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https://github.com/1dot13/source.git
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Fixed old-style behavior when creating a soldier struct (caused memory corruption and leaks) Fixed soldiers unable to fire if an error happened while firing the off-hand weapon Fix animation system problems with soldiers interrupted while changing stance, such as twitching and not being able to navigate around obstacles Prevent splitting money while an item is in the hand, which would result in losing the original item Fix reverse of X,Y when checking visibility through a roof, which could make soldiers falsely visible/invisible Prevent militia from simply waiting on the border when enemies are known to be in the sector Fix stack overflow for soldier inventory debug display Optimized A* pathing and cleaned up VS2K5 specific code AI can now use all climb points for climbable buildings, not just a random few Fix to not allow flat roof butted against slanted roof to be identified as a climb point Prevent soldiers who cause an interrupt from a special action from continuing on their path after being interrupted Prevent soldiers who enter or leave deep water from moving a space too far and turning back Prevent soldiers from trying to crouch while in shallow water Make soldier turn in the closest direction when he must get up from prone and turn then fall back to prone Allow a soldier to swat for a tile before returning to prone if unable to return to prone immediately after a turn Fix civilians that should show up in a sector, missing because of others that aren't Fix a memset on a C++ class Place Skyrider in a sector near his helecopter once available and the helicopter is present Fix soldier corruption if too many shots burst-spread into too few tiles Include both first and last tile in spread when some locations must be skipped Fix to shoot at last location in burst Fix to remove other previous spread locations when calculating a new spread Fix to reload or rechamber off-hand when necessary, such as having a pistol shotgun in that hand git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1532 3b4a5df2-a311-0410-b5c6-a8a6f20db521
578 lines
9.4 KiB
C
578 lines
9.4 KiB
C
#ifndef ANIMATION_DATA_H_
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#define ANIMATION_DATA_H_
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#include "vobject.h"
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#include "Soldier Control.h"
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#include "Overhead.h"
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#include "Structure Internals.h"
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// DEFINES FOR ANIMATION PROFILES
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#define TILE_FLAG_FEET 0x0001
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#define TILE_FLAG_MID 0x0002
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#define TILE_FLAG_HEAD 0x0004
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#define TILE_FLAG_CANMOVE 0x0008
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#define TILE_FLAG_NORTH_HALF 0x0010
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#define TILE_FLAG_SOUTH_HALF 0x0020
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#define TILE_FLAG_WEST_HALF 0x0040
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#define TILE_FLAG_EAST_HALF 0x0080
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#define TILE_FLAG_TOP_HALF 0x0100
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#define TILE_FLAG_BOTTOM_HALF 0x0200
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#define ANIM_DATA_FLAG_NOFRAMES 0x01
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// ENUMERATIONS
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// BODY TYPES
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// RGM = Regular Male
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// (RG) = Body desc ( Regular - RG, Short Stocky ( SS ), etc
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// (M) = Sex, Male, female
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#define IS_MERC_BODY_TYPE( p ) ( ( p->ubBodyType <= REGFEMALE ) ? ( TRUE ) : ( FALSE ) )
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#define IS_CIV_BODY_TYPE( p ) ( (p->ubBodyType >= FATCIV) && (p->ubBodyType <= CRIPPLECIV) )
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#define NUMSOLDIERBODYTYPES 4
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enum SoldierBodyTypes
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{
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REGMALE = 0,
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BIGMALE,
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STOCKYMALE,
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REGFEMALE,
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ADULTFEMALEMONSTER,
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AM_MONSTER,
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YAF_MONSTER,
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YAM_MONSTER,
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LARVAE_MONSTER,
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INFANT_MONSTER,
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QUEENMONSTER,
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FATCIV,
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MANCIV,
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MINICIV,
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DRESSCIV,
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HATKIDCIV,
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KIDCIV,
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CRIPPLECIV,
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COW,
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CROW,
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BLOODCAT,
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ROBOTNOWEAPON,
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HUMVEE,
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TANK_NW,
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TANK_NE,
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ELDORADO,
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ICECREAMTRUCK,
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JEEP,
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TOTALBODYTYPES
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} ;
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// Enumerations
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// This enumeration defines the graphic image file per animation
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// RGM = Regular Male
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// (RG) = Body desc ( Regular - RG, Short Stocky ( SS ), etc
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// (M) = Sex, Male, female
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typedef enum
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{
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RGMBASICWALKING = 0,
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RGMSTANDING,
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RGMCROUCHING,
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RGMSNEAKING,
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RGMRUNNING,
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RGMPRONE,
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RGMSTANDAIM,
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RGMHITHARD,
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RGMHITSTAND,
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RGMHITHARDBLOOD,
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RGMCROUCHAIM,
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RGMHITFALLBACK,
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RGMROLLOVER,
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RGMCLIMBROOF,
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RGMFALL,
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RGMFALLF,
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RGMHITCROUCH,
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RGMHITPRONE,
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RGMHOPFENCE,
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RGMPUNCH,
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RGMNOTHING_STD,
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RGMNOTHING_WALK,
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RGMNOTHING_RUN,
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RGMNOTHING_SWAT,
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RGMNOTHING_CROUCH,
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RGMHANDGUN_S_SHOT,
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RGMHANDGUN_C_SHOT,
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RGMHANDGUN_PRONE,
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RGMDIE_JFK,
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RGMOPEN,
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RGMPICKUP,
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RGMSTAB,
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RGMSLICE,
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RGMCSTAB,
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RGMMEDIC,
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RGMDODGE,
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RGMSTANDDWALAIM,
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RGMRAISE,
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RGMTHROW,
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RGMLOB,
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RGMKICKDOOR,
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RGMRHIT,
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RGM_SQUISH,
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RGM_LOOK,
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RGM_PULL,
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RGM_SPIT,
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RGMWATER_R_WALK,
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RGMWATER_R_STD,
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RGMWATER_N_WALK,
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RGMWATER_N_STD,
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RGMWATER_DIE,
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RGMWATER_N_AIM,
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RGMWATER_R_AIM,
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RGMWATER_DBLSHT,
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RGMWATER_TRANS,
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RGMDEEPWATER_TRED,
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RGMDEEPWATER_SWIM,
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RGMDEEPWATER_DIE,
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RGMMCLIMB,
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RGMHELIDROP,
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RGMLOWKICK,
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RGMNPUNCH,
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RGMSPINKICK,
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RGMSLEEP,
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RGMSHOOT_LOW,
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RGMCDBLSHOT,
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RGMHURTSTANDINGN,
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RGMHURTSTANDINGR,
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RGMHURTWALKINGN,
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RGMHURTWALKINGR,
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RGMHURTTRANS,
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RGMTHROWKNIFE,
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RGMBREATHKNIFE,
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RGMPISTOLBREATH,
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RGMCOWER,
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RGMROCKET,
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RGMMORTAR,
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RGMSIDESTEP,
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RGMDBLBREATH,
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RGMPUNCHLOW,
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RGMPISTOLSHOOTLOW,
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RGMWATERTHROW,
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RGMRADIO,
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RGMCRRADIO,
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RGMBURN,
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RGMDWPRONE,
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RGMDRUNK,
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RGMPISTOLDRUNK,
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RGMCROWBAR,
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RGMJUMPOVER,
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BGMWALKING,
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BGMSTANDING,
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BGMCROUCHING,
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BGMSNEAKING,
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BGMRUNNING,
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BGMPRONE,
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BGMSTANDAIM,
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BGMHITHARD,
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BGMHITSTAND,
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BGMHITHARDBLOOD,
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BGMCROUCHAIM,
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BGMHITFALLBACK,
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BGMROLLOVER,
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BGMCLIMBROOF,
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BGMFALL,
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BGMFALLF,
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BGMHITCROUCH,
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BGMHITPRONE,
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BGMHOPFENCE,
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BGMPUNCH,
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BGMNOTHING_STD,
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BGMNOTHING_WALK,
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BGMNOTHING_RUN,
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BGMNOTHING_SWAT,
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BGMNOTHING_CROUCH,
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BGMHANDGUN_S_SHOT,
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BGMHANDGUN_C_SHOT,
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BGMHANDGUN_PRONE,
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BGMDIE_JFK,
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BGMOPEN,
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BGMPICKUP,
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BGMSTAB,
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BGMSLICE,
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BGMCSTAB,
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BGMMEDIC,
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BGMDODGE,
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BGMSTANDDWALAIM,
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BGMRAISE,
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BGMTHROW,
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BGMLOB,
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BGMKICKDOOR,
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BGMRHIT,
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BGMSTANDAIM2,
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BGMFLEX,
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BGMSTRECH,
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BGMSHOEDUST,
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BGMHEADTURN,
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BGMWATER_R_WALK,
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BGMWATER_R_STD,
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BGMWATER_N_WALK,
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BGMWATER_N_STD,
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BGMWATER_DIE,
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BGMWATER_N_AIM,
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BGMWATER_R_AIM,
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BGMWATER_DBLSHT,
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BGMWATER_TRANS,
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BGMDEEPWATER_TRED,
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BGMDEEPWATER_SWIM,
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BGMDEEPWATER_DIE,
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BGMHELIDROP,
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BGMSLEEP,
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BGMSHOOT_LOW,
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BGMTHREATENSTAND,
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BGMCDBLSHOT,
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BGMHURTSTANDINGN,
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BGMHURTSTANDINGR,
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BGMHURTWALKINGN,
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BGMHURTWALKINGR,
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BGMHURTTRANS,
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BGMTHROWKNIFE,
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BGMBREATHKNIFE,
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BGMPISTOLBREATH,
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BGMCOWER,
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BGMRAISE2,
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BGMROCKET,
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BGMMORTAR,
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BGMSIDESTEP,
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BGMDBLBREATH,
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BGMPUNCHLOW,
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BGMPISTOLSHOOTLOW,
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BGMWATERTHROW,
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BGMWALK2,
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BGMRUN2,
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BGMIDLENECK,
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BGMCROUCHTRANS,
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BGMRADIO,
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BGMCRRADIO,
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BGMDWPRONE,
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BGMDRUNK,
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BGMPISTOLDRUNK,
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BGMCROWBAR,
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BGMJUMPOVER,
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RGFWALKING,
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RGFSTANDING,
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RGFCROUCHING,
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RGFSNEAKING,
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RGFRUNNING,
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RGFPRONE,
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RGFSTANDAIM,
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RGFHITHARD,
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RGFHITSTAND,
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RGFHITHARDBLOOD,
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RGFCROUCHAIM,
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RGFHITFALLBACK,
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RGFROLLOVER,
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RGFCLIMBROOF,
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RGFFALL,
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RGFFALLF,
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RGFHITCROUCH,
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RGFHITPRONE,
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RGFHOPFENCE,
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RGFPUNCH,
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RGFNOTHING_STD,
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RGFNOTHING_WALK,
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RGFNOTHING_RUN,
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RGFNOTHING_SWAT,
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RGFNOTHING_CROUCH,
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RGFHANDGUN_S_SHOT,
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RGFHANDGUN_C_SHOT,
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RGFHANDGUN_PRONE,
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RGFDIE_JFK,
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RGFOPEN,
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RGFPICKUP,
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RGFSTAB,
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RGFSLICE,
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RGFCSTAB,
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RGFMEDIC,
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RGFDODGE,
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RGFSTANDDWALAIM,
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RGFRAISE,
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RGFTHROW,
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RGFLOB,
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RGFKICKDOOR,
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RGFRHIT,
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RGFCLEAN,
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RGFKICKSN,
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RGFALOOK,
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RGFWIPE,
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RGFWATER_R_WALK,
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RGFWATER_R_STD,
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RGFWATER_N_WALK,
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RGFWATER_N_STD,
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RGFWATER_DIE,
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RGFWATER_N_AIM,
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RGFWATER_R_AIM,
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RGFWATER_DBLSHT,
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RGFWATER_TRANS,
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RGFDEEPWATER_TRED,
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RGFDEEPWATER_SWIM,
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RGFDEEPWATER_DIE,
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RGFHELIDROP,
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RGFSLEEP,
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RGFSHOOT_LOW,
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RGFCDBLSHOT,
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RGFHURTSTANDINGN,
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RGFHURTSTANDINGR,
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RGFHURTWALKINGN,
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RGFHURTWALKINGR,
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RGFHURTTRANS,
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RGFTHROWKNIFE,
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RGFBREATHKNIFE,
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RGFPISTOLBREATH,
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RGFCOWER,
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RGFROCKET,
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RGFMORTAR,
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RGFSIDESTEP,
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RGFDBLBREATH,
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RGFPUNCHLOW,
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RGFPISTOLSHOOTLOW,
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RGFWATERTHROW,
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RGFRADIO,
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RGFCRRADIO,
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RGFSLAP,
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RGFDWPRONE,
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RGFDRUNK,
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RGFPISTOLDRUNK,
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RGFCROWBAR,
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RGFJUMPOVER,
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AFMONSTERSTANDING,
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AFMONSTERWALKING,
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AFMONSTERATTACK,
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AFMONSTERCLOSEATTACK,
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AFMONSTERSPITATTACK,
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AFMONSTEREATING,
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AFMONSTERDIE,
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AFMUP,
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AFMJUMP,
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AFMMELT,
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LVBREATH,
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LVDIE,
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LVWALK,
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IBREATH,
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IWALK,
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IDIE,
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IEAT,
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IATTACK,
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QUEENMONSTERSTANDING,
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QUEENMONSTERREADY,
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QUEENMONSTERSPIT_SW,
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QUEENMONSTERSPIT_E,
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QUEENMONSTERSPIT_NE,
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QUEENMONSTERSPIT_S,
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QUEENMONSTERSPIT_SE,
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QUEENMONSTERDEATH,
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QUEENMONSTERSWIPE,
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FATMANSTANDING,
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FATMANWALKING,
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FATMANRUNNING,
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FATMANDIE,
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FATMANASS,
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FATMANACT,
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FATMANCOWER,
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FATMANDIE2,
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FATMANCOWERHIT,
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MANCIVSTANDING,
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MANCIVWALKING,
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MANCIVRUNNING,
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MANCIVDIE,
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MANCIVACT,
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MANCIVCOWER,
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MANCIVDIE2,
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MANCIVSMACKED,
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MANCIVPUNCH,
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MANCIVCOWERHIT,
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MINICIVSTANDING,
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MINICIVWALKING,
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MINICIVRUNNING,
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MINICIVDIE,
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MINISTOCKING,
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MINIACT,
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MINICOWER,
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MINIDIE2,
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MINICOWERHIT,
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DRESSCIVSTANDING,
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DRESSCIVWALKING,
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DRESSCIVRUNNING,
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DRESSCIVDIE,
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DRESSCIVACT,
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DRESSCIVCOWER,
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DRESSCIVDIE2,
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DRESSCIVCOWERHIT,
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HATKIDCIVSTANDING,
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HATKIDCIVWALKING,
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HATKIDCIVRUNNING,
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HATKIDCIVDIE,
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HATKIDCIVJFK,
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HATKIDCIVYOYO,
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HATKIDCIVACT,
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HATKIDCIVCOWER,
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HATKIDCIVDIE2,
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HATKIDCIVCOWERHIT,
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HATKIDCIVSKIP,
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KIDCIVSTANDING,
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KIDCIVWALKING,
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KIDCIVRUNNING,
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KIDCIVDIE,
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KIDCIVJFK,
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KIDCIVARMPIT,
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KIDCIVACT,
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KIDCIVCOWER,
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KIDCIVDIE2,
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KIDCIVCOWERHIT,
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KIDCIVSKIP,
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CRIPCIVSTANDING,
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CRIPCIVWALKING,
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CRIPCIVRUNNING,
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CRIPCIVBEG,
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CRIPCIVDIE,
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CRIPCIVDIE2,
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CRIPCIVKICK,
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COWSTANDING,
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COWWALKING,
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COWDIE,
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COWEAT,
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CROWWALKING,
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CROWFLYING,
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CROWEATING,
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CROWDYING,
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CATBREATH,
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CATWALK,
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CATRUN,
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CATREADY,
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CATHIT,
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CATDIE,
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CATSWIPE,
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CATBITE,
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ROBOTNWBREATH,
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ROBOTNWWALK,
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ROBOTNWHIT,
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ROBOTNWDIE,
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ROBOTNWSHOOT,
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HUMVEE_BASIC,
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HUMVEE_DIE,
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TANKNW_READY,
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TANKNW_SHOOT,
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TANKNW_DIE,
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TANKNE_READY,
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TANKNE_SHOOT,
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TANKNE_DIE,
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ELDORADO_BASIC,
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ELDORADO_DIE,
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ICECREAMTRUCK_BASIC,
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ICECREAMTRUCK_DIE,
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JEEP_BASIC,
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JEEP_DIE,
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BODYEXPLODE,
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//<SB> crouch throwing
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RGMCRTHROW,
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BGMCRTHROW,
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RGFCRTHROW,
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//</SB>
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NUMANIMATIONSURFACETYPES
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} AnimationSurfaceTypes;
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// Enumerations for struct data
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typedef enum
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{
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S_STRUCT,
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C_STRUCT,
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P_STRUCT,
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F_STRUCT,
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FB_STRUCT,
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DEFAULT_STRUCT,
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NUM_STRUCT_IDS,
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NO_STRUCT = 120,
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};
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// Struct for animation 'surface' information
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typedef struct
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{
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UINT16 ubName;
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CHAR8 Filename[ 50 ];
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CHAR8 bStructDataType;
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UINT8 ubFlags;
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UINT32 uiNumDirections;
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UINT32 uiNumFramesPerDir;
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HVOBJECT hVideoObject;
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void *Unused;
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INT8 bUsageCount;
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INT8 bProfile;
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} AnimationSurfaceType;
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typedef struct
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{
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CHAR8 Filename[ 50 ];
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STRUCTURE_FILE_REF * pStructureFileRef;
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} AnimationStructureType;
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extern AnimationSurfaceType gAnimSurfaceDatabase[ NUMANIMATIONSURFACETYPES ];
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extern AnimationStructureType gAnimStructureDatabase[ TOTALBODYTYPES ][ NUM_STRUCT_IDS ];
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// Functions
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BOOLEAN InitAnimationSystem( );
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BOOLEAN DeInitAnimationSystem( );
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BOOLEAN LoadAnimationSurface( UINT16 usSoldierID, UINT16 usSurfaceIndex, UINT16 usAnimState );
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BOOLEAN UnLoadAnimationSurface( UINT16 usSoldierID, UINT16 usSurfaceIndex );
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void ClearAnimationSurfacesUsageHistory( UINT16 usSoldierID );
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void DeleteAnimationProfiles( );
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BOOLEAN LoadAnimationProfiles( );
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STRUCTURE_FILE_REF *GetAnimationStructureRef( UINT8 usSoldierID, UINT16 usSurfaceIndex, UINT16 usAnimState );
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STRUCTURE_FILE_REF *GetDefaultStructureRef( UINT8 usSoldierID );
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// Profile data
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extern ANIM_PROF *gpAnimProfiles;
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extern UINT8 gubNumAnimProfiles;
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void ZeroAnimSurfaceCounts( );
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#endif
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