] = MMERC_BCK; gubAnimSurfaceCorpseID[ BIGMALE ][ FALLBACK_HIT_DEATHTWITCHNB ] = MMERC_BCK; gubAnimSurfaceCorpseID[ BIGMALE ][ PRONE_HIT_DEATHTWITCHNB ] = MMERC_PRN; gubAnimSurfaceCorpseID[ BIGMALE ][ PRONE_LAY_FROMHIT ] = MMERC_PRN; gubAnimSurfaceCorpseID[ REGMALE ][ FALLOFF ] = MMERC_FALLF; gubAnimSurfaceCorpseID[ REGMALE ][ FALLFORWARD_ROOF ] = MMERC_FALL; gubAnimSurfaceCorpseID[ BIGMALE ][ FLYBACKHIT_STOP ] = MMERC_DHD; gubAnimSurfaceCorpseID[ BIGMALE ][ STAND_FALLFORWARD_STOP ] = MMERC_FWD; gubAnimSurfaceCorpseID[ BIGMALE ][ FALLBACKHIT_STOP ] = MMERC_BCK; gubAnimSurfaceCorpseID[ BIGMALE ][ PRONE_LAYFROMHIT_STOP ] = MMERC_PRN; gubAnimSurfaceCorpseID[ BIGMALE ][ CHARIOTS_OF_FIRE ] = BURNT_DEAD; gubAnimSurfaceCorpseID[ BIGMALE ][ BODYEXPLODING ] = EXPLODE_DEAD; // STOCKY MALE GUY gubAnimSurfaceIndex[ STOCKYMALE ][ WALKING ] = RGMBASICWALKING; gubAnimSurfaceIndex[ STOCKYMALE ][ STANDING ] = RGMSTANDING; gubAnimSurfaceIndex[ STOCKYMALE ][ KNEEL_DOWN ] = RGMCROUCHING; gubAnimSurfaceIndex[ STOCKYMALE ][ CROUCHING ] = RGMCROUCHING; gubAnimSurfaceIndex[ STOCKYMALE ][ KNEEL_UP ] = RGMCROUCHING; gubAnimSurfaceIndex[ STOCKYMALE ][ SWATTING ] = RGMSNEAKING; gubAnimSurfaceIndex[ STOCKYMALE ][ RUNNING ] = RGMRUNNING; gubAnimSurfaceIndex[ STOCKYMALE ][ PRONE_DOWN ] = RGMPRONE; gubAnimSurfaceIndex[ STOCKYMALE ][ CRAWLING ] = RGMPRONE; gubAnimSurfaceIndex[ STOCKYMALE ][ PRONE_UP ] = RGMPRONE; gubAnimSurfaceIndex[ STOCKYMALE ][ PRONE ] = RGMPRONE; gubAnimSurfaceIndex[ STOCKYMALE ][ READY_RIFLE_STAND ] = RGMSTANDAIM; gubAnimSurfaceIndex[ STOCKYMALE ][ AIM_RIFLE_STAND ] = RGMSTANDAIM; gubAnimSurfaceIndex[ STOCKYMALE ][ SHOOT_RIFLE_STAND ] = RGMSTANDAIM; gubAnimSurfaceIndex[ STOCKYMALE ][ END_RIFLE_STAND ] = RGMSTANDAIM; gubAnimSurfaceIndex[ STOCKYMALE ][ START_SWAT ] = RGMSNEAKING; gubAnimSurfaceIndex[ STOCKYMALE ][ END_SWAT ] = RGMSNEAKING; gubAnimSurfaceIndex[ STOCKYMALE ][ FLYBACK_HIT ] = RGMHITHARD; gubAnimSurfaceIndex[ STOCKYMALE ][ READY_RIFLE_PRONE ] = RGMPRONE; gubAnimSurfaceIndex[ STOCKYMALE ][ AIM_RIFLE_PRONE ] = RGMPRONE; gubAnimSurfaceIndex[ STOCKYMALE ][ SHOOT_RIFLE_PRONE ] = RGMPRONE; gubAnimSurfaceIndex[ STOCKYMALE ][ END_RIFLE_PRONE ] = RGMPRONE; gubAnimSurfaceIndex[ STOCKYMALE ][ FALLBACK_DEATHTWICH ] = RGMHITHARD; gubAnimSurfaceIndex[ STOCKYMALE ][ GENERIC_HIT_STAND ] = RGMHITSTAND; gubAnimSurfaceIndex[ STOCKYMALE ][ FLYBACK_HIT_BLOOD_STAND ] = RGMHITHARDBLOOD; gubAnimSurfaceIndex[ STOCKYMALE ][ FLYBACK_HIT_DEATH ] = RGMHITHARD; gubAnimSurfaceIndex[ STOCKYMALE ][ READY_RIFLE_CROUCH ] = RGMCROUCHAIM; gubAnimSurfaceIndex[ STOCKYMALE ][ AIM_RIFLE_CROUCH ] = RGMCROUCHAIM; gubAnimSurfaceIndex[ STOCKYMALE ][ SHOOT_RIFLE_CROUCH ] = RGMCROUCHAIM; gubAnimSurfaceIndex[ STOCKYMALE ][ END_RIFLE_CROUCH ] = RGMCROUCHAIM; gubAnimSurfaceIndex[ STOCKYMALE ][ FALLBACK_HIT_STAND ] = RGMHITFALLBACK; gubAnimSurfaceIndex[ STOCKYMALE ][ ROLLOVER ] = RGMROLLOVER; gubAnimSurfaceIndex[ STOCKYMALE ][ CLIMBUPROOF ] = RGMCLIMBROOF; gubAnimSurfaceIndex[ STOCKYMALE ][ FALLOFF ] = RGMFALL; gubAnimSurfaceIndex[ STOCKYMALE ][ GETUP_FROM_ROLLOVER ] = RGMPRONE; gubAnimSurfaceIndex[ STOCKYMALE ][ CLIMBDOWNROOF ] = RGMCLIMBROOF; gubAnimSurfaceIndex[ STOCKYMALE ][ FALLFORWARD_ROOF ] = RGMFALLF; gubAnimSurfaceIndex[ STOCKYMALE ][ GENERIC_HIT_DEATHTWITCHNB ] = RGMHITSTAND; gubAnimSurfaceIndex[ STOCKYMALE ][ GENERIC_HIT_DEATHTWITCHB ] = RGMHITSTAND; gubAnimSurfaceIndex[ STOCKYMALE ][ FALLBACK_HIT_DEATHTWITCHNB ] = RGMHITFALLBACK; gubAnimSurfaceIndex[ STOCKYMALE ][ FALLBACK_HIT_DEATHTWITCHB ] = RGMHITFALLBACK; gubAnimSurfaceIndex[ STOCKYMALE ][ GENERIC_HIT_DEATH ] = RGMHITSTAND; gubAnimSurfaceIndex[ STOCKYMALE ][ FALLBACK_HIT_DEATH ] = RGMHITFALLBACK; gubAnimSurfaceIndex[ STOCKYMALE ][ GENERIC_HIT_CROUCH ] = RGMHITCROUCH; gubAnimSurfaceIndex[ STOCKYMALE ][ STANDING_BURST ] = RGMSTANDAIM; gubAnimSurfaceIndex[ STOCKYMALE ][ STANDING_BURST_HIT ] = RGMHITHARD; gubAnimSurfaceIndex[ STOCKYMALE ][ GENERIC_HIT_DEATH ] = RGMHITSTAND; gubAnimSurfaceIndex[ STOCKYMALE ][ FALLFORWARD_FROMHIT_STAND ] = RGMHITSTAND; gubAnimSurfaceIndex[ STOCKYMALE ][ FALLFORWARD_FROMHIT_STAND ] = RGMHITSTAND; gubAnimSurfaceIndex[ STOCKYMALE ][ FALLFORWARD_FROMHIT_CROUCH ] = RGMHITCROUCH; gubAnimSurfaceIndex[ STOCKYMALE ][ ENDFALLFORWARD_FROMHIT_CROUCH ] = RGMHITSTAND; gubAnimSurfaceIndex[ STOCKYMALE ][ GENERIC_HIT_PRONE ] = RGMHITPRONE; gubAnimSurfaceIndex[ STOCKYMALE ][ PRONE_HIT_DEATH ] = RGMHITPRONE; gubAnimSurfaceIndex[ STOCKYMALE ][ PRONE_LAY_FROMHIT ] = RGMHITPRONE; gubAnimSurfaceIndex[ STOCKYMALE ][ PRONE_HIT_DEATHTWITCHNB ] = RGMHITPRONE; gubAnimSurfaceIndex[ STOCKYMALE ][ PRONE_HIT_DEATHTWITCHB ] = RGMHITPRONE; gubAnimSurfaceIndex[ STOCKYMALE ][ FLYBACK_HITDEATH_STOP ] = RGMHITHARD; gubAnimSurfaceIndex[ STOCKYMALE ][ FALLFORWARD_HITDEATH_STOP ] = RGMHITSTAND; gubAnimSurfaceIndex[ STOCKYMALE ][ FALLBACK_HITDEATH_STOP ] = RGMHITFALLBACK; gubAnimSurfaceIndex[ STOCKYMALE ][ PRONE_HITDEATH_STOP ] = RGMHITPRONE; gubAnimSurfaceIndex[ STOCKYMALE ][ FLYBACKHIT_STOP ] = RGMHITHARD; gubAnimSurfaceIndex[ STOCKYMALE ][ FALLBACKHIT_STOP ] = RGMHITFALLBACK; gubAnimSurfaceIndex[ STOCKYMALE ][ FALLOFF_STOP ] = RGMFALL; gubAnimSurfaceIndex[ STOCKYMALE ][ FALLOFF_FORWARD_STOP ] = RGMFALLF; gubAnimSurfaceIndex[ STOCKYMALE ][ STAND_FALLFORWARD_STOP ] = RGMHITSTAND; gubAnimSurfaceIndex[ STOCKYMALE ][ PRONE_LAYFROMHIT_STOP ] = RGMHITPRONE; gubAnimSurfaceIndex[ STOCKYMALE ][ HOPFENCE ] = RGMHOPFENCE; gubAnimSurfaceIndex[ STOCKYMALE ][ PUNCH_BREATH ] = RGMPUNCH; gubAnimSurfaceIndex[ STOCKYMALE ][ PUNCH ] = RGMPUNCH; gubAnimSurfaceIndex[ STOCKYMALE ][ NOTHING_STAND ] = RGMNOTHING_STD; gubAnimSurfaceIndex[ STOCKYMALE ][ JFK_HITDEATH ] = RGMDIE_JFK; gubAnimSurfaceIndex[ STOCKYMALE ][ JFK_HITDEATH_STOP ] = RGMDIE_JFK; gubAnimSurfaceIndex[ STOCKYMALE ][ JFK_HITDEATH_TWITCHB ] = RGMDIE_JFK; gubAnimSurfaceIndex[ STOCKYMALE ][ FIRE_STAND_BURST_SPREAD ] = RGMSTANDAIM; gubAnimSurfaceIndex[ STOCKYMALE ][ FALLOFF_DEATH ] = RGMFALL; gubAnimSurfaceIndex[ STOCKYMALE ][ FALLOFF_DEATH_STOP ] = RGMFALL; gubAnimSurfaceIndex[ STOCKYMALE ][ FALLOFF_TWITCHB ] = RGMFALL; gubAnimSurfaceIndex[ STOCKYMALE ][ FALLOFF_TWITCHNB ] = RGMFALL; gubAnimSurfaceIndex[ STOCKYMALE ][ FALLOFF_FORWARD_DEATH ] = RGMFALLF; gubAnimSurfaceIndex[ STOCKYMALE ][ FALLOFF_FORWARD_DEATH_STOP ] = RGMFALLF; gubAnimSurfaceIndex[ STOCKYMALE ][ FALLOFF_FORWARD_TWITCHB ] = RGMFALLF; gubAnimSurfaceIndex[ STOCKYMALE ][ FALLOFF_FORWARD_TWITCHNB ] = RGMFALLF; gubAnimSurfaceIndex[ STOCKYMALE ][ OPEN_DOOR ] = RGMOPEN; gubAnimSurfaceIndex[ STOCKYMALE ][ OPEN_STRUCT ] = RGMOPEN; gubAnimSurfaceIndex[ STOCKYMALE ][ PICKUP_ITEM ] = RGMPICKUP; gubAnimSurfaceIndex[ STOCKYMALE ][ DROP_ITEM ] = RGMPICKUP; gubAnimSurfaceIndex[ STOCKYMALE ][ SLICE ] = RGMSLICE; gubAnimSurfaceIndex[ STOCKYMALE ][ STAB ] = RGMSTAB; gubAnimSurfaceIndex[ STOCKYMALE ][ CROUCH_STAB ] = RGMCSTAB; gubAnimSurfaceIndex[ STOCKYMALE ][ START_AID ] = RGMMEDIC; gubAnimSurfaceIndex[ STOCKYMALE ][ GIVING_AID ] = RGMMEDIC; gubAnimSurfaceIndex[ STOCKYMALE ][ END_AID ] = RGMMEDIC; gubAnimSurfaceIndex[ STOCKYMALE ][ DODGE_ONE ] = RGMDODGE; gubAnimSurfaceIndex[ STOCKYMALE ][ READY_DUAL_STAND ] = RGMSTANDDWALAIM; gubAnimSurfaceIndex[ STOCKYMALE ][ AIM_DUAL_STAND ] = RGMSTANDDWALAIM; gubAnimSurfaceIndex[ STOCKYMALE ][ SHOOT_DUAL_STAND ] = RGMSTANDDWALAIM; gubAnimSurfaceIndex[ STOCKYMALE ][ END_DUAL_STAND ] = RGMSTANDDWALAIM; gubAnimSurfaceIndex[ STOCKYMALE ][ RAISE_RIFLE ] = RGMRAISE; gubAnimSurfaceIndex[ STOCKYMALE ][ LOWER_RIFLE ] = RGMRAISE; gubAnimSurfaceIndex[ STOCKYMALE ][ BODYEXPLODING ] = BODYEXPLODE; gubAnimSurfaceIndex[ STOCKYMALE ][ THROW_ITEM ] = RGMTHROW; gubAnimSurfaceIndex[ STOCKYMALE ][ LOB_ITEM ] = RGMLOB; gubAnimSurfaceIndex[ STOCKYMALE ][ CROUCHED_BURST ] = RGMCROUCHAIM; gubAnimSurfaceIndex[ STOCKYMALE ][ PRONE_BURST ] = RGMPRONE; gubAnimSurfaceIndex[ STOCKYMALE ][ GIVE_ITEM ] = RGMOPEN; gubAnimSurfaceIndex[ STOCKYMALE ][ WATER_HIT ] = RGMWATER_DIE; gubAnimSurfaceIndex[ STOCKYMALE ][ WATER_DIE] = RGMWATER_DIE; gubAnimSurfaceIndex[ STOCKYMALE ][ WATER_DIE_STOP ] = RGMWATER_DIE; gubAnimSurfaceIndex[ STOCKYMALE ][ HELIDROP ] = RGMHELIDROP; gubAnimSurfaceIndex[ STOCKYMALE ][ FEM_LOOK ] = RGM_LOOK; gubAnimSurfaceIndex[ STOCKYMALE ][ REG_SQUISH ] = RGM_SQUISH; gubAnimSurfaceIndex[ STOCKYMALE ][ REG_PULL ] = RGM_PULL; gubAnimSurfaceIndex[ STOCKYMALE ][ REG_SPIT ] = RGM_SPIT; gubAnimSurfaceIndex[ STOCKYMALE ][ NINJA_GOTOBREATH ] = RGMLOWKICK; gubAnimSurfaceIndex[ STOCKYMALE ][ NINJA_BREATH ] = RGMLOWKICK; gubAnimSurfaceIndex[ STOCKYMALE ][ NINJA_LOWKICK ] = RGMLOWKICK; gubAnimSurfaceIndex[ STOCKYMALE ][ NINJA_PUNCH ] = RGMNPUNCH; gubAnimSurfaceIndex[ STOCKYMALE ][ NINJA_SPINKICK ] = RGMSPINKICK; gubAnimSurfaceIndex[ STOCKYMALE ][ END_OPEN_DOOR ] = RGMOPEN; gubAnimSurfaceIndex[ STOCKYMALE ][ END_OPEN_LOCKED_DOOR ] = RGMOPEN; gubAnimSurfaceIndex[ STOCKYMALE ][ KICK_DOOR ] = RGMKICKDOOR; gubAnimSurfaceIndex[ STOCKYMALE ][ CLOSE_DOOR ] = RGMOPEN; gubAnimSurfaceIndex[ STOCKYMALE ][ RIFLE_STAND_HIT ] = RGMRHIT; gubAnimSurfaceIndex[ STOCKYMALE ][ DEEP_WATER_TRED ] = RGMDEEPWATER_TRED; gubAnimSurfaceIndex[ STOCKYMALE ][ DEEP_WATER_SWIM ] = RGMDEEPWATER_SWIM; gubAnimSurfaceIndex[ STOCKYMALE ][ DEEP_WATER_HIT ] = RGMDEEPWATER_DIE; gubAnimSurfaceIndex[ STOCKYMALE ][ DEEP_WATER_DIE] = RGMDEEPWATER_DIE; gubAnimSurfaceIndex[ STOCKYMALE ][ DEEP_WATER_DIE_STOPPING ] = RGMWATER_DIE; gubAnimSurfaceIndex[ STOCKYMALE ][ DEEP_WATER_DIE_STOP ] = RGMWATER_DIE; gubAnimSurfaceIndex[ STOCKYMALE ][ LOW_TO_DEEP_WATER ] = RGMWATER_TRANS; gubAnimSurfaceIndex[ STOCKYMALE ][ DEEP_TO_LOW_WATER ] = RGMWATER_TRANS; gubAnimSurfaceIndex[ STOCKYMALE ][ GOTO_SLEEP ] = RGMSLEEP; gubAnimSurfaceIndex[ STOCKYMALE ][ SLEEPING ] = RGMSLEEP; gubAnimSurfaceIndex[ STOCKYMALE ][ WKAEUP_FROM_SLEEP ] = RGMSLEEP; gubAnimSurfaceIndex[ STOCKYMALE ][ FIRE_LOW_STAND ] = RGMSHOOT_LOW; gubAnimSurfaceIndex[ STOCKYMALE ][ FIRE_BURST_LOW_STAND ] = RGMSHOOT_LOW; gubAnimSurfaceIndex[ STOCKYMALE ][ STANDING_SHOOT_UNJAM ] = RGMSTANDAIM; gubAnimSurfaceIndex[ STOCKYMALE ][ CROUCH_SHOOT_UNJAM ] = RGMCROUCHAIM; gubAnimSurfaceIndex[ STOCKYMALE ][ PRONE_SHOOT_UNJAM ] = RGMPRONE; gubAnimSurfaceIndex[ STOCKYMALE ][ STANDING_SHOOT_DWEL_UNJAM ] = RGMSTANDDWALAIM; gubAnimSurfaceIndex[ STOCKYMALE ][ STANDING_SHOOT_LOW_UNJAM ] = RGMSHOOT_LOW; gubAnimSurfaceIndex[ STOCKYMALE ][ READY_DUAL_CROUCH ] = RGMCDBLSHOT; gubAnimSurfaceIndex[ STOCKYMALE ][ AIM_DUAL_CROUCH ] = RGMCDBLSHOT; gubAnimSurfaceIndex[ STOCKYMALE ][ SHOOT_DUAL_CROUCH ] = RGMCDBLSHOT; gubAnimSurfaceIndex[ STOCKYMALE ][ END_DUAL_CROUCH ] = RGMCDBLSHOT; gubAnimSurfaceIndex[ STOCKYMALE ][ CROUCH_SHOOT_DWEL_UNJAM ] = RGMCDBLSHOT; gubAnimSurfaceIndex[ STOCKYMALE ][ ADJACENT_GET_ITEM ] = RGMOPEN; gubAnimSurfaceIndex[ STOCKYMALE ][ CUTTING_FENCE ] = RGMMEDIC; gubAnimSurfaceIndex[ STOCKYMALE ][ FROM_INJURED_TRANSITION ] = RGMHURTTRANS; gubAnimSurfaceIndex[ STOCKYMALE ][ THROW_KNIFE ] = RGMTHROWKNIFE; gubAnimSurfaceIndex[ STOCKYMALE ][ KNIFE_BREATH ] = RGMBREATHKNIFE; gubAnimSurfaceIndex[ STOCKYMALE ][ KNIFE_GOTOBREATH ] = RGMBREATHKNIFE; gubAnimSurfaceIndex[ STOCKYMALE ][ KNIFE_ENDBREATH ] = RGMBREATHKNIFE; gubAnimSurfaceIndex[ STOCKYMALE ][ CATCH_STANDING ] = RGMOPEN; gubAnimSurfaceIndex[ STOCKYMALE ][ CATCH_CROUCHED ] = RGMMEDIC; gubAnimSurfaceIndex[ STOCKYMALE ][ PLANT_BOMB ] = RGMPICKUP; gubAnimSurfaceIndex[ STOCKYMALE ][ USE_REMOTE ] = RGMOPEN; gubAnimSurfaceIndex[ STOCKYMALE ][ START_COWER ] = RGMCOWER; gubAnimSurfaceIndex[ STOCKYMALE ][ COWERING ] = RGMCOWER; gubAnimSurfaceIndex[ STOCKYMALE ][ END_COWER ] = RGMCOWER; gubAnimSurfaceIndex[ STOCKYMALE ][ STEAL_ITEM ] = RGMOPEN; gubAnimSurfaceIndex[ STOCKYMALE ][ SHOOT_ROCKET ] = RGMROCKET; gubAnimSurfaceIndex[ STOCKYMALE ][ SHOOT_MORTAR ] = RGMMORTAR; gubAnimSurfaceIndex[ STOCKYMALE ][ SIDE_STEP ] = RGMSIDESTEP; gubAnimSurfaceIndex[ STOCKYMALE ][ WALK_BACKWARDS ] = RGMBASICWALKING; gubAnimSurfaceIndex[ STOCKYMALE ][ BEGIN_OPENSTRUCT ] = RGMOPEN; gubAnimSurfaceIndex[ STOCKYMALE ][ END_OPENSTRUCT ] = RGMOPEN; gubAnimSurfaceIndex[ STOCKYMALE ][ END_OPENSTRUCT_LOCKED ] = RGMOPEN; gubAnimSurfaceIndex[ STOCKYMALE ][ PUNCH_LOW ] = RGMPUNCHLOW; gubAnimSurfaceIndex[ STOCKYMALE ][ PISTOL_SHOOT_LOW ] = RGMPISTOLSHOOTLOW; gubAnimSurfaceIndex[ STOCKYMALE ][ DECAPITATE ] = RGMCSTAB; gubAnimSurfaceIndex[ STOCKYMALE ][ GOTO_PATIENT ] = RGMHITPRONE; gubAnimSurfaceIndex[ STOCKYMALE ][ BEING_PATIENT ] = RGMHITPRONE; gubAnimSurfaceIndex[ STOCKYMALE ][ GOTO_DOCTOR ] = RGMMEDIC; gubAnimSurfaceIndex[ STOCKYMALE ][ BEING_DOCTOR ] = RGMMEDIC; gubAnimSurfaceIndex[ STOCKYMALE ][ END_DOCTOR ] = RGMMEDIC; gubAnimSurfaceIndex[ STOCKYMALE ][ GOTO_REPAIRMAN ] = RGMMEDIC; gubAnimSurfaceIndex[ STOCKYMALE ][ BEING_REPAIRMAN ] = RGMMEDIC; gubAnimSurfaceIndex[ STOCKYMALE ][ END_REPAIRMAN ] = RGMMEDIC; gubAnimSurfaceIndex[ STOCKYMALE ][ FALL_INTO_PIT ] = RGMFALL; gubAnimSurfaceIndex[ STOCKYMALE ][ RELOAD_ROBOT ] = RGMMEDIC; gubAnimSurfaceIndex[ STOCKYMALE ][ END_CATCH ] = RGMOPEN; gubAnimSurfaceIndex[ STOCKYMALE ][ END_CROUCH_CATCH ] = RGMMEDIC; gubAnimSurfaceIndex[ STOCKYMALE ][ AI_RADIO ] = RGMRADIO; gubAnimSurfaceIndex[ STOCKYMALE ][ AI_CR_RADIO ] = RGMCRRADIO; gubAnimSurfaceIndex[ STOCKYMALE ][ SLAP_HIT ] = RGMHITSTAND; gubAnimSurfaceIndex[ STOCKYMALE ][ TAKE_BLOOD_FROM_CORPSE ] = RGMMEDIC; gubAnimSurfaceIndex[ STOCKYMALE ][ CHARIOTS_OF_FIRE ] = RGMBURN; gubAnimSurfaceIndex[ STOCKYMALE ][ AI_PULL_SWITCH ] = RGMOPEN; gubAnimSurfaceIndex[ STOCKYMALE ][ MERC_HURT_IDLE_ANIM ] = RGMHURTSTANDINGR; gubAnimSurfaceIndex[ STOCKYMALE ][ END_HURT_WALKING ] = RGMHURTSTANDINGR; gubAnimSurfaceIndex[ STOCKYMALE ][ PASS_OBJECT ] = RGMOPEN; gubAnimSurfaceIndex[ STOCKYMALE ][ DROP_ADJACENT_OBJECT ] = RGMOPEN; gubAnimSurfaceIndex[ STOCKYMALE ][ READY_DUAL_PRONE ] = RGMDWPRONE; gubAnimSurfaceIndex[ STOCKYMALE ][ AIM_DUAL_PRONE ] = RGMDWPRONE; gubAnimSurfaceIndex[ STOCKYMALE ][ SHOOT_DUAL_PRONE ] = RGMDWPRONE; gubAnimSurfaceIndex[ STOCKYMALE ][ END_DUAL_PRONE ] = RGMDWPRONE; gubAnimSurfaceIndex[ STOCKYMALE ][ PRONE_SHOOT_DWEL_UNJAM ] = RGMDWPRONE; gubAnimSurfaceIndex[ STOCKYMALE ][ PICK_LOCK ] = RGMOPEN; gubAnimSurfaceIndex[ STOCKYMALE ][ OPEN_DOOR_CROUCHED ] = RGMMEDIC; gubAnimSurfaceIndex[ STOCKYMALE ][ BEGIN_OPENSTRUCT_CROUCHED ] = RGMMEDIC; gubAnimSurfaceIndex[ STOCKYMALE ][ CLOSE_DOOR_CROUCHED ] = RGMMEDIC; gubAnimSurfaceIndex[ STOCKYMALE ][ OPEN_STRUCT_CROUCHED ] = RGMMEDIC; gubAnimSurfaceIndex[ STOCKYMALE ][ END_OPEN_DOOR_CROUCHED ] = RGMMEDIC; gubAnimSurfaceIndex[ STOCKYMALE ][ END_OPENSTRUCT_CROUCHED ] = RGMMEDIC; gubAnimSurfaceIndex[ STOCKYMALE ][ END_OPEN_LOCKED_DOOR_CROUCHED ] = RGMMEDIC; gubAnimSurfaceIndex[ STOCKYMALE ][ END_OPENSTRUCT_LOCKED_CROUCHED ]= RGMMEDIC; gubAnimSurfaceIndex[ STOCKYMALE ][ DRUNK_IDLE ] = RGMDRUNK; gubAnimSurfaceIndex[ STOCKYMALE ][ CROWBAR_ATTACK ] = RGMCROWBAR; gubAnimSurfaceIndex[ STOCKYMALE ][ ATTACH_CAN_TO_STRING ] = RGMMEDIC; gubAnimSurfaceIndex[ STOCKYMALE ][ SWAT_BACKWARDS ] = RGMSNEAKING; gubAnimSurfaceIndex[ STOCKYMALE ][ JUMP_OVER_BLOCKING_PERSON ] = RGMJUMPOVER; gubAnimSurfaceIndex[ STOCKYMALE ][ REFUEL_VEHICLE ] = RGMMEDIC; gubAnimSurfaceIndex[ STOCKYMALE ][ LOCKPICK_CROUCHED ] = RGMMEDIC; // crouch throwing gubAnimSurfaceIndex[ STOCKYMALE ][ THROW_ITEM_CROUCHED ] = RGMCRTHROW; // gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ STANDING ] = RGMPISTOLBREATH; gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ WALKING ] = RGMNOTHING_WALK; gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ RUNNING] = RGMNOTHING_RUN; gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ SWATTING] = RGMNOTHING_SWAT; gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ START_SWAT ] = RGMNOTHING_SWAT; gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ END_SWAT] = RGMNOTHING_SWAT; gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ KNEEL_DOWN ] = RGMNOTHING_CROUCH; gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ CROUCHING ] = RGMNOTHING_CROUCH; gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ KNEEL_UP ] = RGMNOTHING_CROUCH; gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ READY_RIFLE_STAND ] = RGMHANDGUN_S_SHOT; gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ AIM_RIFLE_STAND ] = RGMHANDGUN_S_SHOT; gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ SHOOT_RIFLE_STAND ] = RGMHANDGUN_S_SHOT; gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ END_RIFLE_STAND ] = RGMHANDGUN_S_SHOT; gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ STANDING_BURST ] = RGMHANDGUN_S_SHOT; gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ FIRE_STAND_BURST_SPREAD ] = RGMHANDGUN_S_SHOT; gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ READY_RIFLE_CROUCH ] = RGMHANDGUN_C_SHOT; gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ AIM_RIFLE_CROUCH ] = RGMHANDGUN_C_SHOT; gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ SHOOT_RIFLE_CROUCH ] = RGMHANDGUN_C_SHOT; gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ END_RIFLE_CROUCH ] = RGMHANDGUN_C_SHOT; gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ PRONE_DOWN ] = RGMHANDGUN_PRONE; gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ CRAWLING ] = RGMHANDGUN_PRONE; gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ PRONE_UP ] = RGMHANDGUN_PRONE; gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ PRONE ] = RGMHANDGUN_PRONE; gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ READY_RIFLE_PRONE ] = RGMHANDGUN_PRONE; gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ AIM_RIFLE_PRONE ] = RGMHANDGUN_PRONE; gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ SHOOT_RIFLE_PRONE ] = RGMHANDGUN_PRONE; gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ END_RIFLE_PRONE ] = RGMHANDGUN_PRONE; gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ GETUP_FROM_ROLLOVER ] = RGMHANDGUN_PRONE; gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ STANDING_SHOOT_UNJAM ] = RGMHANDGUN_S_SHOT; gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ CROUCH_SHOOT_UNJAM ] = RGMHANDGUN_C_SHOT; gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ PRONE_SHOOT_UNJAM ] = RGMHANDGUN_PRONE; gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ FIRE_BURST_LOW_STAND ] = RGMPISTOLSHOOTLOW; gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ FIRE_LOW_STAND ] = RGMPISTOLSHOOTLOW; gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ CROUCHED_BURST ] = RGMHANDGUN_C_SHOT; gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ PRONE_BURST ] = RGMHANDGUN_PRONE; gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ MERC_HURT_IDLE_ANIM ] = RGMHURTSTANDINGN; gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ END_HURT_WALKING ] = RGMHURTSTANDINGN; gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ WALK_BACKWARDS ] = RGMNOTHING_WALK; gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ DRUNK_IDLE ] = RGMPISTOLDRUNK; gubAnimSurfaceMidWaterSubIndex[ STOCKYMALE ][ STANDING][0] = RGMWATER_R_STD; gubAnimSurfaceMidWaterSubIndex[ STOCKYMALE ][ WALKING ][0] = RGMWATER_R_WALK; gubAnimSurfaceMidWaterSubIndex[ STOCKYMALE ][ RUNNING ][0] = RGMWATER_R_WALK; gubAnimSurfaceMidWaterSubIndex[ STOCKYMALE ][ READY_RIFLE_STAND ][0] = RGMWATER_R_AIM; gubAnimSurfaceMidWaterSubIndex[ STOCKYMALE ][ AIM_RIFLE_STAND ][0] = RGMWATER_R_AIM; gubAnimSurfaceMidWaterSubIndex[ STOCKYMALE ][ SHOOT_RIFLE_STAND ][0] = RGMWATER_R_AIM; gubAnimSurfaceMidWaterSubIndex[ STOCKYMALE ][ END_RIFLE_STAND ][0] = RGMWATER_R_AIM; gubAnimSurfaceMidWaterSubIndex[ STOCKYMALE ][ STANDING_BURST ][0] = RGMWATER_R_AIM; gubAnimSurfaceMidWaterSubIndex[ STOCKYMALE ][ FIRE_STAND_BURST_SPREAD ][0] = RGMWATER_R_AIM; gubAnimSurfaceMidWaterSubIndex[ STOCKYMALE ][ STANDING][1] = RGMWATER_N_STD; gubAnimSurfaceMidWaterSubIndex[ STOCKYMALE ][ WALKING ][1] = RGMWATER_N_WALK; gubAnimSurfaceMidWaterSubIndex[ STOCKYMALE ][ RUNNING ][1] = RGMWATER_N_WALK; gubAnimSurfaceMidWaterSubIndex[ STOCKYMALE ][ READY_RIFLE_STAND ][1] = RGMWATER_N_AIM; gubAnimSurfaceMidWaterSubIndex[ STOCKYMALE ][ AIM_RIFLE_STAND ][1] = RGMWATER_N_AIM; gubAnimSurfaceMidWaterSubIndex[ STOCKYMALE ][ SHOOT_RIFLE_STAND ][1] = RGMWATER_N_AIM; gubAnimSurfaceMidWaterSubIndex[ STOCKYMALE ][ END_RIFLE_STAND ][1] = RGMWATER_N_AIM; gubAnimSurfaceMidWaterSubIndex[ STOCKYMALE ][ STANDING_BURST ][1] = RGMWATER_N_AIM; gubAnimSurfaceMidWaterSubIndex[ STOCKYMALE ][ FIRE_STAND_BURST_SPREAD ][1] = RGMWATER_N_AIM; gubAnimSurfaceMidWaterSubIndex[ STOCKYMALE ][ READY_DUAL_STAND ][1] = RGMWATER_DBLSHT; gubAnimSurfaceMidWaterSubIndex[ STOCKYMALE ][ AIM_DUAL_STAND ][1] = RGMWATER_DBLSHT; gubAnimSurfaceMidWaterSubIndex[ STOCKYMALE ][ SHOOT_DUAL_STAND ][1] = RGMWATER_DBLSHT; gubAnimSurfaceMidWaterSubIndex[ STOCKYMALE ][ END_DUAL_STAND ][1] = RGMWATER_DBLSHT; gubAnimSurfaceMidWaterSubIndex[ STOCKYMALE ][ STANDING_SHOOT_UNJAM ][0] = RGMWATER_R_AIM; gubAnimSurfaceMidWaterSubIndex[ STOCKYMALE ][ STANDING_SHOOT_UNJAM ][1] = RGMWATER_N_AIM; gubAnimSurfaceMidWaterSubIndex[ STOCKYMALE ][ THROW_ITEM ][0] = RGMWATERTHROW; gubAnimSurfaceMidWaterSubIndex[ STOCKYMALE ][ THROW_ITEM ][1] = RGMWATERTHROW; gubAnimSurfaceMidWaterSubIndex[ STOCKYMALE ][ LOB_ITEM ][0] = RGMWATERTHROW; gubAnimSurfaceMidWaterSubIndex[ STOCKYMALE ][ LOB_ITEM ][1] = RGMWATERTHROW; gubAnimSurfaceCorpseID[ STOCKYMALE ][ GENERIC_HIT_DEATH ] = SMERC_FWD; gubAnimSurfaceCorpseID[ STOCKYMALE ][ FALLBACK_HIT_DEATH ] = SMERC_BCK; gubAnimSurfaceCorpseID[ STOCKYMALE ][ PRONE_HIT_DEATH ] = SMERC_PRN; gubAnimSurfaceCorpseID[ STOCKYMALE ][ WATER_DIE ] = SMERC_WTR; gubAnimSurfaceCorpseID[ STOCKYMALE ][ FLYBACK_HIT_DEATH ] = SMERC_DHD; gubAnimSurfaceCorpseID[ STOCKYMALE ][ JFK_HITDEATH ] = SMERC_JFK; gubAnimSurfaceCorpseID[ STOCKYMALE ][ FALLOFF_DEATH ] = SMERC_FALL; gubAnimSurfaceCorpseID[ STOCKYMALE ][ FALLOFF_FORWARD_DEATH ] = SMERC_FALLF; gubAnimSurfaceCorpseID[ STOCKYMALE ][ FLYBACK_HIT ] = SMERC_DHD; gubAnimSurfaceCorpseID[ STOCKYMALE ][ GENERIC_HIT_DEATHTWITCHNB ] = SMERC_FWD; gubAnimSurfaceCorpseID[ STOCKYMALE ][ FALLFORWARD_FROMHIT_STAND ] = SMERC_FWD; gubAnimSurfaceCorpseID[ STOCKYMALE ][ ENDFALLFORWARD_FROMHIT_CROUCH ]= SMERC_FWD; gubAnimSurfaceCorpseID[ STOCKYMALE ][ FALLBACK_HIT_STAND ] = SMERC_BCK; gubAnimSurfaceCorpseID[ STOCKYMALE ][ FALLBACK_HIT_DEATHTWITCHNB ] = SMERC_BCK; gubAnimSurfaceCorpseID[ STOCKYMALE ][ PRONE_HIT_DEATHTWITCHNB ] = SMERC_PRN; gubAnimSurfaceCorpseID[ STOCKYMALE ][ PRONE_LAY_FROMHIT ] = SMERC_PRN; gubAnimSurfaceCorpseID[ STOCKYMALE ][ FALLOFF ] = SMERC_FALLF; gubAnimSurfaceCorpseID[ STOCKYMALE ][ FALLFORWARD_ROOF ] = SMERC_FALL; gubAnimSurfaceCorpseID[ STOCKYMALE ][ FLYBACKHIT_STOP ] = SMERC_DHD; gubAnimSurfaceCorpseID[ STOCKYMALE ][ STAND_FALLFORWARD_STOP ] = SMERC_FWD; gubAnimSurfaceCorpseID[ STOCKYMALE ][ FALLBACKHIT_STOP ] = SMERC_BCK; gubAnimSurfaceCorpseID[ STOCKYMALE ][ PRONE_LAYFROMHIT_STOP ] = SMERC_PRN; gubAnimSurfaceCorpseID[ STOCKYMALE ][ CHARIOTS_OF_FIRE ] = BURNT_DEAD; gubAnimSurfaceCorpseID[ STOCKYMALE ][ BODYEXPLODING ] = EXPLODE_DEAD; //Setup some random stuff gRandomAnimDefs[ STOCKYMALE ][ 0 ].ubHandRestriction = RANDOM_ANIM_RIFLEINHAND; gRandomAnimDefs[ STOCKYMALE ][ 0 ].sAnimID = REG_SPIT; gRandomAnimDefs[ STOCKYMALE ][ 0 ].ubStartRoll = 0; gRandomAnimDefs[ STOCKYMALE ][ 0 ].ubEndRoll = 3; gRandomAnimDefs[ STOCKYMALE ][ 0 ].ubFlags = RANDOM_ANIM_CASUAL; gRandomAnimDefs[ STOCKYMALE ][ 0 ].ubAnimHeight = ANIM_STAND; gRandomAnimDefs[ STOCKYMALE ][ 1 ].ubHandRestriction = RANDOM_ANIM_NOTHINGINHAND; gRandomAnimDefs[ STOCKYMALE ][ 1 ].sAnimID = REG_SQUISH; gRandomAnimDefs[ STOCKYMALE ][ 1 ].ubStartRoll = 10; gRandomAnimDefs[ STOCKYMALE ][ 1 ].ubEndRoll = 13; gRandomAnimDefs[ STOCKYMALE ][ 1 ].ubFlags = RANDOM_ANIM_CASUAL; gRandomAnimDefs[ STOCKYMALE ][ 1 ].ubAnimHeight = ANIM_STAND; gRandomAnimDefs[ STOCKYMALE ][ 2 ].ubHandRestriction = RANDOM_ANIM_RIFLEINHAND; gRandomAnimDefs[ STOCKYMALE ][ 2 ].sAnimID = FEM_LOOK; gRandomAnimDefs[ STOCKYMALE ][ 2 ].ubStartRoll = 20; gRandomAnimDefs[ STOCKYMALE ][ 2 ].ubEndRoll = 23; gRandomAnimDefs[ STOCKYMALE ][ 2 ].ubFlags = 0; gRandomAnimDefs[ STOCKYMALE ][ 2 ].ubAnimHeight = ANIM_STAND; gRandomAnimDefs[ STOCKYMALE ][ 3 ].ubHandRestriction = RANDOM_ANIM_NOTHINGINHAND; gRandomAnimDefs[ STOCKYMALE ][ 3 ].sAnimID = REG_PULL; gRandomAnimDefs[ STOCKYMALE ][ 3 ].ubStartRoll = 30; gRandomAnimDefs[ STOCKYMALE ][ 3 ].ubEndRoll = 33; gRandomAnimDefs[ STOCKYMALE ][ 3 ].ubFlags = 0; gRandomAnimDefs[ STOCKYMALE ][ 3 ].ubAnimHeight = ANIM_STAND; gRandomAnimDefs[ STOCKYMALE ][ 4 ].ubHandRestriction = RANDOM_ANIM_IRRELEVENTINHAND; gRandomAnimDefs[ STOCKYMALE ][ 4 ].sAnimID = MERC_HURT_IDLE_ANIM; gRandomAnimDefs[ STOCKYMALE ][ 4 ].ubStartRoll = 40; gRandomAnimDefs[ STOCKYMALE ][ 4 ].ubEndRoll = 100; gRandomAnimDefs[ STOCKYMALE ][ 4 ].ubFlags = RANDOM_ANIM_INJURED; gRandomAnimDefs[ STOCKYMALE ][ 4 ].ubAnimHeight = ANIM_STAND; gRandomAnimDefs[ STOCKYMALE ][ 5 ].ubHandRestriction = RANDOM_ANIM_IRRELEVENTINHAND; gRandomAnimDefs[ STOCKYMALE ][ 5 ].sAnimID = DRUNK_IDLE; gRandomAnimDefs[ STOCKYMALE ][ 5 ].ubStartRoll = 40; gRandomAnimDefs[ STOCKYMALE ][ 5 ].ubEndRoll = 100; gRandomAnimDefs[ STOCKYMALE ][ 5 ].ubFlags = RANDOM_ANIM_DRUNK; gRandomAnimDefs[ STOCKYMALE ][ 5 ].ubAnimHeight = ANIM_STAND; // REG FEMALE GUY gubAnimSurfaceIndex[ REGFEMALE ][ WALKING ] = RGFWALKING; gubAnimSurfaceIndex[ REGFEMALE ][ STANDING ] = RGFSTANDING; gubAnimSurfaceIndex[ REGFEMALE ][ KNEEL_DOWN ] = RGFCROUCHING; gubAnimSurfaceIndex[ REGFEMALE ][ CROUCHING ] = RGFCROUCHING; gubAnimSurfaceIndex[ REGFEMALE ][ KNEEL_UP ] = RGFCROUCHING; gubAnimSurfaceIndex[ REGFEMALE ][ SWATTING ] = RGFSNEAKING; gubAnimSurfaceIndex[ REGFEMALE ][ RUNNING ] = RGFRUNNING; gubAnimSurfaceIndex[ REGFEMALE ][ PRONE_DOWN ] = RGFPRONE; gubAnimSurfaceIndex[ REGFEMALE ][ CRAWLING ] = RGFPRONE; gubAnimSurfaceIndex[ REGFEMALE ][ PRONE_UP ] = RGFPRONE; gubAnimSurfaceIndex[ REGFEMALE ][ PRONE ] = RGFPRONE; gubAnimSurfaceIndex[ REGFEMALE ][ READY_RIFLE_STAND ] = RGFSTANDAIM; gubAnimSurfaceIndex[ REGFEMALE ][ AIM_RIFLE_STAND ] = RGFSTANDAIM; gubAnimSurfaceIndex[ REGFEMALE ][ SHOOT_RIFLE_STAND ] = RGFSTANDAIM; gubAnimSurfaceIndex[ REGFEMALE ][ END_RIFLE_STAND ] = RGFSTANDAIM; gubAnimSurfaceIndex[ REGFEMALE ][ START_SWAT ] = RGFSNEAKING; gubAnimSurfaceIndex[ REGFEMALE ][ END_SWAT ] = RGFSNEAKING; gubAnimSurfaceIndex[ REGFEMALE ][ FLYBACK_HIT ] = RGFHITHARD; gubAnimSurfaceIndex[ REGFEMALE ][ READY_RIFLE_PRONE ] = RGFPRONE; gubAnimSurfaceIndex[ REGFEMALE ][ AIM_RIFLE_PRONE ] = RGFPRONE; gubAnimSurfaceIndex[ REGFEMALE ][ SHOOT_RIFLE_PRONE ] = RGFPRONE; gubAnimSurfaceIndex[ REGFEMALE ][ END_RIFLE_PRONE ] = RGFPRONE; gubAnimSurfaceIndex[ REGFEMALE ][ FALLBACK_DEATHTWICH ] = RGFHITHARD; gubAnimSurfaceIndex[ REGFEMALE ][ GENERIC_HIT_STAND ] = RGFHITSTAND; gubAnimSurfaceIndex[ REGFEMALE ][ FLYBACK_HIT_BLOOD_STAND ] = RGFHITHARDBLOOD; gubAnimSurfaceIndex[ REGFEMALE ][ FLYBACK_HIT_DEATH ] = RGFHITHARD; gubAnimSurfaceIndex[ REGFEMALE ][ READY_RIFLE_CROUCH ] = RGFCROUCHAIM; gubAnimSurfaceIndex[ REGFEMALE ][ AIM_RIFLE_CROUCH ] = RGFCROUCHAIM; gubAnimSurfaceIndex[ REGFEMALE ][ SHOOT_RIFLE_CROUCH ] = RGFCROUCHAIM; gubAnimSurfaceIndex[ REGFEMALE ][ END_RIFLE_CROUCH ] = RGFCROUCHAIM; gubAnimSurfaceIndex[ REGFEMALE ][ FALLBACK_HIT_STAND ] = RGFHITFALLBACK; gubAnimSurfaceIndex[ REGFEMALE ][ ROLLOVER ] = RGFROLLOVER; gubAnimSurfaceIndex[ REGFEMALE ][ CLIMBUPROOF ] = RGFCLIMBROOF; gubAnimSurfaceIndex[ REGFEMALE ][ FALLOFF ] = RGFFALL; gubAnimSurfaceIndex[ REGFEMALE ][ GETUP_FROM_ROLLOVER ] = RGFPRONE; gubAnimSurfaceIndex[ REGFEMALE ][ CLIMBDOWNROOF ] = RGFCLIMBROOF; gubAnimSurfaceIndex[ REGFEMALE ][ FALLFORWARD_ROOF ] = RGFFALLF; gubAnimSurfaceIndex[ REGFEMALE ][ GENERIC_HIT_DEATHTWITCHNB ] = RGFHITSTAND; gubAnimSurfaceIndex[ REGFEMALE ][ GENERIC_HIT_DEATHTWITCHB ] = RGFHITSTAND; gubAnimSurfaceIndex[ REGFEMALE ][ FALLBACK_HIT_DEATHTWITCHNB ] = RGFHITFALLBACK; gubAnimSurfaceIndex[ REGFEMALE ][ FALLBACK_HIT_DEATHTWITCHB ] = RGFHITFALLBACK; gubAnimSurfaceIndex[ REGFEMALE ][ GENERIC_HIT_DEATH ] = RGFHITSTAND; gubAnimSurfaceIndex[ REGFEMALE ][ FALLBACK_HIT_DEATH ] = RGFHITFALLBACK; gubAnimSurfaceIndex[ REGFEMALE ][ GENERIC_HIT_CROUCH ] = RGFHITCROUCH; gubAnimSurfaceIndex[ REGFEMALE ][ STANDING_BURST ] = RGFSTANDAIM; gubAnimSurfaceIndex[ REGFEMALE ][ STANDING_BURST_HIT ] = RGFHITHARD; gubAnimSurfaceIndex[ REGFEMALE ][ GENERIC_HIT_DEATH ] = RGFHITSTAND; gubAnimSurfaceIndex[ REGFEMALE ][ FALLFORWARD_FROMHIT_STAND ] = RGFHITSTAND; gubAnimSurfaceIndex[ REGFEMALE ][ FALLFORWARD_FROMHIT_STAND ] = RGFHITSTAND; gubAnimSurfaceIndex[ REGFEMALE ][ FALLFORWARD_FROMHIT_CROUCH ] = RGFHITCROUCH; gubAnimSurfaceIndex[ REGFEMALE ][ ENDFALLFORWARD_FROMHIT_CROUCH ] = RGFHITSTAND; gubAnimSurfaceIndex[ REGFEMALE ][ GENERIC_HIT_PRONE ] = RGFHITPRONE; gubAnimSurfaceIndex[ REGFEMALE ][ PRONE_HIT_DEATH ] = RGFHITPRONE; gubAnimSurfaceIndex[ REGFEMALE ][ PRONE_LAY_FROMHIT ] = RGFHITPRONE; gubAnimSurfaceIndex[ REGFEMALE ][ PRONE_HIT_DEATHTWITCHNB ] = RGFHITPRONE; gubAnimSurfaceIndex[ REGFEMALE ][ PRONE_HIT_DEATHTWITCHB ] = RGFHITPRONE; gubAnimSurfaceIndex[ REGFEMALE ][ FLYBACK_HITDEATH_STOP ] = RGFHITHARD; gubAnimSurfaceIndex[ REGFEMALE ][ FALLFORWARD_HITDEATH_STOP ] = RGFHITSTAND; gubAnimSurfaceIndex[ REGFEMALE ][ FALLBACK_HITDEATH_STOP ] = RGFHITFALLBACK; gubAnimSurfaceIndex[ REGFEMALE ][ PRONE_HITDEATH_STOP ] = RGFHITPRONE; gubAnimSurfaceIndex[ REGFEMALE ][ FLYBACKHIT_STOP ] = RGFHITHARD; gubAnimSurfaceIndex[ REGFEMALE ][ FALLBACKHIT_STOP ] = RGFHITFALLBACK; gubAnimSurfaceIndex[ REGFEMALE ][ FALLOFF_STOP ] = RGFFALL; gubAnimSurfaceIndex[ REGFEMALE ][ FALLOFF_FORWARD_STOP ] = RGFFALLF; gubAnimSurfaceIndex[ REGFEMALE ][ STAND_FALLFORWARD_STOP ] = RGFHITSTAND; gubAnimSurfaceIndex[ REGFEMALE ][ PRONE_LAYFROMHIT_STOP ] = RGFHITPRONE; gubAnimSurfaceIndex[ REGFEMALE ][ HOPFENCE ] = RGFHOPFENCE; gubAnimSurfaceIndex[ REGFEMALE ][ PUNCH_BREATH ] = RGFPUNCH; gubAnimSurfaceIndex[ REGFEMALE ][ PUNCH ] = RGFPUNCH; gubAnimSurfaceIndex[ REGFEMALE ][ NOTHING_STAND ] = RGFNOTHING_STD; gubAnimSurfaceIndex[ REGFEMALE ][ JFK_HITDEATH ] = RGFDIE_JFK; gubAnimSurfaceIndex[ REGFEMALE ][ JFK_HITDEATH_STOP ] = RGFDIE_JFK; gubAnimSurfaceIndex[ REGFEMALE ][ JFK_HITDEATH_TWITCHB ] = RGFDIE_JFK; gubAnimSurfaceIndex[ REGFEMALE ][ FIRE_STAND_BURST_SPREAD ] = RGFSTANDAIM; gubAnimSurfaceIndex[ REGFEMALE ][ FALLOFF_DEATH ] = RGFFALL; gubAnimSurfaceIndex[ REGFEMALE ][ FALLOFF_FORWARD_DEATH ] = RGMFALLF; gubAnimSurfaceIndex[ REGFEMALE ][ FALLOFF_FORWARD_DEATH_STOP ] = RGMFALLF; gubAnimSurfaceIndex[ REGFEMALE ][ FALLOFF_FORWARD_TWITCHB ] = RGMFALLF; gubAnimSurfaceIndex[ REGFEMALE ][ FALLOFF_FORWARD_TWITCHNB ] = RGMFALLF; gubAnimSurfaceIndex[ REGFEMALE ][ OPEN_DOOR ] = RGFOPEN; gubAnimSurfaceIndex[ REGFEMALE ][ OPEN_STRUCT ] = RGFOPEN; gubAnimSurfaceIndex[ REGFEMALE ][ PICKUP_ITEM ] = RGFPICKUP; gubAnimSurfaceIndex[ REGFEMALE ][ DROP_ITEM ] = RGFPICKUP; gubAnimSurfaceIndex[ REGFEMALE ][ SLICE ] = RGFSLICE; gubAnimSurfaceIndex[ REGFEMALE ][ STAB ] = RGFSTAB; gubAnimSurfaceIndex[ REGFEMALE ][ CROUCH_STAB ] = RGFCSTAB; gubAnimSurfaceIndex[ REGFEMALE ][ START_AID ] = RGFMEDIC; gubAnimSurfaceIndex[ REGFEMALE ][ GIVING_AID ] = RGFMEDIC; gubAnimSurfaceIndex[ REGFEMALE ][ END_AID ] = RGFMEDIC; gubAnimSurfaceIndex[ REGFEMALE ][ DODGE_ONE ] = RGFDODGE; gubAnimSurfaceIndex[ REGFEMALE ][ READY_DUAL_STAND ] = RGFSTANDDWALAIM; gubAnimSurfaceIndex[ REGFEMALE ][ AIM_DUAL_STAND ] = RGFSTANDDWALAIM; gubAnimSurfaceIndex[ REGFEMALE ][ SHOOT_DUAL_STAND ] = RGFSTANDDWALAIM; gubAnimSurfaceIndex[ REGFEMALE ][ END_DUAL_STAND ] = RGFSTANDDWALAIM; gubAnimSurfaceIndex[ REGFEMALE ][ RAISE_RIFLE ] = RGFRAISE; gubAnimSurfaceIndex[ REGFEMALE ][ LOWER_RIFLE ] = RGFRAISE; gubAnimSurfaceIndex[ REGFEMALE ][ BODYEXPLODING ] = BODYEXPLODE; gubAnimSurfaceIndex[ REGFEMALE ][ THROW_ITEM ] = RGFTHROW; gubAnimSurfaceIndex[ REGFEMALE ][ LOB_ITEM ] = RGFLOB; gubAnimSurfaceIndex[ REGFEMALE ][ CROUCHED_BURST ] = RGFCROUCHAIM; gubAnimSurfaceIndex[ REGFEMALE ][ PRONE_BURST ] = RGFPRONE; gubAnimSurfaceIndex[ REGFEMALE ][ GIVE_ITEM ] = RGFOPEN; gubAnimSurfaceIndex[ REGFEMALE ][ WATER_HIT ] = RGFWATER_DIE; gubAnimSurfaceIndex[ REGFEMALE ][ WATER_DIE] = RGFWATER_DIE; gubAnimSurfaceIndex[ REGFEMALE ][ WATER_DIE_STOP ] = RGFWATER_DIE; gubAnimSurfaceIndex[ REGFEMALE ][ HELIDROP ] = RGFHELIDROP; gubAnimSurfaceIndex[ REGFEMALE ][ FEM_CLEAN ] = RGFCLEAN; gubAnimSurfaceIndex[ REGFEMALE ][ FEM_KICKSN ] = RGFKICKSN; gubAnimSurfaceIndex[ REGFEMALE ][ FEM_LOOK ] = RGFALOOK; gubAnimSurfaceIndex[ REGFEMALE ][ FEM_WIPE ] = RGFWIPE; gubAnimSurfaceIndex[ REGFEMALE ][ END_OPEN_DOOR ] = RGFOPEN; gubAnimSurfaceIndex[ REGFEMALE ][ END_OPEN_LOCKED_DOOR ] = RGFOPEN; gubAnimSurfaceIndex[ REGFEMALE ][ KICK_DOOR ] = RGFKICKDOOR; gubAnimSurfaceIndex[ REGFEMALE ][ CLOSE_DOOR ] = RGFOPEN; gubAnimSurfaceIndex[ REGFEMALE ][ RIFLE_STAND_HIT ] = RGFRHIT; gubAnimSurfaceIndex[ REGFEMALE ][ DEEP_WATER_TRED ] = RGFDEEPWATER_TRED; gubAnimSurfaceIndex[ REGFEMALE ][ DEEP_WATER_SWIM ] = RGFDEEPWATER_SWIM; gubAnimSurfaceIndex[ REGFEMALE ][ DEEP_WATER_HIT ] = RGFDEEPWATER_DIE; gubAnimSurfaceIndex[ REGFEMALE ][ DEEP_WATER_DIE] = RGFDEEPWATER_DIE; gubAnimSurfaceIndex[ REGFEMALE ][ DEEP_WATER_DIE_STOPPING ] = RGFWATER_DIE; gubAnimSurfaceIndex[ REGFEMALE ][ DEEP_WATER_DIE_STOP ] = RGFWATER_DIE; gubAnimSurfaceIndex[ REGFEMALE ][ LOW_TO_DEEP_WATER ] = RGFWATER_TRANS; gubAnimSurfaceIndex[ REGFEMALE ][ DEEP_TO_LOW_WATER ] = RGFWATER_TRANS; gubAnimSurfaceIndex[ REGFEMALE ][ GOTO_SLEEP ] = RGFSLEEP; gubAnimSurfaceIndex[ REGFEMALE ][ SLEEPING ] = RGFSLEEP; gubAnimSurfaceIndex[ REGFEMALE ][ WKAEUP_FROM_SLEEP ] = RGFSLEEP; gubAnimSurfaceIndex[ REGFEMALE ][ FIRE_LOW_STAND ] = RGFSHOOT_LOW; gubAnimSurfaceIndex[ REGFEMALE ][ FIRE_BURST_LOW_STAND ] = RGFSHOOT_LOW; gubAnimSurfaceIndex[ REGFEMALE ][ STANDING_SHOOT_UNJAM ] = RGFSTANDAIM; gubAnimSurfaceIndex[ REGFEMALE ][ CROUCH_SHOOT_UNJAM ] = RGFCROUCHAIM; gubAnimSurfaceIndex[ REGFEMALE ][ PRONE_SHOOT_UNJAM ] = RGFPRONE; gubAnimSurfaceIndex[ REGFEMALE ][ STANDING_SHOOT_DWEL_UNJAM ] = RGFSTANDDWALAIM; gubAnimSurfaceIndex[ REGFEMALE ][ STANDING_SHOOT_LOW_UNJAM ] = RGFSHOOT_LOW; gubAnimSurfaceIndex[ REGFEMALE ][ READY_DUAL_CROUCH ] = RGFCDBLSHOT; gubAnimSurfaceIndex[ REGFEMALE ][ AIM_DUAL_CROUCH ] = RGFCDBLSHOT; gubAnimSurfaceIndex[ REGFEMALE ][ SHOOT_DUAL_CROUCH ] = RGFCDBLSHOT; gubAnimSurfaceIndex[ REGFEMALE ][ END_DUAL_CROUCH ] = RGFCDBLSHOT; gubAnimSurfaceIndex[ REGFEMALE ][ CROUCH_SHOOT_DWEL_UNJAM ] = RGFCDBLSHOT; gubAnimSurfaceIndex[ REGFEMALE ][ ADJACENT_GET_ITEM ] = RGFOPEN; gubAnimSurfaceIndex[ REGFEMALE ][ CUTTING_FENCE ] = RGFMEDIC; gubAnimSurfaceIndex[ REGFEMALE ][ FROM_INJURED_TRANSITION ] = RGFHURTTRANS; gubAnimSurfaceIndex[ REGFEMALE ][ THROW_KNIFE ] = RGFTHROWKNIFE; gubAnimSurfaceIndex[ REGFEMALE ][ KNIFE_BREATH ] = RGFBREATHKNIFE; gubAnimSurfaceIndex[ REGFEMALE ][ KNIFE_GOTOBREATH ] = RGFBREATHKNIFE; gubAnimSurfaceIndex[ REGFEMALE ][ KNIFE_ENDBREATH ] = RGFBREATHKNIFE; gubAnimSurfaceIndex[ REGFEMALE ][ CATCH_STANDING ] = RGFOPEN; gubAnimSurfaceIndex[ REGFEMALE ][ CATCH_CROUCHED ] = RGFMEDIC; gubAnimSurfaceIndex[ REGFEMALE ][ PLANT_BOMB ] = RGFPICKUP; gubAnimSurfaceIndex[ REGFEMALE ][ USE_REMOTE ] = RGFOPEN; gubAnimSurfaceIndex[ REGFEMALE ][ START_COWER ] = RGFCOWER; gubAnimSurfaceIndex[ REGFEMALE ][ COWERING ] = RGFCOWER; gubAnimSurfaceIndex[ REGFEMALE ][ END_COWER ] = RGFCOWER; gubAnimSurfaceIndex[ REGFEMALE ][ STEAL_ITEM ] = RGFOPEN; gubAnimSurfaceIndex[ REGFEMALE ][ SHOOT_ROCKET ] = RGFROCKET; gubAnimSurfaceIndex[ REGFEMALE ][ SHOOT_MORTAR ] = RGFMORTAR; gubAnimSurfaceIndex[ REGFEMALE ][ SIDE_STEP ] = RGFSIDESTEP; gubAnimSurfaceIndex[ REGFEMALE ][ WALK_BACKWARDS ] = RGFWALKING; gubAnimSurfaceIndex[ REGFEMALE ][ BEGIN_OPENSTRUCT ] = RGFOPEN; gubAnimSurfaceIndex[ REGFEMALE ][ END_OPENSTRUCT ] = RGFOPEN; gubAnimSurfaceIndex[ REGFEMALE ][ END_OPENSTRUCT_LOCKED ] = RGFOPEN; gubAnimSurfaceIndex[ REGFEMALE ][ PUNCH_LOW ] = RGFPUNCHLOW; gubAnimSurfaceIndex[ REGFEMALE ][ PISTOL_SHOOT_LOW ] = RGFPISTOLSHOOTLOW; gubAnimSurfaceIndex[ REGFEMALE ][ DECAPITATE ] = RGFCSTAB; gubAnimSurfaceIndex[ REGFEMALE ][ GOTO_PATIENT ] = RGFHITPRONE; gubAnimSurfaceIndex[ REGFEMALE ][ BEING_PATIENT ] = RGFHITPRONE; gubAnimSurfaceIndex[ REGFEMALE ][ GOTO_DOCTOR ] = RGFMEDIC; gubAnimSurfaceIndex[ REGFEMALE ][ BEING_DOCTOR ] = RGFMEDIC; gubAnimSurfaceIndex[ REGFEMALE ][ END_DOCTOR ] = RGFMEDIC; gubAnimSurfaceIndex[ REGFEMALE ][ GOTO_REPAIRMAN ] = RGFMEDIC; gubAnimSurfaceIndex[ REGFEMALE ][ BEING_REPAIRMAN ] = RGFMEDIC; gubAnimSurfaceIndex[ REGFEMALE ][ END_REPAIRMAN ] = RGFMEDIC; gubAnimSurfaceIndex[ REGFEMALE ][ FALL_INTO_PIT ] = RGFFALL; gubAnimSurfaceIndex[ REGFEMALE ][ RELOAD_ROBOT ] = RGFMEDIC; gubAnimSurfaceIndex[ REGFEMALE ][ END_CATCH ] = RGFOPEN; gubAnimSurfaceIndex[ REGFEMALE ][ END_CROUCH_CATCH ] = RGFMEDIC; gubAnimSurfaceIndex[ REGFEMALE ][ AI_RADIO ] = RGFRADIO; gubAnimSurfaceIndex[ REGFEMALE ][ AI_CR_RADIO ] = RGFCRRADIO; gubAnimSurfaceIndex[ REGFEMALE ][ QUEEN_SLAP ] = RGFSLAP; gubAnimSurfaceIndex[ REGFEMALE ][ TAKE_BLOOD_FROM_CORPSE ] = RGFMEDIC; gubAnimSurfaceIndex[ REGFEMALE ][ QUEEN_FRUSTRATED_SLAP ] = RGFSLAP; gubAnimSurfaceIndex[ REGFEMALE ][ CHARIOTS_OF_FIRE ] = RGMBURN; gubAnimSurfaceIndex[ REGFEMALE ][ AI_PULL_SWITCH ] = RGFOPEN; gubAnimSurfaceIndex[ REGFEMALE ][ MERC_HURT_IDLE_ANIM ] = RGFHURTSTANDINGR; gubAnimSurfaceIndex[ REGFEMALE ][ END_HURT_WALKING ] = RGFHURTSTANDINGR; gubAnimSurfaceIndex[ REGFEMALE ][ PASS_OBJECT ] = RGFOPEN; gubAnimSurfaceIndex[ REGFEMALE ][ DROP_ADJACENT_OBJECT ] = RGFOPEN; gubAnimSurfaceIndex[ REGFEMALE ][ READY_DUAL_PRONE ] = RGFDWPRONE; gubAnimSurfaceIndex[ REGFEMALE ][ AIM_DUAL_PRONE ] = RGFDWPRONE; gubAnimSurfaceIndex[ REGFEMALE ][ SHOOT_DUAL_PRONE ] = RGFDWPRONE; gubAnimSurfaceIndex[ REGFEMALE ][ END_DUAL_PRONE ] = RGFDWPRONE; gubAnimSurfaceIndex[ REGFEMALE ][ PRONE_SHOOT_DWEL_UNJAM ] = RGFDWPRONE; gubAnimSurfaceIndex[ REGFEMALE ][ PICK_LOCK ] = RGFOPEN; gubAnimSurfaceIndex[ REGFEMALE ][ OPEN_DOOR_CROUCHED ] = RGFMEDIC; gubAnimSurfaceIndex[ REGFEMALE ][ BEGIN_OPENSTRUCT_CROUCHED ] = RGFMEDIC; gubAnimSurfaceIndex[ REGFEMALE ][ CLOSE_DOOR_CROUCHED ] = RGFMEDIC; gubAnimSurfaceIndex[ REGFEMALE ][ OPEN_STRUCT_CROUCHED ] = RGFMEDIC; gubAnimSurfaceIndex[ REGFEMALE ][ END_OPEN_DOOR_CROUCHED ] = RGFMEDIC; gubAnimSurfaceIndex[ REGFEMALE ][ END_OPENSTRUCT_CROUCHED ] = RGFMEDIC; gubAnimSurfaceIndex[ REGFEMALE ][ END_OPEN_LOCKED_DOOR_CROUCHED ] = RGFMEDIC; gubAnimSurfaceIndex[ REGFEMALE ][ END_OPENSTRUCT_LOCKED_CROUCHED ]= RGFMEDIC; gubAnimSurfaceIndex[ REGFEMALE ][ DRUNK_IDLE ] = RGFDRUNK; gubAnimSurfaceIndex[ REGFEMALE ][ CROWBAR_ATTACK ] = RGFCROWBAR; gubAnimSurfaceIndex[ REGFEMALE ][ ATTACH_CAN_TO_STRING ] = RGFMEDIC; gubAnimSurfaceIndex[ REGFEMALE ][ SWAT_BACKWARDS ] = RGFSNEAKING; gubAnimSurfaceIndex[ REGFEMALE ][ JUMP_OVER_BLOCKING_PERSON ] = RGFJUMPOVER; gubAnimSurfaceIndex[ REGFEMALE ][ REFUEL_VEHICLE ] = RGFMEDIC; gubAnimSurfaceIndex[ REGFEMALE ][ LOCKPICK_CROUCHED ] = RGFMEDIC; // crouch throwing gubAnimSurfaceIndex[ REGFEMALE ][ THROW_ITEM_CROUCHED ] = RGFCRTHROW; // gubAnimSurfaceItemSubIndex[ REGFEMALE ][ STANDING ] = RGFPISTOLBREATH; gubAnimSurfaceItemSubIndex[ REGFEMALE ][ WALKING ] = RGFNOTHING_WALK; gubAnimSurfaceItemSubIndex[ REGFEMALE ][ RUNNING ] = RGFNOTHING_RUN; gubAnimSurfaceItemSubIndex[ REGFEMALE ][ SWATTING ] = RGFNOTHING_SWAT; gubAnimSurfaceItemSubIndex[ REGFEMALE ][ START_SWAT ] = RGFNOTHING_SWAT; gubAnimSurfaceItemSubIndex[ REGFEMALE ][ END_SWAT ] = RGFNOTHING_SWAT; gubAnimSurfaceItemSubIndex[ REGFEMALE ][ KNEEL_DOWN ] = RGFNOTHING_CROUCH; gubAnimSurfaceItemSubIndex[ REGFEMALE ][ CROUCHING ] = RGFNOTHING_CROUCH; gubAnimSurfaceItemSubIndex[ REGFEMALE ][ KNEEL_UP ] = RGFNOTHING_CROUCH; gubAnimSurfaceItemSubIndex[ REGFEMALE ][ READY_RIFLE_STAND ] = RGFHANDGUN_S_SHOT; gubAnimSurfaceItemSubIndex[ REGFEMALE ][ AIM_RIFLE_STAND ] = RGFHANDGUN_S_SHOT; gubAnimSurfaceItemSubIndex[ REGFEMALE ][ SHOOT_RIFLE_STAND ] = RGFHANDGUN_S_SHOT; gubAnimSurfaceItemSubIndex[ REGFEMALE ][ END_RIFLE_STAND ] = RGFHANDGUN_S_SHOT; gubAnimSurfaceItemSubIndex[ REGFEMALE ][ STANDING_BURST ] = RGFHANDGUN_S_SHOT; gubAnimSurfaceItemSubIndex[ REGFEMALE ][ FIRE_STAND_BURST_SPREAD ] = RGFHANDGUN_S_SHOT; gubAnimSurfaceItemSubIndex[ REGFEMALE ][ READY_RIFLE_CROUCH ] = RGFHANDGUN_C_SHOT; gubAnimSurfaceItemSubIndex[ REGFEMALE ][ AIM_RIFLE_CROUCH ] = RGFHANDGUN_C_SHOT; gubAnimSurfaceItemSubIndex[ REGFEMALE ][ SHOOT_RIFLE_CROUCH ] = RGFHANDGUN_C_SHOT; gubAnimSurfaceItemSubIndex[ REGFEMALE ][ END_RIFLE_CROUCH ] = RGFHANDGUN_C_SHOT; gubAnimSurfaceItemSubIndex[ REGFEMALE ][ PRONE_DOWN ] = RGFHANDGUN_PRONE; gubAnimSurfaceItemSubIndex[ REGFEMALE ][ CRAWLING ] = RGFHANDGUN_PRONE; gubAnimSurfaceItemSubIndex[ REGFEMALE ][ PRONE_UP ] = RGFHANDGUN_PRONE; gubAnimSurfaceItemSubIndex[ REGFEMALE ][ PRONE ] = RGFHANDGUN_PRONE; gubAnimSurfaceItemSubIndex[ REGFEMALE ][ READY_RIFLE_PRONE ] = RGFHANDGUN_PRONE; gubAnimSurfaceItemSubIndex[ REGFEMALE ][ AIM_RIFLE_PRONE ] = RGFHANDGUN_PRONE; gubAnimSurfaceItemSubIndex[ REGFEMALE ][ SHOOT_RIFLE_PRONE ] = RGFHANDGUN_PRONE; gubAnimSurfaceItemSubIndex[ REGFEMALE ][ END_RIFLE_PRONE ] = RGFHANDGUN_PRONE; gubAnimSurfaceItemSubIndex[ REGFEMALE ][ GETUP_FROM_ROLLOVER ] = RGFHANDGUN_PRONE; gubAnimSurfaceItemSubIndex[ REGFEMALE ][ STANDING_SHOOT_UNJAM ] = RGFHANDGUN_S_SHOT; gubAnimSurfaceItemSubIndex[ REGFEMALE ][ CROUCH_SHOOT_UNJAM ] = RGFHANDGUN_C_SHOT; gubAnimSurfaceItemSubIndex[ REGFEMALE ][ PRONE_SHOOT_UNJAM ] = RGFHANDGUN_PRONE; gubAnimSurfaceItemSubIndex[ REGFEMALE ][ FIRE_BURST_LOW_STAND ] = RGFPISTOLSHOOTLOW; gubAnimSurfaceItemSubIndex[ REGFEMALE ][ FIRE_LOW_STAND ] = RGFPISTOLSHOOTLOW; gubAnimSurfaceItemSubIndex[ REGFEMALE ][ CROUCHED_BURST ] = RGFHANDGUN_C_SHOT; gubAnimSurfaceItemSubIndex[ REGFEMALE ][ PRONE_BURST ] = RGFHANDGUN_PRONE; gubAnimSurfaceItemSubIndex[ REGFEMALE ][ MERC_HURT_IDLE_ANIM ] = RGFHURTSTANDINGN; gubAnimSurfaceItemSubIndex[ REGFEMALE ][ END_HURT_WALKING ] = RGFHURTSTANDINGN; gubAnimSurfaceItemSubIndex[ REGFEMALE ][ WALK_BACKWARDS ] = RGFNOTHING_WALK; gubAnimSurfaceItemSubIndex[ REGFEMALE ][ DRUNK_IDLE ] = RGMPISTOLDRUNK; gubAnimSurfaceMidWaterSubIndex[ REGFEMALE ][ STANDING][0] = RGFWATER_R_STD; gubAnimSurfaceMidWaterSubIndex[ REGFEMALE ][ WALKING ][0] = RGFWATER_R_WALK; gubAnimSurfaceMidWaterSubIndex[ REGFEMALE ][ RUNNING ][0] = RGFWATER_R_WALK; gubAnimSurfaceMidWaterSubIndex[ REGFEMALE ][ READY_RIFLE_STAND ][0] = RGFWATER_R_AIM; gubAnimSurfaceMidWaterSubIndex[ REGFEMALE ][ AIM_RIFLE_STAND ][0] = RGFWATER_R_AIM; gubAnimSurfaceMidWaterSubIndex[ REGFEMALE ][ SHOOT_RIFLE_STAND ][0] = RGFWATER_R_AIM; gubAnimSurfaceMidWaterSubIndex[ REGFEMALE ][ END_RIFLE_STAND ][0] = RGFWATER_R_AIM; gubAnimSurfaceMidWaterSubIndex[ REGFEMALE ][ STANDING_BURST ][0] = RGFWATER_R_AIM; gubAnimSurfaceMidWaterSubIndex[ REGFEMALE ][ FIRE_STAND_BURST_SPREAD ][0] = RGFWATER_R_AIM; gubAnimSurfaceMidWaterSubIndex[ REGFEMALE ][ STANDING][1] = RGFWATER_N_STD; gubAnimSurfaceMidWaterSubIndex[ REGFEMALE ][ WALKING ][1] = RGFWATER_N_WALK; gubAnimSurfaceMidWaterSubIndex[ REGFEMALE ][ RUNNING ][1] = RGFWATER_N_WALK; gubAnimSurfaceMidWaterSubIndex[ REGFEMALE ][ READY_RIFLE_STAND ][1] = RGFWATER_N_AIM; gubAnimSurfaceMidWaterSubIndex[ REGFEMALE ][ AIM_RIFLE_STAND ][1] = RGFWATER_N_AIM; gubAnimSurfaceMidWaterSubIndex[ REGFEMALE ][ SHOOT_RIFLE_STAND ][1] = RGFWATER_N_AIM; gubAnimSurfaceMidWaterSubIndex[ REGFEMALE ][ END_RIFLE_STAND ][1] = RGFWATER_N_AIM; gubAnimSurfaceMidWaterSubIndex[ REGFEMALE ][ STANDING_BURST ][1] = RGFWATER_N_AIM; gubAnimSurfaceMidWaterSubIndex[ REGFEMALE ][ FIRE_STAND_BURST_SPREAD ][1] = RGFWATER_N_AIM; gubAnimSurfaceMidWaterSubIndex[ REGFEMALE ][ READY_DUAL_STAND ][1] = RGFWATER_DBLSHT; gubAnimSurfaceMidWaterSubIndex[ REGFEMALE ][ AIM_DUAL_STAND ][1] = RGFWATER_DBLSHT; gubAnimSurfaceMidWaterSubIndex[ REGFEMALE ][ SHOOT_DUAL_STAND ][1] = RGFWATER_DBLSHT; gubAnimSurfaceMidWaterSubIndex[ REGFEMALE ][ END_DUAL_STAND ][1] = RGFWATER_DBLSHT; gubAnimSurfaceMidWaterSubIndex[ REGFEMALE ][ STANDING_SHOOT_UNJAM ][0] = RGFWATER_R_AIM; gubAnimSurfaceMidWaterSubIndex[ REGFEMALE ][ STANDING_SHOOT_UNJAM ][1] = RGFWATER_N_AIM; gubAnimSurfaceMidWaterSubIndex[ REGFEMALE ][ THROW_ITEM ][0] = RGFWATERTHROW; gubAnimSurfaceMidWaterSubIndex[ REGFEMALE ][ THROW_ITEM ][1] = RGFWATERTHROW; gubAnimSurfaceMidWaterSubIndex[ REGFEMALE ][ LOB_ITEM ][0] = RGFWATERTHROW; gubAnimSurfaceMidWaterSubIndex[ REGFEMALE ][ LOB_ITEM ][1] = RGFWATERTHROW; gubAnimSurfaceCorpseID[ REGFEMALE ][ GENERIC_HIT_DEATH ] = FMERC_FWD; gubAnimSurfaceCorpseID[ REGFEMALE ][ FALLBACK_HIT_DEATH ] = FMERC_BCK; gubAnimSurfaceCorpseID[ REGFEMALE ][ PRONE_HIT_DEATH ] = FMERC_PRN; gubAnimSurfaceCorpseID[ REGFEMALE ][ WATER_DIE ] = FMERC_WTR; gubAnimSurfaceCorpseID[ REGFEMALE ][ FLYBACK_HIT_DEATH ] = FMERC_DHD; gubAnimSurfaceCorpseID[ REGFEMALE ][ JFK_HITDEATH ] = FMERC_JFK; gubAnimSurfaceCorpseID[ REGFEMALE ][ FALLOFF_DEATH ] = FMERC_FALL; gubAnimSurfaceCorpseID[ REGFEMALE ][ FALLOFF_FORWARD_DEATH ] = FMERC_FALLF; gubAnimSurfaceCorpseID[ REGFEMALE ][ FLYBACK_HIT ] = FMERC_DHD; gubAnimSurfaceCorpseID[ REGFEMALE ][ GENERIC_HIT_DEATHTWITCHNB ] = FMERC_FWD; gubAnimSurfaceCorpseID[ REGFEMALE ][ FALLFORWARD_FROMHIT_STAND ] = FMERC_FWD; gubAnimSurfaceCorpseID[ REGFEMALE ][ ENDFALLFORWARD_FROMHIT_CROUCH ]= FMERC_FWD; gubAnimSurfaceCorpseID[ REGFEMALE ][ FALLBACK_HIT_STAND ] = FMERC_BCK; gubAnimSurfaceCorpseID[ REGFEMALE ][ FALLBACK_HIT_DEATHTWITCHNB ] = FMERC_BCK; gubAnimSurfaceCorpseID[ REGFEMALE ][ PRONE_HIT_DEATHTWITCHNB ] = FMERC_PRN; gubAnimSurfaceCorpseID[ REGFEMALE ][ PRONE_LAY_FROMHIT ] = FMERC_PRN; gubAnimSurfaceCorpseID[ REGFEMALE ][ FALLOFF ] = FMERC_FALLF; gubAnimSurfaceCorpseID[ REGFEMALE ][ FALLFORWARD_ROOF ] = FMERC_FALL; gubAnimSurfaceCorpseID[ REGFEMALE ][ FLYBACKHIT_STOP ] = FMERC_DHD; gubAnimSurfaceCorpseID[ REGFEMALE ][ STAND_FALLFORWARD_STOP ] = FMERC_FWD; gubAnimSurfaceCorpseID[ REGFEMALE ][ FALLBACKHIT_STOP ] = FMERC_BCK; gubAnimSurfaceCorpseID[ REGFEMALE ][ PRONE_LAYFROMHIT_STOP ] = FMERC_PRN; gubAnimSurfaceCorpseID[ REGFEMALE ][ CHARIOTS_OF_FIRE ] = BURNT_DEAD; gubAnimSurfaceCorpseID[ REGFEMALE ][ BODYEXPLODING ] = EXPLODE_DEAD; //Setup some random stuff gRandomAnimDefs[ REGFEMALE ][ 0 ].ubHandRestriction = RANDOM_ANIM_RIFLEINHAND; gRandomAnimDefs[ REGFEMALE ][ 0 ].sAnimID = FEM_CLEAN; gRandomAnimDefs[ REGFEMALE ][ 0 ].ubStartRoll = 0; gRandomAnimDefs[ REGFEMALE ][ 0 ].ubEndRoll = 3; gRandomAnimDefs[ REGFEMALE ][ 0 ].ubFlags = RANDOM_ANIM_CASUAL; gRandomAnimDefs[ REGFEMALE ][ 0 ].ubAnimHeight = ANIM_STAND; gRandomAnimDefs[ REGFEMALE ][ 1 ].ubHandRestriction = RANDOM_ANIM_NOTHINGINHAND; gRandomAnimDefs[ REGFEMALE ][ 1 ].sAnimID = FEM_KICKSN; gRandomAnimDefs[ REGFEMALE ][ 1 ].ubStartRoll = 10; gRandomAnimDefs[ REGFEMALE ][ 1 ].ubEndRoll = 13; gRandomAnimDefs[ REGFEMALE ][ 1 ].ubFlags = RANDOM_ANIM_CASUAL; gRandomAnimDefs[ REGFEMALE ][ 1 ].ubAnimHeight = ANIM_STAND; gRandomAnimDefs[ REGFEMALE ][ 2 ].ubHandRestriction = RANDOM_ANIM_RIFLEINHAND; gRandomAnimDefs[ REGFEMALE ][ 2 ].sAnimID = FEM_LOOK; gRandomAnimDefs[ REGFEMALE ][ 2 ].ubStartRoll = 20; gRandomAnimDefs[ REGFEMALE ][ 2 ].ubEndRoll = 23; gRandomAnimDefs[ REGFEMALE ][ 2 ].ubFlags = 0; gRandomAnimDefs[ REGFEMALE ][ 2 ].ubAnimHeight = ANIM_STAND; gRandomAnimDefs[ REGFEMALE ][ 3 ].ubHandRestriction = RANDOM_ANIM_NOTHINGINHAND; gRandomAnimDefs[ REGFEMALE ][ 3 ].sAnimID = FEM_WIPE; gRandomAnimDefs[ REGFEMALE ][ 3 ].ubStartRoll = 30; gRandomAnimDefs[ REGFEMALE ][ 3 ].ubEndRoll = 33; gRandomAnimDefs[ REGFEMALE ][ 3 ].ubFlags = 0; gRandomAnimDefs[ REGFEMALE ][ 3 ].ubAnimHeight = ANIM_STAND; gRandomAnimDefs[ REGFEMALE ][ 4 ].ubHandRestriction = RANDOM_ANIM_IRRELEVENTINHAND; gRandomAnimDefs[ REGFEMALE ][ 4 ].sAnimID = MERC_HURT_IDLE_ANIM; gRandomAnimDefs[ REGFEMALE ][ 4 ].ubStartRoll = 40; gRandomAnimDefs[ REGFEMALE ][ 4 ].ubEndRoll = 100; gRandomAnimDefs[ REGFEMALE ][ 4 ].ubFlags = RANDOM_ANIM_INJURED; gRandomAnimDefs[ REGFEMALE ][ 4 ].ubAnimHeight = ANIM_STAND; //////////////////////////////////////////////////// // MONSTERS gubAnimSurfaceIndex[ ADULTFEMALEMONSTER ][ STANDING ] = AFMONSTERSTANDING; gubAnimSurfaceIndex[ ADULTFEMALEMONSTER ][ RUNNING ] = AFMONSTERSTANDING; gubAnimSurfaceIndex[ ADULTFEMALEMONSTER ][ WALKING ] = AFMONSTERSTANDING; gubAnimSurfaceIndex[ ADULTFEMALEMONSTER ][ ADULTMONSTER_BREATHING ] = AFMONSTERSTANDING; gubAnimSurfaceIndex[ ADULTFEMALEMONSTER ][ ADULTMONSTER_WALKING ] = AFMONSTERWALKING; gubAnimSurfaceIndex[ ADULTFEMALEMONSTER ][ ADULTMONSTER_ATTACKING ] = AFMONSTERATTACK; gubAnimSurfaceIndex[ ADULTFEMALEMONSTER ][ ADULTMONSTER_HIT ] = AFMONSTERDIE; gubAnimSurfaceIndex[ ADULTFEMALEMONSTER ][ ADULTMONSTER_DYING ] = AFMONSTERDIE; gubAnimSurfaceIndex[ ADULTFEMALEMONSTER ][ ADULTMONSTER_DYING_STOP ] = AFMONSTERDIE; gubAnimSurfaceIndex[ ADULTFEMALEMONSTER ][ MONSTER_CLOSE_ATTACK ] = AFMONSTERCLOSEATTACK; gubAnimSurfaceIndex[ ADULTFEMALEMONSTER ][ MONSTER_SPIT_ATTACK ] = AFMONSTERSPITATTACK; gubAnimSurfaceIndex[ ADULTFEMALEMONSTER ][ MONSTER_BEGIN_EATTING_FLESH ] = AFMONSTEREATING; gubAnimSurfaceIndex[ ADULTFEMALEMONSTER ][ MONSTER_EATTING_FLESH ] = AFMONSTEREATING; gubAnimSurfaceIndex[ ADULTFEMALEMONSTER ][ MONSTER_END_EATTING_FLESH ] = AFMONSTEREATING; gubAnimSurfaceIndex[ ADULTFEMALEMONSTER ][ MONSTER_UP ] = AFMUP; gubAnimSurfaceIndex[ ADULTFEMALEMONSTER ][ MONSTER_JUMP ] = AFMJUMP; gubAnimSurfaceIndex[ ADULTFEMALEMONSTER ][ MONSTER_MELT ] = AFMMELT; gubAnimSurfaceIndex[ ADULTFEMALEMONSTER ][ MONSTER_WALK_BACKWARDS ] = AFMONSTERWALKING; gubAnimSurfaceCorpseID[ ADULTFEMALEMONSTER ][ MONSTER_MELT ] = ADULTMONSTER_DEAD; // Adult male gubAnimSurfaceIndex[ AM_MONSTER ][ STANDING ] = AFMONSTERSTANDING; gubAnimSurfaceIndex[ AM_MONSTER ][ RUNNING ] = AFMONSTERSTANDING; gubAnimSurfaceIndex[ AM_MONSTER ][ WALKING ] = AFMONSTERSTANDING; gubAnimSurfaceIndex[ AM_MONSTER ][ ADULTMONSTER_BREATHING ] = AFMONSTERSTANDING; gubAnimSurfaceIndex[ AM_MONSTER ][ ADULTMONSTER_WALKING ] = AFMONSTERWALKING; gubAnimSurfaceIndex[ AM_MONSTER ][ ADULTMONSTER_ATTACKING ] = AFMONSTERATTACK; gubAnimSurfaceIndex[ AM_MONSTER ][ ADULTMONSTER_HIT ] = AFMONSTERDIE; gubAnimSurfaceIndex[ AM_MONSTER ][ ADULTMONSTER_DYING ] = AFMONSTERDIE; gubAnimSurfaceIndex[ AM_MONSTER ][ ADULTMONSTER_DYING_STOP ] = AFMONSTERDIE; gubAnimSurfaceIndex[ AM_MONSTER ][ MONSTER_CLOSE_ATTACK ] = AFMONSTERCLOSEATTACK; gubAnimSurfaceIndex[ AM_MONSTER ][ MONSTER_SPIT_ATTACK ] = AFMONSTERSPITATTACK; gubAnimSurfaceIndex[ AM_MONSTER ][ MONSTER_BEGIN_EATTING_FLESH ] = AFMONSTEREATING; gubAnimSurfaceIndex[ AM_MONSTER ][ MONSTER_EATTING_FLESH ] = AFMONSTEREATING; gubAnimSurfaceIndex[ AM_MONSTER ][ MONSTER_END_EATTING_FLESH ] = AFMONSTEREATING; gubAnimSurfaceIndex[ AM_MONSTER ][ MONSTER_UP ] = AFMUP; gubAnimSurfaceIndex[ AM_MONSTER ][ MONSTER_JUMP ] = AFMJUMP; gubAnimSurfaceIndex[ AM_MONSTER ][ MONSTER_MELT ] = AFMMELT; gubAnimSurfaceIndex[ AM_MONSTER ][ MONSTER_WALK_BACKWARDS ] = AFMONSTERWALKING; gubAnimSurfaceCorpseID[ AM_MONSTER ][ MONSTER_MELT ] = ADULTMONSTER_DEAD; // Young adult female gubAnimSurfaceIndex[ YAF_MONSTER ][ STANDING ] = AFMONSTERSTANDING; gubAnimSurfaceIndex[ YAF_MONSTER ][ RUNNING ] = AFMONSTERSTANDING; gubAnimSurfaceIndex[ YAF_MONSTER ][ WALKING ] = AFMONSTERSTANDING; gubAnimSurfaceIndex[ YAF_MONSTER ][ ADULTMONSTER_BREATHING ] = AFMONSTERSTANDING; gubAnimSurfaceIndex[ YAF_MONSTER ][ ADULTMONSTER_WALKING ] = AFMONSTERWALKING; gubAnimSurfaceIndex[ YAF_MONSTER ][ ADULTMONSTER_ATTACKING ] = AFMONSTERATTACK; gubAnimSurfaceIndex[ YAF_MONSTER ][ ADULTMONSTER_HIT ] = AFMONSTERDIE; gubAnimSurfaceIndex[ YAF_MONSTER ][ ADULTMONSTER_DYING ] = AFMONSTERDIE; gubAnimSurfaceIndex[ YAF_MONSTER ][ ADULTMONSTER_DYING_STOP ] = AFMONSTERDIE; gubAnimSurfaceIndex[ YAF_MONSTER ][ MONSTER_CLOSE_ATTACK ] = AFMONSTERCLOSEATTACK; gubAnimSurfaceIndex[ YAF_MONSTER ][ MONSTER_SPIT_ATTACK ] = AFMONSTERSPITATTACK; gubAnimSurfaceIndex[ YAF_MONSTER ][ MONSTER_BEGIN_EATTING_FLESH ] = AFMONSTEREATING; gubAnimSurfaceIndex[ YAF_MONSTER ][ MONSTER_EATTING_FLESH ] = AFMONSTEREATING; gubAnimSurfaceIndex[ YAF_MONSTER ][ MONSTER_END_EATTING_FLESH ] = AFMONSTEREATING; gubAnimSurfaceIndex[ YAF_MONSTER ][ MONSTER_UP ] = AFMUP; gubAnimSurfaceIndex[ YAF_MONSTER ][ MONSTER_JUMP ] = AFMJUMP; gubAnimSurfaceIndex[ YAF_MONSTER ][ MONSTER_MELT] = AFMMELT; gubAnimSurfaceIndex[ YAF_MONSTER ][ MONSTER_WALK_BACKWARDS ] = AFMONSTERWALKING; gubAnimSurfaceCorpseID[ YAF_MONSTER ][ MONSTER_MELT ] = ADULTMONSTER_DEAD; // Young adult male gubAnimSurfaceIndex[ YAM_MONSTER ][ STANDING ] = AFMONSTERSTANDING; gubAnimSurfaceIndex[ YAM_MONSTER ][ RUNNING ] = AFMONSTERSTANDING; gubAnimSurfaceIndex[ YAM_MONSTER ][ WALKING ] = AFMONSTERSTANDING; gubAnimSurfaceIndex[ YAM_MONSTER ][ ADULTMONSTER_BREATHING ] = AFMONSTERSTANDING; gubAnimSurfaceIndex[ YAM_MONSTER ][ ADULTMONSTER_WALKING ] = AFMONSTERWALKING; gubAnimSurfaceIndex[ YAM_MONSTER ][ ADULTMONSTER_ATTACKING ] = AFMONSTERATTACK; gubAnimSurfaceIndex[ YAM_MONSTER ][ ADULTMONSTER_HIT ] = AFMONSTERDIE; gubAnimSurfaceIndex[ YAM_MONSTER ][ ADULTMONSTER_DYING ] = AFMONSTERDIE; gubAnimSurfaceIndex[ YAM_MONSTER ][ ADULTMONSTER_DYING_STOP ] = AFMONSTERDIE; gubAnimSurfaceIndex[ YAM_MONSTER ][ MONSTER_CLOSE_ATTACK ] = AFMONSTERCLOSEATTACK; gubAnimSurfaceIndex[ YAM_MONSTER ][ MONSTER_SPIT_ATTACK ] = AFMONSTERSPITATTACK; gubAnimSurfaceIndex[ YAM_MONSTER ][ MONSTER_BEGIN_EATTING_FLESH ] = AFMONSTEREATING; gubAnimSurfaceIndex[ YAM_MONSTER ][ MONSTER_EATTING_FLESH ] = AFMONSTEREATING; gubAnimSurfaceIndex[ YAM_MONSTER ][ MONSTER_END_EATTING_FLESH ] = AFMONSTEREATING; gubAnimSurfaceIndex[ YAM_MONSTER ][ MONSTER_UP ] = AFMUP; gubAnimSurfaceIndex[ YAM_MONSTER ][ MONSTER_JUMP ] = AFMJUMP; gubAnimSurfaceIndex[ YAM_MONSTER ][ MONSTER_MELT ] = AFMMELT; gubAnimSurfaceIndex[ YAM_MONSTER ][ MONSTER_WALK_BACKWARDS ] = AFMONSTERWALKING; gubAnimSurfaceCorpseID[ YAM_MONSTER ][ MONSTER_MELT ] = ADULTMONSTER_DEAD; gubAnimSurfaceIndex[ LARVAE_MONSTER ][ LARVAE_BREATH ] = LVBREATH; gubAnimSurfaceIndex[ LARVAE_MONSTER ][ LARVAE_HIT ] = LVDIE; gubAnimSurfaceIndex[ LARVAE_MONSTER ][ LARVAE_DIE ] = LVDIE; gubAnimSurfaceIndex[ LARVAE_MONSTER ][ LARVAE_DIE_STOP ] = LVDIE; gubAnimSurfaceIndex[ LARVAE_MONSTER ][ LARVAE_WALK ] = LVWALK; gubAnimSurfaceCorpseID[ LARVAE_MONSTER ][ LARVAE_DIE ] = LARVAEMONSTER_DEAD; gubAnimSurfaceIndex[ INFANT_MONSTER ][ STANDING ] = IBREATH; gubAnimSurfaceIndex[ INFANT_MONSTER ][ RUNNING ] = IWALK; gubAnimSurfaceIndex[ INFANT_MONSTER ][ WALKING ] = IWALK; gubAnimSurfaceIndex[ INFANT_MONSTER ][ INFANT_HIT ] = IDIE; gubAnimSurfaceIndex[ INFANT_MONSTER ][ INFANT_DIE ] = IDIE; gubAnimSurfaceIndex[ INFANT_MONSTER ][ INFANT_DIE_STOP ] = IDIE; gubAnimSurfaceIndex[ INFANT_MONSTER ][ INFANT_ATTACK ] = IATTACK; gubAnimSurfaceIndex[ INFANT_MONSTER ][ INFANT_BEGIN_EATTING_FLESH ] = IEAT; gubAnimSurfaceIndex[ INFANT_MONSTER ][ INFANT_EATTING_FLESH ] = IEAT; gubAnimSurfaceIndex[ INFANT_MONSTER ][ INFANT_END_EATTING_FLESH ] = IEAT; gubAnimSurfaceIndex[ INFANT_MONSTER ][ WALK_BACKWARDS ] = IWALK; gubAnimSurfaceCorpseID[ INFANT_MONSTER ][ INFANT_DIE ] = INFANTMONSTER_DEAD; gubAnimSurfaceIndex[ QUEENMONSTER ][ QUEEN_MONSTER_BREATHING ] = QUEENMONSTERSTANDING; gubAnimSurfaceIndex[ QUEENMONSTER ][ QUEEN_HIT ] = QUEENMONSTERDEATH; gubAnimSurfaceIndex[ QUEENMONSTER ][ QUEEN_DIE ] = QUEENMONSTERDEATH; gubAnimSurfaceIndex[ QUEENMONSTER ][ QUEEN_DIE_STOP ] = QUEENMONSTERDEATH; gubAnimSurfaceIndex[ QUEENMONSTER ][ QUEEN_INTO_READY ] = QUEENMONSTERREADY; gubAnimSurfaceIndex[ QUEENMONSTER ][ QUEEN_READY ] = QUEENMONSTERREADY; gubAnimSurfaceIndex[ QUEENMONSTER ][ QUEEN_CALL ] = QUEENMONSTERREADY; gubAnimSurfaceIndex[ QUEENMONSTER ][ QUEEN_END_READY ] = QUEENMONSTERREADY; gubAnimSurfaceIndex[ QUEENMONSTER ][ QUEEN_SPIT ] = QUEENMONSTERSPIT_SW; gubAnimSurfaceIndex[ QUEENMONSTER ][ QUEEN_SWIPE ] = QUEENMONSTERSWIPE; gubAnimSurfaceCorpseID[ QUEENMONSTER ][ QUEEN_DIE ] = QUEEN_MONSTER_DEAD; ////// // FAT GUY gubAnimSurfaceIndex[ FATCIV ][ STANDING ] = FATMANSTANDING; gubAnimSurfaceIndex[ FATCIV ][ WALKING ] = FATMANWALKING; gubAnimSurfaceIndex[ FATCIV ][ RUNNING ] = FATMANRUNNING; gubAnimSurfaceIndex[ FATCIV ][ GENERIC_HIT_STAND ] = FATMANDIE; gubAnimSurfaceIndex[ FATCIV ][ GENERIC_HIT_DEATHTWITCHNB ] = FATMANDIE; gubAnimSurfaceIndex[ FATCIV ][ GENERIC_HIT_DEATHTWITCHB ] = FATMANDIE; gubAnimSurfaceIndex[ FATCIV ][ FALLFORWARD_FROMHIT_STAND ] = FATMANDIE; gubAnimSurfaceIndex[ FATCIV ][ FALLFORWARD_FROMHIT_CROUCH ] = FATMANDIE; gubAnimSurfaceIndex[ FATCIV ][ ENDFALLFORWARD_FROMHIT_CROUCH ] = FATMANDIE; gubAnimSurfaceIndex[ FATCIV ][ FALLFORWARD_HITDEATH_STOP ] = FATMANDIE; gubAnimSurfaceIndex[ FATCIV ][ STAND_FALLFORWARD_STOP ] = FATMANDIE; gubAnimSurfaceIndex[ FATCIV ][ GENERIC_HIT_DEATH ] = FATMANDIE; gubAnimSurfaceIndex[ FATCIV ][ FATCIV_ASS_SCRATCH ] = FATMANASS; gubAnimSurfaceIndex[ FATCIV ][ OPEN_DOOR ] = FATMANACT; gubAnimSurfaceIndex[ FATCIV ][ OPEN_STRUCT ] = FATMANACT; gubAnimSurfaceIndex[ FATCIV ][ GIVE_ITEM ] = FATMANACT; gubAnimSurfaceIndex[ FATCIV ][ END_OPEN_DOOR ] = FATMANACT; gubAnimSurfaceIndex[ FATCIV ][ END_OPEN_LOCKED_DOOR ] = FATMANACT; gubAnimSurfaceIndex[ FATCIV ][ CLOSE_DOOR ] = FATMANACT; gubAnimSurfaceIndex[ FATCIV ][ ADJACENT_GET_ITEM ] = FATMANACT; gubAnimSurfaceIndex[ FATCIV ][ START_COWER ] = FATMANCOWER; gubAnimSurfaceIndex[ FATCIV ][ COWERING ] = FATMANCOWER; gubAnimSurfaceIndex[ FATCIV ][ END_COWER ] = FATMANCOWER; gubAnimSurfaceIndex[ FATCIV ][ CIV_DIE2 ] = FATMANDIE2; gubAnimSurfaceIndex[ FATCIV ][ CIV_COWER_HIT ] = FATMANCOWERHIT; gubAnimSurfaceCorpseID[ FATCIV ][ GENERIC_HIT_DEATH ] = FT_DEAD1; gubAnimSurfaceCorpseID[ FATCIV ][ CIV_DIE2 ] = FT_DEAD2; gRandomAnimDefs[ FATCIV ][ 0 ].ubHandRestriction = RANDOM_ANIM_IRRELEVENTINHAND; gRandomAnimDefs[ FATCIV ][ 0 ].sAnimID = FATCIV_ASS_SCRATCH; gRandomAnimDefs[ FATCIV ][ 0 ].ubStartRoll = 0; gRandomAnimDefs[ FATCIV ][ 0 ].ubEndRoll = 10; gRandomAnimDefs[ FATCIV ][ 0 ].ubFlags = RANDOM_ANIM_CASUAL; gRandomAnimDefs[ FATCIV ][ 0 ].ubAnimHeight = ANIM_STAND; // Common civ gubAnimSurfaceIndex[ MANCIV ][ STANDING ] = MANCIVSTANDING; gubAnimSurfaceIndex[ MANCIV ][ WALKING ] = MANCIVWALKING; gubAnimSurfaceIndex[ MANCIV ][ RUNNING ] = MANCIVRUNNING; gubAnimSurfaceIndex[ MANCIV ][ GENERIC_HIT_STAND ] = MANCIVDIE; gubAnimSurfaceIndex[ MANCIV ][ GENERIC_HIT_DEATHTWITCHNB ] = MANCIVDIE; gubAnimSurfaceIndex[ MANCIV ][ GENERIC_HIT_DEATHTWITCHB ] = MANCIVDIE; gubAnimSurfaceIndex[ MANCIV ][ FALLFORWARD_FROMHIT_STAND ] = MANCIVDIE; gubAnimSurfaceIndex[ MANCIV ][ FALLFORWARD_FROMHIT_CROUCH ] = MANCIVDIE; gubAnimSurfaceIndex[ MANCIV ][ ENDFALLFORWARD_FROMHIT_CROUCH ] = MANCIVDIE; gubAnimSurfaceIndex[ MANCIV ][ FALLFORWARD_HITDEATH_STOP ] = MANCIVDIE; gubAnimSurfaceIndex[ MANCIV ][ STAND_FALLFORWARD_STOP ] = MANCIVDIE; gubAnimSurfaceIndex[ MANCIV ][ GENERIC_HIT_DEATH ] = MANCIVDIE; gubAnimSurfaceIndex[ MANCIV ][ OPEN_DOOR ] = MANCIVACT; gubAnimSurfaceIndex[ MANCIV ][ OPEN_STRUCT ] = MANCIVACT; gubAnimSurfaceIndex[ MANCIV ][ GIVE_ITEM ] = MANCIVACT; gubAnimSurfaceIndex[ MANCIV ][ END_OPEN_DOOR ] = MANCIVACT; gubAnimSurfaceIndex[ MANCIV ][ END_OPEN_LOCKED_DOOR ] = MANCIVACT; gubAnimSurfaceIndex[ MANCIV ][ CLOSE_DOOR ] = MANCIVACT; gubAnimSurfaceIndex[ MANCIV ][ ADJACENT_GET_ITEM ] = MANCIVACT; gubAnimSurfaceIndex[ MANCIV ][ START_COWER ] = MANCIVCOWER; gubAnimSurfaceIndex[ MANCIV ][ COWERING ] = MANCIVCOWER; gubAnimSurfaceIndex[ MANCIV ][ END_COWER ] = MANCIVCOWER; gubAnimSurfaceIndex[ MANCIV ][ CIV_DIE2 ] = MANCIVDIE2; gubAnimSurfaceIndex[ MANCIV ][ SLAP_HIT ] = MANCIVSMACKED; gubAnimSurfaceIndex[ MANCIV ][ PUNCH ] = MANCIVPUNCH; gubAnimSurfaceIndex[ MANCIV ][ PUNCH_BREATH ] = MANCIVPUNCH; gubAnimSurfaceIndex[ MANCIV ][ BEGIN_OPENSTRUCT ] = MANCIVACT; gubAnimSurfaceIndex[ MANCIV ][ END_OPENSTRUCT ] = MANCIVACT; gubAnimSurfaceIndex[ MANCIV ][ END_OPENSTRUCT_LOCKED ] = MANCIVACT; gubAnimSurfaceIndex[ MANCIV ][ CIV_COWER_HIT ] = MANCIVCOWERHIT; gubAnimSurfaceCorpseID[ MANCIV ][ GENERIC_HIT_DEATH ] = M_DEAD1; gubAnimSurfaceCorpseID[ MANCIV ][ CIV_DIE2 ] = M_DEAD2; // mini skirt civ gubAnimSurfaceIndex[ MINICIV ][ STANDING ] = MINICIVSTANDING; gubAnimSurfaceIndex[ MINICIV ][ WALKING ] = MINICIVWALKING; gubAnimSurfaceIndex[ MINICIV ][ RUNNING ] = MINICIVRUNNING; gubAnimSurfaceIndex[ MINICIV ][ GENERIC_HIT_STAND ] = MINICIVDIE; gubAnimSurfaceIndex[ MINICIV ][ GENERIC_HIT_DEATHTWITCHNB ] = MINICIVDIE; gubAnimSurfaceIndex[ MINICIV ][ GENERIC_HIT_DEATHTWITCHB ] = MINICIVDIE; gubAnimSurfaceIndex[ MINICIV ][ FALLFORWARD_FROMHIT_STAND ] = MINICIVDIE; gubAnimSurfaceIndex[ MINICIV ][ FALLFORWARD_FROMHIT_CROUCH ] = MINICIVDIE; gubAnimSurfaceIndex[ MINICIV ][ ENDFALLFORWARD_FROMHIT_CROUCH ] = MINICIVDIE; gubAnimSurfaceIndex[ MINICIV ][ FALLFORWARD_HITDEATH_STOP ] = MINICIVDIE; gubAnimSurfaceIndex[ MINICIV ][ STAND_FALLFORWARD_STOP ] = MINICIVDIE; gubAnimSurfaceIndex[ MINICIV ][ GENERIC_HIT_DEATH ] = MINICIVDIE; gubAnimSurfaceIndex[ MINICIV ][ MINIGIRL_STOCKING ] = MINISTOCKING; gubAnimSurfaceIndex[ MINICIV ][ OPEN_DOOR ] = MINIACT; gubAnimSurfaceIndex[ MINICIV ][ OPEN_STRUCT ] = MINIACT; gubAnimSurfaceIndex[ MINICIV ][ GIVE_ITEM ] = MINIACT; gubAnimSurfaceIndex[ MINICIV ][ END_OPEN_DOOR ] = MINIACT; gubAnimSurfaceIndex[ MINICIV ][ END_OPEN_LOCKED_DOOR ] = MINIACT; gubAnimSurfaceIndex[ MINICIV ][ CLOSE_DOOR ] = MINIACT; gubAnimSurfaceIndex[ MINICIV ][ ADJACENT_GET_ITEM ] = MINIACT; gubAnimSurfaceIndex[ MINICIV ][ START_COWER ] = MINICOWER; gubAnimSurfaceIndex[ MINICIV ][ COWERING ] = MINICOWER; gubAnimSurfaceIndex[ MINICIV ][ END_COWER ] = MINICOWER; gubAnimSurfaceIndex[ MINICIV ][ CIV_DIE2 ] = MINIDIE2; gubAnimSurfaceIndex[ MINICIV ][ CIV_COWER_HIT ] = MINICOWERHIT; gubAnimSurfaceCorpseID[ MINICIV ][ GENERIC_HIT_DEATH ] = S_DEAD1; gubAnimSurfaceCorpseID[ MINICIV ][ CIV_DIE2 ] = S_DEAD2; gRandomAnimDefs[ MINICIV ][ 0 ].ubHandRestriction = RANDOM_ANIM_IRRELEVENTINHAND; gRandomAnimDefs[ MINICIV ][ 0 ].sAnimID = MINIGIRL_STOCKING; gRandomAnimDefs[ MINICIV ][ 0 ].ubStartRoll = 0; gRandomAnimDefs[ MINICIV ][ 0 ].ubEndRoll = 10; gRandomAnimDefs[ MINICIV ][ 0 ].ubFlags = RANDOM_ANIM_CASUAL; gRandomAnimDefs[ MINICIV ][ 0 ].ubAnimHeight = ANIM_STAND; // dress skirt civ gubAnimSurfaceIndex[ DRESSCIV ][ STANDING ] = DRESSCIVSTANDING; gubAnimSurfaceIndex[ DRESSCIV ][ WALKING ] = DRESSCIVWALKING; gubAnimSurfaceIndex[ DRESSCIV ][ RUNNING ] = DRESSCIVRUNNING; gubAnimSurfaceIndex[ DRESSCIV ][ GENERIC_HIT_STAND ] = DRESSCIVDIE; gubAnimSurfaceIndex[ DRESSCIV ][ GENERIC_HIT_DEATHTWITCHNB ] = DRESSCIVDIE; gubAnimSurfaceIndex[ DRESSCIV ][ GENERIC_HIT_DEATHTWITCHB ] = DRESSCIVDIE; gubAnimSurfaceIndex[ DRESSCIV ][ FALLFORWARD_FROMHIT_STAND ] = DRESSCIVDIE; gubAnimSurfaceIndex[ DRESSCIV ][ FALLFORWARD_FROMHIT_CROUCH ] = DRESSCIVDIE; gubAnimSurfaceIndex[ DRESSCIV ][ ENDFALLFORWARD_FROMHIT_CROUCH ] = DRESSCIVDIE; gubAnimSurfaceIndex[ DRESSCIV ][ FALLFORWARD_HITDEATH_STOP ] = DRESSCIVDIE; gubAnimSurfaceIndex[ DRESSCIV ][ STAND_FALLFORWARD_STOP ] = DRESSCIVDIE; gubAnimSurfaceIndex[ DRESSCIV ][ GENERIC_HIT_DEATH ] = DRESSCIVDIE; gubAnimSurfaceIndex[ DRESSCIV ][ OPEN_DOOR ] = DRESSCIVACT; gubAnimSurfaceIndex[ DRESSCIV ][ OPEN_STRUCT ] = DRESSCIVACT; gubAnimSurfaceIndex[ DRESSCIV ][ GIVE_ITEM ] = DRESSCIVACT; gubAnimSurfaceIndex[ DRESSCIV ][ END_OPEN_DOOR ] = DRESSCIVACT; gubAnimSurfaceIndex[ DRESSCIV ][ END_OPEN_LOCKED_DOOR ] = DRESSCIVACT; gubAnimSurfaceIndex[ DRESSCIV ][ CLOSE_DOOR ] = DRESSCIVACT; gubAnimSurfaceIndex[ DRESSCIV ][ ADJACENT_GET_ITEM ] = DRESSCIVACT; gubAnimSurfaceIndex[ DRESSCIV ][ START_COWER ] = DRESSCIVCOWER; gubAnimSurfaceIndex[ DRESSCIV ][ COWERING ] = DRESSCIVCOWER; gubAnimSurfaceIndex[ DRESSCIV ][ END_COWER ] = DRESSCIVCOWER; gubAnimSurfaceIndex[ DRESSCIV ][ CIV_DIE2 ] = DRESSCIVDIE2; gubAnimSurfaceIndex[ DRESSCIV ][ CIV_COWER_HIT ] = DRESSCIVCOWERHIT; gubAnimSurfaceCorpseID[ DRESSCIV ][ GENERIC_HIT_DEATH ] = W_DEAD1; gubAnimSurfaceCorpseID[ DRESSCIV ][ CIV_DIE2 ] = W_DEAD2; // HATKID civ gubAnimSurfaceIndex[ HATKIDCIV ][ STANDING ] = HATKIDCIVSTANDING; gubAnimSurfaceIndex[ HATKIDCIV ][ WALKING ] = HATKIDCIVWALKING; gubAnimSurfaceIndex[ HATKIDCIV ][ RUNNING ] = HATKIDCIVRUNNING; gubAnimSurfaceIndex[ HATKIDCIV ][ GENERIC_HIT_STAND ] = HATKIDCIVDIE; gubAnimSurfaceIndex[ HATKIDCIV ][ GENERIC_HIT_DEATHTWITCHNB ] = HATKIDCIVDIE; gubAnimSurfaceIndex[ HATKIDCIV ][ GENERIC_HIT_DEATHTWITCHB ] = HATKIDCIVDIE; gubAnimSurfaceIndex[ HATKIDCIV ][ FALLFORWARD_FROMHIT_STAND ] = HATKIDCIVDIE; gubAnimSurfaceIndex[ HATKIDCIV ][ FALLFORWARD_FROMHIT_CROUCH ] = HATKIDCIVDIE; gubAnimSurfaceIndex[ HATKIDCIV ][ ENDFALLFORWARD_FROMHIT_CROUCH ] = HATKIDCIVDIE; gubAnimSurfaceIndex[ HATKIDCIV ][ FALLFORWARD_HITDEATH_STOP ] = HATKIDCIVDIE; gubAnimSurfaceIndex[ HATKIDCIV ][ STAND_FALLFORWARD_STOP ] = HATKIDCIVDIE; gubAnimSurfaceIndex[ HATKIDCIV ][ GENERIC_HIT_DEATH ] = HATKIDCIVDIE; gubAnimSurfaceIndex[ HATKIDCIV ][ JFK_HITDEATH ] = HATKIDCIVJFK; gubAnimSurfaceIndex[ HATKIDCIV ][ JFK_HITDEATH_STOP ] = HATKIDCIVJFK; gubAnimSurfaceIndex[ HATKIDCIV ][ JFK_HITDEATH_TWITCHB ] = HATKIDCIVJFK; gubAnimSurfaceIndex[ HATKIDCIV ][ HATKID_YOYO ] = HATKIDCIVYOYO; gubAnimSurfaceIndex[ HATKIDCIV ][ OPEN_DOOR ] = HATKIDCIVACT; gubAnimSurfaceIndex[ HATKIDCIV ][ OPEN_STRUCT ] = HATKIDCIVACT; gubAnimSurfaceIndex[ HATKIDCIV ][ GIVE_ITEM ] = HATKIDCIVACT; gubAnimSurfaceIndex[ HATKIDCIV ][ END_OPEN_DOOR ] = HATKIDCIVACT; gubAnimSurfaceIndex[ HATKIDCIV ][ END_OPEN_LOCKED_DOOR ] = HATKIDCIVACT; gubAnimSurfaceIndex[ HATKIDCIV ][ CLOSE_DOOR ] = HATKIDCIVACT; gubAnimSurfaceIndex[ HATKIDCIV ][ ADJACENT_GET_ITEM ] = HATKIDCIVACT; gubAnimSurfaceIndex[ HATKIDCIV ][ START_COWER ] = HATKIDCIVCOWER; gubAnimSurfaceIndex[ HATKIDCIV ][ COWERING ] = HATKIDCIVCOWER; gubAnimSurfaceIndex[ HATKIDCIV ][ END_COWER ] = HATKIDCIVCOWER; gubAnimSurfaceIndex[ HATKIDCIV ][ CIV_DIE2 ] = HATKIDCIVDIE2; gubAnimSurfaceIndex[ HATKIDCIV ][ CIV_COWER_HIT ] = HATKIDCIVCOWERHIT; gubAnimSurfaceIndex[ HATKIDCIV ][ KID_SKIPPING ] = HATKIDCIVSKIP; gubAnimSurfaceCorpseID[ HATKIDCIV ][ GENERIC_HIT_DEATH ] = H_DEAD1; gubAnimSurfaceCorpseID[ HATKIDCIV ][ CIV_DIE2 ] = H_DEAD2; gRandomAnimDefs[ HATKIDCIV ][ 0 ].ubHandRestriction = RANDOM_ANIM_IRRELEVENTINHAND; gRandomAnimDefs[ HATKIDCIV ][ 0 ].sAnimID = HATKID_YOYO; gRandomAnimDefs[ HATKIDCIV ][ 0 ].ubStartRoll = 0; gRandomAnimDefs[ HATKIDCIV ][ 0 ].ubEndRoll = 10; gRandomAnimDefs[ HATKIDCIV ][ 0 ].ubFlags = RANDOM_ANIM_CASUAL; gRandomAnimDefs[ HATKIDCIV ][ 0 ].ubAnimHeight = ANIM_STAND; // KID civ gubAnimSurfaceIndex[ KIDCIV ][ STANDING ] = KIDCIVSTANDING; gubAnimSurfaceIndex[ KIDCIV ][ WALKING ] = KIDCIVWALKING; gubAnimSurfaceIndex[ KIDCIV ][ RUNNING ] = KIDCIVRUNNING; gubAnimSurfaceIndex[ KIDCIV ][ GENERIC_HIT_STAND ] = KIDCIVDIE; gubAnimSurfaceIndex[ KIDCIV ][ GENERIC_HIT_DEATHTWITCHNB ] = KIDCIVDIE; gubAnimSurfaceIndex[ KIDCIV ][ GENERIC_HIT_DEATHTWITCHB ] = KIDCIVDIE; gubAnimSurfaceIndex[ KIDCIV ][ FALLFORWARD_FROMHIT_STAND ] = KIDCIVDIE; gubAnimSurfaceIndex[ KIDCIV ][ FALLFORWARD_FROMHIT_CROUCH ] = KIDCIVDIE; gubAnimSurfaceIndex[ KIDCIV ][ ENDFALLFORWARD_FROMHIT_CROUCH ] = KIDCIVDIE; gubAnimSurfaceIndex[ KIDCIV ][ FALLFORWARD_HITDEATH_STOP ] = KIDCIVDIE; gubAnimSurfaceIndex[ KIDCIV ][ STAND_FALLFORWARD_STOP ] = KIDCIVDIE; gubAnimSurfaceIndex[ KIDCIV ][ GENERIC_HIT_DEATH ] = KIDCIVDIE; gubAnimSurfaceIndex[ KIDCIV ][ JFK_HITDEATH ] = KIDCIVJFK; gubAnimSurfaceIndex[ KIDCIV ][ JFK_HITDEATH_STOP ] = KIDCIVJFK; gubAnimSurfaceIndex[ KIDCIV ][ JFK_HITDEATH_TWITCHB ] = KIDCIVJFK; gubAnimSurfaceIndex[ KIDCIV ][ KID_ARMPIT ] = KIDCIVARMPIT; gubAnimSurfaceIndex[ KIDCIV ][ OPEN_DOOR ] = KIDCIVACT; gubAnimSurfaceIndex[ KIDCIV ][ OPEN_STRUCT ] = KIDCIVACT; gubAnimSurfaceIndex[ KIDCIV ][ GIVE_ITEM ] = KIDCIVACT; gubAnimSurfaceIndex[ KIDCIV ][ END_OPEN_DOOR ] = KIDCIVACT; gubAnimSurfaceIndex[ KIDCIV ][ END_OPEN_LOCKED_DOOR ] = KIDCIVACT; gubAnimSurfaceIndex[ KIDCIV ][ CLOSE_DOOR ] = KIDCIVACT; gubAnimSurfaceIndex[ KIDCIV ][ ADJACENT_GET_ITEM ] = KIDCIVACT; gubAnimSurfaceIndex[ KIDCIV ][ START_COWER ] = KIDCIVCOWER; gubAnimSurfaceIndex[ KIDCIV ][ COWERING ] = KIDCIVCOWER; gubAnimSurfaceIndex[ KIDCIV ][ END_COWER ] = KIDCIVCOWER; gubAnimSurfaceIndex[ KIDCIV ][ CIV_DIE2 ] = KIDCIVDIE2; gubAnimSurfaceIndex[ KIDCIV ][ CIV_COWER_HIT ] = KIDCIVCOWERHIT; gubAnimSurfaceIndex[ KIDCIV ][ KID_SKIPPING ] = KIDCIVSKIP; gubAnimSurfaceCorpseID[ KIDCIV ][ GENERIC_HIT_DEATH ] = K_DEAD1; gubAnimSurfaceCorpseID[ KIDCIV ][ CIV_DIE2 ] = K_DEAD2; gRandomAnimDefs[ KIDCIV ][ 0 ].ubHandRestriction = RANDOM_ANIM_IRRELEVENTINHAND; gRandomAnimDefs[ KIDCIV ][ 0 ].sAnimID = KID_ARMPIT; gRandomAnimDefs[ KIDCIV ][ 0 ].ubStartRoll = 0; gRandomAnimDefs[ KIDCIV ][ 0 ].ubEndRoll = 10; gRandomAnimDefs[ KIDCIV ][ 0 ].ubFlags = RANDOM_ANIM_CASUAL; gRandomAnimDefs[ KIDCIV ][ 0 ].ubAnimHeight = ANIM_STAND; //CRIPPLE gubAnimSurfaceIndex[ CRIPPLECIV ][ STANDING ] = CRIPCIVSTANDING; gubAnimSurfaceIndex[ CRIPPLECIV ][ WALKING ] = CRIPCIVWALKING; gubAnimSurfaceIndex[ CRIPPLECIV ][ RUNNING ] = CRIPCIVRUNNING; gubAnimSurfaceIndex[ CRIPPLECIV ][ CRIPPLE_BEG ] = CRIPCIVBEG; gubAnimSurfaceIndex[ CRIPPLECIV ][ CRIPPLE_HIT ] = CRIPCIVDIE; gubAnimSurfaceIndex[ CRIPPLECIV ][ CRIPPLE_DIE ] = CRIPCIVDIE; gubAnimSurfaceIndex[ CRIPPLECIV ][ CRIPPLE_DIE_STOP ] = CRIPCIVDIE; gubAnimSurfaceIndex[ CRIPPLECIV ][ CRIPPLE_DIE_FLYBACK ] = CRIPCIVDIE2; gubAnimSurfaceIndex[ CRIPPLECIV ][ CRIPPLE_DIE_FLYBACK_STOP ] = CRIPCIVDIE2; gubAnimSurfaceIndex[ CRIPPLECIV ][ CRIPPLE_KICKOUT ] = CRIPCIVKICK; gubAnimSurfaceIndex[ CRIPPLECIV ][ CRIPPLE_OPEN_DOOR ] = CRIPCIVBEG; gubAnimSurfaceIndex[ CRIPPLECIV ][ CRIPPLE_CLOSE_DOOR ] = CRIPCIVBEG; gubAnimSurfaceIndex[ CRIPPLECIV ][ CRIPPLE_END_OPEN_DOOR ] = CRIPCIVBEG; gubAnimSurfaceIndex[ CRIPPLECIV ][ CRIPPLE_END_OPEN_LOCKED_DOOR ] = CRIPCIVBEG; gubAnimSurfaceCorpseID[ CRIPPLECIV ][ CRIPPLE_DIE ] = SMERC_BCK; gRandomAnimDefs[ CRIPPLECIV ][ 0 ].ubHandRestriction = RANDOM_ANIM_IRRELEVENTINHAND; gRandomAnimDefs[ CRIPPLECIV ][ 0 ].sAnimID = CRIPPLE_BEG; gRandomAnimDefs[ CRIPPLECIV ][ 0 ].ubStartRoll = 30; gRandomAnimDefs[ CRIPPLECIV ][ 0 ].ubEndRoll = 70; gRandomAnimDefs[ CRIPPLECIV ][ 0 ].ubFlags = RANDOM_ANIM_CASUAL; gRandomAnimDefs[ CRIPPLECIV ][ 0 ].ubAnimHeight = ANIM_STAND; // COW gubAnimSurfaceIndex[ COW ][ STANDING ] = COWSTANDING; gubAnimSurfaceIndex[ COW ][ WALKING ] = COWWALKING; gubAnimSurfaceIndex[ COW ][ COW_EATING ] = COWEAT; gubAnimSurfaceIndex[ COW ][ COW_HIT ] = COWDIE; gubAnimSurfaceIndex[ COW ][ COW_DYING ] = COWDIE; gubAnimSurfaceIndex[ COW ][ COW_DYING_STOP ] = COWDIE; gubAnimSurfaceCorpseID[ COW ][ COW_DYING ] = COW_DEAD; gRandomAnimDefs[ COW ][ 0 ].ubHandRestriction = RANDOM_ANIM_IRRELEVENTINHAND; gRandomAnimDefs[ COW ][ 0 ].sAnimID = COW_EATING; gRandomAnimDefs[ COW ][ 0 ].ubStartRoll = 30; gRandomAnimDefs[ COW ][ 0 ].ubEndRoll = 100; gRandomAnimDefs[ COW ][ 0 ].ubFlags = RANDOM_ANIM_CASUAL; gRandomAnimDefs[ COW ][ 0 ].ubAnimHeight = ANIM_STAND; gRandomAnimDefs[ COW ][ 1 ].ubHandRestriction = RANDOM_ANIM_IRRELEVENTINHAND; gRandomAnimDefs[ COW ][ 1 ].sAnimID = RANDOM_ANIM_SOUND; gRandomAnimDefs[ COW ][ 1 ].ubStartRoll = 0; gRandomAnimDefs[ COW ][ 1 ].ubEndRoll = 1; gRandomAnimDefs[ COW ][ 1 ].ubAnimHeight = ANIM_STAND; strcpy( gRandomAnimDefs[ COW ][ 1 ].zSoundFile, "SOUNDS\\COWMOO1.WAV" ); gRandomAnimDefs[ COW ][ 2 ].ubHandRestriction = RANDOM_ANIM_IRRELEVENTINHAND; gRandomAnimDefs[ COW ][ 2 ].sAnimID = RANDOM_ANIM_SOUND; gRandomAnimDefs[ COW ][ 2 ].ubStartRoll = 2; gRandomAnimDefs[ COW ][ 2 ].ubEndRoll = 3; gRandomAnimDefs[ COW ][ 2 ].ubAnimHeight = ANIM_STAND; strcpy( gRandomAnimDefs[ COW ][ 2 ].zSoundFile, "SOUNDS\\COWMOO2.WAV" ); gRandomAnimDefs[ COW ][ 3 ].ubHandRestriction = RANDOM_ANIM_IRRELEVENTINHAND; gRandomAnimDefs[ COW ][ 3 ].sAnimID = RANDOM_ANIM_SOUND; gRandomAnimDefs[ COW ][ 3 ].ubStartRoll = 4; gRandomAnimDefs[ COW ][ 3 ].ubEndRoll = 5; gRandomAnimDefs[ COW ][ 3 ].ubAnimHeight = ANIM_STAND; strcpy( gRandomAnimDefs[ COW ][ 3 ].zSoundFile, "SOUNDS\\COWMOO3.WAV" ); gubAnimSurfaceIndex[ CROW ][ STANDING ] = CROWWALKING; gubAnimSurfaceIndex[ CROW ][ WALKING ] = CROWWALKING; gubAnimSurfaceIndex[ CROW ][ CROW_WALK ] = CROWWALKING; gubAnimSurfaceIndex[ CROW ][ CROW_FLY ] = CROWFLYING; gubAnimSurfaceIndex[ CROW ][ CROW_EAT ] = CROWEATING; gubAnimSurfaceIndex[ CROW ][ CROW_TAKEOFF ] = CROWFLYING; gubAnimSurfaceIndex[ CROW ][ CROW_LAND ] = CROWFLYING; gubAnimSurfaceIndex[ CROW ][ CROW_DIE ] = CROWDYING; gRandomAnimDefs[ CROW ][ 0 ].ubHandRestriction = RANDOM_ANIM_IRRELEVENTINHAND; gRandomAnimDefs[ CROW ][ 0 ].sAnimID = RANDOM_ANIM_SOUND; gRandomAnimDefs[ CROW ][ 0 ].ubStartRoll = 0; gRandomAnimDefs[ CROW ][ 0 ].ubEndRoll = 50; gRandomAnimDefs[ CROW ][ 0 ].ubAnimHeight = ANIM_STAND; strcpy( gRandomAnimDefs[ CROW ][ 0 ].zSoundFile, "SOUNDS\\CROW3.WAV" ); gRandomAnimDefs[ CROW ][ 1 ].ubHandRestriction = RANDOM_ANIM_IRRELEVENTINHAND; gRandomAnimDefs[ CROW ][ 1 ].sAnimID = RANDOM_ANIM_SOUND; gRandomAnimDefs[ CROW ][ 1 ].ubStartRoll = 51; gRandomAnimDefs[ CROW ][ 1 ].ubEndRoll = 70; gRandomAnimDefs[ CROW ][ 1 ].ubAnimHeight = ANIM_STAND; strcpy( gRandomAnimDefs[ CROW ][ 1 ].zSoundFile, "SOUNDS\\CROW2.WAV" ); // BLOOD CAT gubAnimSurfaceIndex[ BLOODCAT ][ STANDING ] = CATBREATH; gubAnimSurfaceIndex[ BLOODCAT ][ WALKING ] = CATWALK; gubAnimSurfaceIndex[ BLOODCAT ][ BLOODCAT_RUN ] = CATRUN; gubAnimSurfaceIndex[ BLOODCAT ][ BLOODCAT_STARTREADY ] = CATREADY; gubAnimSurfaceIndex[ BLOODCAT ][ BLOODCAT_READY ] = CATREADY; gubAnimSurfaceIndex[ BLOODCAT ][ BLOODCAT_ENDREADY ] = CATREADY; gubAnimSurfaceIndex[ BLOODCAT ][ BLOODCAT_HIT ] = CATHIT; gubAnimSurfaceIndex[ BLOODCAT ][ BLOODCAT_DYING ] = CATDIE; gubAnimSurfaceIndex[ BLOODCAT ][ BLOODCAT_DYING_STOP ] = CATDIE; gubAnimSurfaceIndex[ BLOODCAT ][ BLOODCAT_SWIPE ] = CATSWIPE; gubAnimSurfaceIndex[ BLOODCAT ][ BLOODCAT_BITE_ANIM ] = CATBITE; gubAnimSurfaceIndex[ BLOODCAT ][ BLOODCAT_WALK_BACKWARDS ] = CATWALK; gubAnimSurfaceCorpseID[ BLOODCAT ][ BLOODCAT_DYING ] = BLOODCAT_DEAD; // ROBOT gubAnimSurfaceIndex[ ROBOTNOWEAPON ][ STANDING ] = ROBOTNWBREATH; gubAnimSurfaceIndex[ ROBOTNOWEAPON ][ WALKING ] = ROBOTNWBREATH; gubAnimSurfaceIndex[ ROBOTNOWEAPON ][ ROBOTNW_HIT ] = ROBOTNWHIT; gubAnimSurfaceIndex[ ROBOTNOWEAPON ][ ROBOTNW_DIE ] = ROBOTNWDIE; gubAnimSurfaceIndex[ ROBOTNOWEAPON ][ ROBOTNW_DIE_STOP ] = ROBOTNWDIE; gubAnimSurfaceIndex[ ROBOTNOWEAPON ][ ROBOT_WALK ] = ROBOTNWWALK; gubAnimSurfaceIndex[ ROBOTNOWEAPON ][ ROBOT_SHOOT ] = ROBOTNWSHOOT; gubAnimSurfaceIndex[ ROBOTNOWEAPON ][ ROBOT_BURST_SHOOT ] = ROBOTNWSHOOT; gubAnimSurfaceIndex[ ROBOTNOWEAPON ][ ROBOT_CAMERA_NOT_MOVING ] = ROBOTNWBREATH; gubAnimSurfaceCorpseID[ ROBOTNOWEAPON ][ ROBOTNW_DIE ] = ROBOT_DEAD; // HUMVEE gubAnimSurfaceIndex[ HUMVEE ][ STANDING ] = HUMVEE_BASIC; gubAnimSurfaceIndex[ HUMVEE ][ WALKING ] = HUMVEE_BASIC; gubAnimSurfaceIndex[ HUMVEE ][ VEHICLE_DIE ] = HUMVEE_DIE; gubAnimSurfaceCorpseID[ HUMVEE ][ STANDING ] = HUMMER_DEAD; // TANK gubAnimSurfaceIndex[ TANK_NW ][ STANDING ] = TANKNW_READY; gubAnimSurfaceIndex[ TANK_NW ][ WALKING ] = TANKNW_READY; gubAnimSurfaceIndex[ TANK_NW ][ TANK_SHOOT ] = TANKNW_SHOOT; gubAnimSurfaceIndex[ TANK_NW ][ TANK_BURST ] = TANKNW_SHOOT; gubAnimSurfaceIndex[ TANK_NW ][ VEHICLE_DIE ] = TANKNW_DIE; gubAnimSurfaceCorpseID[ TANK_NW ][ STANDING ] = TANK1_DEAD; // TANK gubAnimSurfaceIndex[ TANK_NE ][ STANDING ] = TANKNE_READY; gubAnimSurfaceIndex[ TANK_NE ][ WALKING ] = TANKNE_READY; gubAnimSurfaceIndex[ TANK_NE ][ TANK_SHOOT ] = TANKNE_SHOOT; gubAnimSurfaceIndex[ TANK_NE ][ TANK_BURST ] = TANKNE_SHOOT; gubAnimSurfaceIndex[ TANK_NE ][ VEHICLE_DIE ] = TANKNE_DIE; gubAnimSurfaceCorpseID[ TANK_NE ][ STANDING ] = TANK2_DEAD; // ELDORADO gubAnimSurfaceIndex[ ELDORADO ][ STANDING ] = ELDORADO_BASIC; gubAnimSurfaceIndex[ ELDORADO ][ WALKING ] = ELDORADO_BASIC; gubAnimSurfaceIndex[ ELDORADO ][ VEHICLE_DIE ] = ELDORADO_DIE; // ICECREAMTRUCK gubAnimSurfaceIndex[ ICECREAMTRUCK ][ STANDING ] = ICECREAMTRUCK_BASIC; gubAnimSurfaceIndex[ ICECREAMTRUCK ][ WALKING ] = ICECREAMTRUCK_BASIC; gubAnimSurfaceIndex[ ICECREAMTRUCK ][ VEHICLE_DIE ] = HUMVEE_DIE; gubAnimSurfaceCorpseID[ ICECREAMTRUCK ][ STANDING ] = ICECREAM_DEAD; // JEEP gubAnimSurfaceIndex[ JEEP ][ STANDING ] = JEEP_BASIC; gubAnimSurfaceIndex[ JEEP ][ WALKING ] = JEEP_BASIC; gubAnimSurfaceIndex[ JEEP ][ VEHICLE_DIE ] = JEEP_DIE; } BOOLEAN LoadAnimationStateInstructions( ) { HWFILE hFile; UINT32 uiBytesRead; // Open ani file hFile = FileOpen( ANIMFILENAME, FILE_ACCESS_READ, FALSE ); if ( !hFile ) { return( FALSE ); } //Read in block if ( !FileRead( hFile, gusAnimInst, sizeof( gusAnimInst ), &uiBytesRead ) ) { return( FALSE ); } FileClose( hFile ); // crouch throwing memcpy(gusAnimInst[ THROW_ITEM_CROUCHED ],CrouchedThrowAnimationScript,sizeof(CrouchedThrowAnimationScript)); // crouch throwing return( TRUE ); } BOOLEAN IsAnimationValidForBodyType( SOLDIERTYPE *pSoldier, UINT16 usNewState ) { UINT16 usAnimSurface; // From animation control, get surface // First Save value usAnimSurface = DetermineSoldierAnimationSurface( pSoldier, usNewState ); if ( usAnimSurface == INVALID_ANIMATION_SURFACE ) { return( FALSE ); } return( TRUE ); } BOOLEAN SubstituteBodyTypeAnimation( SOLDIERTYPE *pSoldier, UINT16 usTestState, UINT16 *pusSubState ) { BOOLEAN fSubFound = FALSE; *pusSubState = usTestState; if ( pSoldier->ubBodyType == QUEENMONSTER ) { switch( usTestState ) { case STANDING: case WALKING: case RUNNING: *pusSubState = QUEEN_MONSTER_BREATHING; fSubFound = TRUE; break; } } if ( pSoldier->ubBodyType == LARVAE_MONSTER ) { switch( usTestState ) { case STANDING: *pusSubState = LARVAE_BREATH; fSubFound = TRUE; break; case WALKING: case RUNNING: *pusSubState = LARVAE_WALK; fSubFound = TRUE; break; } } if ( pSoldier->ubBodyType == CROW ) { switch( usTestState ) { case WALKING: *pusSubState = CROW_WALK; fSubFound = TRUE; break; case STANDING: *pusSubState = CROW_EAT; fSubFound = TRUE; break; } } if ( pSoldier->ubBodyType == BLOODCAT ) { switch( usTestState ) { case RUNNING: *pusSubState = BLOODCAT_RUN; fSubFound = TRUE; break; } } if ( pSoldier->ubBodyType == ADULTFEMALEMONSTER || pSoldier->ubBodyType == AM_MONSTER || pSoldier->ubBodyType == YAF_MONSTER || pSoldier->ubBodyType == YAM_MONSTER ) { switch( usTestState ) { case WALKING: *pusSubState = ADULTMONSTER_WALKING; fSubFound = TRUE; break; case RUNNING: *pusSubState = ADULTMONSTER_WALKING; fSubFound = TRUE; break; } } if ( pSoldier->ubBodyType == ROBOTNOWEAPON ) { switch( usTestState ) { case STANDING: // OK, if they are on the CIV_TEAM, sub for no camera moving if ( pSoldier->bTeam == CIV_TEAM ) { *pusSubState = ROBOT_CAMERA_NOT_MOVING; fSubFound = TRUE; } break; case WALKING: *pusSubState = ROBOT_WALK; fSubFound = TRUE; break; case RUNNING: *pusSubState = ROBOT_WALK; fSubFound = TRUE; break; } } if ( IS_CIV_BODY_TYPE( pSoldier ) ) { switch( usTestState ) { case KNEEL_UP: *pusSubState = END_COWER; fSubFound = TRUE; break; case KNEEL_DOWN: *pusSubState = START_COWER; fSubFound = TRUE; break; case WKAEUP_FROM_SLEEP: case GOTO_SLEEP: case SLEEPING: *pusSubState = STANDING; fSubFound = TRUE; break; } } return( fSubFound ); } INT8 GetBodyTypePaletteSubstitutionCode( SOLDIERTYPE *pSoldier, UINT8 ubBodyType, CHAR8 *zColFilename ) { switch( ubBodyType ) { case REGMALE: case BIGMALE: case STOCKYMALE: case REGFEMALE: if ( pSoldier != NULL ) { // Are we on fire? if ( pSoldier->usAnimState == CHARIOTS_OF_FIRE || pSoldier->usAnimState == BODYEXPLODING ) { return( 0 ); } // Check for camo... //stealth has priority if ( GetWornStealth(pSoldier) >= 50 ) { strcpy( zColFilename, "ANIMS\\stealth.col" ); return( 1 ); } int urban = pSoldier->urbanCamo + pSoldier->wornUrbanCamo; int jungle = pSoldier->bCamo + pSoldier->wornCamo; int desert = pSoldier->desertCamo + pSoldier->wornDesertCamo; int snow = pSoldier->snowCamo + pSoldier->wornSnowCamo; int total = urban + jungle + desert + snow; // display camo depending on which is higher if ( total >= 50 ) { if ( jungle >= urban && jungle >= desert && jungle >= snow ) strcpy( zColFilename, "ANIMS\\camo.COL" ); else if ( urban >= jungle && urban >= desert && urban >= snow ) strcpy( zColFilename, "ANIMS\\urban.col" ); else if ( desert >= urban && desert >= jungle && desert >= snow ) strcpy( zColFilename, "ANIMS\\desert.col" ); else if ( snow >= urban && snow >= desert && snow >= jungle ) strcpy( zColFilename, "ANIMS\\snow.col" ); return( 1 ); } } return( -1 ); case YAF_MONSTER: strcpy( zColFilename, "ANIMS\\MONSTERS\\fm_brite.COL" ); return( 1 ); case YAM_MONSTER: strcpy( zColFilename, "ANIMS\\MONSTERS\\mn_brite.COL" ); return( 1 ); case ADULTFEMALEMONSTER: strcpy( zColFilename, "ANIMS\\MONSTERS\\femmon.COL" ); return( 1 ); case AM_MONSTER: strcpy( zColFilename, "ANIMS\\MONSTERS\\monster.COL" ); return( 1 ); case QUEENMONSTER: case COW: case CROW: case BLOODCAT: case HUMVEE: case ELDORADO: case ICECREAMTRUCK: case JEEP: case ROBOTNOWEAPON: case TANK_NW: case TANK_NE: return( 0 ); } return( -1 ); } BOOLEAN SetSoldierAnimationSurface( SOLDIERTYPE *pSoldier, UINT16 usAnimState ) { UINT16 usAnimSurface; // Delete any structure info! if ( pSoldier->pLevelNode != NULL ) { DeleteStructureFromWorld( pSoldier->pLevelNode->pStructureData ); pSoldier->pLevelNode->pStructureData = NULL; } usAnimSurface = LoadSoldierAnimationSurface( pSoldier, usAnimState ); // Add structure info! if ( pSoldier->pLevelNode != NULL && !( pSoldier->flags.uiStatusFlags & SOLDIER_PAUSEANIMOVE ) ) { AddMercStructureInfoFromAnimSurface( pSoldier->sGridNo, pSoldier, usAnimSurface, usAnimState ); } // Set pSoldier->usAnimSurface = usAnimSurface; if ( usAnimSurface == INVALID_ANIMATION_SURFACE ) { return( FALSE ); } return( TRUE ); } UINT16 LoadSoldierAnimationSurface( SOLDIERTYPE *pSoldier, UINT16 usAnimState ) { UINT16 usAnimSurface; usAnimSurface = DetermineSoldierAnimationSurface( pSoldier, usAnimState ); if ( usAnimSurface != INVALID_ANIMATION_SURFACE ) { // Ensure that it's been loaded! if ( GetCachedAnimationSurface( pSoldier->ubID, &(pSoldier->AnimCache), usAnimSurface, pSoldier->usAnimState ) == FALSE ) { usAnimSurface = INVALID_ANIMATION_SURFACE; } } return( usAnimSurface ); } UINT16 gusQueenMonsterSpitAnimPerDir[] = { QUEENMONSTERSPIT_NE, //NORTH QUEENMONSTERSPIT_E, QUEENMONSTERSPIT_SE, // EAST QUEENMONSTERSPIT_S, QUEENMONSTERSPIT_SW, // SOUTH QUEENMONSTERSPIT_SW, QUEENMONSTERSPIT_SW, // WEST QUEENMONSTERSPIT_NE, }; UINT16 DetermineSoldierAnimationSurface( SOLDIERTYPE *pSoldier, UINT16 usAnimState ) { UINT16 usAnimSurface; UINT16 usAltAnimSurface; UINT8 ubBodyType; UINT16 usItem; UINT8 ubWaterHandIndex = 1; INT32 cnt; BOOLEAN fAdjustedForItem = FALSE; UINT16 usNewAnimState; //DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("DetermineSoldierAnimationSurface")); ubBodyType = pSoldier->ubBodyType; if ( SubstituteBodyTypeAnimation( pSoldier, usAnimState, &usNewAnimState ) ) { usAnimState = usNewAnimState; } usAnimSurface = gubAnimSurfaceIndex[pSoldier->ubBodyType][usAnimState]; // CHECK IF WE CAN DO THIS ANIMATION, IE WE HAVE IT AVAILIBLE if ( usAnimSurface == INVALID_ANIMATION ) { // WE SHOULD NOT BE USING THIS ANIMATION ScreenMsg( FONT_MCOLOR_RED, MSG_BETAVERSION, L"Invalid Animation File for Body %d, animation %S.", pSoldier->ubBodyType, gAnimControl[ usAnimState ].zAnimStr ); // Set index to FOUND_INVALID_ANIMATION gubAnimSurfaceIndex[pSoldier->ubBodyType][usAnimState] = FOUND_INVALID_ANIMATION; return( INVALID_ANIMATION_SURFACE ); } if ( usAnimSurface == FOUND_INVALID_ANIMATION ) { return( INVALID_ANIMATION_SURFACE ); } // OK - DO SOME MAGIC HERE TO SWITCH BODY TYPES IF WE WANT! // If we are a queen, pick the 'real' anim surface.... if ( usAnimSurface == QUEENMONSTERSPIT_SW ) { INT8 bDir; // Assume a target gridno is here.... get direction... // ATE: use +2 in gridno because here head is far from body bDir = (INT8)GetDirectionToGridNoFromGridNo( (INT16)( pSoldier->sGridNo + 2 ), pSoldier->sTargetGridNo ); return( gusQueenMonsterSpitAnimPerDir[ bDir ] ); } // IF we are not a merc, return if ( pSoldier->ubBodyType > REGFEMALE ) { return( usAnimSurface ); } // SWITCH TO DIFFERENT AIM ANIMATION FOR BIG GUY! if ( usAnimSurface == BGMSTANDAIM2 ) { if ( pSoldier->uiAnimSubFlags & SUB_ANIM_BIGGUYSHOOT2 ) { usAnimSurface = BGMSTANDAIM; } } // SWITCH TO DIFFERENT STAND ANIMATION FOR BIG GUY! if ( usAnimSurface == BGMSTANDING ) { if ( pSoldier->uiAnimSubFlags & SUB_ANIM_BIGGUYTHREATENSTANCE ) { usAnimSurface = BGMTHREATENSTAND; } } if ( usAnimSurface == BGMWALKING ) { if ( pSoldier->uiAnimSubFlags & SUB_ANIM_BIGGUYTHREATENSTANCE ) { usAnimSurface = BGMWALK2; } } if ( usAnimSurface == BGMRUNNING ) { if ( pSoldier->uiAnimSubFlags & SUB_ANIM_BIGGUYTHREATENSTANCE ) { usAnimSurface = BGMRUN2; } } if ( usAnimSurface == BGMRAISE ) { if ( pSoldier->uiAnimSubFlags & SUB_ANIM_BIGGUYTHREATENSTANCE ) { usAnimSurface = BGMRAISE2; } } // ADJUST ANIMATION SURFACE BASED ON TERRAIN // CHECK FOR WATER if ( pSoldier->MercInWater( ) ) { // Default it to the 1 ( ie: no rifle ) if ( pSoldier->inv[ HANDPOS ].exists() == true ) { // ADJUST BASED ON ITEM IN HAND.... usItem = pSoldier->inv[ HANDPOS ].usItem; if ( ( Item[ usItem ].usItemClass == IC_GUN || Item[ usItem ].usItemClass == IC_LAUNCHER ) && !Item[usItem].rocketlauncher) { // if ( (Item[ usItem ].fFlags & ITEM_TWO_HANDED) ) if ( (Item[ usItem ].twohanded ) ) { ubWaterHandIndex = 0; } } } // CHANGE BASED ON HIEGHT OF WATER usAltAnimSurface = gubAnimSurfaceMidWaterSubIndex[pSoldier->ubBodyType][usAnimState][ ubWaterHandIndex ]; if ( usAltAnimSurface != INVALID_ANIMATION ) { usAnimSurface = usAltAnimSurface; } } else { // ADJUST BASED ON ITEM IN HAND.... usItem = pSoldier->inv[ HANDPOS ].usItem; if ( !(Item[ usItem ].usItemClass == IC_GUN ) && !(Item[ usItem ].usItemClass == IC_LAUNCHER ) || Item[usItem].rocketlauncher ) { if ( usAnimState == STANDING ) { usAnimSurface = gusNothingBreath[ pSoldier->ubBodyType ]; fAdjustedForItem = TRUE; } else { usAltAnimSurface = gubAnimSurfaceItemSubIndex[pSoldier->ubBodyType][usAnimState]; if ( usAltAnimSurface != INVALID_ANIMATION ) { usAnimSurface = usAltAnimSurface; fAdjustedForItem = TRUE; } } } else { // CHECK FOR HANDGUN if ( ( Item[ usItem ].usItemClass == IC_GUN || Item[ usItem ].usItemClass == IC_LAUNCHER ) && !Item[usItem].rocketlauncher ) { // if ( !(Item[ usItem ].fFlags & ITEM_TWO_HANDED) ) if ( !(Item[ usItem ].twohanded ) ) { usAltAnimSurface = gubAnimSurfaceItemSubIndex[pSoldier->ubBodyType][usAnimState]; if ( usAltAnimSurface != INVALID_ANIMATION ) { usAnimSurface = usAltAnimSurface; fAdjustedForItem = TRUE; } // Look for good two pistols sub anim..... if ( gDoubleHandledSub.usAnimState == usAnimState ) { // Do we carry two pistols... if ( Item[ pSoldier->inv[ SECONDHANDPOS ].usItem ].usItemClass == IC_GUN ) { usAnimSurface = gDoubleHandledSub.usAnimationSurfaces[ pSoldier->ubBodyType ]; fAdjustedForItem = TRUE; } } } } else { usAltAnimSurface = gubAnimSurfaceItemSubIndex[pSoldier->ubBodyType][usAnimState]; if ( usAltAnimSurface != INVALID_ANIMATION ) { usAnimSurface = usAltAnimSurface; fAdjustedForItem = TRUE; } } } // Based on if we have adjusted for item or not... check for injured status... if ( fAdjustedForItem ) { // If life below thresthold for being injured if ( pSoldier->stats.bLife < INJURED_CHANGE_THREASHOLD ) { // ADJUST FOR INJURED.... for ( cnt = 0; cnt < NUM_INJURED_SUBS; cnt++ ) { if ( gNothingInjuredSub[ cnt ].usAnimState == usAnimState ) { usAnimSurface = gNothingInjuredSub[ cnt ].usAnimationSurfaces[ pSoldier->ubBodyType ]; } } } } else { // If life below thresthold for being injured if ( pSoldier->stats.bLife < INJURED_CHANGE_THREASHOLD ) { // ADJUST FOR INJURED.... for ( cnt = 0; cnt < NUM_INJURED_SUBS; cnt++ ) { if ( gRifleInjuredSub[ cnt ].usAnimState == usAnimState ) { usAnimSurface = gRifleInjuredSub[ cnt ].usAnimationSurfaces[ pSoldier->ubBodyType ]; } } } } } //DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("DetermineSoldierAnimationSurface done")); return( usAnimSurface ); } UINT16 GetSoldierAnimationSurface( SOLDIERTYPE *pSoldier, UINT16 usAnimState ) { UINT16 usAnimSurface; usAnimSurface = pSoldier->usAnimSurface; if ( usAnimSurface != INVALID_ANIMATION_SURFACE ) { // Ensure that it's loaded! if ( gAnimSurfaceDatabase[ usAnimSurface ].hVideoObject == NULL ) { if(!is_networked)ScreenMsg( FONT_MCOLOR_RED, MSG_BETAVERSION, L"IAnimation Surface for Body %d, animation %S, surface %d not loaded.", pSoldier->ubBodyType, gAnimControl[ usAnimState ].zAnimStr, usAnimSurface ); AnimDebugMsg( String( "Surface Database: PROBLEMS!!!!!!" ) ); usAnimSurface = INVALID_ANIMATION_SURFACE; } } return( usAnimSurface ); }