Files
source/Tactical/Animation Control.cpp
T
majcostaandGitHub 24425a82b1 More unused stuff removal (#49)
* More unused stuff removal

delete:
- giant 'metaheaders' (JA2 All.h, Laptop All.h, etc), preferring to add #includes directly where needed
- unused ExceptionHandling and DbMan translation units
- unused WizShare.h, Bitmap.h, trle.h, video_private.h headers

* remove mentions from vc proj files too

* remove preprocessor conditionals for unused definitions

find . -iname '*.h' -o -iname '*.cpp' -exec unifdef.exe -m -UPRECOMPILED_HEADERS -UJA2_PRECOMPILED_HEADERS -UWIZ8_PRECOMPILED_HEADERS -UPRECOMPILEDHEADERS {} ';'

then manually fixed a couple files the tool errored out on

* yes, the comments too

as title
2023-01-03 15:51:48 +02:00

4464 lines
278 KiB
C++

#include "builddefines.h"
#include <stdio.h>
#include <string.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 "Debug Control.h"
#include "Random.h"
#include "Soldier Control.h"
#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;
//<SB> 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 };
//</SB>
///ddd
static UINT16 StoneAnimationScript[MAX_FRAMES_PER_ANIM] = { 1,2,3,4,5,6,7,8,402,1,2,3,4,5,6,7,8,402,1,2,3,4,5,6,7,8,601,999,0,0,0,0,0 };
static UINT16 CrouchedShootRocketScript[MAX_FRAMES_PER_ANIM] =
{757,1,2,3,4,5,6,7,8,9,10,11,12,470,430,13,14,15,16,477,17,18,19,20,753,499,999,0,0,0,0};
static UINT16 SwatWithKnifeScript[MAX_FRAMES_PER_ANIM] =
//{1,2,3,4,5,6,7,703,8,9,10,11,704,12,13,14,15,16,17,18,19,501,999,0,0,0,0};
{5,703,6,7,8,9,10,11,704,12,13,14,15,16,501,999,0,0,0,0};//such a sequence is available in dzha2bin
static UINT16 SwatBackWithKnifeScript[MAX_FRAMES_PER_ANIM] =
{16,15,14,13,12,704,11,10,9,8,7,6,703,5,501,999,0,0,0,0};
static UINT16 SwatBackWithNothingScript[MAX_FRAMES_PER_ANIM] =
{16,15,14,13,12,704,11,10,9,8,7,6,703,5,501,999,0,0,0,0};
//xs, may need to edit the numbers. throwing grenades script
static UINT16 ThrowGrenadeStanceAnimationScript[MAX_FRAMES_PER_ANIM] = { 1,2,3,4,5,6,7,8,9,10,460,11,12,13,14,15,16,17,18,19,442,601,999,0,0,0,0 };
static UINT16 LobGrenadeStanceAnimationScript[MAX_FRAMES_PER_ANIM] = { 1,2,3,4,5,6,7,8,9,10,460,11,12,13,14,15,16,17,18,19,442,601,999,0,0,0,0 };
//Rolls
static UINT16 ROLL_L_AnimationScript[MAX_FRAMES_PER_ANIM] = { 1,2,3,4,5,6,7,8,9,10,11,12,13,14,501,999,0,0,0,0 };
static UINT16 ROLL_R_AnimationScript[MAX_FRAMES_PER_ANIM] = { 14,13,12,11,10,9,8,7,6,5,4,3,2,1,501,999,0,0,0,0 };
static UINT16 JUMP_WALL_UP_AnimationScript[MAX_FRAMES_PER_ANIM] = { 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,40,41,42,43,44,601,999,0,0,0,0 };
static UINT16 JUMP_WALL_DOWN_AnimationScript[MAX_FRAMES_PER_ANIM] = { 44,43,42,41,40,39,38,37,36,35,34,33,32,31,30,29,28,27,26,25,24,23,22,21,20,19,18,17,16,15,14,13,12,11,10,9,8,7,6,5,4,3,2,1,601,999,0,0,0,0 };
static UINT16 REMOTE_DET_AnimationScript[MAX_FRAMES_PER_ANIM] = { 1,2,3,4,484,4,5,6,1,442,499,999,0,0,0,0 }; // SANDRO - new animation of remote detonator by PasHancock
static UINT16 THROW_KNIFE_SP_BM_AnimationScript[MAX_FRAMES_PER_ANIM] = { 757,1,1,2,2,3,3,4,4,5,5,6,6,7,7,8,8,9,9,10,12,13,709,14,15,16,430,16,17,17,18,19,20,21,753,442,499,999,0,0,0,0 };
static UINT16 PRONE_START_FIRST_AID_AnimationScript[MAX_FRAMES_PER_ANIM] = { 1,2,3,4,442,1037,0,0,0,0 };
static UINT16 PRONE_GIVE_FIRST_AID_AnimationScript[MAX_FRAMES_PER_ANIM] = { 4,5,6,7,6,5,4,3,4,5,6,6,5,7,6,5,4,3,4,5,5,6,7,6,7,6,5,7,6,5,4,3,2,3,2,4,501,0,0,0,0 };
static UINT16 DUAL_BURST_ST_CR_AnimationScript[MAX_FRAMES_PER_ANIM] = { 757,459,441,448,430,17,477,458,441,448,430,21,19,24,477,1101,449,753,473,1102,999,0,0,0,0 };
static UINT16 DUAL_BURST_PRONE_AnimationScript[MAX_FRAMES_PER_ANIM] = { 757,4,459,441,448,430,5,477,458,441,448,430,9,7,11,477,1101,449,753,473,1102,999,0,0,0,0 };
//static UINT16 SHOOT_ALTERNATIVE_STAND_LOW_AnimationScript[MAX_FRAMES_PER_ANIM] = { 757,3,4,470,441,430,5,6,477,7,8,4,3,753,473,612,999,0,0,0,0 };
//static UINT16 BURST_ALTERNATIVE_STAND_LOW_AnimationScript[MAX_FRAMES_PER_ANIM] = { 757,3,4,441,448,430,5,4,477,441,448,430,5,4,477,441,448,430,5,4,477,441,448,430,5,4,477,441,448,430,5,4,477,441,448,430,5,6,7,477,8,4,3,449,753,473,612,999,0,0,0,0 };
static UINT16 START_COWER_CROUCHED_AnimationScript[MAX_FRAMES_PER_ANIM] = { 4,5,442,922,999,0,0,0,0 };
static UINT16 END_COWER_CROUCHED_AnimationScript[MAX_FRAMES_PER_ANIM] = { 5,4,442,499,999,0,0,0,0 };
static UINT16 START_COWER_PRONE_AnimationScript[MAX_FRAMES_PER_ANIM] = { 1,2,3,4,442,1058,999,0,0,0,0 };
static UINT16 COWER_PRONE_AnimationScript[MAX_FRAMES_PER_ANIM] = { 5,6,7,8,9,10,9,8,5,4,5,6,501,999,0,0,0,0 };
static UINT16 END_COWER_PRONE_AnimationScript[MAX_FRAMES_PER_ANIM] = { 4,3,2,1,442,499,999,0,0,0,0 };
static UINT16 F_IDLE_ANIM_KICKSN_AnimationScript[MAX_FRAMES_PER_ANIM] = { 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,14,13,12,11,10,9,8,7,6,5,4,3,2,1,601,0,0,0,0 };
static UINT16 F_IDLE_ANIM_LOOK_AnimationScript[MAX_FRAMES_PER_ANIM] = { 1,2,3,4,5,6,7,8,9,10,11,12,13,14,13,12,11,10,9,8,7,6,5,4,3,2,1,601,0,0,0,0 };
static UINT16 NINJA_SPINKICK_AnimationScript[MAX_FRAMES_PER_ANIM] = { 757,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,727,492,32,33,34,430,35,36,37,38,39,40,41,42,43,44,45,46,47,48,49,50,51,52,53,54,55,56,57,58,59,60,61,62,63,64,65,66,67,68,69,70,753,442,468,999,0,0,0,0 };
static UINT16 FOCUSED_PUNCH_AnimationScript[MAX_FRAMES_PER_ANIM] = { 757,8,8,8,9,9,9,9,10,10,10,10,11,11,11,11,12,12,12,12,12,12,12,13,13,14,14,727,492,15,16,17,430,18,19,19,19,19,20,20,20,20,21,21,21,22,22,22,23,23,23,24,24,24,753,442,468,999,0,0,0,0 };
static UINT16 FOCUSED_STAB_AnimationScript[MAX_FRAMES_PER_ANIM] = { 757,1,1,1,2,2,2,2,3,3,3,3,4,4,4,4,5,5,5,5,5,5,5,6,6,7,727,492,8,9,430,10,10,10,10,11,11,11,11,12,12,12,13,13,13,14,14,14,442,912,499,0,0,0,0 };
static UINT16 HTH_KICK_AnimationScript[MAX_FRAMES_PER_ANIM] = { 757,1,2,3,4,5,6,7,727,492,8,9,10,430,11,11,12,13,14,15,16,17,18,19,442,468,999,0,0,0,0 };
static UINT16 FOCUSED_HTH_KICK_AnimationScript[MAX_FRAMES_PER_ANIM] = { 757,1,1,1,2,2,2,3,3,3,4,4,4,4,5,5,5,5,6,6,6,6,7,7,7,7,7,7,7,7,727,492,8,8,9,10,430,10,10,11,11,11,11,12,12,12,13,13,13,14,14,14,15,15,16,16,17,17,18,18,19,19,442,468,999,0,0,0,0 };
//static UINT16 LONG_JUMP_AnimationScript[MAX_FRAMES_PER_ANIM] = { 1,2,3,703,4,5,6,6,7,8,9,10,11,704,12,13,14,501,999,0,0,0,0 };
static UINT16 LONG_JUMP_AnimationScript[MAX_FRAMES_PER_ANIM] = { 2,703,3,4,5,6,6,7,7,8,704,9,501,999,0,0,0,0 };
static UINT16 CRYO_DEATH_AnimationScript[MAX_FRAMES_PER_ANIM] = {1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 465, 440, 497, 442, 0, 0, 0, 0};
static UINT16 CRYO_DEATH_CROUCHED_AnimationScript[MAX_FRAMES_PER_ANIM] = {1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 465, 440, 497, 442, 0, 0, 0, 0};
// 1044 is the jump to READY_ALTERNATIVE_STAND
static UINT16 BAYONET_STAB_STANDING_VS_STANDING_AnimationScript[MAX_FRAMES_PER_ANIM] = {757, 1, 2, 3, 4, 5, 6, 7, 727, 492, 8, 9, 430, 10, 11, 12, 13, 14, 15, 16, 17, 442, 1044, 494, 0};
static UINT16 BAYONET_STAB_STANDING_VS_PRONE_AnimationScript[MAX_FRAMES_PER_ANIM] = { 757, 1, 2, 3, 4, 5, 6, 7, 727, 492, 8, 9, 430, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 442, 1044, 494, 0 };
static UINT16 CROUCHEDMOVE_RIFLE_READY_AnimationScript[MAX_FRAMES_PER_ANIM] = { 5, 703, 6, 7, 8, 9, 10, 11, 704, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 501, 999, 0 };
static UINT16 CROUCHEDMOVE_PISTOL_READY_AnimationScript[MAX_FRAMES_PER_ANIM] = { 5, 703, 6, 7, 8, 9, 10, 11, 704, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 501, 999, 0 };
static UINT16 CROUCHEDMOVE_DUAL_READY_AnimationScript[MAX_FRAMES_PER_ANIM] = { 5, 703, 6, 7, 8, 9, 10, 11, 704, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 501, 999, 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_LOWER_WEAPON | 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_LOWER_WEAPON | 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_LOWER_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_LOWER_WEAPON | ANIM_NO_EFFORT, ANIM_STAND, ANIM_STAND, -1},
{"REG SQUISH" , 0, 110, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_MERCIDLE | ANIM_LOWER_WEAPON | ANIM_NO_EFFORT, ANIM_STAND, ANIM_STAND, -1},
{"REG PULL" , 0, 110, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_MERCIDLE | ANIM_LOWER_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_FIREREADY, ANIM_STAND, ANIM_STAND, -1,//dnl ch73 280913
"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, 150, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_NONINTERRUPT | ANIM_IGNORE_AUTOSTANCE, ANIM_STAND, ANIM_CROUCH, -1,
//COWER
"Cowering" , 0, 150, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON , ANIM_CROUCH, ANIM_CROUCH, -1,
//END COWER
"End Cower" , 0, 150, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | 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,
//<SB> 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,
//</SB
//ddd
// BIG GUY with stone
"BIG GUY STONE" , 0, 180, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_MERCIDLE | ANIM_NO_EFFORT, ANIM_STAND, ANIM_STAND, -1,
"SHOOT ROCKET CROUCHED" , 0,110,(FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LIGHT_EFFORT | ANIM_ATTACK , ANIM_CROUCH, ANIM_CROUCH, -1,
//"SWAT with knife" ,0, 0, (FLOAT)2.2, ANIM_MOVING | ANIM_TURNING | ANIM_NORESTART | ANIM_RAISE_WEAPON | ANIM_LIGHT_EFFORT, ANIM_CROUCH, ANIM_CROUCH, -1,
"SWAT with knife" ,0, 0, (FLOAT)2.2, ANIM_MOVING | ANIM_NORESTART | ANIM_LIGHT_EFFORT | ANIM_TURNING, ANIM_CROUCH, ANIM_CROUCH, -1,
"SWAT BACKWARDS with knife" , 0, 110, (FLOAT)1.4, ANIM_MOVING | ANIM_NORESTART | ANIM_LIGHT_EFFORT | ANIM_TURNING, ANIM_CROUCH, ANIM_CROUCH, -1,
"SWAT BACKWARDS with nothing", 0, 110, (FLOAT)1.4, ANIM_MOVING | ANIM_NORESTART | ANIM_LIGHT_EFFORT | ANIM_TURNING, ANIM_CROUCH, ANIM_CROUCH, -1,
//THROW gren
{"THROW GRENADE" , 0,80, (FLOAT)0, ANIM_STATIONARY | ANIM_NOMOVE_MARKER | ANIM_NONINTERRUPT | ANIM_MIN_EFFORT | ANIM_ATTACK , ANIM_STAND, ANIM_STAND, -1},
//LOB gren
{"LOB GRENADE" , 0, 80, (FLOAT)0, ANIM_STATIONARY | ANIM_NOMOVE_MARKER | ANIM_NONINTERRUPT | ANIM_MIN_EFFORT | ANIM_ATTACK , ANIM_STAND, ANIM_STAND, -1},
//ROLL PRONE LEFT
{"ROLL PRONE LEFT" , 0, 80, (FLOAT)0.8 /*1.1*/, ANIM_MOVING | ANIM_NORESTART | ANIM_RAISE_WEAPON | ANIM_VARIABLE_EFFORT, ANIM_PRONE, ANIM_PRONE, -1},
//ROLL PRONE RIGHT
{"ROLL PRONE RIGHT" , 0, 80, (FLOAT)0.8 /*1.1*/, ANIM_MOVING | ANIM_NORESTART | ANIM_RAISE_WEAPON | ANIM_VARIABLE_EFFORT, ANIM_PRONE, ANIM_PRONE, -1},
// JUMPUPWALL
{"JUMPUPWALL" , 0, 30, (FLOAT)0, ANIM_NONINTERRUPT | ANIM_NORESTART | ANIM_STATIONARY | ANIM_NOSHOW_MARKER | ANIM_MODERATE_EFFORT | ANIM_LOWER_WEAPON, ANIM_STAND, ANIM_CROUCH, -1},
//JUMPDOWNWALL
{"JUMPDOWNWALL" , 0, 30, (FLOAT)0, ANIM_NONINTERRUPT | ANIM_NORESTART | ANIM_STATIONARY | ANIM_NOSHOW_MARKER | ANIM_MODERATE_EFFORT | ANIM_LOWER_WEAPON, ANIM_CROUCH, ANIM_STAND, -1},
{"JUMP WINDOWS" , 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},
//SPECIAL THROW KNIFE FOR BIG MALES
"THROW KNIFE 2" , 0, 50, (FLOAT)0, ANIM_STATIONARY | ANIM_NOMOVE_MARKER | ANIM_NONINTERRUPT | ANIM_MIN_EFFORT | ANIM_ATTACK , ANIM_STAND, ANIM_STAND, -1,
//RUN (with pistol)
{"RUN WITH PISTOL" , 0, 0, (FLOAT)2.6, ANIM_MOVING | ANIM_TURNING | ANIM_NORESTART | ANIM_RAISE_WEAPON | ANIM_MODERATE_EFFORT, ANIM_STAND, ANIM_STAND, -1},
//SIDE STEPPING WITH READIED WEAPON
"SIDE STEPPING WITH RIFLE RDY" , 0, 50, (FLOAT)0.4, ANIM_MOVING | ANIM_NORESTART | ANIM_FIREREADY | ANIM_RAISE_WEAPON | ANIM_VARIABLE_EFFORT, ANIM_STAND, ANIM_STAND, -1,
"SIDE STEPPING WITH DUAL RDY" , 0, 50, (FLOAT)0.4, ANIM_MOVING | ANIM_NORESTART | ANIM_FIREREADY | ANIM_RAISE_WEAPON | ANIM_VARIABLE_EFFORT, ANIM_STAND, ANIM_STAND, -1,
// SIDE_STEP_CROUCH_
{ "SIDE_STEP_CROUCH_RIFLE_RDY", 0, 0, ( FLOAT )2.2, ANIM_MOVING | ANIM_TURNING | ANIM_NORESTART | ANIM_VARIABLE_EFFORT, ANIM_CROUCH, ANIM_CROUCH, -1 },
{ "SIDE_STEP_CROUCH_PISTOL_RDY", 0, 0, ( FLOAT )2.2, ANIM_MOVING | ANIM_TURNING | ANIM_NORESTART | ANIM_VARIABLE_EFFORT, ANIM_CROUCH, ANIM_CROUCH, -1 },
{ "SIDE_STEP_CROUCH_DUAL_RDY", 0, 0, ( FLOAT )2.2, ANIM_MOVING | ANIM_TURNING | ANIM_NORESTART | ANIM_VARIABLE_EFFORT, ANIM_CROUCH, ANIM_CROUCH, -1 },
//WALKING WITH READIED WEAPON
{"WALKING WITH RIFLE RDY" , 20, 0, (FLOAT)1.6, ANIM_MOVING | ANIM_TURNING | ANIM_NORESTART | ANIM_FIREREADY | ANIM_RAISE_WEAPON | ANIM_VARIABLE_EFFORT, ANIM_STAND, ANIM_STAND, -1},
{"WALKING WITH DUAL RDY" , 20, 0, (FLOAT)1.6, ANIM_MOVING | ANIM_TURNING | ANIM_NORESTART | ANIM_FIREREADY | ANIM_RAISE_WEAPON | ANIM_VARIABLE_EFFORT, ANIM_STAND, ANIM_STAND, -1},
// CROUCHED WITH READIED WEAPON
{ "CROUCHEDMOVE_RIFLE_READY", 0, 0, ( FLOAT )2.2, ANIM_MOVING | ANIM_TURNING | ANIM_NORESTART | ANIM_FIREREADY | ANIM_RAISE_WEAPON | ANIM_VARIABLE_EFFORT, ANIM_CROUCH, ANIM_CROUCH, -1 },
{ "CROUCHEDMOVE_PISTOL_READY", 0, 0, ( FLOAT )2.2, ANIM_MOVING | ANIM_TURNING | ANIM_NORESTART | ANIM_FIREREADY | ANIM_RAISE_WEAPON | ANIM_VARIABLE_EFFORT, ANIM_CROUCH, ANIM_CROUCH, -1 },
{ "CROUCHEDMOVE_DUAL_READY", 0, 0, ( FLOAT )2.2, ANIM_MOVING | ANIM_TURNING | ANIM_NORESTART | ANIM_FIREREADY | ANIM_RAISE_WEAPON | ANIM_VARIABLE_EFFORT, ANIM_CROUCH, ANIM_CROUCH, -1 },
//GIVING AID WHILE PRONE
{"PRN START AID" , 0, 90, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT , ANIM_PRONE, ANIM_PRONE, -1},
{"PRN GIVING AID" , 0, 120, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LIGHT_EFFORT , ANIM_PRONE, ANIM_PRONE, -1},
{"PRN END AID" , 0, 90, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_RAISE_WEAPON | ANIM_NO_EFFORT | ANIM_NOCHANGE_PENDINGCOUNT, ANIM_PRONE, ANIM_PRONE, -1},
//GET ADJACENT ITEM CROUCHED
"GET ADJACENT ITEM CROUCHED" , 0, 100, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT, ANIM_CROUCH, ANIM_CROUCH, -1,
//STEAL ITEM CROUCHED
"STEAL ITEM CROUCHED" , 0, 100, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT, ANIM_CROUCH, ANIM_CROUCH, -1,
// STAND BURST DUAL
{"STAND BURST DUAL" , 0, 0, (FLOAT)0, ANIM_NORESTART | ANIM_STATIONARY | ANIM_TURNING | ANIM_RAISE_WEAPON | ANIM_LIGHT_EFFORT | ANIM_FIRE | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1},
// CROUCH BURST DUAL
{"CROUCH BURST DUAL" , 0, 0, (FLOAT)0, ANIM_NORESTART | ANIM_STATIONARY | ANIM_TURNING | ANIM_RAISE_WEAPON | ANIM_LIGHT_EFFORT | ANIM_FIRE | ANIM_ATTACK, ANIM_CROUCH, ANIM_CROUCH, -1},
// PRONE BURST DUAL
{"PRONE BURST DUAL" , 0, 0, (FLOAT)0, ANIM_NORESTART | ANIM_STATIONARY | ANIM_TURNING | ANIM_RAISE_WEAPON | ANIM_LIGHT_EFFORT | ANIM_FIRE | ANIM_ATTACK, ANIM_PRONE, ANIM_PRONE, -1},
// firing from hip animations
{"ALTERNATIVE READY" , 0, 100, (FLOAT)0, ANIM_OK_CHARGE_AP_FOR_TURN | ANIM_NORESTART | ANIM_STATIONARY | ANIM_TURNING | ANIM_ALT_WEAPON_HOLDING | ANIM_FASTTURN | ANIM_RAISE_WEAPON | ANIM_MIN_EFFORT , ANIM_STAND, ANIM_STAND, -1},
{"ALTERNATIVE AIM" , 0, 250, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_ALT_WEAPON_HOLDING | ANIM_FIREREADY | ANIM_FASTTURN | ANIM_RAISE_WEAPON | ANIM_LIGHT_EFFORT, ANIM_STAND, ANIM_STAND, -1},
{"ALTERNATIVE SHOOT" , 0, 100, (FLOAT)0, ANIM_NORESTART | ANIM_STATIONARY | ANIM_TURNING | ANIM_ALT_WEAPON_HOLDING | ANIM_RAISE_WEAPON | ANIM_LIGHT_EFFORT | ANIM_FIRE | ANIM_RT_NONINTERRUPT | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1},
{"ALTERNATIVE BURST" , 0, 0, (FLOAT)0, ANIM_NORESTART | ANIM_STATIONARY | ANIM_TURNING | ANIM_ALT_WEAPON_HOLDING | ANIM_RAISE_WEAPON | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_FIRE | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1},
{"ALTERNATIVE LOW" , 0, 100, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_ALT_WEAPON_HOLDING | ANIM_RAISE_WEAPON | ANIM_LIGHT_EFFORT | ANIM_FIRE | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1},
{"ALTERNATIVE LOW BURST" , 0, 0, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_ALT_WEAPON_HOLDING | ANIM_RAISE_WEAPON | ANIM_LIGHT_EFFORT | ANIM_FIRE | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1},
{"ALTERNATIVE UNREADY" , 0, 80, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_ALT_WEAPON_HOLDING | ANIM_RAISE_WEAPON | ANIM_NOCHANGE_PENDINGCOUNT | ANIM_MIN_EFFORT, ANIM_STAND, ANIM_STAND, -1},
{"ALTERNATIVE UNJAM" , 0, 150, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_ALT_WEAPON_HOLDING | ANIM_FASTTURN | ANIM_NOCHANGE_WEAPON | ANIM_MIN_EFFORT | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1},
{"ALTERNATIVE LOW UNJAM" , 0, 150, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_ALT_WEAPON_HOLDING | ANIM_FASTTURN | ANIM_NOCHANGE_WEAPON | ANIM_MIN_EFFORT | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1},
{"ALTERNATIVE WALKING" , 20, 0, (FLOAT)1.6, ANIM_MOVING | ANIM_TURNING | ANIM_ALT_WEAPON_HOLDING | ANIM_NORESTART | ANIM_FIREREADY | ANIM_RAISE_WEAPON | ANIM_VARIABLE_EFFORT, ANIM_STAND, ANIM_STAND, -1},
{"ALTERNATIVE SIDE STEP" , 0, 50, (FLOAT)0.4, ANIM_MOVING | ANIM_NORESTART | ANIM_ALT_WEAPON_HOLDING | ANIM_FIREREADY | ANIM_RAISE_WEAPON | ANIM_VARIABLE_EFFORT, ANIM_STAND, ANIM_STAND, -1},
//COWER CROUCHED
{"COWER CROUCHED" , 0, 150, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_NONINTERRUPT, ANIM_CROUCH, ANIM_CROUCH, -1},
//END COWER CROUCHED
{"END COWER CROUCHED" , 0, 150, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON, ANIM_CROUCH, ANIM_CROUCH, -1},
//COWER PRONE
{"START COWER PRONE" , 0, 150, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_MIN_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_NONINTERRUPT, ANIM_PRONE, ANIM_PRONE, -1},
//COWER PRONE
{"COWER PRONE" , 0, 150, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_MIN_EFFORT | ANIM_NOCHANGE_WEAPON, ANIM_PRONE, ANIM_PRONE, -1},
//END COWER PRONE
{"End COWER PRONE" , 0, 150, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_MIN_EFFORT | ANIM_NOCHANGE_WEAPON, ANIM_PRONE, ANIM_PRONE, -1},
{"BIGMERC IDLE NECK 2" , 0, 110, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_MERCIDLE | ANIM_NOCHANGE_WEAPON | ANIM_NO_EFFORT, ANIM_STAND, ANIM_STAND, -1},
{"FOCUSED PUNCH" , 0, 40, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NONINTERRUPT | ANIM_MODERATE_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_NORESTART | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1},
{"FOCUSED STAB" , 0, 40, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NONINTERRUPT | ANIM_MODERATE_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_NORESTART | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1},
{"HTH 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},
{"FOCUSED HTH KICK" , 0, 40, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_NONINTERRUPT | ANIM_MODERATE_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_NORESTART | ANIM_ATTACK, ANIM_STAND, ANIM_STAND, -1},
// LONG JUMP
{"LONG JUMP" , 0, 100, (FLOAT)3.4, ANIM_SPECIALMOVE | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_MODERATE_EFFORT | ANIM_TURNING, ANIM_STAND, ANIM_STAND, -1},
// CRYO_DEATH
{"CRYO_DEATH", 0, 150, (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},
// CRYO_DEATH_CROUCHED
{"CRYO_DEATH_CROUCHED", 0, 150, (FLOAT)0, ANIM_STATIONARY | ANIM_NOMOVE_MARKER | ANIM_NO_EFFORT | ANIM_NONINTERRUPT | ANIM_NOCHANGE_WEAPON | ANIM_IGNORE_AUTOSTANCE | ANIM_ATTACK, ANIM_CROUCH, ANIM_CROUCH, -1},
// BAYONET_STAB_STANDING_VS_STANDING
{ "BAYONET_STAB_STANDING_VS_STANDING" , 0, 70, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LIGHT_EFFORT | ANIM_ATTACK , ANIM_STAND, ANIM_STAND, -1 },
// BAYONET_STAB_STANDING_VS_PRONE
{ "BAYONET_STAB_STANDING_VS_PRONE" , 0, 70, (FLOAT)0, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LIGHT_EFFORT | ANIM_ATTACK , ANIM_STAND, ANIM_STAND, -1 },
};
ANI_SPEED_DEF gubAnimWalkSpeeds[ TOTALBODYTYPES ] =
{
-5,(FLOAT)1.6, //REGMALE
-10,(FLOAT)1.6, //BIGMALE
-5,(FLOAT)1.6, //STOCKYMALE
-15,(FLOAT)1.6, //REGFEMALE
0, (FLOAT)1.6, //ADULTMONSTER
0, (FLOAT)1.6, //ADULTMONSTER
0, (FLOAT)1.6, //ADULTMONSTER
0, (FLOAT)1.6, //ADULTMONSTER
0, (FLOAT)1.6, //ADULTMONSTER
0, (FLOAT)2.2, //INFANT
0, (FLOAT)1.6, //QUEEN MONSTER
40, (FLOAT)1.3, //FATCIV
10, (FLOAT)1.3, //MANCIV
-10,(FLOAT)1.3, //MINICIV
-10,(FLOAT)1.3, //DRESSCIV
-20,(FLOAT)1.6, //HAT KID
-20,(FLOAT)1.6, //NOHAT KID
-20,(FLOAT)1.6, //CRIPPLE
60, (FLOAT)0.9, //COW
20, (FLOAT)1.6, //CROW
0, (FLOAT)1.2, //BLOOD CAT
20, (FLOAT)1.1, //ROBOT1
-10, (FLOAT)4.0, //HUMVEE
-10, (FLOAT)4.0, //TANK_NW
-10, (FLOAT)4.0, //TANK_NE
-10, (FLOAT)4.0, //ELDORADO
-10, (FLOAT)4.0, //ICECREAMTRUCK
-10, (FLOAT)4.0, //JEEP
-10, (FLOAT)4.0, //COMBAT_JEEP
};
extern INT16 gubMaxActionPoints[TOTALBODYTYPES] = {0};
/*
UINT8 gubMaxActionPoints[ TOTALBODYTYPES ] =
{
APBPConstants[AP_MAXIMUM], //REGMALE
APBPConstants[AP_MAXIMUM], //BIGMALE
APBPConstants[AP_MAXIMUM], //STOCKYMALE
APBPConstants[AP_MAXIMUM], //REGFEMALE
APBPConstants[AP_MONSTER_MAXIMUM], //ADULTMONSTER
APBPConstants[AP_MONSTER_MAXIMUM], //ADULTMONSTER
APBPConstants[AP_MONSTER_MAXIMUM], //ADULTMONSTER
APBPConstants[AP_MONSTER_MAXIMUM], //ADULTMONSTER
APBPConstants[AP_MONSTER_MAXIMUM], //ADULTMONSTER
APBPConstants[AP_MONSTER_MAXIMUM], //INFANT
APBPConstants[AP_MONSTER_MAXIMUM], //QUEEN MONSTER
APBPConstants[AP_MAXIMUM], //FATCIV
APBPConstants[AP_MAXIMUM], //MANCIV
APBPConstants[AP_MAXIMUM], //MINICIV
APBPConstants[AP_MAXIMUM], //DRESSCIV
APBPConstants[AP_MAXIMUM], //HAT KID
APBPConstants[AP_MAXIMUM], //NOHAT KID
APBPConstants[AP_MAXIMUM], //CRIPPLE
APBPConstants[AP_MAXIMUM], //COW
APBPConstants[AP_MAXIMUM], //CROW
APBPConstants[AP_MAXIMUM], //BLOOD CAT
APBPConstants[AP_MAXIMUM], // ROBOT1
APBPConstants[AP_VEHICLE_MAXIMUM], //HUMVEE
APBPConstants[AP_VEHICLE_MAXIMUM], //TANK1
APBPConstants[AP_VEHICLE_MAXIMUM], //TANK2
APBPConstants[AP_VEHICLE_MAXIMUM], //ELDORADO
APBPConstants[AP_VEHICLE_MAXIMUM], //ICECREAMTRUCK
APBPConstants[AP_VEHICLE_MAXIMUM], //JEEP
};
*/
ANI_SPEED_DEF gubAnimRunSpeeds[ TOTALBODYTYPES ] =
{
0, (FLOAT)2.6, //REGMALE
5, (FLOAT)2.6, //BIGMALE
0, (FLOAT)2.6, //STOCKYMALE
-10, (FLOAT)2.6, //REGFEMALE
0, (FLOAT)2.6, //ADULTMONSTER
0, (FLOAT)2.6, //ADULTMONSTER
0, (FLOAT)2.6, //ADULTMONSTER
0, (FLOAT)2.6, //ADULTMONSTER
0, (FLOAT)2.6, //ADULTMONSTER
0, (FLOAT)2.6, //ADULTMONSTER
0, (FLOAT)2.8, //INFANT
10, (FLOAT)2.3, //FATCIV
-10, (FLOAT)2.3, //MANCIV
-20, (FLOAT)2.3, //MINICIV
-30, (FLOAT)2.3, //DRESSCIV
-40, (FLOAT)2.6, //HAT KID
-40, (FLOAT)2.6, //NOHAT KID
-20, (FLOAT)2.3, //CRIPPLE
30, (FLOAT)2.0, //COW
};
// Really only the first mercs are using any of these values....
ANI_SPEED_DEF gubAnimSwatSpeeds[ TOTALBODYTYPES ] =
{
0, (FLOAT)2.2, //REGMALE
20, (FLOAT)2.2, //BIGMALE
0, (FLOAT)2.2, //STOCKYMALE
-10,(FLOAT)2.2, //REGFEMALE
};
// Really only the first mercs are using any of these values....
ANI_SPEED_DEF gubAnimCrawlingSpeeds[ TOTALBODYTYPES ] =
{
0, (FLOAT)0.8, //REGMALE
20, (FLOAT)0.8, //BIGMALE
0, (FLOAT)0.8, //STOCKYMALE
-10,(FLOAT)0.8, //REGFEMALE
};
UINT16 gusNothingBreath[ ] =
{
RGMNOTHING_STD,
BGMNOTHING_STD,
RGMNOTHING_STD,
RGFNOTHING_STD,
};
UINT16 gubAnimSurfaceIndex[ TOTALBODYTYPES ][ NUMANIMATIONSTATES ];
UINT16 gubAnimSurfaceMidWaterSubIndex[ TOTALBODYTYPES ][ NUMANIMATIONSTATES ][2];
UINT16 gubAnimSurfaceItemSubIndex[ TOTALBODYTYPES ][ NUMANIMATIONSTATES ];
UINT16 gubAnimSurfaceCorpseID[ TOTALBODYTYPES ][ NUMANIMATIONSTATES ];
ANIMSUBTYPE gRifleInjuredSub[] =
{
WALKING, RGMHURTWALKINGR, BGMHURTWALKINGR, RGMHURTWALKINGR, RGFHURTWALKINGR,
};
ANIMSUBTYPE gNothingInjuredSub[] =
{
WALKING, RGMHURTWALKINGN, BGMHURTWALKINGN, RGMHURTWALKINGN, RGFHURTWALKINGN,
};
ANIMSUBTYPE gDoubleHandledSub =
{
STANDING, RGMDBLBREATH, BGMDBLBREATH, RGMDBLBREATH, RGFDBLBREATH
};
void InitAnimationSurfacesPerBodytype( )
{
INT32 cnt1, cnt2;
// Should be set to a non-init values
for ( cnt1 = 0; cnt1 < TOTALBODYTYPES; cnt1 ++ )
{
for ( cnt2 = 0; cnt2 < NUMANIMATIONSTATES; cnt2 ++ )
{
gubAnimSurfaceIndex[ cnt1][ cnt2 ] = INVALID_ANIMATION;
gubAnimSurfaceItemSubIndex[ cnt1][ cnt2 ] = INVALID_ANIMATION;
gubAnimSurfaceMidWaterSubIndex[ cnt1][ cnt2 ][ 0 ] = INVALID_ANIMATION;
gubAnimSurfaceMidWaterSubIndex[ cnt1][ cnt2 ][ 1 ] = INVALID_ANIMATION;
gubAnimSurfaceCorpseID[ cnt1][ cnt2 ] = NO_CORPSE;
}
}
memset( gRandomAnimDefs, 0, sizeof( gRandomAnimDefs ) );
// REGULAR MALE GUY
gubAnimSurfaceIndex[ REGMALE ][ WALKING ] = RGMBASICWALKING;
gubAnimSurfaceIndex[ REGMALE ][ STANDING ] = RGMSTANDING;
gubAnimSurfaceIndex[ REGMALE ][ KNEEL_DOWN ] = RGMCROUCHING;
gubAnimSurfaceIndex[ REGMALE ][ CROUCHING ] = RGMCROUCHING;
gubAnimSurfaceIndex[ REGMALE ][ KNEEL_UP ] = RGMCROUCHING;
gubAnimSurfaceIndex[ REGMALE ][ SWATTING ] = RGMSNEAKING;
gubAnimSurfaceIndex[ REGMALE ][ RUNNING ] = RGMRUNNING;
gubAnimSurfaceIndex[ REGMALE ][ PRONE_DOWN ] = RGMPRONE;
gubAnimSurfaceIndex[ REGMALE ][ CRAWLING ] = RGMPRONE;
gubAnimSurfaceIndex[ REGMALE ][ PRONE_UP ] = RGMPRONE;
gubAnimSurfaceIndex[ REGMALE ][ PRONE ] = RGMPRONE;
gubAnimSurfaceIndex[ REGMALE ][ READY_RIFLE_STAND ] = RGMSTANDAIM;
gubAnimSurfaceIndex[ REGMALE ][ AIM_RIFLE_STAND ] = RGMSTANDAIM;
gubAnimSurfaceIndex[ REGMALE ][ SHOOT_RIFLE_STAND ] = RGMSTANDAIM;
gubAnimSurfaceIndex[ REGMALE ][ END_RIFLE_STAND ] = RGMSTANDAIM;
gubAnimSurfaceIndex[ REGMALE ][ START_SWAT ] = RGMSNEAKING;
gubAnimSurfaceIndex[ REGMALE ][ END_SWAT ] = RGMSNEAKING;
gubAnimSurfaceIndex[ REGMALE ][ FLYBACK_HIT ] = RGMHITHARD;
gubAnimSurfaceIndex[ REGMALE ][ READY_RIFLE_PRONE ] = RGMPRONE;
gubAnimSurfaceIndex[ REGMALE ][ AIM_RIFLE_PRONE ] = RGMPRONE;
gubAnimSurfaceIndex[ REGMALE ][ SHOOT_RIFLE_PRONE ] = RGMPRONE;
gubAnimSurfaceIndex[ REGMALE ][ END_RIFLE_PRONE ] = RGMPRONE;
gubAnimSurfaceIndex[ REGMALE ][ FALLBACK_DEATHTWICH ] = RGMHITHARD;
gubAnimSurfaceIndex[ REGMALE ][ GENERIC_HIT_STAND ] = RGMHITSTAND;
gubAnimSurfaceIndex[ REGMALE ][ FLYBACK_HIT_BLOOD_STAND ] = RGMHITHARDBLOOD;
gubAnimSurfaceIndex[ REGMALE ][ FLYBACK_HIT_DEATH ] = RGMHITHARD;
gubAnimSurfaceIndex[ REGMALE ][ READY_RIFLE_CROUCH ] = RGMCROUCHAIM;
gubAnimSurfaceIndex[ REGMALE ][ AIM_RIFLE_CROUCH ] = RGMCROUCHAIM;
gubAnimSurfaceIndex[ REGMALE ][ SHOOT_RIFLE_CROUCH ] = RGMCROUCHAIM;
gubAnimSurfaceIndex[ REGMALE ][ END_RIFLE_CROUCH ] = RGMCROUCHAIM;
gubAnimSurfaceIndex[ REGMALE ][ FALLBACK_HIT_STAND ] = RGMHITFALLBACK;
gubAnimSurfaceIndex[ REGMALE ][ ROLLOVER ] = RGMROLLOVER;
gubAnimSurfaceIndex[ REGMALE ][ CLIMBUPROOF ] = RGMCLIMBROOF;
gubAnimSurfaceIndex[ REGMALE ][ FALLOFF ] = RGMFALL;
gubAnimSurfaceIndex[ REGMALE ][ GETUP_FROM_ROLLOVER ] = RGMPRONE;
gubAnimSurfaceIndex[ REGMALE ][ CLIMBDOWNROOF ] = RGMCLIMBROOF;
gubAnimSurfaceIndex[ REGMALE ][ FALLFORWARD_ROOF ] = RGMFALLF;
gubAnimSurfaceIndex[ REGMALE ][ GENERIC_HIT_DEATHTWITCHNB ] = RGMHITSTAND;
gubAnimSurfaceIndex[ REGMALE ][ GENERIC_HIT_DEATHTWITCHB ] = RGMHITSTAND;
gubAnimSurfaceIndex[ REGMALE ][ FALLBACK_HIT_DEATHTWITCHNB ] = RGMHITFALLBACK;
gubAnimSurfaceIndex[ REGMALE ][ FALLBACK_HIT_DEATHTWITCHB ] = RGMHITFALLBACK;
gubAnimSurfaceIndex[ REGMALE ][ GENERIC_HIT_DEATH ] = RGMHITSTAND;
gubAnimSurfaceIndex[ REGMALE ][ FALLBACK_HIT_DEATH ] = RGMHITFALLBACK;
gubAnimSurfaceIndex[ REGMALE ][ GENERIC_HIT_CROUCH ] = RGMHITCROUCH;
gubAnimSurfaceIndex[ REGMALE ][ STANDING_BURST ] = RGMSTANDAIM;
gubAnimSurfaceIndex[ REGMALE ][ STANDING_BURST_HIT ] = RGMHITHARD;
gubAnimSurfaceIndex[ REGMALE ][ GENERIC_HIT_DEATH ] = RGMHITSTAND;
gubAnimSurfaceIndex[ REGMALE ][ FALLFORWARD_FROMHIT_STAND ] = RGMHITSTAND;
gubAnimSurfaceIndex[ REGMALE ][ FALLFORWARD_FROMHIT_STAND ] = RGMHITSTAND;
gubAnimSurfaceIndex[ REGMALE ][ FALLFORWARD_FROMHIT_CROUCH ] = RGMHITCROUCH;
gubAnimSurfaceIndex[ REGMALE ][ ENDFALLFORWARD_FROMHIT_CROUCH ] = RGMHITSTAND;
gubAnimSurfaceIndex[ REGMALE ][ GENERIC_HIT_PRONE ] = RGMHITPRONE;
gubAnimSurfaceIndex[ REGMALE ][ PRONE_HIT_DEATH ] = RGMHITPRONE;
gubAnimSurfaceIndex[ REGMALE ][ PRONE_LAY_FROMHIT ] = RGMHITPRONE;
gubAnimSurfaceIndex[ REGMALE ][ PRONE_HIT_DEATHTWITCHNB ] = RGMHITPRONE;
gubAnimSurfaceIndex[ REGMALE ][ PRONE_HIT_DEATHTWITCHB ] = RGMHITPRONE;
gubAnimSurfaceIndex[ REGMALE ][ FLYBACK_HITDEATH_STOP ] = RGMHITHARD;
gubAnimSurfaceIndex[ REGMALE ][ FALLFORWARD_HITDEATH_STOP ] = RGMHITSTAND;
gubAnimSurfaceIndex[ REGMALE ][ FALLBACK_HITDEATH_STOP ] = RGMHITFALLBACK;
gubAnimSurfaceIndex[ REGMALE ][ PRONE_HITDEATH_STOP ] = RGMHITPRONE;
gubAnimSurfaceIndex[ REGMALE ][ FLYBACKHIT_STOP ] = RGMHITHARD;
gubAnimSurfaceIndex[ REGMALE ][ FALLBACKHIT_STOP ] = RGMHITFALLBACK;
gubAnimSurfaceIndex[ REGMALE ][ FALLOFF_STOP ] = RGMFALL;
gubAnimSurfaceIndex[ REGMALE ][ FALLOFF_FORWARD_STOP ] = RGMFALLF;
gubAnimSurfaceIndex[ REGMALE ][ STAND_FALLFORWARD_STOP ] = RGMHITSTAND;
gubAnimSurfaceIndex[ REGMALE ][ PRONE_LAYFROMHIT_STOP ] = RGMHITPRONE;
gubAnimSurfaceIndex[ REGMALE ][ HOPFENCE ] = RGMHOPFENCE;
gubAnimSurfaceIndex[ REGMALE ][ PUNCH_BREATH ] = RGMPUNCH;
gubAnimSurfaceIndex[ REGMALE ][ PUNCH ] = RGMPUNCH;
gubAnimSurfaceIndex[ REGMALE ][ NOTHING_STAND ] = RGMNOTHING_STD;
gubAnimSurfaceIndex[ REGMALE ][ JFK_HITDEATH ] = RGMDIE_JFK;
gubAnimSurfaceIndex[ REGMALE ][ JFK_HITDEATH_STOP ] = RGMDIE_JFK;
gubAnimSurfaceIndex[ REGMALE ][ JFK_HITDEATH_TWITCHB ] = RGMDIE_JFK;
gubAnimSurfaceIndex[ REGMALE ][ FIRE_STAND_BURST_SPREAD ] = RGMSTANDAIM;
gubAnimSurfaceIndex[ REGMALE ][ FALLOFF_DEATH ] = RGMFALL;
gubAnimSurfaceIndex[ REGMALE ][ FALLOFF_DEATH_STOP ] = RGMFALL;
gubAnimSurfaceIndex[ REGMALE ][ FALLOFF_TWITCHB ] = RGMFALL;
gubAnimSurfaceIndex[ REGMALE ][ FALLOFF_TWITCHNB ] = RGMFALL;
gubAnimSurfaceIndex[ REGMALE ][ FALLOFF_FORWARD_DEATH ] = RGMFALLF;
gubAnimSurfaceIndex[ REGMALE ][ FALLOFF_FORWARD_DEATH_STOP ] = RGMFALLF;
gubAnimSurfaceIndex[ REGMALE ][ FALLOFF_FORWARD_TWITCHB ] = RGMFALLF;
gubAnimSurfaceIndex[ REGMALE ][ FALLOFF_FORWARD_TWITCHNB ] = RGMFALLF;
gubAnimSurfaceIndex[ REGMALE ][ OPEN_DOOR ] = RGMOPEN;
gubAnimSurfaceIndex[ REGMALE ][ OPEN_STRUCT ] = RGMOPEN;
gubAnimSurfaceIndex[ REGMALE ][ PICKUP_ITEM ] = RGMPICKUP;
gubAnimSurfaceIndex[ REGMALE ][ DROP_ITEM ] = RGMPICKUP;
gubAnimSurfaceIndex[ REGMALE ][ SLICE ] = RGMSLICE;
gubAnimSurfaceIndex[ REGMALE ][ STAB ] = RGMSTAB;
gubAnimSurfaceIndex[ REGMALE ][ CROUCH_STAB ] = RGMCSTAB;
gubAnimSurfaceIndex[ REGMALE ][ BAYONET_STAB_STANDING_VS_STANDING ] = RGMBAYONET_S_S;
gubAnimSurfaceIndex[ REGMALE ][ BAYONET_STAB_STANDING_VS_PRONE ] = RGMBAYONET_S_P;
gubAnimSurfaceIndex[ REGMALE ][ START_AID ] = RGMMEDIC;
gubAnimSurfaceIndex[ REGMALE ][ GIVING_AID ] = RGMMEDIC;
gubAnimSurfaceIndex[ REGMALE ][ END_AID ] = RGMMEDIC;
gubAnimSurfaceIndex[ REGMALE ][ DODGE_ONE ] = RGMDODGE;
gubAnimSurfaceIndex[ REGMALE ][ READY_DUAL_STAND ] = RGMSTANDDWALAIM;
gubAnimSurfaceIndex[ REGMALE ][ AIM_DUAL_STAND ] = RGMSTANDDWALAIM;
gubAnimSurfaceIndex[ REGMALE ][ SHOOT_DUAL_STAND ] = RGMSTANDDWALAIM;
gubAnimSurfaceIndex[ REGMALE ][ END_DUAL_STAND ] = RGMSTANDDWALAIM;
gubAnimSurfaceIndex[ REGMALE ][ RAISE_RIFLE ] = RGMRAISE;
gubAnimSurfaceIndex[ REGMALE ][ LOWER_RIFLE ] = RGMRAISE;
gubAnimSurfaceIndex[ REGMALE ][ BODYEXPLODING ] = BODYEXPLODE;
gubAnimSurfaceIndex[ REGMALE ][ THROW_ITEM ] = RGMTHROW;
gubAnimSurfaceIndex[ REGMALE ][ LOB_ITEM ] = RGMLOB;
gubAnimSurfaceIndex[ REGMALE ][ CROUCHED_BURST ] = RGMCROUCHAIM;
gubAnimSurfaceIndex[ REGMALE ][ PRONE_BURST ] = RGMPRONE;
gubAnimSurfaceIndex[ REGMALE ][ GIVE_ITEM ] = RGMOPEN;
gubAnimSurfaceIndex[ REGMALE ][ CLIMB_CLIFF ] = RGMMCLIMB;
gubAnimSurfaceIndex[ REGMALE ][ CLIMB_CLIFF ] = RGMMCLIMB;
gubAnimSurfaceIndex[ REGMALE ][ WATER_HIT ] = RGMWATER_DIE;
gubAnimSurfaceIndex[ REGMALE ][ WATER_DIE] = RGMWATER_DIE;
gubAnimSurfaceIndex[ REGMALE ][ WATER_DIE_STOP ] = RGMWATER_DIE;
gubAnimSurfaceIndex[ REGMALE ][ HELIDROP ] = RGMHELIDROP;
gubAnimSurfaceIndex[ REGMALE ][ FEM_LOOK ] = RGM_LOOK;
gubAnimSurfaceIndex[ REGMALE ][ REG_SQUISH ] = RGM_SQUISH;
gubAnimSurfaceIndex[ REGMALE ][ REG_PULL ] = RGM_PULL;
gubAnimSurfaceIndex[ REGMALE ][ REG_SPIT ] = RGM_SPIT;
gubAnimSurfaceIndex[ REGMALE ][ NINJA_GOTOBREATH ] = RGMLOWKICK;
gubAnimSurfaceIndex[ REGMALE ][ NINJA_BREATH ] = RGMLOWKICK;
gubAnimSurfaceIndex[ REGMALE ][ NINJA_LOWKICK ] = RGMLOWKICK;
gubAnimSurfaceIndex[ REGMALE ][ NINJA_PUNCH ] = RGMNPUNCH;
gubAnimSurfaceIndex[ REGMALE ][ NINJA_SPINKICK ] = RGMSPINKICK;
gubAnimSurfaceIndex[ REGMALE ][ END_OPEN_DOOR ] = RGMOPEN;
gubAnimSurfaceIndex[ REGMALE ][ END_OPEN_LOCKED_DOOR ] = RGMOPEN;
gubAnimSurfaceIndex[ REGMALE ][ KICK_DOOR ] = RGMKICKDOOR;
gubAnimSurfaceIndex[ REGMALE ][ CLOSE_DOOR ] = RGMOPEN;
gubAnimSurfaceIndex[ REGMALE ][ RIFLE_STAND_HIT ] = RGMRHIT;
gubAnimSurfaceIndex[ REGMALE ][ DEEP_WATER_TRED ] = RGMDEEPWATER_TRED;
gubAnimSurfaceIndex[ REGMALE ][ DEEP_WATER_SWIM ] = RGMDEEPWATER_SWIM;
gubAnimSurfaceIndex[ REGMALE ][ DEEP_WATER_HIT ] = RGMDEEPWATER_DIE;
gubAnimSurfaceIndex[ REGMALE ][ DEEP_WATER_DIE] = RGMDEEPWATER_DIE;
gubAnimSurfaceIndex[ REGMALE ][ DEEP_WATER_DIE_STOPPING ] = RGMWATER_DIE;
gubAnimSurfaceIndex[ REGMALE ][ DEEP_WATER_DIE_STOP ] = RGMWATER_DIE;
gubAnimSurfaceIndex[ REGMALE ][ LOW_TO_DEEP_WATER ] = RGMWATER_TRANS;
gubAnimSurfaceIndex[ REGMALE ][ DEEP_TO_LOW_WATER ] = RGMWATER_TRANS;
gubAnimSurfaceIndex[ REGMALE ][ GOTO_SLEEP ] = RGMSLEEP;
gubAnimSurfaceIndex[ REGMALE ][ SLEEPING ] = RGMSLEEP;
gubAnimSurfaceIndex[ REGMALE ][ WKAEUP_FROM_SLEEP ] = RGMSLEEP;
gubAnimSurfaceIndex[ REGMALE ][ FIRE_LOW_STAND ] = RGMSHOOT_LOW;
gubAnimSurfaceIndex[ REGMALE ][ FIRE_BURST_LOW_STAND ] = RGMSHOOT_LOW;
gubAnimSurfaceIndex[ REGMALE ][ STANDING_SHOOT_UNJAM ] = RGMSTANDAIM;
gubAnimSurfaceIndex[ REGMALE ][ CROUCH_SHOOT_UNJAM ] = RGMCROUCHAIM;
gubAnimSurfaceIndex[ REGMALE ][ PRONE_SHOOT_UNJAM ] = RGMPRONE;
gubAnimSurfaceIndex[ REGMALE ][ STANDING_SHOOT_DWEL_UNJAM ] = RGMSTANDDWALAIM;
gubAnimSurfaceIndex[ REGMALE ][ STANDING_SHOOT_LOW_UNJAM ] = RGMSHOOT_LOW;
gubAnimSurfaceIndex[ REGMALE ][ READY_DUAL_CROUCH ] = RGMCDBLSHOT;
gubAnimSurfaceIndex[ REGMALE ][ AIM_DUAL_CROUCH ] = RGMCDBLSHOT;
gubAnimSurfaceIndex[ REGMALE ][ SHOOT_DUAL_CROUCH ] = RGMCDBLSHOT;
gubAnimSurfaceIndex[ REGMALE ][ END_DUAL_CROUCH ] = RGMCDBLSHOT;
gubAnimSurfaceIndex[ REGMALE ][ CROUCH_SHOOT_DWEL_UNJAM ] = RGMCDBLSHOT;
gubAnimSurfaceIndex[ REGMALE ][ ADJACENT_GET_ITEM ] = RGMOPEN;
gubAnimSurfaceIndex[ REGMALE ][ CUTTING_FENCE ] = RGMMEDIC;
gubAnimSurfaceIndex[ REGMALE ][ FROM_INJURED_TRANSITION ] = RGMHURTTRANS;
gubAnimSurfaceIndex[ REGMALE ][ THROW_KNIFE ] = RGMTHROWKNIFE;
gubAnimSurfaceIndex[ REGMALE ][ KNIFE_BREATH ] = RGMBREATHKNIFE;
gubAnimSurfaceIndex[ REGMALE ][ KNIFE_GOTOBREATH ] = RGMBREATHKNIFE;
gubAnimSurfaceIndex[ REGMALE ][ KNIFE_ENDBREATH ] = RGMBREATHKNIFE;
gubAnimSurfaceIndex[ REGMALE ][ CATCH_STANDING ] = RGMOPEN;
gubAnimSurfaceIndex[ REGMALE ][ CATCH_CROUCHED ] = RGMMEDIC;
gubAnimSurfaceIndex[ REGMALE ][ PLANT_BOMB ] = RGMPICKUP;
gubAnimSurfaceIndex[ REGMALE ][ USE_REMOTE ] = RGMUSEREMOTE;
gubAnimSurfaceIndex[ REGMALE ][ START_COWER ] = RGMCOWER;
gubAnimSurfaceIndex[ REGMALE ][ COWERING ] = RGMCOWER;
gubAnimSurfaceIndex[ REGMALE ][ END_COWER ] = RGMCOWER;
gubAnimSurfaceIndex[ REGMALE ][ STEAL_ITEM ] = RGMOPEN;
gubAnimSurfaceIndex[ REGMALE ][ SHOOT_ROCKET ] = RGMROCKET;
gubAnimSurfaceIndex[ REGMALE ][ SHOOT_MORTAR ] = RGMMORTAR;
gubAnimSurfaceIndex[ REGMALE ][ SIDE_STEP ] = RGMSIDESTEP;
gubAnimSurfaceIndex[ REGMALE ][ WALK_BACKWARDS ] = RGMBASICWALKING;
gubAnimSurfaceIndex[ REGMALE ][ BEGIN_OPENSTRUCT ] = RGMOPEN;
gubAnimSurfaceIndex[ REGMALE ][ END_OPENSTRUCT ] = RGMOPEN;
gubAnimSurfaceIndex[ REGMALE ][ END_OPENSTRUCT_LOCKED ] = RGMOPEN;
gubAnimSurfaceIndex[ REGMALE ][ PUNCH_LOW ] = RGMPUNCHLOW;
gubAnimSurfaceIndex[ REGMALE ][ PISTOL_SHOOT_LOW ] = RGMPISTOLSHOOTLOW;
gubAnimSurfaceIndex[ REGMALE ][ DECAPITATE ] = RGMCSTAB;
gubAnimSurfaceIndex[ REGMALE ][ GOTO_PATIENT ] = RGMHITPRONE;
gubAnimSurfaceIndex[ REGMALE ][ BEING_PATIENT ] = RGMHITPRONE;
gubAnimSurfaceIndex[ REGMALE ][ GOTO_DOCTOR ] = RGMMEDIC;
gubAnimSurfaceIndex[ REGMALE ][ BEING_DOCTOR ] = RGMMEDIC;
gubAnimSurfaceIndex[ REGMALE ][ END_DOCTOR ] = RGMMEDIC;
gubAnimSurfaceIndex[ REGMALE ][ GOTO_REPAIRMAN ] = RGMMEDIC;
gubAnimSurfaceIndex[ REGMALE ][ BEING_REPAIRMAN ] = RGMMEDIC;
gubAnimSurfaceIndex[ REGMALE ][ END_REPAIRMAN ] = RGMMEDIC;
gubAnimSurfaceIndex[ REGMALE ][ FALL_INTO_PIT ] = RGMFALL;
gubAnimSurfaceIndex[ REGMALE ][ RELOAD_ROBOT ] = RGMMEDIC;
gubAnimSurfaceIndex[ REGMALE ][ END_CATCH ] = RGMOPEN;
gubAnimSurfaceIndex[ REGMALE ][ END_CROUCH_CATCH ] = RGMMEDIC;
gubAnimSurfaceIndex[ REGMALE ][ AI_RADIO ] = RGMRADIO;
gubAnimSurfaceIndex[ REGMALE ][ AI_CR_RADIO ] = RGMCRRADIO;
gubAnimSurfaceIndex[ REGMALE ][ SLAP_HIT ] = RGMHITSTAND;
gubAnimSurfaceIndex[ REGMALE ][ TAKE_BLOOD_FROM_CORPSE ] = RGMMEDIC;
gubAnimSurfaceIndex[ REGMALE ][ CHARIOTS_OF_FIRE ] = RGMBURN;
gubAnimSurfaceIndex[ REGMALE ][ AI_PULL_SWITCH ] = RGMOPEN;
gubAnimSurfaceIndex[ REGMALE ][ MERC_HURT_IDLE_ANIM ] = RGMHURTSTANDINGR;
gubAnimSurfaceIndex[ REGMALE ][ END_HURT_WALKING ] = RGMHURTSTANDINGR;
gubAnimSurfaceIndex[ REGMALE ][ PASS_OBJECT ] = RGMOPEN;
gubAnimSurfaceIndex[ REGMALE ][ DROP_ADJACENT_OBJECT ] = RGMOPEN;
gubAnimSurfaceIndex[ REGMALE ][ READY_DUAL_PRONE ] = RGMDWPRONE;
gubAnimSurfaceIndex[ REGMALE ][ AIM_DUAL_PRONE ] = RGMDWPRONE;
gubAnimSurfaceIndex[ REGMALE ][ SHOOT_DUAL_PRONE ] = RGMDWPRONE;
gubAnimSurfaceIndex[ REGMALE ][ END_DUAL_PRONE ] = RGMDWPRONE;
gubAnimSurfaceIndex[ REGMALE ][ PRONE_SHOOT_DWEL_UNJAM ] = RGMDWPRONE;
gubAnimSurfaceIndex[ REGMALE ][ PICK_LOCK ] = RGMOPEN;
gubAnimSurfaceIndex[ REGMALE ][ OPEN_DOOR_CROUCHED ] = RGMMEDIC;
gubAnimSurfaceIndex[ REGMALE ][ BEGIN_OPENSTRUCT_CROUCHED ] = RGMMEDIC;
gubAnimSurfaceIndex[ REGMALE ][ CLOSE_DOOR_CROUCHED ] = RGMMEDIC;
gubAnimSurfaceIndex[ REGMALE ][ OPEN_STRUCT_CROUCHED ] = RGMMEDIC;
gubAnimSurfaceIndex[ REGMALE ][ END_OPEN_DOOR_CROUCHED ] = RGMMEDIC;
gubAnimSurfaceIndex[ REGMALE ][ END_OPENSTRUCT_CROUCHED ] = RGMMEDIC;
gubAnimSurfaceIndex[ REGMALE ][ END_OPEN_LOCKED_DOOR_CROUCHED ] = RGMMEDIC;
gubAnimSurfaceIndex[ REGMALE ][ END_OPENSTRUCT_LOCKED_CROUCHED ]= RGMMEDIC;
gubAnimSurfaceIndex[ REGMALE ][ DRUNK_IDLE ] = RGMDRUNK;
gubAnimSurfaceIndex[ REGMALE ][ CROWBAR_ATTACK ] = RGMCROWBAR;
gubAnimSurfaceIndex[ REGMALE ][ CRIPPLE_KICKOUT ] = CRIPCIVKICK;
gubAnimSurfaceIndex[ REGMALE ][ ATTACH_CAN_TO_STRING ] = RGMMEDIC;
gubAnimSurfaceIndex[ REGMALE ][ SWAT_BACKWARDS ] = RGMSNEAKING;
gubAnimSurfaceIndex[ REGMALE ][ JUMP_OVER_BLOCKING_PERSON ] = RGMJUMPOVER;
gubAnimSurfaceIndex[ REGMALE ][ REFUEL_VEHICLE ] = RGMMEDIC;
gubAnimSurfaceIndex[ REGMALE ][ LOCKPICK_CROUCHED ] = RGMMEDIC;
//<SB> crouch throwing
gubAnimSurfaceIndex[ REGMALE ][ THROW_ITEM_CROUCHED ] = RGMCRTHROW;
//</SB>
//ddd shoot rocket crouched
gubAnimSurfaceIndex[ REGMALE ][ SHOOT_ROCKET_CROUCHED ] = RGMCRROCKET;
gubAnimSurfaceIndex[ REGMALE ][ SWATTING_WK ] = RGMSWKNIFE;
gubAnimSurfaceIndex[ REGMALE ][ SWAT_BACKWARDS_WK ] = RGMSWKNIFE;
gubAnimSurfaceIndex[ REGMALE ][ SWAT_BACKWARDS_NOTHING ] = RGMNOTHING_SWAT;
//grenade throwing
gubAnimSurfaceIndex[ REGMALE ][ THROW_GRENADE_STANCE ] = RGMSTHRG;
gubAnimSurfaceIndex[ REGMALE ][ LOB_GRENADE_STANCE ] = RGMSLOBG;
//roll over
gubAnimSurfaceIndex[ REGMALE ][ ROLL_PRONE_L ] = RGMROLL_PR;
gubAnimSurfaceIndex[ REGMALE ][ ROLL_PRONE_R ] = RGMROLL_PR;
gubAnimSurfaceIndex[ REGMALE ][ JUMPUPWALL ] = RGMWALLJUMP;
gubAnimSurfaceIndex[ REGMALE ][ JUMPDOWNWALL ] = RGMWALLJUMP;
gubAnimSurfaceIndex[ REGMALE ][ JUMPWINDOWS ] = RGMJUMPWINDOWS;
gubAnimSurfaceIndex[ REGMALE ][ SIDE_STEP_WEAPON_RDY ] = RGMSIDESTEP_R_RDY;
gubAnimSurfaceIndex[ REGMALE ][ SIDE_STEP_DUAL_RDY ] = RGMSIDESTEP_D_RDY;
gubAnimSurfaceIndex[ REGMALE ][ SIDE_STEP_CROUCH_RIFLE ] = RGMSIDESTEP_CROUCH_R_RDY;
gubAnimSurfaceIndex[ REGMALE ][ SIDE_STEP_CROUCH_PISTOL ] = RGMSIDESTEP_CROUCH_P_RDY;
gubAnimSurfaceIndex[ REGMALE ][ SIDE_STEP_CROUCH_DUAL ] = RGMSIDESTEP_CROUCH_D_RDY;
gubAnimSurfaceIndex[ REGMALE ][ WALKING_WEAPON_RDY ] = RGMWALK_R_RDY;
gubAnimSurfaceIndex[ REGMALE ][ WALKING_DUAL_RDY ] = RGMWALK_D_RDY;
gubAnimSurfaceIndex[ REGMALE ][ CROUCHEDMOVE_RIFLE_READY ] = RGMCROUCH_R_RDY;
gubAnimSurfaceIndex[ REGMALE ][ CROUCHEDMOVE_PISTOL_READY ] = RGMCROUCH_P_RDY;
gubAnimSurfaceIndex[ REGMALE ][ CROUCHEDMOVE_DUAL_READY ] = RGMCROUCH_D_RDY;
gubAnimSurfaceIndex[ REGMALE ][ START_AID_PRN ] = RGMMEDICPRN;
gubAnimSurfaceIndex[ REGMALE ][ GIVING_AID_PRN ] = RGMMEDICPRN;
gubAnimSurfaceIndex[ REGMALE ][ END_AID_PRN ] = RGMMEDICPRN;
gubAnimSurfaceIndex[ REGMALE ][ ADJACENT_GET_ITEM_CROUCHED ] = RGMMEDIC;
gubAnimSurfaceIndex[ REGMALE ][ STEAL_ITEM_CROUCHED ] = RGMMEDIC;
gubAnimSurfaceIndex[ REGMALE ][ BURST_DUAL_STAND ] = RGMSTANDDWALAIM;
gubAnimSurfaceIndex[ REGMALE ][ BURST_DUAL_CROUCH ] = RGMCDBLSHOT;
gubAnimSurfaceIndex[ REGMALE ][ BURST_DUAL_PRONE ] = RGMDWPRONE;
gubAnimSurfaceIndex[ REGMALE ][ READY_ALTERNATIVE_STAND ] = RGM_HIP_AIM;
gubAnimSurfaceIndex[ REGMALE ][ AIM_ALTERNATIVE_STAND ] = RGM_HIP_AIM;
gubAnimSurfaceIndex[ REGMALE ][ SHOOT_ALTERNATIVE_STAND ] = RGM_HIP_AIM;
gubAnimSurfaceIndex[ REGMALE ][ BURST_ALTERNATIVE_STAND ] = RGM_HIP_AIM;
gubAnimSurfaceIndex[ REGMALE ][ LOW_SHOT_ALTERNATIVE_STAND ] = RGM_HIP_LOW;
gubAnimSurfaceIndex[ REGMALE ][ LOW_BURST_ALTERNATIVE_STAND ] = RGM_HIP_LOW;
gubAnimSurfaceIndex[ REGMALE ][ UNREADY_ALTERNATIVE_STAND ] = RGM_HIP_AIM;
gubAnimSurfaceIndex[ REGMALE ][ UNJAM_ALTERNATIVE_STAND ] = RGM_HIP_AIM;
gubAnimSurfaceIndex[ REGMALE ][ LOW_UNJAM_ALTERNATIVE_STAND ] = RGM_HIP_LOW;
gubAnimSurfaceIndex[ REGMALE ][ WALKING_ALTERNATIVE_RDY ] = RGMBASICWALKING;
gubAnimSurfaceIndex[ REGMALE ][ SIDE_STEP_ALTERNATIVE_RDY ] = RGMSIDESTEP;
gubAnimSurfaceIndex[ REGMALE ][ START_COWER_CROUCHED ] = RGMCOWER;
gubAnimSurfaceIndex[ REGMALE ][ END_COWER_CROUCHED ] = RGMCOWER;
gubAnimSurfaceIndex[ REGMALE ][ START_COWER_PRONE ] = RGM_COWER_PRONE;
gubAnimSurfaceIndex[ REGMALE ][ COWERING_PRONE ] = RGM_COWER_PRONE;
gubAnimSurfaceIndex[ REGMALE ][ END_COWER_PRONE ] = RGM_COWER_PRONE;
gubAnimSurfaceIndex[ REGMALE ][ FOCUSED_PUNCH ] = RGMPUNCH;
gubAnimSurfaceIndex[ REGMALE ][ FOCUSED_STAB ] = RGMSTAB;
gubAnimSurfaceIndex[ REGMALE ][ HTH_KICK ] = RGMKICKDOOR;
gubAnimSurfaceIndex[ REGMALE ][ FOCUSED_HTH_KICK ] = RGMKICKDOOR;
gubAnimSurfaceIndex[ REGMALE ][ LONG_JUMP ] = RGMJUMPOVER;
gubAnimSurfaceIndex[ REGMALE ][ CRYO_DEATH ] = CRYO_EXPLODE;
gubAnimSurfaceIndex[ REGMALE ][ CRYO_DEATH_CROUCHED ] = CRYO_EXPLODE_CROUCHED;
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;
gubAnimSurfaceMidWaterSubIndex[ REGMALE ][ BURST_DUAL_STAND ][1] = RGMWATER_DBLSHT;
gubAnimSurfaceMidWaterSubIndex[ REGMALE ][ READY_ALTERNATIVE_STAND ][0] = RGM_WATER_HIP_AIM;
gubAnimSurfaceMidWaterSubIndex[ REGMALE ][ AIM_ALTERNATIVE_STAND ][0] = RGM_WATER_HIP_AIM;
gubAnimSurfaceMidWaterSubIndex[ REGMALE ][ SHOOT_ALTERNATIVE_STAND ][0] = RGM_WATER_HIP_AIM;
gubAnimSurfaceMidWaterSubIndex[ REGMALE ][ BURST_ALTERNATIVE_STAND ][0] = RGM_WATER_HIP_AIM;
gubAnimSurfaceMidWaterSubIndex[ REGMALE ][ UNREADY_ALTERNATIVE_STAND ][0] = RGM_WATER_HIP_AIM;
gubAnimSurfaceMidWaterSubIndex[ REGMALE ][ UNJAM_ALTERNATIVE_STAND ][0] = RGM_WATER_HIP_AIM;
//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 = 9;
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 = 19;
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 = 10;
gRandomAnimDefs[ REGMALE ][ 2 ].ubEndRoll = 29;
gRandomAnimDefs[ REGMALE ][ 2 ].ubFlags = RANDOM_ANIM_LOOKAROUND;
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 = 39;
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 = 0;
gRandomAnimDefs[ REGMALE ][ 4 ].ubEndRoll = 60;
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 = 61;
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;
gubAnimSurfaceItemSubIndex[ REGMALE ][ RUNNING_W_PISTOL ] = RGMPISTOL_RUN;
gubAnimSurfaceItemSubIndex[ REGMALE ][ SIDE_STEP_WEAPON_RDY ] = RGMSIDESTEP_P_RDY;
gubAnimSurfaceItemSubIndex[ REGMALE ][ WALKING_WEAPON_RDY ] = RGMWALK_P_RDY;
gubAnimSurfaceItemSubIndex[ REGMALE ][ READY_ALTERNATIVE_STAND ] = RGM_PFSHOT_AIM;
gubAnimSurfaceItemSubIndex[ REGMALE ][ AIM_ALTERNATIVE_STAND ] = RGM_PFSHOT_AIM;
gubAnimSurfaceItemSubIndex[ REGMALE ][ SHOOT_ALTERNATIVE_STAND ] = RGM_PFSHOT_AIM;
gubAnimSurfaceItemSubIndex[ REGMALE ][ BURST_ALTERNATIVE_STAND ] = RGM_PFSHOT_AIM;
gubAnimSurfaceItemSubIndex[ REGMALE ][ LOW_SHOT_ALTERNATIVE_STAND ] = RGMPISTOLSHOOTLOW;
gubAnimSurfaceItemSubIndex[ REGMALE ][ LOW_BURST_ALTERNATIVE_STAND ] = RGMPISTOLSHOOTLOW;
gubAnimSurfaceItemSubIndex[ REGMALE ][ UNREADY_ALTERNATIVE_STAND ] = RGM_PFSHOT_AIM;
gubAnimSurfaceItemSubIndex[ REGMALE ][ UNJAM_ALTERNATIVE_STAND ] = RGM_PFSHOT_AIM;
gubAnimSurfaceItemSubIndex[ REGMALE ][ LOW_UNJAM_ALTERNATIVE_STAND ] = RGMPISTOLSHOOTLOW;
gubAnimSurfaceItemSubIndex[ REGMALE ][ WALKING_ALTERNATIVE_RDY ] = RGMWALK_P_RDY;
gubAnimSurfaceItemSubIndex[ REGMALE ][ SIDE_STEP_ALTERNATIVE_RDY ] = RGMSIDESTEP_P_RDY;
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;
gubAnimSurfaceCorpseID[ REGMALE ][ CRYO_DEATH ] = CRYO_CORPSE;
gubAnimSurfaceCorpseID[ REGMALE ][ CRYO_DEATH_CROUCHED ] = CRYO_CORPSE;
// 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 ][ BAYONET_STAB_STANDING_VS_STANDING ] = BGMBAYONET_S_S;
gubAnimSurfaceIndex[ BIGMALE ][ BAYONET_STAB_STANDING_VS_PRONE ] = BGMBAYONET_S_P;
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 ][ THROW_KNIFE_SP_BM ] = BGMTHROWKNIFE2;
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 ] = BGMUSEREMOTE;
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;
//<SB> crouch throwing
gubAnimSurfaceIndex[ BIGMALE ][ THROW_ITEM_CROUCHED ] = BGMCRTHROW;
//</SB> //dddd
gubAnimSurfaceIndex[ BIGMALE ][ BIGGUY_STONE ] = BGMWITHSTONE;
gubAnimSurfaceIndex[ BIGMALE ][ SHOOT_ROCKET_CROUCHED ] = BGMCRROCKET;
gubAnimSurfaceIndex[ BIGMALE ][ SWATTING_WK ] = BGMSWKNIFE;
gubAnimSurfaceIndex[ BIGMALE ][ SWAT_BACKWARDS_WK ] = BGMSWKNIFE;
gubAnimSurfaceIndex[ BIGMALE ][ SWAT_BACKWARDS_NOTHING ] = BGMNOTHING_SWAT;
//Throwing Grenades
gubAnimSurfaceIndex[ BIGMALE ][ THROW_GRENADE_STANCE ] = BGMSTHRG;
gubAnimSurfaceIndex[ BIGMALE ][ LOB_GRENADE_STANCE ] = BGMSLOBG;
//Rolling
gubAnimSurfaceIndex[ BIGMALE ][ ROLL_PRONE_L ] = BGMROLL_PR;
gubAnimSurfaceIndex[ BIGMALE ][ ROLL_PRONE_R ] = BGMROLL_PR;
gubAnimSurfaceIndex[ BIGMALE ][ JUMPUPWALL ] = BGMWALLJUMP;
gubAnimSurfaceIndex[ BIGMALE ][ JUMPDOWNWALL ] = BGMWALLJUMP;
gubAnimSurfaceIndex[ BIGMALE ][ JUMPWINDOWS ] = BGMJUMPWINDOWS;
gubAnimSurfaceIndex[ BIGMALE ][ SIDE_STEP_WEAPON_RDY ] = BGMSIDESTEP_R_RDY;
gubAnimSurfaceIndex[ BIGMALE ][ SIDE_STEP_DUAL_RDY ] = BGMSIDESTEP_D_RDY;
gubAnimSurfaceIndex[ BIGMALE ][ SIDE_STEP_CROUCH_RIFLE ] = BGMSIDESTEP_CROUCH_R_RDY;
gubAnimSurfaceIndex[ BIGMALE ][ SIDE_STEP_CROUCH_PISTOL ] = BGMSIDESTEP_CROUCH_P_RDY;
gubAnimSurfaceIndex[ BIGMALE ][ SIDE_STEP_CROUCH_DUAL ] = BGMSIDESTEP_CROUCH_D_RDY;
gubAnimSurfaceIndex[ BIGMALE ][ WALKING_WEAPON_RDY ] = BGMWALK_R_RDY;
gubAnimSurfaceIndex[ BIGMALE ][ WALKING_DUAL_RDY ] = BGMWALK_D_RDY;
gubAnimSurfaceIndex[ BIGMALE ][ CROUCHEDMOVE_RIFLE_READY ] = BGMCROUCH_R_RDY;
gubAnimSurfaceIndex[ BIGMALE ][ CROUCHEDMOVE_PISTOL_READY ] = BGMCROUCH_P_RDY;
gubAnimSurfaceIndex[ BIGMALE ][ CROUCHEDMOVE_DUAL_READY ] = BGMCROUCH_D_RDY;
gubAnimSurfaceIndex[ BIGMALE ][ START_AID_PRN ] = BGMMEDICPRN;
gubAnimSurfaceIndex[ BIGMALE ][ GIVING_AID_PRN ] = BGMMEDICPRN;
gubAnimSurfaceIndex[ BIGMALE ][ END_AID_PRN ] = BGMMEDICPRN;
gubAnimSurfaceIndex[ BIGMALE ][ ADJACENT_GET_ITEM_CROUCHED ] = BGMMEDIC;
gubAnimSurfaceIndex[ BIGMALE ][ STEAL_ITEM_CROUCHED ] = BGMMEDIC;
gubAnimSurfaceIndex[ BIGMALE ][ BURST_DUAL_STAND ] = BGMSTANDDWALAIM;
gubAnimSurfaceIndex[ BIGMALE ][ BURST_DUAL_CROUCH ] = BGMCDBLSHOT;
gubAnimSurfaceIndex[ BIGMALE ][ BURST_DUAL_PRONE ] = BGMDWPRONE;
gubAnimSurfaceIndex[ BIGMALE ][ READY_ALTERNATIVE_STAND ] = BGM_HIP_AIM;
gubAnimSurfaceIndex[ BIGMALE ][ AIM_ALTERNATIVE_STAND ] = BGM_HIP_AIM;
gubAnimSurfaceIndex[ BIGMALE ][ SHOOT_ALTERNATIVE_STAND ] = BGM_HIP_AIM;
gubAnimSurfaceIndex[ BIGMALE ][ BURST_ALTERNATIVE_STAND ] = BGM_HIP_AIM;
gubAnimSurfaceIndex[ BIGMALE ][ LOW_SHOT_ALTERNATIVE_STAND ] = BGMSHOOT_LOW;
gubAnimSurfaceIndex[ BIGMALE ][ LOW_BURST_ALTERNATIVE_STAND ] = BGMSHOOT_LOW;
gubAnimSurfaceIndex[ BIGMALE ][ UNREADY_ALTERNATIVE_STAND ] = BGM_HIP_AIM;
gubAnimSurfaceIndex[ BIGMALE ][ UNJAM_ALTERNATIVE_STAND ] = BGM_HIP_AIM;
gubAnimSurfaceIndex[ BIGMALE ][ LOW_UNJAM_ALTERNATIVE_STAND ] = BGMSHOOT_LOW;
gubAnimSurfaceIndex[ BIGMALE ][ WALKING_ALTERNATIVE_RDY ] = BGMWALKING;
gubAnimSurfaceIndex[ BIGMALE ][ SIDE_STEP_ALTERNATIVE_RDY ] = BGMSIDESTEP;
gubAnimSurfaceIndex[ BIGMALE ][ START_COWER_CROUCHED ] = BGMCOWER;
gubAnimSurfaceIndex[ BIGMALE ][ END_COWER_CROUCHED ] = BGMCOWER;
gubAnimSurfaceIndex[ BIGMALE ][ START_COWER_PRONE ] = BGM_COWER_PRONE;
gubAnimSurfaceIndex[ BIGMALE ][ COWERING_PRONE ] = BGM_COWER_PRONE;
gubAnimSurfaceIndex[ BIGMALE ][ END_COWER_PRONE ] = BGM_COWER_PRONE;
gubAnimSurfaceIndex[ BIGMALE ][ BIGMERC_IDLE_NECK2 ] = BGMIDLENECK2;
gubAnimSurfaceIndex[ BIGMALE ][ FOCUSED_PUNCH ] = BGMPUNCH;
gubAnimSurfaceIndex[ BIGMALE ][ FOCUSED_STAB ] = BGMSTAB;
gubAnimSurfaceIndex[ BIGMALE ][ HTH_KICK ] = BGMKICKDOOR;
gubAnimSurfaceIndex[ BIGMALE ][ FOCUSED_HTH_KICK ] = BGMKICKDOOR;
gubAnimSurfaceIndex[ BIGMALE ][ LONG_JUMP ] = BGMJUMPOVER;
gubAnimSurfaceIndex[ BIGMALE ][ CRYO_DEATH ] = CRYO_EXPLODE;
gubAnimSurfaceIndex[ BIGMALE ][ CRYO_DEATH_CROUCHED ] = CRYO_EXPLODE_CROUCHED;
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;
gubAnimSurfaceItemSubIndex[ BIGMALE ][ RUNNING_W_PISTOL ] = BGMPISTOL_RUN;
gubAnimSurfaceItemSubIndex[ BIGMALE ][ SIDE_STEP_WEAPON_RDY ] = BGMSIDESTEP_P_RDY;
gubAnimSurfaceItemSubIndex[ BIGMALE ][ WALKING_WEAPON_RDY ] = BGMWALK_P_RDY;
gubAnimSurfaceItemSubIndex[ BIGMALE ][ READY_ALTERNATIVE_STAND ] = BGM_PFSHOT_AIM;
gubAnimSurfaceItemSubIndex[ BIGMALE ][ AIM_ALTERNATIVE_STAND ] = BGM_PFSHOT_AIM;
gubAnimSurfaceItemSubIndex[ BIGMALE ][ SHOOT_ALTERNATIVE_STAND ] = BGM_PFSHOT_AIM;
gubAnimSurfaceItemSubIndex[ BIGMALE ][ BURST_ALTERNATIVE_STAND ] = BGM_PFSHOT_AIM;
gubAnimSurfaceItemSubIndex[ BIGMALE ][ LOW_SHOT_ALTERNATIVE_STAND ] = BGMPISTOLSHOOTLOW;
gubAnimSurfaceItemSubIndex[ BIGMALE ][ LOW_BURST_ALTERNATIVE_STAND ] = BGMPISTOLSHOOTLOW;
gubAnimSurfaceItemSubIndex[ BIGMALE ][ UNREADY_ALTERNATIVE_STAND ] = BGM_PFSHOT_AIM;
gubAnimSurfaceItemSubIndex[ BIGMALE ][ UNJAM_ALTERNATIVE_STAND ] = BGM_PFSHOT_AIM;
gubAnimSurfaceItemSubIndex[ BIGMALE ][ LOW_UNJAM_ALTERNATIVE_STAND ] = BGMPISTOLSHOOTLOW;
gubAnimSurfaceItemSubIndex[ BIGMALE ][ WALKING_ALTERNATIVE_RDY ] = BGMWALK_P_RDY;
gubAnimSurfaceItemSubIndex[ BIGMALE ][ SIDE_STEP_ALTERNATIVE_RDY ] = BGMSIDESTEP_P_RDY;
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;
gubAnimSurfaceMidWaterSubIndex[ BIGMALE ][ BURST_DUAL_STAND ][1] = BGMWATER_DBLSHT;
gubAnimSurfaceMidWaterSubIndex[ BIGMALE ][ READY_ALTERNATIVE_STAND ][0] = BGM_WATER_HIP_AIM;
gubAnimSurfaceMidWaterSubIndex[ BIGMALE ][ AIM_ALTERNATIVE_STAND ][0] = BGM_WATER_HIP_AIM;
gubAnimSurfaceMidWaterSubIndex[ BIGMALE ][ SHOOT_ALTERNATIVE_STAND ][0] = BGM_WATER_HIP_AIM;
gubAnimSurfaceMidWaterSubIndex[ BIGMALE ][ BURST_ALTERNATIVE_STAND ][0] = BGM_WATER_HIP_AIM;
gubAnimSurfaceMidWaterSubIndex[ BIGMALE ][ UNREADY_ALTERNATIVE_STAND ][0] = BGM_WATER_HIP_AIM;
gubAnimSurfaceMidWaterSubIndex[ BIGMALE ][ UNJAM_ALTERNATIVE_STAND ][0] = BGM_WATER_HIP_AIM;
//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 = 9;
gRandomAnimDefs[ BIGMALE ][ 0 ].ubFlags = RANDOM_ANIM_CASUAL | RANDOM_ANIM_SHOWOFF;
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 = 19;
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 = 0; //20;
gRandomAnimDefs[ BIGMALE ][ 2 ].ubEndRoll = 0; //29;
gRandomAnimDefs[ BIGMALE ][ 2 ].ubFlags = RANDOM_ANIM_CASUAL | RANDOM_ANIM_FIRSTBIGMERC;
gRandomAnimDefs[ BIGMALE ][ 2 ].ubAnimHeight = ANIM_STAND;
///ddd big guy with stone
gRandomAnimDefs[ BIGMALE ][ 3 ].ubHandRestriction = RANDOM_ANIM_NOTHINGINHAND;
gRandomAnimDefs[ BIGMALE ][ 3 ].sAnimID = BIGGUY_STONE;
gRandomAnimDefs[ BIGMALE ][ 3 ].ubStartRoll = 30;
gRandomAnimDefs[ BIGMALE ][ 3 ].ubEndRoll = 39;
gRandomAnimDefs[ BIGMALE ][ 3 ].ubFlags = RANDOM_ANIM_CASUAL ;
gRandomAnimDefs[ BIGMALE ][ 3 ].ubAnimHeight = ANIM_STAND;
gRandomAnimDefs[ BIGMALE ][ 4 ].ubHandRestriction = RANDOM_ANIM_RIFLEINHAND;
gRandomAnimDefs[ BIGMALE ][ 4 ].sAnimID = BIGBUY_HEADTURN;
gRandomAnimDefs[ BIGMALE ][ 4 ].ubStartRoll = 30;
gRandomAnimDefs[ BIGMALE ][ 4 ].ubEndRoll = 49;
gRandomAnimDefs[ BIGMALE ][ 4 ].ubFlags = RANDOM_ANIM_FIRSTBIGMERC | RANDOM_ANIM_LOOKAROUND;
gRandomAnimDefs[ BIGMALE ][ 4 ].ubAnimHeight = ANIM_STAND;
gRandomAnimDefs[ BIGMALE ][ 5 ].ubHandRestriction = RANDOM_ANIM_RIFLEINHAND;
gRandomAnimDefs[ BIGMALE ][ 5 ].sAnimID = BIGMERC_IDLE_NECK2;
gRandomAnimDefs[ BIGMALE ][ 5 ].ubStartRoll = 50;
gRandomAnimDefs[ BIGMALE ][ 5 ].ubEndRoll = 59;
gRandomAnimDefs[ BIGMALE ][ 5 ].ubFlags = RANDOM_ANIM_FIRSTBIGMERC;
gRandomAnimDefs[ BIGMALE ][ 5 ].ubAnimHeight = ANIM_STAND;
gRandomAnimDefs[ BIGMALE ][ 6 ].ubHandRestriction = RANDOM_ANIM_RIFLEINHAND;
gRandomAnimDefs[ BIGMALE ][ 6 ].sAnimID = BIGMERC_IDLE_NECK;
gRandomAnimDefs[ BIGMALE ][ 6 ].ubStartRoll = 50;
gRandomAnimDefs[ BIGMALE ][ 6 ].ubEndRoll = 59;
gRandomAnimDefs[ BIGMALE ][ 6 ].ubFlags = RANDOM_ANIM_SECONDBIGMERC;
gRandomAnimDefs[ BIGMALE ][ 6 ].ubAnimHeight = ANIM_STAND;
gRandomAnimDefs[ BIGMALE ][ 7 ].ubHandRestriction = RANDOM_ANIM_IRRELEVENTINHAND;
gRandomAnimDefs[ BIGMALE ][ 7 ].sAnimID = MERC_HURT_IDLE_ANIM;
gRandomAnimDefs[ BIGMALE ][ 7 ].ubStartRoll = 0;
gRandomAnimDefs[ BIGMALE ][ 7 ].ubEndRoll = 60;
gRandomAnimDefs[ BIGMALE ][ 7 ].ubFlags = RANDOM_ANIM_INJURED;
gRandomAnimDefs[ BIGMALE ][ 7 ].ubAnimHeight = ANIM_STAND;
gRandomAnimDefs[ BIGMALE ][ 8 ].ubHandRestriction = RANDOM_ANIM_IRRELEVENTINHAND;
gRandomAnimDefs[ BIGMALE ][ 8 ].sAnimID = DRUNK_IDLE;
gRandomAnimDefs[ BIGMALE ][ 8 ].ubStartRoll = 61;
gRandomAnimDefs[ BIGMALE ][ 8 ].ubEndRoll = 100;
gRandomAnimDefs[ BIGMALE ][ 8 ].ubFlags = RANDOM_ANIM_DRUNK;
gRandomAnimDefs[ BIGMALE ][ 8 ].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[ BIGMALE ][ FALLOFF ] = MMERC_FALLF;
gubAnimSurfaceCorpseID[ BIGMALE ][ 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;
gubAnimSurfaceCorpseID[ BIGMALE ][ CRYO_DEATH ] = CRYO_CORPSE;
gubAnimSurfaceCorpseID[ BIGMALE ][ CRYO_DEATH_CROUCHED ] = CRYO_CORPSE;
// 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 ][ BAYONET_STAB_STANDING_VS_STANDING ] = RGMBAYONET_S_S;
gubAnimSurfaceIndex[ STOCKYMALE ][ BAYONET_STAB_STANDING_VS_PRONE ] = RGMBAYONET_S_P;
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 ] = RGMUSEREMOTE;
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;
//<SB> crouch throwing
gubAnimSurfaceIndex[ STOCKYMALE ][ THROW_ITEM_CROUCHED ] = RGMCRTHROW;
//</SB>
//dddd
gubAnimSurfaceIndex[ STOCKYMALE ][ SHOOT_ROCKET_CROUCHED ] = RGMCRROCKET;
gubAnimSurfaceIndex[ STOCKYMALE ][ SWATTING_WK ] = RGMSWKNIFE;
gubAnimSurfaceIndex[ STOCKYMALE ][ SWAT_BACKWARDS_WK ] = RGMSWKNIFE;
gubAnimSurfaceIndex[ STOCKYMALE ][ SWAT_BACKWARDS_NOTHING ] = RGMNOTHING_SWAT;
//Throwing Grenades
gubAnimSurfaceIndex[ STOCKYMALE ][ THROW_GRENADE_STANCE ] = RGMSTHRG;
gubAnimSurfaceIndex[ STOCKYMALE ][ LOB_GRENADE_STANCE ] = RGMSLOBG;
//Rolling
gubAnimSurfaceIndex[ STOCKYMALE ][ ROLL_PRONE_L ] = RGMROLL_PR;
gubAnimSurfaceIndex[ STOCKYMALE ][ ROLL_PRONE_R ] = RGMROLL_PR;
gubAnimSurfaceIndex[ STOCKYMALE ][ JUMPUPWALL ] = RGMWALLJUMP;
gubAnimSurfaceIndex[ STOCKYMALE ][ JUMPDOWNWALL ] = RGMWALLJUMP;
gubAnimSurfaceIndex[ STOCKYMALE ][ JUMPWINDOWS ] = RGMJUMPWINDOWS;
gubAnimSurfaceIndex[ STOCKYMALE ][ SIDE_STEP_WEAPON_RDY ] = RGMSIDESTEP_R_RDY;
gubAnimSurfaceIndex[ STOCKYMALE ][ SIDE_STEP_DUAL_RDY ] = RGMSIDESTEP_D_RDY;
gubAnimSurfaceIndex[ STOCKYMALE ][ SIDE_STEP_CROUCH_RIFLE ] = RGMSIDESTEP_CROUCH_R_RDY;
gubAnimSurfaceIndex[ STOCKYMALE ][ SIDE_STEP_CROUCH_PISTOL ] = RGMSIDESTEP_CROUCH_P_RDY;
gubAnimSurfaceIndex[ STOCKYMALE ][ SIDE_STEP_CROUCH_DUAL ] = RGMSIDESTEP_CROUCH_D_RDY;
gubAnimSurfaceIndex[ STOCKYMALE ][ WALKING_WEAPON_RDY ] = RGMWALK_R_RDY;
gubAnimSurfaceIndex[ STOCKYMALE ][ WALKING_DUAL_RDY ] = RGMWALK_D_RDY;
gubAnimSurfaceIndex[ STOCKYMALE ][ CROUCHEDMOVE_RIFLE_READY ] = RGMCROUCH_R_RDY;
gubAnimSurfaceIndex[ STOCKYMALE ][ CROUCHEDMOVE_PISTOL_READY ] = RGMCROUCH_P_RDY;
gubAnimSurfaceIndex[ STOCKYMALE ][ CROUCHEDMOVE_DUAL_READY ] = RGMCROUCH_D_RDY;
gubAnimSurfaceIndex[ STOCKYMALE ][ START_AID_PRN ] = RGMMEDICPRN;
gubAnimSurfaceIndex[ STOCKYMALE ][ GIVING_AID_PRN ] = RGMMEDICPRN;
gubAnimSurfaceIndex[ STOCKYMALE ][ END_AID_PRN ] = RGMMEDICPRN;
gubAnimSurfaceIndex[ STOCKYMALE ][ ADJACENT_GET_ITEM_CROUCHED ] = RGMMEDIC;
gubAnimSurfaceIndex[ STOCKYMALE ][ STEAL_ITEM_CROUCHED ] = RGMMEDIC;
gubAnimSurfaceIndex[ STOCKYMALE ][ BURST_DUAL_STAND ] = RGMSTANDDWALAIM;
gubAnimSurfaceIndex[ STOCKYMALE ][ BURST_DUAL_CROUCH ] = RGMCDBLSHOT;
gubAnimSurfaceIndex[ STOCKYMALE ][ BURST_DUAL_PRONE ] = RGMDWPRONE;
gubAnimSurfaceIndex[ STOCKYMALE ][ READY_ALTERNATIVE_STAND ] = RGM_HIP_AIM;
gubAnimSurfaceIndex[ STOCKYMALE ][ AIM_ALTERNATIVE_STAND ] = RGM_HIP_AIM;
gubAnimSurfaceIndex[ STOCKYMALE ][ SHOOT_ALTERNATIVE_STAND ] = RGM_HIP_AIM;
gubAnimSurfaceIndex[ STOCKYMALE ][ BURST_ALTERNATIVE_STAND ] = RGM_HIP_AIM;
gubAnimSurfaceIndex[ STOCKYMALE ][ LOW_SHOT_ALTERNATIVE_STAND ] = RGM_HIP_LOW;
gubAnimSurfaceIndex[ STOCKYMALE ][ LOW_BURST_ALTERNATIVE_STAND ] = RGM_HIP_LOW;
gubAnimSurfaceIndex[ STOCKYMALE ][ UNREADY_ALTERNATIVE_STAND ] = RGM_HIP_AIM;
gubAnimSurfaceIndex[ STOCKYMALE ][ UNJAM_ALTERNATIVE_STAND ] = RGM_HIP_AIM;
gubAnimSurfaceIndex[ STOCKYMALE ][ LOW_UNJAM_ALTERNATIVE_STAND ] = RGM_HIP_LOW;
gubAnimSurfaceIndex[ STOCKYMALE ][ WALKING_ALTERNATIVE_RDY ] = RGMBASICWALKING;
gubAnimSurfaceIndex[ STOCKYMALE ][ SIDE_STEP_ALTERNATIVE_RDY ] = RGMSIDESTEP;
gubAnimSurfaceIndex[ STOCKYMALE ][ START_COWER_CROUCHED ] = RGMCOWER;
gubAnimSurfaceIndex[ STOCKYMALE ][ END_COWER_CROUCHED ] = RGMCOWER;
gubAnimSurfaceIndex[ STOCKYMALE ][ START_COWER_PRONE ] = RGM_COWER_PRONE;
gubAnimSurfaceIndex[ STOCKYMALE ][ COWERING_PRONE ] = RGM_COWER_PRONE;
gubAnimSurfaceIndex[ STOCKYMALE ][ END_COWER_PRONE ] = RGM_COWER_PRONE;
gubAnimSurfaceIndex[ STOCKYMALE ][ FOCUSED_PUNCH ] = RGMPUNCH;
gubAnimSurfaceIndex[ STOCKYMALE ][ FOCUSED_STAB ] = RGMSTAB;
gubAnimSurfaceIndex[ STOCKYMALE ][ HTH_KICK ] = RGMKICKDOOR;
gubAnimSurfaceIndex[ STOCKYMALE ][ FOCUSED_HTH_KICK ] = RGMKICKDOOR;
gubAnimSurfaceIndex[ STOCKYMALE ][ LONG_JUMP ] = RGMJUMPOVER;
gubAnimSurfaceIndex[ STOCKYMALE ][ CRYO_DEATH ] = CRYO_EXPLODE;
gubAnimSurfaceIndex[ STOCKYMALE ][ CRYO_DEATH_CROUCHED ] = CRYO_EXPLODE_CROUCHED;
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;
gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ RUNNING_W_PISTOL ] = RGMPISTOL_RUN;
gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ SIDE_STEP_WEAPON_RDY ] = RGMSIDESTEP_P_RDY;
gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ WALKING_WEAPON_RDY ] = RGMWALK_P_RDY;
gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ READY_ALTERNATIVE_STAND ] = RGM_PFSHOT_AIM;
gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ AIM_ALTERNATIVE_STAND ] = RGM_PFSHOT_AIM;
gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ SHOOT_ALTERNATIVE_STAND ] = RGM_PFSHOT_AIM;
gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ BURST_ALTERNATIVE_STAND ] = RGM_PFSHOT_AIM;
gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ LOW_SHOT_ALTERNATIVE_STAND ] = RGMPISTOLSHOOTLOW;
gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ LOW_BURST_ALTERNATIVE_STAND ] = RGMPISTOLSHOOTLOW;
gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ UNREADY_ALTERNATIVE_STAND ] = RGM_PFSHOT_AIM;
gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ UNJAM_ALTERNATIVE_STAND ] = RGM_PFSHOT_AIM;
gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ LOW_UNJAM_ALTERNATIVE_STAND ] = RGMPISTOLSHOOTLOW;
gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ WALKING_ALTERNATIVE_RDY ] = RGMWALK_P_RDY;
gubAnimSurfaceItemSubIndex[ STOCKYMALE ][ SIDE_STEP_ALTERNATIVE_RDY ] = RGMSIDESTEP_P_RDY;
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;
gubAnimSurfaceMidWaterSubIndex[ STOCKYMALE ][ BURST_DUAL_STAND ][1] = RGMWATER_DBLSHT;
gubAnimSurfaceMidWaterSubIndex[ STOCKYMALE ][ READY_ALTERNATIVE_STAND ][0] = RGM_WATER_HIP_AIM;
gubAnimSurfaceMidWaterSubIndex[ STOCKYMALE ][ AIM_ALTERNATIVE_STAND ][0] = RGM_WATER_HIP_AIM;
gubAnimSurfaceMidWaterSubIndex[ STOCKYMALE ][ SHOOT_ALTERNATIVE_STAND ][0] = RGM_WATER_HIP_AIM;
gubAnimSurfaceMidWaterSubIndex[ STOCKYMALE ][ BURST_ALTERNATIVE_STAND ][0] = RGM_WATER_HIP_AIM;
gubAnimSurfaceMidWaterSubIndex[ STOCKYMALE ][ UNREADY_ALTERNATIVE_STAND ][0] = RGM_WATER_HIP_AIM;
gubAnimSurfaceMidWaterSubIndex[ STOCKYMALE ][ UNJAM_ALTERNATIVE_STAND ][0] = RGM_WATER_HIP_AIM;
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;
gubAnimSurfaceCorpseID[ STOCKYMALE ][ CRYO_DEATH ] = CRYO_CORPSE;
gubAnimSurfaceCorpseID[ STOCKYMALE ][ CRYO_DEATH_CROUCHED ] = CRYO_CORPSE;
//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 = 9;
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 = 19;
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 = 10;
gRandomAnimDefs[ STOCKYMALE ][ 2 ].ubEndRoll = 29;
gRandomAnimDefs[ STOCKYMALE ][ 2 ].ubFlags = RANDOM_ANIM_LOOKAROUND;
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 = 39;
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 = 0;
gRandomAnimDefs[ STOCKYMALE ][ 4 ].ubEndRoll = 60;
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 = 61;
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 ][ BAYONET_STAB_STANDING_VS_STANDING ] = RGFBAYONET_S_S;
gubAnimSurfaceIndex[ REGFEMALE ][ BAYONET_STAB_STANDING_VS_PRONE ] = RGFBAYONET_S_P;
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 ] = RGFUSEREMOTE;
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;
//<SB> crouch throwing
gubAnimSurfaceIndex[ REGFEMALE ][ THROW_ITEM_CROUCHED ] = RGFCRTHROW;
//</SB>
//ddd
gubAnimSurfaceIndex[ REGFEMALE ][ SHOOT_ROCKET_CROUCHED ] = RGFCRROCKET;
gubAnimSurfaceIndex[ REGFEMALE ][ SWAT_BACKWARDS_NOTHING ] = RGFNOTHING_SWAT;
gubAnimSurfaceIndex[ REGFEMALE ][ SWATTING_WK ] = RGFSWKNIFE;
gubAnimSurfaceIndex[ REGFEMALE ][ SWAT_BACKWARDS_WK ] = RGFSWKNIFE;
//Throwing Grenades
gubAnimSurfaceIndex[ REGFEMALE ][ THROW_GRENADE_STANCE ] = RGFSTHRG;
gubAnimSurfaceIndex[ REGFEMALE ][ LOB_GRENADE_STANCE ] = RGFSLOBG;
//Rolling
gubAnimSurfaceIndex[ REGFEMALE ][ ROLL_PRONE_L ] = RGFROLL_PR;
gubAnimSurfaceIndex[ REGFEMALE ][ ROLL_PRONE_R ] = RGFROLL_PR;
gubAnimSurfaceIndex[ REGFEMALE ][ JUMPUPWALL ] = RGFWALLJUMP;
gubAnimSurfaceIndex[ REGFEMALE ][ JUMPDOWNWALL ] = RGFWALLJUMP;
gubAnimSurfaceIndex[ REGFEMALE ][ JUMPWINDOWS ] = RGFJUMPWINDOWS;
gubAnimSurfaceIndex[ REGFEMALE ][ SIDE_STEP_WEAPON_RDY ] = RGFSIDESTEP_R_RDY;
gubAnimSurfaceIndex[ REGFEMALE ][ SIDE_STEP_DUAL_RDY ] = RGFSIDESTEP_D_RDY;
gubAnimSurfaceIndex[ REGFEMALE ][ SIDE_STEP_CROUCH_RIFLE ] = RGFSIDESTEP_CROUCH_R_RDY;
gubAnimSurfaceIndex[ REGFEMALE ][ SIDE_STEP_CROUCH_PISTOL ] = RGFSIDESTEP_CROUCH_P_RDY;
gubAnimSurfaceIndex[ REGFEMALE ][ SIDE_STEP_CROUCH_DUAL ] = RGFSIDESTEP_CROUCH_D_RDY;
gubAnimSurfaceIndex[ REGFEMALE ][ WALKING_WEAPON_RDY ] = RGFWALK_R_RDY;
gubAnimSurfaceIndex[ REGFEMALE ][ WALKING_DUAL_RDY ] = RGFWALK_D_RDY;
gubAnimSurfaceIndex[ REGFEMALE ][ CROUCHEDMOVE_RIFLE_READY ] = RGFCROUCH_R_RDY;
gubAnimSurfaceIndex[ REGFEMALE ][ CROUCHEDMOVE_PISTOL_READY ] = RGFCROUCH_P_RDY;
gubAnimSurfaceIndex[ REGFEMALE ][ CROUCHEDMOVE_DUAL_READY ] = RGFCROUCH_D_RDY;
gubAnimSurfaceIndex[ REGFEMALE ][ START_AID_PRN ] = RGFMEDICPRN;
gubAnimSurfaceIndex[ REGFEMALE ][ GIVING_AID_PRN ] = RGFMEDICPRN;
gubAnimSurfaceIndex[ REGFEMALE ][ END_AID_PRN ] = RGFMEDICPRN;
gubAnimSurfaceIndex[ REGFEMALE ][ ADJACENT_GET_ITEM_CROUCHED ] = RGFMEDIC;
gubAnimSurfaceIndex[ REGFEMALE ][ STEAL_ITEM_CROUCHED ] = RGFMEDIC;
gubAnimSurfaceIndex[ REGFEMALE ][ BURST_DUAL_STAND ] = RGFSTANDDWALAIM;
gubAnimSurfaceIndex[ REGFEMALE ][ BURST_DUAL_CROUCH ] = RGFCDBLSHOT;
gubAnimSurfaceIndex[ REGFEMALE ][ BURST_DUAL_PRONE ] = RGFDWPRONE;
gubAnimSurfaceIndex[ REGFEMALE ][ READY_ALTERNATIVE_STAND ] = RGF_HIP_AIM;
gubAnimSurfaceIndex[ REGFEMALE ][ AIM_ALTERNATIVE_STAND ] = RGF_HIP_AIM;
gubAnimSurfaceIndex[ REGFEMALE ][ SHOOT_ALTERNATIVE_STAND ] = RGF_HIP_AIM;
gubAnimSurfaceIndex[ REGFEMALE ][ BURST_ALTERNATIVE_STAND ] = RGF_HIP_AIM;
gubAnimSurfaceIndex[ REGFEMALE ][ LOW_SHOT_ALTERNATIVE_STAND ] = RGF_HIP_AIM;
gubAnimSurfaceIndex[ REGFEMALE ][ LOW_BURST_ALTERNATIVE_STAND ] = RGF_HIP_AIM;
gubAnimSurfaceIndex[ REGFEMALE ][ UNREADY_ALTERNATIVE_STAND ] = RGF_HIP_AIM;
gubAnimSurfaceIndex[ REGFEMALE ][ UNJAM_ALTERNATIVE_STAND ] = RGF_HIP_AIM;
gubAnimSurfaceIndex[ REGFEMALE ][ LOW_UNJAM_ALTERNATIVE_STAND ] = RGF_HIP_AIM;
gubAnimSurfaceIndex[ REGFEMALE ][ WALKING_ALTERNATIVE_RDY ] = RGFWALKING;
gubAnimSurfaceIndex[ REGFEMALE ][ SIDE_STEP_ALTERNATIVE_RDY ] = RGFSIDESTEP;
gubAnimSurfaceIndex[ REGFEMALE ][ START_COWER_CROUCHED ] = RGFCOWER;
gubAnimSurfaceIndex[ REGFEMALE ][ END_COWER_CROUCHED ] = RGFCOWER;
gubAnimSurfaceIndex[ REGFEMALE ][ START_COWER_PRONE ] = RGF_COWER_PRONE;
gubAnimSurfaceIndex[ REGFEMALE ][ COWERING_PRONE ] = RGF_COWER_PRONE;
gubAnimSurfaceIndex[ REGFEMALE ][ END_COWER_PRONE ] = RGF_COWER_PRONE;
gubAnimSurfaceIndex[ REGFEMALE ][ FOCUSED_PUNCH ] = RGFPUNCH;
gubAnimSurfaceIndex[ REGFEMALE ][ FOCUSED_STAB ] = RGFSTAB;
gubAnimSurfaceIndex[ REGFEMALE ][ HTH_KICK ] = RGFKICKDOOR;
gubAnimSurfaceIndex[ REGFEMALE ][ FOCUSED_HTH_KICK ] = RGFKICKDOOR;
gubAnimSurfaceIndex[ REGFEMALE ][ LONG_JUMP ] = RGFJUMPOVER;
gubAnimSurfaceIndex[ REGFEMALE ][ CRYO_DEATH ] = CRYO_EXPLODE;
gubAnimSurfaceIndex[ REGFEMALE ][ CRYO_DEATH_CROUCHED ] = CRYO_EXPLODE_CROUCHED;
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;
gubAnimSurfaceItemSubIndex[ REGFEMALE ][ RUNNING_W_PISTOL ] = RGFPISTOL_RUN;
gubAnimSurfaceItemSubIndex[ REGFEMALE ][ SIDE_STEP_WEAPON_RDY ] = RGFSIDESTEP_P_RDY;
gubAnimSurfaceItemSubIndex[ REGFEMALE ][ WALKING_WEAPON_RDY ] = RGFWALK_P_RDY;
gubAnimSurfaceItemSubIndex[ REGFEMALE ][ READY_ALTERNATIVE_STAND ] = RGF_PFSHOT_AIM;
gubAnimSurfaceItemSubIndex[ REGFEMALE ][ AIM_ALTERNATIVE_STAND ] = RGF_PFSHOT_AIM;
gubAnimSurfaceItemSubIndex[ REGFEMALE ][ SHOOT_ALTERNATIVE_STAND ] = RGF_PFSHOT_AIM;
gubAnimSurfaceItemSubIndex[ REGFEMALE ][ BURST_ALTERNATIVE_STAND ] = RGF_PFSHOT_AIM;
gubAnimSurfaceItemSubIndex[ REGFEMALE ][ LOW_SHOT_ALTERNATIVE_STAND ] = RGFPISTOLSHOOTLOW;
gubAnimSurfaceItemSubIndex[ REGFEMALE ][ LOW_BURST_ALTERNATIVE_STAND ] = RGFPISTOLSHOOTLOW;
gubAnimSurfaceItemSubIndex[ REGFEMALE ][ UNREADY_ALTERNATIVE_STAND ] = RGF_PFSHOT_AIM;
gubAnimSurfaceItemSubIndex[ REGFEMALE ][ UNJAM_ALTERNATIVE_STAND ] = RGF_PFSHOT_AIM;
gubAnimSurfaceItemSubIndex[ REGFEMALE ][ LOW_UNJAM_ALTERNATIVE_STAND ] = RGFPISTOLSHOOTLOW;
gubAnimSurfaceItemSubIndex[ REGFEMALE ][ WALKING_ALTERNATIVE_RDY ] = RGFWALK_P_RDY;
gubAnimSurfaceItemSubIndex[ REGFEMALE ][ SIDE_STEP_ALTERNATIVE_RDY ] = RGFSIDESTEP_P_RDY;
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;
gubAnimSurfaceMidWaterSubIndex[ REGFEMALE ][ BURST_DUAL_STAND ][1] = RGFWATER_DBLSHT;
gubAnimSurfaceMidWaterSubIndex[ REGFEMALE ][ READY_ALTERNATIVE_STAND ][0] = RGF_WATER_HIP_AIM;
gubAnimSurfaceMidWaterSubIndex[ REGFEMALE ][ AIM_ALTERNATIVE_STAND ][0] = RGF_WATER_HIP_AIM;
gubAnimSurfaceMidWaterSubIndex[ REGFEMALE ][ SHOOT_ALTERNATIVE_STAND ][0] = RGF_WATER_HIP_AIM;
gubAnimSurfaceMidWaterSubIndex[ REGFEMALE ][ BURST_ALTERNATIVE_STAND ][0] = RGF_WATER_HIP_AIM;
gubAnimSurfaceMidWaterSubIndex[ REGFEMALE ][ UNREADY_ALTERNATIVE_STAND ][0] = RGF_WATER_HIP_AIM;
gubAnimSurfaceMidWaterSubIndex[ REGFEMALE ][ UNJAM_ALTERNATIVE_STAND ][0] = RGF_WATER_HIP_AIM;
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;
gubAnimSurfaceCorpseID[ REGFEMALE ][ CRYO_DEATH ] = CRYO_CORPSE;
gubAnimSurfaceCorpseID[ REGFEMALE ][ CRYO_DEATH_CROUCHED ] = CRYO_CORPSE;
//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 = 9;
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 = 19;
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 = 10;
gRandomAnimDefs[ REGFEMALE ][ 2 ].ubEndRoll = 29;
gRandomAnimDefs[ REGFEMALE ][ 2 ].ubFlags = RANDOM_ANIM_LOOKAROUND;
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 = 39;
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 = 0;
gRandomAnimDefs[ REGFEMALE ][ 4 ].ubEndRoll = 60;
gRandomAnimDefs[ REGFEMALE ][ 4 ].ubFlags = RANDOM_ANIM_INJURED;
gRandomAnimDefs[ REGFEMALE ][ 4 ].ubAnimHeight = ANIM_STAND;
gRandomAnimDefs[ REGFEMALE ][ 5 ].ubHandRestriction = RANDOM_ANIM_IRRELEVENTINHAND;
gRandomAnimDefs[ REGFEMALE ][ 5 ].sAnimID = DRUNK_IDLE;
gRandomAnimDefs[ REGFEMALE ][ 5 ].ubStartRoll = 61;
gRandomAnimDefs[ REGFEMALE ][ 5 ].ubEndRoll = 100;
gRandomAnimDefs[ REGFEMALE ][ 5 ].ubFlags = RANDOM_ANIM_DRUNK;
gRandomAnimDefs[ REGFEMALE ][ 5 ].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;
gubAnimSurfaceIndex[ADULTFEMALEMONSTER][CRYO_DEATH] = CRYO_EXPLODE;
gubAnimSurfaceIndex[ADULTFEMALEMONSTER][CRYO_DEATH_CROUCHED] = CRYO_EXPLODE_CROUCHED;
gubAnimSurfaceCorpseID[ ADULTFEMALEMONSTER ][ MONSTER_MELT ] = ADULTMONSTER_DEAD;
gubAnimSurfaceCorpseID[ADULTFEMALEMONSTER][CRYO_DEATH] = CRYO_CORPSE;
gubAnimSurfaceCorpseID[ADULTFEMALEMONSTER][CRYO_DEATH_CROUCHED] = CRYO_CORPSE;
// 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;
gubAnimSurfaceIndex[AM_MONSTER][CRYO_DEATH] = CRYO_EXPLODE;
gubAnimSurfaceIndex[AM_MONSTER][CRYO_DEATH_CROUCHED] = CRYO_EXPLODE_CROUCHED;
gubAnimSurfaceCorpseID[ AM_MONSTER ][ MONSTER_MELT ] = ADULTMONSTER_DEAD;
gubAnimSurfaceCorpseID[AM_MONSTER][CRYO_DEATH] = CRYO_CORPSE;
gubAnimSurfaceCorpseID[AM_MONSTER][CRYO_DEATH_CROUCHED] = CRYO_CORPSE;
// 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;
gubAnimSurfaceIndex[YAF_MONSTER][CRYO_DEATH] = CRYO_EXPLODE;
gubAnimSurfaceIndex[YAF_MONSTER][CRYO_DEATH_CROUCHED] = CRYO_EXPLODE_CROUCHED;
gubAnimSurfaceCorpseID[ YAF_MONSTER ][ MONSTER_MELT ] = ADULTMONSTER_DEAD;
gubAnimSurfaceCorpseID[YAF_MONSTER][CRYO_DEATH] = CRYO_CORPSE;
gubAnimSurfaceCorpseID[YAF_MONSTER][CRYO_DEATH_CROUCHED] = CRYO_CORPSE;
// 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;
gubAnimSurfaceIndex[YAM_MONSTER][CRYO_DEATH] = CRYO_EXPLODE;
gubAnimSurfaceIndex[YAM_MONSTER][CRYO_DEATH_CROUCHED] = CRYO_EXPLODE_CROUCHED;
gubAnimSurfaceCorpseID[ YAM_MONSTER ][ MONSTER_MELT ] = ADULTMONSTER_DEAD;
gubAnimSurfaceCorpseID[YAM_MONSTER][CRYO_DEATH] = CRYO_CORPSE;
gubAnimSurfaceCorpseID[YAM_MONSTER][CRYO_DEATH_CROUCHED] = CRYO_CORPSE;
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;
gubAnimSurfaceIndex[LARVAE_MONSTER][CRYO_DEATH] = CRYO_EXPLODE;
gubAnimSurfaceIndex[LARVAE_MONSTER][CRYO_DEATH_CROUCHED] = CRYO_EXPLODE_CROUCHED;
gubAnimSurfaceCorpseID[ LARVAE_MONSTER ][ LARVAE_DIE ] = LARVAEMONSTER_DEAD;
gubAnimSurfaceCorpseID[LARVAE_MONSTER][CRYO_DEATH] = CRYO_CORPSE;
gubAnimSurfaceCorpseID[LARVAE_MONSTER][CRYO_DEATH_CROUCHED] = CRYO_CORPSE;
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;
gubAnimSurfaceIndex[INFANT_MONSTER][CRYO_DEATH] = CRYO_EXPLODE;
gubAnimSurfaceIndex[INFANT_MONSTER][CRYO_DEATH_CROUCHED] = CRYO_EXPLODE_CROUCHED;
gubAnimSurfaceCorpseID[ INFANT_MONSTER ][ INFANT_DIE ] = INFANTMONSTER_DEAD;
gubAnimSurfaceCorpseID[INFANT_MONSTER][CRYO_DEATH] = CRYO_CORPSE;
gubAnimSurfaceCorpseID[INFANT_MONSTER][CRYO_DEATH_CROUCHED] = CRYO_CORPSE;
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;
gubAnimSurfaceIndex[QUEENMONSTER][CRYO_DEATH] = CRYO_EXPLODE;
gubAnimSurfaceIndex[QUEENMONSTER][CRYO_DEATH_CROUCHED] = CRYO_EXPLODE_CROUCHED;
gubAnimSurfaceCorpseID[ QUEENMONSTER ][ QUEEN_DIE ] = QUEEN_MONSTER_DEAD;
gubAnimSurfaceCorpseID[QUEENMONSTER][CRYO_DEATH] = CRYO_CORPSE;
gubAnimSurfaceCorpseID[QUEENMONSTER][CRYO_DEATH_CROUCHED] = CRYO_CORPSE;
//////
// 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;
gubAnimSurfaceIndex[FATCIV][CRYO_DEATH] = CRYO_EXPLODE;
gubAnimSurfaceIndex[FATCIV][CRYO_DEATH_CROUCHED] = CRYO_EXPLODE_CROUCHED;
gubAnimSurfaceCorpseID[ FATCIV ][ GENERIC_HIT_DEATH ] = FT_DEAD1;
gubAnimSurfaceCorpseID[ FATCIV ][ CIV_DIE2 ] = FT_DEAD2;
gubAnimSurfaceCorpseID[FATCIV][CRYO_DEATH] = CRYO_CORPSE;
gubAnimSurfaceCorpseID[FATCIV][CRYO_DEATH_CROUCHED] = CRYO_CORPSE;
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;
gubAnimSurfaceIndex[MANCIV][CRYO_DEATH] = CRYO_EXPLODE;
gubAnimSurfaceIndex[MANCIV ][CRYO_DEATH_CROUCHED] = CRYO_EXPLODE_CROUCHED;
gubAnimSurfaceCorpseID[ MANCIV ][ GENERIC_HIT_DEATH ] = M_DEAD1;
gubAnimSurfaceCorpseID[ MANCIV ][ CIV_DIE2 ] = M_DEAD2;
gubAnimSurfaceCorpseID[MANCIV][CRYO_DEATH] = CRYO_CORPSE;
gubAnimSurfaceCorpseID[MANCIV][CRYO_DEATH_CROUCHED] = CRYO_CORPSE;
// 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;
gubAnimSurfaceIndex[MINICIV][CRYO_DEATH] = CRYO_EXPLODE;
gubAnimSurfaceIndex[MINICIV][CRYO_DEATH_CROUCHED] = CRYO_EXPLODE_CROUCHED;
gubAnimSurfaceCorpseID[ MINICIV ][ GENERIC_HIT_DEATH ] = S_DEAD1;
gubAnimSurfaceCorpseID[ MINICIV ][ CIV_DIE2 ] = S_DEAD2;
gubAnimSurfaceCorpseID[MINICIV][CRYO_DEATH] = CRYO_CORPSE;
gubAnimSurfaceCorpseID[MINICIV][CRYO_DEATH_CROUCHED] = CRYO_CORPSE;
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;
gubAnimSurfaceIndex[DRESSCIV][CRYO_DEATH] = CRYO_EXPLODE;
gubAnimSurfaceIndex[DRESSCIV][CRYO_DEATH_CROUCHED] = CRYO_EXPLODE_CROUCHED;
gubAnimSurfaceCorpseID[ DRESSCIV ][ GENERIC_HIT_DEATH ] = W_DEAD1;
gubAnimSurfaceCorpseID[ DRESSCIV ][ CIV_DIE2 ] = W_DEAD2;
gubAnimSurfaceCorpseID[DRESSCIV][CRYO_DEATH] = CRYO_CORPSE;
gubAnimSurfaceCorpseID[DRESSCIV][CRYO_DEATH_CROUCHED] = CRYO_CORPSE;
// 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;
gubAnimSurfaceIndex[HATKIDCIV][CRYO_DEATH] = CRYO_EXPLODE;
gubAnimSurfaceIndex[HATKIDCIV][CRYO_DEATH_CROUCHED] = CRYO_EXPLODE_CROUCHED;
gubAnimSurfaceCorpseID[ HATKIDCIV ][ GENERIC_HIT_DEATH ] = H_DEAD1;
gubAnimSurfaceCorpseID[ HATKIDCIV ][ CIV_DIE2 ] = H_DEAD2;
gubAnimSurfaceCorpseID[HATKIDCIV][CRYO_DEATH] = CRYO_CORPSE;
gubAnimSurfaceCorpseID[HATKIDCIV][CRYO_DEATH_CROUCHED] = CRYO_CORPSE;
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;
gubAnimSurfaceIndex[KIDCIV][CRYO_DEATH] = CRYO_EXPLODE;
gubAnimSurfaceIndex[KIDCIV][CRYO_DEATH_CROUCHED] = CRYO_EXPLODE_CROUCHED;
gubAnimSurfaceCorpseID[ KIDCIV ][ GENERIC_HIT_DEATH ] = K_DEAD1;
gubAnimSurfaceCorpseID[ KIDCIV ][ CIV_DIE2 ] = K_DEAD2;
gubAnimSurfaceCorpseID[KIDCIV][CRYO_DEATH] = CRYO_CORPSE;
gubAnimSurfaceCorpseID[KIDCIV][CRYO_DEATH_CROUCHED] = CRYO_CORPSE;
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;
gubAnimSurfaceIndex[CRIPPLECIV][CRYO_DEATH] = CRYO_EXPLODE;
gubAnimSurfaceIndex[CRIPPLECIV][CRYO_DEATH_CROUCHED] = CRYO_EXPLODE_CROUCHED;
gubAnimSurfaceCorpseID[ CRIPPLECIV ][ CRIPPLE_DIE ] = SMERC_BCK;
gubAnimSurfaceCorpseID[CRIPPLECIV][CRYO_DEATH] = CRYO_CORPSE;
gubAnimSurfaceCorpseID[CRIPPLECIV][CRYO_DEATH_CROUCHED] = CRYO_CORPSE;
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;
gubAnimSurfaceIndex[COW][CRYO_DEATH] = CRYO_EXPLODE;
gubAnimSurfaceIndex[COW][CRYO_DEATH_CROUCHED] = CRYO_EXPLODE_CROUCHED;
gubAnimSurfaceCorpseID[ COW ][ COW_DYING ] = COW_DEAD;
gubAnimSurfaceCorpseID[COW][CRYO_DEATH] = CRYO_CORPSE;
gubAnimSurfaceCorpseID[COW][CRYO_DEATH_CROUCHED] = CRYO_CORPSE;
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;
gubAnimSurfaceIndex[BLOODCAT][CRYO_DEATH] = CRYO_EXPLODE;
gubAnimSurfaceIndex[BLOODCAT][CRYO_DEATH_CROUCHED] = CRYO_EXPLODE_CROUCHED;
gubAnimSurfaceCorpseID[ BLOODCAT ][ BLOODCAT_DYING ] = BLOODCAT_DEAD;
gubAnimSurfaceCorpseID[BLOODCAT][CRYO_DEATH] = CRYO_CORPSE;
gubAnimSurfaceCorpseID[BLOODCAT][CRYO_DEATH_CROUCHED] = CRYO_CORPSE;
// 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;
gubAnimSurfaceIndex[ROBOTNOWEAPON][CRYO_DEATH] = CRYO_EXPLODE;
gubAnimSurfaceIndex[ROBOTNOWEAPON][CRYO_DEATH_CROUCHED] = CRYO_EXPLODE_CROUCHED;
gubAnimSurfaceCorpseID[ ROBOTNOWEAPON ][ ROBOTNW_DIE ] = ROBOT_DEAD;
gubAnimSurfaceCorpseID[ROBOTNOWEAPON][CRYO_DEATH] = CRYO_CORPSE;
gubAnimSurfaceCorpseID[ROBOTNOWEAPON][CRYO_DEATH_CROUCHED] = CRYO_CORPSE;
// HUMVEE
gubAnimSurfaceIndex[ HUMVEE ][ STANDING ] = HUMVEE_BASIC;
gubAnimSurfaceIndex[ HUMVEE ][ WALKING ] = HUMVEE_BASIC;
gubAnimSurfaceIndex[ HUMVEE ][ RUNNING ] = HUMVEE_BASIC;
gubAnimSurfaceIndex[ HUMVEE ][ WALK_BACKWARDS ] = 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 ][ RUNNING ] = TANKNW_READY;
gubAnimSurfaceIndex[ TANK_NW ][ WALK_BACKWARDS ] = 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;
gubAnimSurfaceCorpseID[TANK_NW][WALKING] = TANK1_DEAD;
gubAnimSurfaceCorpseID[TANK_NW][RUNNING] = TANK1_DEAD;
gubAnimSurfaceCorpseID[TANK_NW][WALK_BACKWARDS] = TANK1_DEAD;
// TANK
gubAnimSurfaceIndex[ TANK_NE ][ STANDING ] = TANKNE_READY;
gubAnimSurfaceIndex[ TANK_NE ][ WALKING ] = TANKNE_READY;
gubAnimSurfaceIndex[ TANK_NE ][ RUNNING ] = TANKNE_READY;
gubAnimSurfaceIndex[ TANK_NE ][ WALK_BACKWARDS ] = 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;
gubAnimSurfaceCorpseID[ TANK_NE ][WALKING] = TANK2_DEAD;
gubAnimSurfaceCorpseID[ TANK_NE ][RUNNING] = TANK2_DEAD;
gubAnimSurfaceCorpseID[ TANK_NE ][WALK_BACKWARDS] = TANK2_DEAD;
// ELDORADO
gubAnimSurfaceIndex[ ELDORADO ][ STANDING ] = ELDORADO_BASIC;
gubAnimSurfaceIndex[ ELDORADO ][ WALKING ] = ELDORADO_BASIC;
gubAnimSurfaceIndex[ ELDORADO ][ RUNNING ] = ELDORADO_BASIC;
gubAnimSurfaceIndex[ ELDORADO ][ WALK_BACKWARDS ] = ELDORADO_BASIC;
gubAnimSurfaceIndex[ ELDORADO ][ VEHICLE_DIE ] = ELDORADO_DIE;
gubAnimSurfaceCorpseID[ELDORADO][STANDING] = ICECREAM_DEAD;
gubAnimSurfaceCorpseID[ELDORADO][WALKING] = ICECREAM_DEAD;
gubAnimSurfaceCorpseID[ELDORADO][RUNNING] = ICECREAM_DEAD;
gubAnimSurfaceCorpseID[ELDORADO][WALK_BACKWARDS] = ICECREAM_DEAD;
// ICECREAMTRUCK
gubAnimSurfaceIndex[ ICECREAMTRUCK ][ STANDING ] = ICECREAMTRUCK_BASIC;
gubAnimSurfaceIndex[ ICECREAMTRUCK ][ WALKING ] = ICECREAMTRUCK_BASIC;
gubAnimSurfaceIndex[ ICECREAMTRUCK ][ RUNNING ] = ICECREAMTRUCK_BASIC;
gubAnimSurfaceIndex[ ICECREAMTRUCK ][ WALK_BACKWARDS ] = ICECREAMTRUCK_BASIC;
gubAnimSurfaceIndex[ ICECREAMTRUCK ][ VEHICLE_DIE ] = HUMVEE_DIE;
gubAnimSurfaceCorpseID[ICECREAMTRUCK][STANDING] = ICECREAM_DEAD;
gubAnimSurfaceCorpseID[ICECREAMTRUCK][WALKING] = ICECREAM_DEAD;
gubAnimSurfaceCorpseID[ICECREAMTRUCK][RUNNING] = ICECREAM_DEAD;
gubAnimSurfaceCorpseID[ICECREAMTRUCK][WALK_BACKWARDS] = ICECREAM_DEAD;
// JEEP
gubAnimSurfaceIndex[ JEEP ][ STANDING ] = JEEP_BASIC;
gubAnimSurfaceIndex[ JEEP ][ WALKING ] = JEEP_BASIC;
gubAnimSurfaceIndex[ JEEP ][ RUNNING ] = JEEP_BASIC;
gubAnimSurfaceIndex[ JEEP ][ WALK_BACKWARDS ] = JEEP_BASIC;
gubAnimSurfaceIndex[ JEEP ][ VEHICLE_DIE ] = JEEP_DIE;
gubAnimSurfaceCorpseID[JEEP][STANDING] = ICECREAM_DEAD;
gubAnimSurfaceCorpseID[JEEP][WALKING] = ICECREAM_DEAD;
gubAnimSurfaceCorpseID[JEEP][RUNNING] = ICECREAM_DEAD;
gubAnimSurfaceCorpseID[JEEP][WALK_BACKWARDS] = ICECREAM_DEAD;
// COMBAT_JEEP
gubAnimSurfaceIndex[COMBAT_JEEP][STANDING] = ARMED_CAR_READY;
gubAnimSurfaceIndex[COMBAT_JEEP][WALKING] = ARMED_CAR_READY;
gubAnimSurfaceIndex[COMBAT_JEEP][RUNNING] = ARMED_CAR_READY;
gubAnimSurfaceIndex[COMBAT_JEEP][WALK_BACKWARDS] = ARMED_CAR_READY;
gubAnimSurfaceIndex[COMBAT_JEEP][TANK_SHOOT] = ARMED_CAR_SHOOT;
gubAnimSurfaceIndex[COMBAT_JEEP][TANK_BURST] = ARMED_CAR_SHOOT;
gubAnimSurfaceIndex[COMBAT_JEEP][VEHICLE_DIE] = ARMED_CAR_DIE;
gubAnimSurfaceCorpseID[COMBAT_JEEP][STANDING] = HUMMER_DEAD;
gubAnimSurfaceCorpseID[COMBAT_JEEP][WALKING] = HUMMER_DEAD;
gubAnimSurfaceCorpseID[COMBAT_JEEP][RUNNING] = HUMMER_DEAD;
gubAnimSurfaceCorpseID[COMBAT_JEEP][WALK_BACKWARDS] = HUMMER_DEAD;
}
BOOLEAN LoadAnimationStateInstructions( )
{
HWFILE hFile;
UINT32 uiBytesRead;
// Open ani file
hFile = FileOpen( ANIMFILENAME, FILE_ACCESS_READ, FALSE );
if ( !hFile )
{
return( FALSE );
}
//ddd Trick for loading more than 320 animation files (?)
UINT16 fuckTheBoundz[320][100];
//Read in block
//if ( !FileRead( hFile, gusAnimInst, sizeof( gusAnimInst ), &uiBytesRead ) ) //commentet by ddd
if ( !FileRead( hFile, fuckTheBoundz, sizeof( fuckTheBoundz ), &uiBytesRead ) )
{
return( FALSE );
}
FileClose( hFile );
//memcpy(gusAnimInst, fuckTheBoundz, sizeof(gusAnimInst));
for(int i=0;i<320;i++)
memcpy(gusAnimInst[i],fuckTheBoundz[i],sizeof(fuckTheBoundz[i]));
//gusAnimInst[i][0] = fuckTheBoundz[i][0];
// SANDRO - changes to standard animations frame read
memcpy(gusAnimInst[ FEM_KICKSN ],F_IDLE_ANIM_KICKSN_AnimationScript,sizeof(F_IDLE_ANIM_KICKSN_AnimationScript));
memcpy(gusAnimInst[ FEM_LOOK ],F_IDLE_ANIM_LOOK_AnimationScript,sizeof(F_IDLE_ANIM_LOOK_AnimationScript));
memcpy(gusAnimInst[ NINJA_SPINKICK ],NINJA_SPINKICK_AnimationScript,sizeof(NINJA_SPINKICK_AnimationScript));
// NEW ANIMATION SCRIPTS
//<SB> crouch throwing
memcpy(gusAnimInst[ THROW_ITEM_CROUCHED ],CrouchedThrowAnimationScript,sizeof(CrouchedThrowAnimationScript));
//<SB> crouch throwing
//ddd
memcpy(gusAnimInst[ BIGGUY_STONE ],StoneAnimationScript,sizeof(StoneAnimationScript));
memcpy(gusAnimInst[ SHOOT_ROCKET_CROUCHED ],CrouchedShootRocketScript,sizeof(CrouchedShootRocketScript));
memcpy(gusAnimInst[ SWATTING_WK ],SwatWithKnifeScript,sizeof(SwatWithKnifeScript));
memcpy(gusAnimInst[ SWAT_BACKWARDS_WK ],SwatBackWithKnifeScript,sizeof(SwatBackWithKnifeScript));
memcpy(gusAnimInst[ SWAT_BACKWARDS_NOTHING ],SwatBackWithNothingScript,sizeof(SwatBackWithNothingScript));
memcpy(gusAnimInst[ THROW_GRENADE_STANCE ],ThrowGrenadeStanceAnimationScript,sizeof(ThrowGrenadeStanceAnimationScript));
memcpy(gusAnimInst[ LOB_GRENADE_STANCE ],LobGrenadeStanceAnimationScript,sizeof(LobGrenadeStanceAnimationScript));
memcpy(gusAnimInst[ ROLL_PRONE_L ],ROLL_L_AnimationScript,sizeof(ROLL_L_AnimationScript));
memcpy(gusAnimInst[ ROLL_PRONE_R ],ROLL_R_AnimationScript,sizeof(ROLL_R_AnimationScript));
memcpy(gusAnimInst[JUMPUPWALL],fuckTheBoundz[32],sizeof(fuckTheBoundz[32])); // copy CLIMBROOF to JUMPUPWALL
memcpy(gusAnimInst[JUMPDOWNWALL],fuckTheBoundz[35],sizeof(fuckTheBoundz[35])); // copy CLIMBDOWNROOF to JUMPDOWNWALL
memcpy(gusAnimInst[JUMPWINDOWS],fuckTheBoundz[HOPFENCE],sizeof(fuckTheBoundz[HOPFENCE])); // copy HOPFENCE to JUMPDOWNWALL
//memcpy(gusAnimInst[ JUMPUPWALL ],JUMP_WALL_UP_AnimationScript,sizeof(JUMP_WALL_UP_AnimationScript));
//memcpy(gusAnimInst[ JUMPDOWNWALL ],JUMP_WALL_DOWN_AnimationScript,sizeof(JUMP_WALL_DOWN_AnimationScript));
memcpy(gusAnimInst[USE_REMOTE],REMOTE_DET_AnimationScript,sizeof(REMOTE_DET_AnimationScript)); // SANDRO - new animation of remote detonator by PasHancock
memcpy(gusAnimInst[THROW_KNIFE_SP_BM],THROW_KNIFE_SP_BM_AnimationScript,sizeof(THROW_KNIFE_SP_BM_AnimationScript)); // SANDRO - new animation of remote detonator by PasHancock
memcpy(gusAnimInst[RUNNING_W_PISTOL],fuckTheBoundz[RUNNING],sizeof(fuckTheBoundz[RUNNING]));
memcpy(gusAnimInst[SIDE_STEP_WEAPON_RDY],fuckTheBoundz[SIDE_STEP],sizeof(fuckTheBoundz[SIDE_STEP]));
memcpy(gusAnimInst[SIDE_STEP_DUAL_RDY],fuckTheBoundz[SIDE_STEP],sizeof(fuckTheBoundz[SIDE_STEP]));
memcpy( gusAnimInst[SIDE_STEP_CROUCH_RIFLE], fuckTheBoundz[SIDE_STEP], sizeof( fuckTheBoundz[SIDE_STEP] ) );
memcpy( gusAnimInst[SIDE_STEP_CROUCH_PISTOL], fuckTheBoundz[SIDE_STEP], sizeof( fuckTheBoundz[SIDE_STEP] ) );
memcpy( gusAnimInst[SIDE_STEP_CROUCH_DUAL], fuckTheBoundz[SIDE_STEP], sizeof( fuckTheBoundz[SIDE_STEP] ) );
memcpy(gusAnimInst[WALKING_WEAPON_RDY],fuckTheBoundz[WALKING],sizeof(fuckTheBoundz[WALKING]));
memcpy(gusAnimInst[WALKING_DUAL_RDY],fuckTheBoundz[WALKING],sizeof(fuckTheBoundz[WALKING]));
memcpy(gusAnimInst[CROUCHEDMOVE_RIFLE_READY], CROUCHEDMOVE_RIFLE_READY_AnimationScript, sizeof( CROUCHEDMOVE_RIFLE_READY_AnimationScript ));
memcpy(gusAnimInst[CROUCHEDMOVE_PISTOL_READY], CROUCHEDMOVE_PISTOL_READY_AnimationScript, sizeof( CROUCHEDMOVE_PISTOL_READY_AnimationScript ) );
memcpy(gusAnimInst[CROUCHEDMOVE_DUAL_READY], CROUCHEDMOVE_DUAL_READY_AnimationScript, sizeof( CROUCHEDMOVE_DUAL_READY_AnimationScript ) );
memcpy(gusAnimInst[START_AID_PRN],PRONE_START_FIRST_AID_AnimationScript,sizeof(PRONE_START_FIRST_AID_AnimationScript));
memcpy(gusAnimInst[GIVING_AID_PRN],PRONE_GIVE_FIRST_AID_AnimationScript,sizeof(PRONE_GIVE_FIRST_AID_AnimationScript));
memcpy(gusAnimInst[END_AID_PRN],fuckTheBoundz[END_AID],sizeof(fuckTheBoundz[END_AID]));
memcpy(gusAnimInst[ADJACENT_GET_ITEM_CROUCHED],fuckTheBoundz[ADJACENT_GET_ITEM],sizeof(fuckTheBoundz[ADJACENT_GET_ITEM]));
memcpy(gusAnimInst[STEAL_ITEM_CROUCHED],fuckTheBoundz[STEAL_ITEM],sizeof(fuckTheBoundz[STEAL_ITEM]));
memcpy(gusAnimInst[BURST_DUAL_STAND],DUAL_BURST_ST_CR_AnimationScript,sizeof(DUAL_BURST_ST_CR_AnimationScript));
memcpy(gusAnimInst[BURST_DUAL_CROUCH],DUAL_BURST_ST_CR_AnimationScript,sizeof(DUAL_BURST_ST_CR_AnimationScript));
memcpy(gusAnimInst[BURST_DUAL_PRONE],DUAL_BURST_PRONE_AnimationScript,sizeof(DUAL_BURST_PRONE_AnimationScript));
memcpy(gusAnimInst[READY_ALTERNATIVE_STAND],fuckTheBoundz[READY_RIFLE_STAND],sizeof(fuckTheBoundz[READY_RIFLE_STAND]));
memcpy(gusAnimInst[AIM_ALTERNATIVE_STAND],fuckTheBoundz[AIM_RIFLE_STAND],sizeof(fuckTheBoundz[AIM_RIFLE_STAND]));
memcpy(gusAnimInst[SHOOT_ALTERNATIVE_STAND],fuckTheBoundz[SHOOT_RIFLE_STAND],sizeof(fuckTheBoundz[SHOOT_RIFLE_STAND]));
memcpy(gusAnimInst[BURST_ALTERNATIVE_STAND],fuckTheBoundz[STANDING_BURST],sizeof(fuckTheBoundz[STANDING_BURST]));
memcpy(gusAnimInst[LOW_SHOT_ALTERNATIVE_STAND],fuckTheBoundz[FIRE_LOW_STAND],sizeof(fuckTheBoundz[FIRE_LOW_STAND]));
memcpy(gusAnimInst[LOW_BURST_ALTERNATIVE_STAND],fuckTheBoundz[FIRE_BURST_LOW_STAND],sizeof(fuckTheBoundz[FIRE_BURST_LOW_STAND]));
memcpy(gusAnimInst[UNREADY_ALTERNATIVE_STAND],fuckTheBoundz[END_RIFLE_STAND],sizeof(fuckTheBoundz[END_RIFLE_STAND]));
memcpy(gusAnimInst[UNJAM_ALTERNATIVE_STAND],fuckTheBoundz[STANDING_SHOOT_UNJAM],sizeof(fuckTheBoundz[STANDING_SHOOT_UNJAM]));
memcpy(gusAnimInst[LOW_UNJAM_ALTERNATIVE_STAND],fuckTheBoundz[STANDING_SHOOT_LOW_UNJAM],sizeof(fuckTheBoundz[STANDING_SHOOT_LOW_UNJAM]));
memcpy(gusAnimInst[WALKING_ALTERNATIVE_RDY],fuckTheBoundz[WALKING],sizeof(fuckTheBoundz[WALKING]));
memcpy(gusAnimInst[SIDE_STEP_ALTERNATIVE_RDY],fuckTheBoundz[SIDE_STEP],sizeof(fuckTheBoundz[SIDE_STEP]));
memcpy(gusAnimInst[START_COWER_CROUCHED],START_COWER_CROUCHED_AnimationScript,sizeof(START_COWER_CROUCHED_AnimationScript));
memcpy(gusAnimInst[END_COWER_CROUCHED],END_COWER_CROUCHED_AnimationScript,sizeof(END_COWER_CROUCHED_AnimationScript));
memcpy(gusAnimInst[START_COWER_PRONE],START_COWER_PRONE_AnimationScript,sizeof(START_COWER_PRONE_AnimationScript));
memcpy(gusAnimInst[COWERING_PRONE],COWER_PRONE_AnimationScript,sizeof(COWER_PRONE_AnimationScript));
memcpy(gusAnimInst[END_COWER_PRONE],END_COWER_PRONE_AnimationScript,sizeof(END_COWER_PRONE_AnimationScript));
memcpy(gusAnimInst[BIGMERC_IDLE_NECK2],fuckTheBoundz[BIGMERC_IDLE_NECK],sizeof(fuckTheBoundz[BIGMERC_IDLE_NECK]));
memcpy(gusAnimInst[FOCUSED_PUNCH],FOCUSED_PUNCH_AnimationScript,sizeof(FOCUSED_PUNCH_AnimationScript));
memcpy(gusAnimInst[FOCUSED_STAB],FOCUSED_STAB_AnimationScript,sizeof(FOCUSED_STAB_AnimationScript));
memcpy(gusAnimInst[HTH_KICK],HTH_KICK_AnimationScript,sizeof(HTH_KICK_AnimationScript));
memcpy(gusAnimInst[FOCUSED_HTH_KICK],FOCUSED_HTH_KICK_AnimationScript,sizeof(FOCUSED_HTH_KICK_AnimationScript));
memcpy(gusAnimInst[LONG_JUMP],LONG_JUMP_AnimationScript,sizeof(LONG_JUMP_AnimationScript));
memcpy( gusAnimInst[CRYO_DEATH], CRYO_DEATH_AnimationScript, sizeof(CRYO_DEATH_AnimationScript) );
memcpy( gusAnimInst[CRYO_DEATH_CROUCHED], CRYO_DEATH_CROUCHED_AnimationScript, sizeof(CRYO_DEATH_CROUCHED_AnimationScript) );
memcpy(gusAnimInst[BAYONET_STAB_STANDING_VS_STANDING], BAYONET_STAB_STANDING_VS_STANDING_AnimationScript, sizeof(BAYONET_STAB_STANDING_VS_STANDING_AnimationScript));
memcpy(gusAnimInst[BAYONET_STAB_STANDING_VS_PRONE], BAYONET_STAB_STANDING_VS_PRONE_AnimationScript, sizeof(BAYONET_STAB_STANDING_VS_PRONE_AnimationScript));
// NOTE: Careful here... keep in mind you have to increase MAX_ANIMATIONS whenever you would go over 399(currently) animation numbers
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 || pSoldier->usAnimState == CRYO_DEATH || pSoldier->usAnimState == CRYO_DEATH_CROUCHED )
{
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:
case COMBAT_JEEP:
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 ( pSoldier->uiAnimSubFlags & SUB_ANIM_BIGGUYSHOOT2 ) // badass rifle holding animation
{
switch ( usAnimSurface )
{
case BGMSTANDAIM2:
usAnimSurface = BGMSTANDAIM;
break;
case BGMSIDESTEP_R_RDY:
usAnimSurface = BGMSIDESTEP_R_RDY2;
break;
case BGMWALK_R_RDY:
usAnimSurface = BGMWALK_R_RDY2;
break;
default:
break;
}
}
// SWITCH TO DIFFERENT STAND ANIMATION FOR BIG GUY!
switch (usAnimSurface)
{
case BGMSTANDING:
if ( !DecideAltAnimForBigMerc( pSoldier ) )
{
usAnimSurface = BGMTHREATENSTAND;
}
break;
case BGMWALKING:
if ( !DecideAltAnimForBigMerc( pSoldier ) )
{
usAnimSurface = BGMWALK2;
}
break;
case BGMRUNNING:
if ( !DecideAltAnimForBigMerc( pSoldier ) )
{
usAnimSurface = BGMRUN2;
}
break;
case BGMRAISE:
if ( !DecideAltAnimForBigMerc( pSoldier ) )
{
usAnimSurface = BGMRAISE2;
}
break;
case BGM_HIP_AIM:
if ( DecideAltAnimForBigMerc( pSoldier ) )
{
usAnimSurface = BGMHIPAIMALT;
}
break;
case BGMSTANDAIM2:
if ( DecideAltAnimForBigMerc( pSoldier ) && !( pSoldier->uiAnimSubFlags & SUB_ANIM_BIGGUYSHOOT2 ))
{
usAnimSurface = BGMSRAIMALT;
}
break;
default:
break;
}
// 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 ) )
{
// SANDRO - new anim for running with pistol by PasHancock
if ( usAnimState == RUNNING )
{
usAltAnimSurface = gubAnimSurfaceItemSubIndex[ pSoldier->ubBodyType ][RUNNING_W_PISTOL];
}
else
{
usAltAnimSurface = gubAnimSurfaceItemSubIndex[pSoldier->ubBodyType][usAnimState];
}
if ( usAltAnimSurface != INVALID_ANIMATION )
{
//ddd Put alternative pistol-shot animations here
/*if ( usAnimSurface == BGMSTANDAIM2 )
{
usAnimSurface = BGMFLEX;
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"usanimcashe");
}
else //}ddd*/
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 )
if ( pSoldier->IsValidSecondHandShot() )
{
usAltAnimSurface = gDoubleHandledSub.usAnimationSurfaces[ pSoldier->ubBodyType ];
if ( usAltAnimSurface != INVALID_ANIMATION )
{
usAnimSurface = usAltAnimSurface;
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 );
}