mirror of
https://github.com/1dot13/source.git
synced 2026-07-22 13:40:22 +02:00
Added missing #includes Added LUA scripting and console Changed the way tracers are visualized, so they work more like real tracers instead of a light fountain Fixed signedness of many grid variables used in GetMouseMapPos calls Fixed enemy weapon choosing: Sometimes a mortar is chosen but later rejected, but the grenade class was not reset. Caused assertion failure Added checks so enemies don't try to chuck RPG grenades with their hands Now possible to shoot a someone in the head if he's in water Fixed InitSightArrays to also clear soldier interrupt duel points. This was causing an assertion failure elsewhere in the code because the interrupt list still had soldiers on it sometimes when this function was called. Soldiers are much less willing to forfeit their turn over an attempt to use more APs than they have Removed early setting of muzzle flash. This would allow enemies to get an interrupt before you even fired. Fixed item dropping by AI. If AI tried to drop something while standing it would cause deadlock Change to greatly speed up closing the sector inventory window in an unloaded sector Added conditional compile flag to always give robot weapon ready advantage, even for 360 degree sighting Check builddefines.h for the conditional flags. Of greatest interest might be LUA_CONSOLE. This will cause the game to bring up a command console when run. However this console is severely lacking in many areas. If anybody knows of an open-source terminal/console that could be used instead, it would be appreciated. The existing console does bad things when you try to close it, and since it counts as a separate app, it pauses the game while it has focus. LUA scripting is very limited, basically just proof of concept. There is one global variable, the Soldiers array. An array index gives you the soldier in that slot in the currently loaded sector. The soldier has a few things that can be accessed: name (short name); fullname (long name); grid (current grid #, can be changed); walkto(grid) (function to walk to another grid); runto(grid) (function to run to another grid) git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@924 3b4a5df2-a311-0410-b5c6-a8a6f20db521
586 lines
11 KiB
C
586 lines
11 KiB
C
#ifndef __ANIMATION_CONTROL_H
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#define __ANIMATION_CONTROL_H
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// Header file for merc animation control
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#include "Soldier Control.h"
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#include "Animation Data.h"
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// Defines
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// #######################################################
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#define MAX_ANIMATIONS 320
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#define MAX_FRAMES_PER_ANIM 100
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#define MAX_RANDOM_ANIMS_PER_BODYTYPE 7
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#define RANDOM_ANIM_NOTHINGINHAND 0
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#define RANDOM_ANIM_RIFLEINHAND 1
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#define RANDOM_ANIM_IRRELEVENTINHAND 2
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#define RANDOM_ANIM_SOUND 250
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#define RANDOM_ANIM_CASUAL 0x01
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#define RANDOM_ANIM_SECONDBIGMERC 0x02
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#define RANDOM_ANIM_FIRSTBIGMERC 0x04
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#define RANDOM_ANIM_INJURED 0x08
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#define RANDOM_ANIM_DRUNK 0x10
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#define INJURED_CHANGE_THREASHOLD 30
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#define USESTATS 0
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#define FAST_TURN_ANIM_SPEED 30
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#define INVALID_ANIMATION_SURFACE 32000
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// FLAG DEFINES
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#define ANIM_IGNORE_AUTOSTANCE 0x00000001
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#define ANIM_OK_CHARGE_AP_FOR_TURN 0x00000002
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#define ANIM_STATIONARY 0x00000004
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#define ANIM_MOVING 0x00000008
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#define ANIM_TURNING 0x00000010
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#define ANIM_FASTTURN 0x00000020
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#define ANIM_FIREREADY 0x00000040
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#define ANIM_NONINTERRUPT 0x00000080
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#define ANIM_HITFINISH 0x00000100
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#define ANIM_HITSTART 0x00000200
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#define ANIM_HITWHENDOWN 0x00000400
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#define ANIM_NOSHOW_MARKER 0x00000800
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#define ANIM_NOMOVE_MARKER 0x00001000
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#define ANIM_NORESTART 0x00002000
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#define ANIM_HITSTOP 0x00004000
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#define ANIM_SPECIALMOVE 0x00008000
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#define ANIM_MERCIDLE 0x00010000
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#define ANIM_STANCECHANGEANIM 0x00020000
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#define ANIM_LOWER_WEAPON 0x00040000
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#define ANIM_RAISE_WEAPON 0x00080000
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#define ANIM_NOCHANGE_WEAPON 0x00100000
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#define ANIM_NOCHANGE_PENDINGCOUNT 0x00200000
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// I'm commandeering the effort flags. I do not expect to see multiple efforts for the same tasks, so I'm turning them into a 2-bit
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// level instead. So there :P
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#define ANIM_NO_EFFORT 0x00000000
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#define ANIM_MIN_EFFORT 0x00400000
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#define ANIM_LIGHT_EFFORT 0x00800000
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#define ANIM_MODERATE_EFFORT 0x00C00000
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// Return a number between 0 and 4 to indicate effort. 4 means variable
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#define EFFORT(flags) (((flags) & ANIM_VARIABLE_EFFORT) ? 4 : ((flags) & 0x00C00000) >> 22)
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// Now I have room for a new flag. And there's still room for one more!
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#define ANIM_ATTACK 0x01000000
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#define ANIM_FREEFORUSE 0x02000000
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#define ANIM_RT_NONINTERRUPT 0x04000000
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#define ANIM_VARIABLE_EFFORT 0x08000000
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#define ANIM_UPDATEMOVEMENTMODE 0x10000000
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#define ANIM_FIRE 0x20000000
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#define ANIM_BREATH 0x40000000
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#define ANIM_IGNOREHITFINISH 0x80000000
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//ANIMATION HEIGHT VALUES
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#define ANIM_STAND 6
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#define ANIM_CROUCH 3
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#define ANIM_PRONE 1
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#define INVALID_ANIMATION 0xFFF0
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#define FOUND_INVALID_ANIMATION 0xFFF1
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#define MAX_ANIM_STR_SIZE 35 //30 1 byte overflow! (jonathanl)
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// Enumerations
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// #######################################################
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// STRUCTURES
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// ###################################################################
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typedef struct
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{
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CHAR8 zAnimStr[ MAX_ANIM_STR_SIZE ];
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INT16 sAP;
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INT16 sSpeed;
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FLOAT dMovementChange;
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UINT32 uiFlags;
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UINT8 ubHeight;
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UINT8 ubEndHeight;
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INT8 bProfile;
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} ANIMCONTROLTYPE;
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typedef struct
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{
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INT16 sSpeed;
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FLOAT dMovementChange;
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} ANI_SPEED_DEF;
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typedef struct
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{
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UINT8 ubHandRestriction;
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INT16 sAnimID;
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UINT8 ubStartRoll;
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UINT8 ubEndRoll;
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UINT8 ubFlags;
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UINT8 ubAnimHeight;
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CHAR8 zSoundFile[ 30 ];
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} RANDOM_ANI_DEF;
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// Enumeration of animation states
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enum AnimationStates
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{
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WALKING = 0,
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STANDING,
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KNEEL_DOWN,
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CROUCHING,
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KNEEL_UP,
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SWATTING,
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RUNNING,
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PRONE_DOWN,
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CRAWLING,
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PRONE_UP,
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PRONE,
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READY_RIFLE_STAND,
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AIM_RIFLE_STAND,
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SHOOT_RIFLE_STAND,
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END_RIFLE_STAND,
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START_SWAT,
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END_SWAT,
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FLYBACK_HIT,
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READY_RIFLE_PRONE,
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AIM_RIFLE_PRONE,
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SHOOT_RIFLE_PRONE,
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END_RIFLE_PRONE,
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FALLBACK_DEATHTWICH,
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GENERIC_HIT_STAND,
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FLYBACK_HIT_BLOOD_STAND,
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FLYBACK_HIT_DEATH,
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READY_RIFLE_CROUCH,
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AIM_RIFLE_CROUCH,
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SHOOT_RIFLE_CROUCH,
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END_RIFLE_CROUCH,
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FALLBACK_HIT_STAND,
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ROLLOVER,
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CLIMBUPROOF,
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FALLOFF,
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GETUP_FROM_ROLLOVER,
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CLIMBDOWNROOF,
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FALLFORWARD_ROOF,
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GENERIC_HIT_DEATHTWITCHNB,
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GENERIC_HIT_DEATHTWITCHB,
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FALLBACK_HIT_DEATHTWITCHNB,
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FALLBACK_HIT_DEATHTWITCHB,
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GENERIC_HIT_DEATH,
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FALLBACK_HIT_DEATH,
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GENERIC_HIT_CROUCH,
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STANDING_BURST,
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STANDING_BURST_HIT,
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FALLFORWARD_FROMHIT_STAND,
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FALLFORWARD_FROMHIT_CROUCH,
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ENDFALLFORWARD_FROMHIT_CROUCH,
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GENERIC_HIT_PRONE,
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PRONE_HIT_DEATH,
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PRONE_LAY_FROMHIT,
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PRONE_HIT_DEATHTWITCHNB,
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PRONE_HIT_DEATHTWITCHB,
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ADULTMONSTER_BREATHING,
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ADULTMONSTER_WALKING,
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ADULTMONSTER_ATTACKING,
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FLYBACK_HITDEATH_STOP,
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FALLFORWARD_HITDEATH_STOP,
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FALLBACK_HITDEATH_STOP,
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PRONE_HITDEATH_STOP,
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FLYBACKHIT_STOP,
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FALLBACKHIT_STOP,
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FALLOFF_STOP,
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FALLOFF_FORWARD_STOP,
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STAND_FALLFORWARD_STOP,
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PRONE_LAYFROMHIT_STOP,
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HOPFENCE,
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ADULTMONSTER_HIT,
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ADULTMONSTER_DYING,
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ADULTMONSTER_DYING_STOP,
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PUNCH_BREATH,
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PUNCH,
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NOTHING_STAND,
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JFK_HITDEATH,
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JFK_HITDEATH_STOP,
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JFK_HITDEATH_TWITCHB,
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FIRE_STAND_BURST_SPREAD,
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FALLOFF_DEATH,
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FALLOFF_DEATH_STOP,
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FALLOFF_TWITCHB,
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FALLOFF_TWITCHNB,
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FALLOFF_FORWARD_DEATH,
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FALLOFF_FORWARD_DEATH_STOP,
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FALLOFF_FORWARD_TWITCHB,
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FALLOFF_FORWARD_TWITCHNB,
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OPEN_DOOR,
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OPEN_STRUCT,
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PICKUP_ITEM,
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DROP_ITEM,
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SLICE,
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STAB,
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CROUCH_STAB,
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START_AID,
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GIVING_AID,
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END_AID,
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DODGE_ONE,
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FATCIV_ASS_SCRATCH,
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READY_DUAL_STAND,
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AIM_DUAL_STAND,
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SHOOT_DUAL_STAND,
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END_DUAL_STAND,
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RAISE_RIFLE,
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LOWER_RIFLE,
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BODYEXPLODING,
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THROW_ITEM,
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LOB_ITEM,
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QUEEN_MONSTER_BREATHING,
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CROUCHED_BURST,
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PRONE_BURST,
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NOTUSEDANIM1,
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BIGBUY_FLEX,
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BIGBUY_STRECH,
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BIGBUY_SHOEDUST,
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BIGBUY_HEADTURN,
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MINIGIRL_STOCKING,
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GIVE_ITEM,
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CLIMB_CLIFF,
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COW_EATING,
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COW_HIT,
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COW_DYING,
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COW_DYING_STOP,
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WATER_HIT,
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WATER_DIE,
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WATER_DIE_STOP,
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CROW_WALK,
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CROW_TAKEOFF,
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CROW_LAND,
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CROW_FLY,
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CROW_EAT,
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HELIDROP,
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FEM_CLEAN,
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FEM_KICKSN,
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FEM_LOOK,
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FEM_WIPE,
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REG_SQUISH,
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REG_PULL,
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REG_SPIT,
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HATKID_YOYO,
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KID_ARMPIT,
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MONSTER_CLOSE_ATTACK,
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MONSTER_SPIT_ATTACK,
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MONSTER_BEGIN_EATTING_FLESH,
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MONSTER_EATTING_FLESH,
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MONSTER_END_EATTING_FLESH,
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BLOODCAT_RUN,
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BLOODCAT_STARTREADY,
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BLOODCAT_READY,
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BLOODCAT_ENDREADY,
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BLOODCAT_HIT,
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BLOODCAT_DYING,
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BLOODCAT_DYING_STOP,
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BLOODCAT_SWIPE,
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NINJA_GOTOBREATH,
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NINJA_BREATH,
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NINJA_LOWKICK,
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NINJA_PUNCH,
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NINJA_SPINKICK,
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END_OPEN_DOOR,
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END_OPEN_LOCKED_DOOR,
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KICK_DOOR,
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CLOSE_DOOR,
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RIFLE_STAND_HIT,
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DEEP_WATER_TRED,
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DEEP_WATER_SWIM,
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DEEP_WATER_HIT,
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DEEP_WATER_DIE,
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DEEP_WATER_DIE_STOPPING,
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DEEP_WATER_DIE_STOP,
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LOW_TO_DEEP_WATER,
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DEEP_TO_LOW_WATER,
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GOTO_SLEEP,
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SLEEPING,
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WKAEUP_FROM_SLEEP,
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FIRE_LOW_STAND,
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FIRE_BURST_LOW_STAND,
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LARVAE_BREATH,
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LARVAE_HIT,
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LARVAE_DIE,
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LARVAE_DIE_STOP,
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LARVAE_WALK,
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INFANT_HIT,
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INFANT_DIE,
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INFANT_DIE_STOP,
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INFANT_ATTACK,
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INFANT_BEGIN_EATTING_FLESH,
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INFANT_EATTING_FLESH,
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INFANT_END_EATTING_FLESH,
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MONSTER_UP,
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MONSTER_JUMP,
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STANDING_SHOOT_UNJAM,
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CROUCH_SHOOT_UNJAM,
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PRONE_SHOOT_UNJAM,
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STANDING_SHOOT_DWEL_UNJAM,
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STANDING_SHOOT_LOW_UNJAM,
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READY_DUAL_CROUCH,
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AIM_DUAL_CROUCH,
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SHOOT_DUAL_CROUCH,
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END_DUAL_CROUCH,
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CROUCH_SHOOT_DWEL_UNJAM,
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ADJACENT_GET_ITEM,
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CUTTING_FENCE,
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CRIPPLE_BEG,
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CRIPPLE_HIT,
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CRIPPLE_DIE,
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CRIPPLE_DIE_STOP,
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CRIPPLE_DIE_FLYBACK,
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CRIPPLE_DIE_FLYBACK_STOP,
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CRIPPLE_KICKOUT,
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FROM_INJURED_TRANSITION,
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THROW_KNIFE,
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KNIFE_BREATH,
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KNIFE_GOTOBREATH,
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KNIFE_ENDBREATH,
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ROBOTNW_HIT,
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ROBOTNW_DIE,
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ROBOTNW_DIE_STOP,
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CATCH_STANDING,
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CATCH_CROUCHED,
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PLANT_BOMB,
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USE_REMOTE,
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START_COWER,
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COWERING,
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END_COWER,
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STEAL_ITEM,
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SHOOT_ROCKET,
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CIV_DIE2,
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SHOOT_MORTAR,
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CROW_DIE,
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SIDE_STEP,
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WALK_BACKWARDS,
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BEGIN_OPENSTRUCT,
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END_OPENSTRUCT,
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END_OPENSTRUCT_LOCKED,
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PUNCH_LOW,
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PISTOL_SHOOT_LOW,
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DECAPITATE,
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BLOODCAT_BITE_ANIM,
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BIGMERC_IDLE_NECK,
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BIGMERC_CROUCH_TRANS_INTO,
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BIGMERC_CROUCH_TRANS_OUTOF,
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GOTO_PATIENT,
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BEING_PATIENT,
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GOTO_DOCTOR,
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BEING_DOCTOR,
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END_DOCTOR,
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GOTO_REPAIRMAN,
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BEING_REPAIRMAN,
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END_REPAIRMAN,
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FALL_INTO_PIT,
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ROBOT_WALK,
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ROBOT_SHOOT,
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QUEEN_HIT,
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QUEEN_DIE,
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QUEEN_DIE_STOP,
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QUEEN_INTO_READY,
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QUEEN_READY,
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QUEEN_END_READY,
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QUEEN_CALL,
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QUEEN_SPIT,
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QUEEN_SWIPE,
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RELOAD_ROBOT,
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END_CATCH,
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END_CROUCH_CATCH,
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AI_RADIO,
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AI_CR_RADIO,
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TANK_SHOOT,
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TANK_BURST,
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QUEEN_SLAP,
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SLAP_HIT,
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TAKE_BLOOD_FROM_CORPSE,
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VEHICLE_DIE,
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QUEEN_FRUSTRATED_SLAP,
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CHARIOTS_OF_FIRE,
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AI_PULL_SWITCH,
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MONSTER_MELT,
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MERC_HURT_IDLE_ANIM,
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END_HURT_WALKING,
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PASS_OBJECT,
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DROP_ADJACENT_OBJECT,
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READY_DUAL_PRONE,
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AIM_DUAL_PRONE,
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SHOOT_DUAL_PRONE,
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END_DUAL_PRONE,
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PRONE_SHOOT_DWEL_UNJAM,
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PICK_LOCK,
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OPEN_DOOR_CROUCHED,
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BEGIN_OPENSTRUCT_CROUCHED,
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CLOSE_DOOR_CROUCHED,
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OPEN_STRUCT_CROUCHED,
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END_OPEN_DOOR_CROUCHED,
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END_OPENSTRUCT_CROUCHED,
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END_OPEN_LOCKED_DOOR_CROUCHED,
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END_OPENSTRUCT_LOCKED_CROUCHED,
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DRUNK_IDLE,
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CROWBAR_ATTACK,
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CIV_COWER_HIT,
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BLOODCAT_WALK_BACKWARDS,
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MONSTER_WALK_BACKWARDS,
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KID_SKIPPING,
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ROBOT_BURST_SHOOT,
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ATTACH_CAN_TO_STRING,
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SWAT_BACKWARDS,
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JUMP_OVER_BLOCKING_PERSON,
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REFUEL_VEHICLE,
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ROBOT_CAMERA_NOT_MOVING,
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CRIPPLE_OPEN_DOOR,
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CRIPPLE_CLOSE_DOOR,
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CRIPPLE_END_OPEN_DOOR,
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CRIPPLE_END_OPEN_LOCKED_DOOR,
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LOCKPICK_CROUCHED,
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//<SB> crouch throwing
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THROW_ITEM_CROUCHED,
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//</SB>
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NUMANIMATIONSTATES
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};
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extern UINT16 gusAnimInst[ MAX_ANIMATIONS ][ MAX_FRAMES_PER_ANIM ];
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extern ANIMCONTROLTYPE gAnimControl[ NUMANIMATIONSTATES ];
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extern ANI_SPEED_DEF gubAnimWalkSpeeds[ TOTALBODYTYPES ];
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extern ANI_SPEED_DEF gubAnimRunSpeeds[ TOTALBODYTYPES ];
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|
extern ANI_SPEED_DEF gubAnimSwatSpeeds[ TOTALBODYTYPES ];
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|
extern ANI_SPEED_DEF gubAnimCrawlSpeeds[ TOTALBODYTYPES ];
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|
extern UINT8 gubMaxActionPoints[ TOTALBODYTYPES ];
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|
|
|
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// OK, this array contains definitions for random animations based on bodytype, total # allowed, and what is in their hand....
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|
extern RANDOM_ANI_DEF gRandomAnimDefs[ TOTALBODYTYPES ][ MAX_RANDOM_ANIMS_PER_BODYTYPE ];
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|
|
|
// Corpse Defines
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extern UINT16 gubAnimSurfaceCorpseID[ TOTALBODYTYPES ][ NUMANIMATIONSTATES ];
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|
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//FUNCTIONS
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|
BOOLEAN LoadAnimationStateInstructions( );
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|
void InitAnimationSurfacesPerBodytype( );
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|
BOOLEAN IsAnimationValidForBodyType( SOLDIERTYPE *pSoldier, UINT16 usNewState );
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|
BOOLEAN SubstituteBodyTypeAnimation( SOLDIERTYPE *pSoldier, UINT16 usTestState, UINT16 *pusSubState );
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|
INT8 GetBodyTypePaletteSubstitutionCode( SOLDIERTYPE *pSoldier, UINT8 ubBodyType, CHAR8 *zColFilename );
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|
|
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BOOLEAN SetSoldierAnimationSurface( SOLDIERTYPE *pSoldier, UINT16 usAnimState );
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|
UINT16 DetermineSoldierAnimationSurface( SOLDIERTYPE *pSoldier, UINT16 usAnimState );
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|
UINT16 LoadSoldierAnimationSurface( SOLDIERTYPE *pSoldier, UINT16 usAnimState );
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// This function could be wrapped in a debug marco, since it only returns pSoldier->ubAnimSurface but
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// Also does some debug checking
|
|
UINT16 GetSoldierAnimationSurface( SOLDIERTYPE *pSoldier, UINT16 usAnimState );
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#endif
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