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- #ifndef __ANIMS_H__
- #define __ANIMS_H__
- // playerAnimations
- typedef enum //# animNumber_e
- {
- //=================================================
- //HEAD ANIMS
- //=================================================
- //# #sep Head-only anims
- FACE_TALK0, //# silent
- FACE_TALK1, //# quiet
- FACE_TALK2, //# semi-quiet
- FACE_TALK3, //# semi-loud
- FACE_TALK4, //# loud
- FACE_ALERT, //#
- FACE_SMILE, //#
- FACE_FROWN, //#
- FACE_DEAD, //#
- //=================================================
- //ANIMS IN WHICH UPPER AND LOWER OBJECTS ARE IN MD3
- //=================================================
- //# #sep BOTH_ DEATHS
- BOTH_DEATH1, //# First Death anim
- BOTH_DEATH2, //# Second Death anim
- BOTH_DEATH3, //# Third Death anim
- BOTH_DEATH4, //# Fourth Death anim
- BOTH_DEATH5, //# Fifth Death anim
- BOTH_DEATH6, //# Sixth Death anim
- BOTH_DEATH7, //# Seventh Death anim
- BOTH_DEATH8, //#
- BOTH_DEATH9, //#
- BOTH_DEATH10, //#
- BOTH_DEATH11, //#
- BOTH_DEATH12, //#
- BOTH_DEATH13, //#
- BOTH_DEATH14, //#
- BOTH_DEATH15, //#
- BOTH_DEATH16, //#
- BOTH_DEATH17, //#
- BOTH_DEATH18, //#
- BOTH_DEATH19, //#
- BOTH_DEATH20, //#
- BOTH_DEATH21, //#
- BOTH_DEATH22, //#
- BOTH_DEATH23, //#
- BOTH_DEATH24, //#
- BOTH_DEATH25, //#
- BOTH_DEATHFORWARD1, //# First Death in which they get thrown forward
- BOTH_DEATHFORWARD2, //# Second Death in which they get thrown forward
- BOTH_DEATHFORWARD3, //# Tavion's falling in cin# 23
- BOTH_DEATHBACKWARD1, //# First Death in which they get thrown backward
- BOTH_DEATHBACKWARD2, //# Second Death in which they get thrown backward
- BOTH_DEATH1IDLE, //# Idle while close to death
- BOTH_LYINGDEATH1, //# Death to play when killed lying down
- BOTH_STUMBLEDEATH1, //# Stumble forward and fall face first death
- BOTH_FALLDEATH1, //# Fall forward off a high cliff and splat death - start
- BOTH_FALLDEATH1INAIR, //# Fall forward off a high cliff and splat death - loop
- BOTH_FALLDEATH1LAND, //# Fall forward off a high cliff and splat death - hit bottom
- BOTH_DEATH_ROLL, //# Death anim from a roll
- BOTH_DEATH_FLIP, //# Death anim from a flip
- BOTH_DEATH_SPIN_90_R, //# Death anim when facing 90 degrees right
- BOTH_DEATH_SPIN_90_L, //# Death anim when facing 90 degrees left
- BOTH_DEATH_SPIN_180, //# Death anim when facing backwards
- BOTH_DEATH_LYING_UP, //# Death anim when lying on back
- BOTH_DEATH_LYING_DN, //# Death anim when lying on front
- BOTH_DEATH_FALLING_DN, //# Death anim when falling on face
- BOTH_DEATH_FALLING_UP, //# Death anim when falling on back
- BOTH_DEATH_CROUCHED, //# Death anim when crouched
- //# #sep BOTH_ DEAD POSES # Should be last frame of corresponding previous anims
- BOTH_DEAD1, //# First Death finished pose
- BOTH_DEAD2, //# Second Death finished pose
- BOTH_DEAD3, //# Third Death finished pose
- BOTH_DEAD4, //# Fourth Death finished pose
- BOTH_DEAD5, //# Fifth Death finished pose
- BOTH_DEAD6, //# Sixth Death finished pose
- BOTH_DEAD7, //# Seventh Death finished pose
- BOTH_DEAD8, //#
- BOTH_DEAD9, //#
- BOTH_DEAD10, //#
- BOTH_DEAD11, //#
- BOTH_DEAD12, //#
- BOTH_DEAD13, //#
- BOTH_DEAD14, //#
- BOTH_DEAD15, //#
- BOTH_DEAD16, //#
- BOTH_DEAD17, //#
- BOTH_DEAD18, //#
- BOTH_DEAD19, //#
- BOTH_DEAD20, //#
- BOTH_DEAD21, //#
- BOTH_DEAD22, //#
- BOTH_DEAD23, //#
- BOTH_DEAD24, //#
- BOTH_DEAD25, //#
- BOTH_DEADFORWARD1, //# First thrown forward death finished pose
- BOTH_DEADFORWARD2, //# Second thrown forward death finished pose
- BOTH_DEADBACKWARD1, //# First thrown backward death finished pose
- BOTH_DEADBACKWARD2, //# Second thrown backward death finished pose
- BOTH_LYINGDEAD1, //# Killed lying down death finished pose
- BOTH_STUMBLEDEAD1, //# Stumble forward death finished pose
- BOTH_FALLDEAD1LAND, //# Fall forward and splat death finished pose
- //# #sep BOTH_ DEAD TWITCH/FLOP # React to being shot from death poses
- BOTH_DEADFLOP1, //# React to being shot from First Death finished pose
- BOTH_DEADFLOP2, //# React to being shot from Second Death finished pose
- BOTH_DISMEMBER_HEAD1, //#
- BOTH_DISMEMBER_TORSO1, //#
- BOTH_DISMEMBER_LLEG, //#
- BOTH_DISMEMBER_RLEG, //#
- BOTH_DISMEMBER_RARM, //#
- BOTH_DISMEMBER_LARM, //#
- //# #sep BOTH_ PAINS
- BOTH_PAIN1, //# First take pain anim
- BOTH_PAIN2, //# Second take pain anim
- BOTH_PAIN3, //# Third take pain anim
- BOTH_PAIN4, //# Fourth take pain anim
- BOTH_PAIN5, //# Fifth take pain anim - from behind
- BOTH_PAIN6, //# Sixth take pain anim - from behind
- BOTH_PAIN7, //# Seventh take pain anim - from behind
- BOTH_PAIN8, //# Eigth take pain anim - from behind
- BOTH_PAIN9, //#
- BOTH_PAIN10, //#
- BOTH_PAIN11, //#
- BOTH_PAIN12, //#
- BOTH_PAIN13, //#
- BOTH_PAIN14, //#
- BOTH_PAIN15, //#
- BOTH_PAIN16, //#
- BOTH_PAIN17, //#
- BOTH_PAIN18, //#
- //# #sep BOTH_ ATTACKS
- BOTH_ATTACK1, //# Attack with stun baton
- BOTH_ATTACK2, //# Attack with one-handed pistol
- BOTH_ATTACK3, //# Attack with blaster rifle
- BOTH_ATTACK4, //# Attack with disruptor
- BOTH_ATTACK5, //# Another Rancor Attack
- BOTH_ATTACK6, //# Yet Another Rancor Attack
- BOTH_ATTACK7, //# Yet Another Rancor Attack
- BOTH_ATTACK10, //# Attack with thermal det
- BOTH_ATTACK11, //# "Attack" with tripmine and detpack
- BOTH_MELEE1, //# First melee attack
- BOTH_MELEE2, //# Second melee attack
- BOTH_THERMAL_READY, //# pull back with thermal
- BOTH_THERMAL_THROW, //# throw thermal
- //* #sep BOTH_ SABER ANIMS
- //Saber attack anims - power level 1
- BOTH_A1_T__B_, //# Fast weak vertical attack top to bottom
- BOTH_A1__L__R, //# Fast weak horizontal attack left to right
- BOTH_A1__R__L, //# Fast weak horizontal attack right to left
- BOTH_A1_TL_BR, //# Fast weak diagonal attack top left to botom right
- BOTH_A1_BR_TL, //# Fast weak diagonal attack top left to botom right
- BOTH_A1_BL_TR, //# Fast weak diagonal attack bottom left to top right
- BOTH_A1_TR_BL, //# Fast weak diagonal attack bottom left to right
- //Saber Arc and Spin Transitions
- BOTH_T1_BR__R, //# Fast arc bottom right to right
- BOTH_T1_BR_TL, //# Fast weak spin bottom right to top left
- BOTH_T1_BR__L, //# Fast weak spin bottom right to left
- BOTH_T1_BR_BL, //# Fast weak spin bottom right to bottom left
- BOTH_T1__R_TR, //# Fast arc right to top right
- BOTH_T1__R_TL, //# Fast arc right to top left
- BOTH_T1__R__L, //# Fast weak spin right to left
- BOTH_T1__R_BL, //# Fast weak spin right to bottom left
- BOTH_T1_TR_BR, //# Fast arc top right to bottom right
- BOTH_T1_TR_TL, //# Fast arc top right to top left
- BOTH_T1_TR__L, //# Fast arc top right to left
- BOTH_T1_TR_BL, //# Fast weak spin top right to bottom left
- BOTH_T1_T__BR, //# Fast arc top to bottom right
- BOTH_T1_T___R, //# Fast arc top to right
- BOTH_T1_T__TR, //# Fast arc top to top right
- BOTH_T1_T__TL, //# Fast arc top to top left
- BOTH_T1_T___L, //# Fast arc top to left
- BOTH_T1_T__BL, //# Fast arc top to bottom left
- BOTH_T1_TL_BR, //# Fast weak spin top left to bottom right
- BOTH_T1_TL_BL, //# Fast arc top left to bottom left
- BOTH_T1__L_BR, //# Fast weak spin left to bottom right
- BOTH_T1__L__R, //# Fast weak spin left to right
- BOTH_T1__L_TL, //# Fast arc left to top left
- BOTH_T1_BL_BR, //# Fast weak spin bottom left to bottom right
- BOTH_T1_BL__R, //# Fast weak spin bottom left to right
- BOTH_T1_BL_TR, //# Fast weak spin bottom left to top right
- BOTH_T1_BL__L, //# Fast arc bottom left to left
- //Saber Arc Transitions that use existing animations played backwards
- BOTH_T1_BR_TR, //# Fast arc bottom right to top right (use: BOTH_T1_TR_BR)
- BOTH_T1_BR_T_, //# Fast arc bottom right to top (use: BOTH_T1_T__BR)
- BOTH_T1__R_BR, //# Fast arc right to bottom right (use: BOTH_T1_BR__R)
- BOTH_T1__R_T_, //# Fast ar right to top (use: BOTH_T1_T___R)
- BOTH_T1_TR__R, //# Fast arc top right to right (use: BOTH_T1__R_TR)
- BOTH_T1_TR_T_, //# Fast arc top right to top (use: BOTH_T1_T__TR)
- BOTH_T1_TL__R, //# Fast arc top left to right (use: BOTH_T1__R_TL)
- BOTH_T1_TL_TR, //# Fast arc top left to top right (use: BOTH_T1_TR_TL)
- BOTH_T1_TL_T_, //# Fast arc top left to top (use: BOTH_T1_T__TL)
- BOTH_T1_TL__L, //# Fast arc top left to left (use: BOTH_T1__L_TL)
- BOTH_T1__L_TR, //# Fast arc left to top right (use: BOTH_T1_TR__L)
- BOTH_T1__L_T_, //# Fast arc left to top (use: BOTH_T1_T___L)
- BOTH_T1__L_BL, //# Fast arc left to bottom left (use: BOTH_T1_BL__L)
- BOTH_T1_BL_T_, //# Fast arc bottom left to top (use: BOTH_T1_T__BL)
- BOTH_T1_BL_TL, //# Fast arc bottom left to top left (use: BOTH_T1_TL_BL)
- //Saber Attack Start Transitions
- BOTH_S1_S1_T_, //# Fast plain transition from stance1 to top-to-bottom Fast weak attack
- BOTH_S1_S1__L, //# Fast plain transition from stance1 to left-to-right Fast weak attack
- BOTH_S1_S1__R, //# Fast plain transition from stance1 to right-to-left Fast weak attack
- BOTH_S1_S1_TL, //# Fast plain transition from stance1 to top-left-to-bottom-right Fast weak attack
- BOTH_S1_S1_BR, //# Fast plain transition from stance1 to bottom-right-to-top-left Fast weak attack
- BOTH_S1_S1_BL, //# Fast plain transition from stance1 to bottom-left-to-top-right Fast weak attack
- BOTH_S1_S1_TR, //# Fast plain transition from stance1 to top-right-to-bottom-left Fast weak attack
- //Saber Attack Return Transitions
- BOTH_R1_B__S1, //# Fast plain transition from top-to-bottom Fast weak attack to stance1
- BOTH_R1__L_S1, //# Fast plain transition from left-to-right Fast weak attack to stance1
- BOTH_R1__R_S1, //# Fast plain transition from right-to-left Fast weak attack to stance1
- BOTH_R1_TL_S1, //# Fast plain transition from top-left-to-bottom-right Fast weak attack to stance1
- BOTH_R1_BR_S1, //# Fast plain transition from bottom-right-to-top-left Fast weak attack to stance1
- BOTH_R1_BL_S1, //# Fast plain transition from bottom-left-to-top-right Fast weak attack to stance1
- BOTH_R1_TR_S1, //# Fast plain transition from top-right-to-bottom-left Fast weak attack
- //Saber Attack Bounces (first 4 frames of an attack, played backwards)
- BOTH_B1_BR___, //# Bounce-back if attack from BR is blocked
- BOTH_B1__R___, //# Bounce-back if attack from R is blocked
- BOTH_B1_TR___, //# Bounce-back if attack from TR is blocked
- BOTH_B1_T____, //# Bounce-back if attack from T is blocked
- BOTH_B1_TL___, //# Bounce-back if attack from TL is blocked
- BOTH_B1__L___, //# Bounce-back if attack from L is blocked
- BOTH_B1_BL___, //# Bounce-back if attack from BL is blocked
- //Saber Attack Deflections (last 4 frames of an attack)
- BOTH_D1_BR___, //# Deflection toward BR
- BOTH_D1__R___, //# Deflection toward R
- BOTH_D1_TR___, //# Deflection toward TR
- BOTH_D1_TL___, //# Deflection toward TL
- BOTH_D1__L___, //# Deflection toward L
- BOTH_D1_BL___, //# Deflection toward BL
- BOTH_D1_B____, //# Deflection toward B
- //Saber attack anims - power level 2
- BOTH_A2_T__B_, //# Fast weak vertical attack top to bottom
- BOTH_A2__L__R, //# Fast weak horizontal attack left to right
- BOTH_A2__R__L, //# Fast weak horizontal attack right to left
- BOTH_A2_TL_BR, //# Fast weak diagonal attack top left to botom right
- BOTH_A2_BR_TL, //# Fast weak diagonal attack top left to botom right
- BOTH_A2_BL_TR, //# Fast weak diagonal attack bottom left to top right
- BOTH_A2_TR_BL, //# Fast weak diagonal attack bottom left to right
- //Saber Arc and Spin Transitions
- BOTH_T2_BR__R, //# Fast arc bottom right to right
- BOTH_T2_BR_TL, //# Fast weak spin bottom right to top left
- BOTH_T2_BR__L, //# Fast weak spin bottom right to left
- BOTH_T2_BR_BL, //# Fast weak spin bottom right to bottom left
- BOTH_T2__R_TR, //# Fast arc right to top right
- BOTH_T2__R_TL, //# Fast arc right to top left
- BOTH_T2__R__L, //# Fast weak spin right to left
- BOTH_T2__R_BL, //# Fast weak spin right to bottom left
- BOTH_T2_TR_BR, //# Fast arc top right to bottom right
- BOTH_T2_TR_TL, //# Fast arc top right to top left
- BOTH_T2_TR__L, //# Fast arc top right to left
- BOTH_T2_TR_BL, //# Fast weak spin top right to bottom left
- BOTH_T2_T__BR, //# Fast arc top to bottom right
- BOTH_T2_T___R, //# Fast arc top to right
- BOTH_T2_T__TR, //# Fast arc top to top right
- BOTH_T2_T__TL, //# Fast arc top to top left
- BOTH_T2_T___L, //# Fast arc top to left
- BOTH_T2_T__BL, //# Fast arc top to bottom left
- BOTH_T2_TL_BR, //# Fast weak spin top left to bottom right
- BOTH_T2_TL_BL, //# Fast arc top left to bottom left
- BOTH_T2__L_BR, //# Fast weak spin left to bottom right
- BOTH_T2__L__R, //# Fast weak spin left to right
- BOTH_T2__L_TL, //# Fast arc left to top left
- BOTH_T2_BL_BR, //# Fast weak spin bottom left to bottom right
- BOTH_T2_BL__R, //# Fast weak spin bottom left to right
- BOTH_T2_BL_TR, //# Fast weak spin bottom left to top right
- BOTH_T2_BL__L, //# Fast arc bottom left to left
- //Saber Arc Transitions that use existing animations played backwards
- BOTH_T2_BR_TR, //# Fast arc bottom right to top right (use: BOTH_T2_TR_BR)
- BOTH_T2_BR_T_, //# Fast arc bottom right to top (use: BOTH_T2_T__BR)
- BOTH_T2__R_BR, //# Fast arc right to bottom right (use: BOTH_T2_BR__R)
- BOTH_T2__R_T_, //# Fast ar right to top (use: BOTH_T2_T___R)
- BOTH_T2_TR__R, //# Fast arc top right to right (use: BOTH_T2__R_TR)
- BOTH_T2_TR_T_, //# Fast arc top right to top (use: BOTH_T2_T__TR)
- BOTH_T2_TL__R, //# Fast arc top left to right (use: BOTH_T2__R_TL)
- BOTH_T2_TL_TR, //# Fast arc top left to top right (use: BOTH_T2_TR_TL)
- BOTH_T2_TL_T_, //# Fast arc top left to top (use: BOTH_T2_T__TL)
- BOTH_T2_TL__L, //# Fast arc top left to left (use: BOTH_T2__L_TL)
- BOTH_T2__L_TR, //# Fast arc left to top right (use: BOTH_T2_TR__L)
- BOTH_T2__L_T_, //# Fast arc left to top (use: BOTH_T2_T___L)
- BOTH_T2__L_BL, //# Fast arc left to bottom left (use: BOTH_T2_BL__L)
- BOTH_T2_BL_T_, //# Fast arc bottom left to top (use: BOTH_T2_T__BL)
- BOTH_T2_BL_TL, //# Fast arc bottom left to top left (use: BOTH_T2_TL_BL)
- //Saber Attack Start Transitions
- BOTH_S2_S1_T_, //# Fast plain transition from stance1 to top-to-bottom Fast weak attack
- BOTH_S2_S1__L, //# Fast plain transition from stance1 to left-to-right Fast weak attack
- BOTH_S2_S1__R, //# Fast plain transition from stance1 to right-to-left Fast weak attack
- BOTH_S2_S1_TL, //# Fast plain transition from stance1 to top-left-to-bottom-right Fast weak attack
- BOTH_S2_S1_BR, //# Fast plain transition from stance1 to bottom-right-to-top-left Fast weak attack
- BOTH_S2_S1_BL, //# Fast plain transition from stance1 to bottom-left-to-top-right Fast weak attack
- BOTH_S2_S1_TR, //# Fast plain transition from stance1 to top-right-to-bottom-left Fast weak attack
- //Saber Attack Return Transitions
- BOTH_R2_B__S1, //# Fast plain transition from top-to-bottom Fast weak attack to stance1
- BOTH_R2__L_S1, //# Fast plain transition from left-to-right Fast weak attack to stance1
- BOTH_R2__R_S1, //# Fast plain transition from right-to-left Fast weak attack to stance1
- BOTH_R2_TL_S1, //# Fast plain transition from top-left-to-bottom-right Fast weak attack to stance1
- BOTH_R2_BR_S1, //# Fast plain transition from bottom-right-to-top-left Fast weak attack to stance1
- BOTH_R2_BL_S1, //# Fast plain transition from bottom-left-to-top-right Fast weak attack to stance1
- BOTH_R2_TR_S1, //# Fast plain transition from top-right-to-bottom-left Fast weak attack
- //Saber Attack Bounces (first 4 frames of an attack, played backwards)
- BOTH_B2_BR___, //# Bounce-back if attack from BR is blocked
- BOTH_B2__R___, //# Bounce-back if attack from R is blocked
- BOTH_B2_TR___, //# Bounce-back if attack from TR is blocked
- BOTH_B2_T____, //# Bounce-back if attack from T is blocked
- BOTH_B2_TL___, //# Bounce-back if attack from TL is blocked
- BOTH_B2__L___, //# Bounce-back if attack from L is blocked
- BOTH_B2_BL___, //# Bounce-back if attack from BL is blocked
- //Saber Attack Deflections (last 4 frames of an attack)
- BOTH_D2_BR___, //# Deflection toward BR
- BOTH_D2__R___, //# Deflection toward R
- BOTH_D2_TR___, //# Deflection toward TR
- BOTH_D2_TL___, //# Deflection toward TL
- BOTH_D2__L___, //# Deflection toward L
- BOTH_D2_BL___, //# Deflection toward BL
- BOTH_D2_B____, //# Deflection toward B
- //Saber attack anims - power level 3
- BOTH_A3_T__B_, //# Fast weak vertical attack top to bottom
- BOTH_A3__L__R, //# Fast weak horizontal attack left to right
- BOTH_A3__R__L, //# Fast weak horizontal attack right to left
- BOTH_A3_TL_BR, //# Fast weak diagonal attack top left to botom right
- BOTH_A3_BR_TL, //# Fast weak diagonal attack top left to botom right
- BOTH_A3_BL_TR, //# Fast weak diagonal attack bottom left to top right
- BOTH_A3_TR_BL, //# Fast weak diagonal attack bottom left to right
- //Saber Arc and Spin Transitions
- BOTH_T3_BR__R, //# Fast arc bottom right to right
- BOTH_T3_BR_TL, //# Fast weak spin bottom right to top left
- BOTH_T3_BR__L, //# Fast weak spin bottom right to left
- BOTH_T3_BR_BL, //# Fast weak spin bottom right to bottom left
- BOTH_T3__R_TR, //# Fast arc right to top right
- BOTH_T3__R_TL, //# Fast arc right to top left
- BOTH_T3__R__L, //# Fast weak spin right to left
- BOTH_T3__R_BL, //# Fast weak spin right to bottom left
- BOTH_T3_TR_BR, //# Fast arc top right to bottom right
- BOTH_T3_TR_TL, //# Fast arc top right to top left
- BOTH_T3_TR__L, //# Fast arc top right to left
- BOTH_T3_TR_BL, //# Fast weak spin top right to bottom left
- BOTH_T3_T__BR, //# Fast arc top to bottom right
- BOTH_T3_T___R, //# Fast arc top to right
- BOTH_T3_T__TR, //# Fast arc top to top right
- BOTH_T3_T__TL, //# Fast arc top to top left
- BOTH_T3_T___L, //# Fast arc top to left
- BOTH_T3_T__BL, //# Fast arc top to bottom left
- BOTH_T3_TL_BR, //# Fast weak spin top left to bottom right
- BOTH_T3_TL_BL, //# Fast arc top left to bottom left
- BOTH_T3__L_BR, //# Fast weak spin left to bottom right
- BOTH_T3__L__R, //# Fast weak spin left to right
- BOTH_T3__L_TL, //# Fast arc left to top left
- BOTH_T3_BL_BR, //# Fast weak spin bottom left to bottom right
- BOTH_T3_BL__R, //# Fast weak spin bottom left to right
- BOTH_T3_BL_TR, //# Fast weak spin bottom left to top right
- BOTH_T3_BL__L, //# Fast arc bottom left to left
- //Saber Arc Transitions that use existing animations played backwards
- BOTH_T3_BR_TR, //# Fast arc bottom right to top right (use: BOTH_T3_TR_BR)
- BOTH_T3_BR_T_, //# Fast arc bottom right to top (use: BOTH_T3_T__BR)
- BOTH_T3__R_BR, //# Fast arc right to bottom right (use: BOTH_T3_BR__R)
- BOTH_T3__R_T_, //# Fast ar right to top (use: BOTH_T3_T___R)
- BOTH_T3_TR__R, //# Fast arc top right to right (use: BOTH_T3__R_TR)
- BOTH_T3_TR_T_, //# Fast arc top right to top (use: BOTH_T3_T__TR)
- BOTH_T3_TL__R, //# Fast arc top left to right (use: BOTH_T3__R_TL)
- BOTH_T3_TL_TR, //# Fast arc top left to top right (use: BOTH_T3_TR_TL)
- BOTH_T3_TL_T_, //# Fast arc top left to top (use: BOTH_T3_T__TL)
- BOTH_T3_TL__L, //# Fast arc top left to left (use: BOTH_T3__L_TL)
- BOTH_T3__L_TR, //# Fast arc left to top right (use: BOTH_T3_TR__L)
- BOTH_T3__L_T_, //# Fast arc left to top (use: BOTH_T3_T___L)
- BOTH_T3__L_BL, //# Fast arc left to bottom left (use: BOTH_T3_BL__L)
- BOTH_T3_BL_T_, //# Fast arc bottom left to top (use: BOTH_T3_T__BL)
- BOTH_T3_BL_TL, //# Fast arc bottom left to top left (use: BOTH_T3_TL_BL)
- //Saber Attack Start Transitions
- BOTH_S3_S1_T_, //# Fast plain transition from stance1 to top-to-bottom Fast weak attack
- BOTH_S3_S1__L, //# Fast plain transition from stance1 to left-to-right Fast weak attack
- BOTH_S3_S1__R, //# Fast plain transition from stance1 to right-to-left Fast weak attack
- BOTH_S3_S1_TL, //# Fast plain transition from stance1 to top-left-to-bottom-right Fast weak attack
- BOTH_S3_S1_BR, //# Fast plain transition from stance1 to bottom-right-to-top-left Fast weak attack
- BOTH_S3_S1_BL, //# Fast plain transition from stance1 to bottom-left-to-top-right Fast weak attack
- BOTH_S3_S1_TR, //# Fast plain transition from stance1 to top-right-to-bottom-left Fast weak attack
- //Saber Attack Return Transitions
- BOTH_R3_B__S1, //# Fast plain transition from top-to-bottom Fast weak attack to stance1
- BOTH_R3__L_S1, //# Fast plain transition from left-to-right Fast weak attack to stance1
- BOTH_R3__R_S1, //# Fast plain transition from right-to-left Fast weak attack to stance1
- BOTH_R3_TL_S1, //# Fast plain transition from top-left-to-bottom-right Fast weak attack to stance1
- BOTH_R3_BR_S1, //# Fast plain transition from bottom-right-to-top-left Fast weak attack to stance1
- BOTH_R3_BL_S1, //# Fast plain transition from bottom-left-to-top-right Fast weak attack to stance1
- BOTH_R3_TR_S1, //# Fast plain transition from top-right-to-bottom-left Fast weak attack
- //Saber Attack Bounces (first 4 frames of an attack, played backwards)
- BOTH_B3_BR___, //# Bounce-back if attack from BR is blocked
- BOTH_B3__R___, //# Bounce-back if attack from R is blocked
- BOTH_B3_TR___, //# Bounce-back if attack from TR is blocked
- BOTH_B3_T____, //# Bounce-back if attack from T is blocked
- BOTH_B3_TL___, //# Bounce-back if attack from TL is blocked
- BOTH_B3__L___, //# Bounce-back if attack from L is blocked
- BOTH_B3_BL___, //# Bounce-back if attack from BL is blocked
- //Saber Attack Deflections (last 4 frames of an attack)
- BOTH_D3_BR___, //# Deflection toward BR
- BOTH_D3__R___, //# Deflection toward R
- BOTH_D3_TR___, //# Deflection toward TR
- BOTH_D3_TL___, //# Deflection toward TL
- BOTH_D3__L___, //# Deflection toward L
- BOTH_D3_BL___, //# Deflection toward BL
- BOTH_D3_B____, //# Deflection toward B
- //Saber attack anims - power level 4 - Desann's
- BOTH_A4_T__B_, //# Fast weak vertical attack top to bottom
- BOTH_A4__L__R, //# Fast weak horizontal attack left to right
- BOTH_A4__R__L, //# Fast weak horizontal attack right to left
- BOTH_A4_TL_BR, //# Fast weak diagonal attack top left to botom right
- BOTH_A4_BR_TL, //# Fast weak diagonal attack top left to botom right
- BOTH_A4_BL_TR, //# Fast weak diagonal attack bottom left to top right
- BOTH_A4_TR_BL, //# Fast weak diagonal attack bottom left to right
- //Saber Arc and Spin Transitions
- BOTH_T4_BR__R, //# Fast arc bottom right to right
- BOTH_T4_BR_TL, //# Fast weak spin bottom right to top left
- BOTH_T4_BR__L, //# Fast weak spin bottom right to left
- BOTH_T4_BR_BL, //# Fast weak spin bottom right to bottom left
- BOTH_T4__R_TR, //# Fast arc right to top right
- BOTH_T4__R_TL, //# Fast arc right to top left
- BOTH_T4__R__L, //# Fast weak spin right to left
- BOTH_T4__R_BL, //# Fast weak spin right to bottom left
- BOTH_T4_TR_BR, //# Fast arc top right to bottom right
- BOTH_T4_TR_TL, //# Fast arc top right to top left
- BOTH_T4_TR__L, //# Fast arc top right to left
- BOTH_T4_TR_BL, //# Fast weak spin top right to bottom left
- BOTH_T4_T__BR, //# Fast arc top to bottom right
- BOTH_T4_T___R, //# Fast arc top to right
- BOTH_T4_T__TR, //# Fast arc top to top right
- BOTH_T4_T__TL, //# Fast arc top to top left
- BOTH_T4_T___L, //# Fast arc top to left
- BOTH_T4_T__BL, //# Fast arc top to bottom left
- BOTH_T4_TL_BR, //# Fast weak spin top left to bottom right
- BOTH_T4_TL_BL, //# Fast arc top left to bottom left
- BOTH_T4__L_BR, //# Fast weak spin left to bottom right
- BOTH_T4__L__R, //# Fast weak spin left to right
- BOTH_T4__L_TL, //# Fast arc left to top left
- BOTH_T4_BL_BR, //# Fast weak spin bottom left to bottom right
- BOTH_T4_BL__R, //# Fast weak spin bottom left to right
- BOTH_T4_BL_TR, //# Fast weak spin bottom left to top right
- BOTH_T4_BL__L, //# Fast arc bottom left to left
- //Saber Arc Transitions that use existing animations played backwards
- BOTH_T4_BR_TR, //# Fast arc bottom right to top right (use: BOTH_T4_TR_BR)
- BOTH_T4_BR_T_, //# Fast arc bottom right to top (use: BOTH_T4_T__BR)
- BOTH_T4__R_BR, //# Fast arc right to bottom right (use: BOTH_T4_BR__R)
- BOTH_T4__R_T_, //# Fast ar right to top (use: BOTH_T4_T___R)
- BOTH_T4_TR__R, //# Fast arc top right to right (use: BOTH_T4__R_TR)
- BOTH_T4_TR_T_, //# Fast arc top right to top (use: BOTH_T4_T__TR)
- BOTH_T4_TL__R, //# Fast arc top left to right (use: BOTH_T4__R_TL)
- BOTH_T4_TL_TR, //# Fast arc top left to top right (use: BOTH_T4_TR_TL)
- BOTH_T4_TL_T_, //# Fast arc top left to top (use: BOTH_T4_T__TL)
- BOTH_T4_TL__L, //# Fast arc top left to left (use: BOTH_T4__L_TL)
- BOTH_T4__L_TR, //# Fast arc left to top right (use: BOTH_T4_TR__L)
- BOTH_T4__L_T_, //# Fast arc left to top (use: BOTH_T4_T___L)
- BOTH_T4__L_BL, //# Fast arc left to bottom left (use: BOTH_T4_BL__L)
- BOTH_T4_BL_T_, //# Fast arc bottom left to top (use: BOTH_T4_T__BL)
- BOTH_T4_BL_TL, //# Fast arc bottom left to top left (use: BOTH_T4_TL_BL)
- //Saber Attack Start Transitions
- BOTH_S4_S1_T_, //# Fast plain transition from stance1 to top-to-bottom Fast weak attack
- BOTH_S4_S1__L, //# Fast plain transition from stance1 to left-to-right Fast weak attack
- BOTH_S4_S1__R, //# Fast plain transition from stance1 to right-to-left Fast weak attack
- BOTH_S4_S1_TL, //# Fast plain transition from stance1 to top-left-to-bottom-right Fast weak attack
- BOTH_S4_S1_BR, //# Fast plain transition from stance1 to bottom-right-to-top-left Fast weak attack
- BOTH_S4_S1_BL, //# Fast plain transition from stance1 to bottom-left-to-top-right Fast weak attack
- BOTH_S4_S1_TR, //# Fast plain transition from stance1 to top-right-to-bottom-left Fast weak attack
- //Saber Attack Return Transitions
- BOTH_R4_B__S1, //# Fast plain transition from top-to-bottom Fast weak attack to stance1
- BOTH_R4__L_S1, //# Fast plain transition from left-to-right Fast weak attack to stance1
- BOTH_R4__R_S1, //# Fast plain transition from right-to-left Fast weak attack to stance1
- BOTH_R4_TL_S1, //# Fast plain transition from top-left-to-bottom-right Fast weak attack to stance1
- BOTH_R4_BR_S1, //# Fast plain transition from bottom-right-to-top-left Fast weak attack to stance1
- BOTH_R4_BL_S1, //# Fast plain transition from bottom-left-to-top-right Fast weak attack to stance1
- BOTH_R4_TR_S1, //# Fast plain transition from top-right-to-bottom-left Fast weak attack
- //Saber Attack Bounces (first 4 frames of an attack, played backwards)
- BOTH_B4_BR___, //# Bounce-back if attack from BR is blocked
- BOTH_B4__R___, //# Bounce-back if attack from R is blocked
- BOTH_B4_TR___, //# Bounce-back if attack from TR is blocked
- BOTH_B4_T____, //# Bounce-back if attack from T is blocked
- BOTH_B4_TL___, //# Bounce-back if attack from TL is blocked
- BOTH_B4__L___, //# Bounce-back if attack from L is blocked
- BOTH_B4_BL___, //# Bounce-back if attack from BL is blocked
- //Saber Attack Deflections (last 4 frames of an attack)
- BOTH_D4_BR___, //# Deflection toward BR
- BOTH_D4__R___, //# Deflection toward R
- BOTH_D4_TR___, //# Deflection toward TR
- BOTH_D4_TL___, //# Deflection toward TL
- BOTH_D4__L___, //# Deflection toward L
- BOTH_D4_BL___, //# Deflection toward BL
- BOTH_D4_B____, //# Deflection toward B
- //Saber attack anims - power level 5 - Tavion's
- BOTH_A5_T__B_, //# Fast weak vertical attack top to bottom
- BOTH_A5__L__R, //# Fast weak horizontal attack left to right
- BOTH_A5__R__L, //# Fast weak horizontal attack right to left
- BOTH_A5_TL_BR, //# Fast weak diagonal attack top left to botom right
- BOTH_A5_BR_TL, //# Fast weak diagonal attack top left to botom right
- BOTH_A5_BL_TR, //# Fast weak diagonal attack bottom left to top right
- BOTH_A5_TR_BL, //# Fast weak diagonal attack bottom left to right
- //Saber Arc and Spin Transitions
- BOTH_T5_BR__R, //# Fast arc bottom right to right
- BOTH_T5_BR_TL, //# Fast weak spin bottom right to top left
- BOTH_T5_BR__L, //# Fast weak spin bottom right to left
- BOTH_T5_BR_BL, //# Fast weak spin bottom right to bottom left
- BOTH_T5__R_TR, //# Fast arc right to top right
- BOTH_T5__R_TL, //# Fast arc right to top left
- BOTH_T5__R__L, //# Fast weak spin right to left
- BOTH_T5__R_BL, //# Fast weak spin right to bottom left
- BOTH_T5_TR_BR, //# Fast arc top right to bottom right
- BOTH_T5_TR_TL, //# Fast arc top right to top left
- BOTH_T5_TR__L, //# Fast arc top right to left
- BOTH_T5_TR_BL, //# Fast weak spin top right to bottom left
- BOTH_T5_T__BR, //# Fast arc top to bottom right
- BOTH_T5_T___R, //# Fast arc top to right
- BOTH_T5_T__TR, //# Fast arc top to top right
- BOTH_T5_T__TL, //# Fast arc top to top left
- BOTH_T5_T___L, //# Fast arc top to left
- BOTH_T5_T__BL, //# Fast arc top to bottom left
- BOTH_T5_TL_BR, //# Fast weak spin top left to bottom right
- BOTH_T5_TL_BL, //# Fast arc top left to bottom left
- BOTH_T5__L_BR, //# Fast weak spin left to bottom right
- BOTH_T5__L__R, //# Fast weak spin left to right
- BOTH_T5__L_TL, //# Fast arc left to top left
- BOTH_T5_BL_BR, //# Fast weak spin bottom left to bottom right
- BOTH_T5_BL__R, //# Fast weak spin bottom left to right
- BOTH_T5_BL_TR, //# Fast weak spin bottom left to top right
- BOTH_T5_BL__L, //# Fast arc bottom left to left
- //Saber Arc Transitions that use existing animations played backwards
- BOTH_T5_BR_TR, //# Fast arc bottom right to top right (use: BOTH_T5_TR_BR)
- BOTH_T5_BR_T_, //# Fast arc bottom right to top (use: BOTH_T5_T__BR)
- BOTH_T5__R_BR, //# Fast arc right to bottom right (use: BOTH_T5_BR__R)
- BOTH_T5__R_T_, //# Fast ar right to top (use: BOTH_T5_T___R)
- BOTH_T5_TR__R, //# Fast arc top right to right (use: BOTH_T5__R_TR)
- BOTH_T5_TR_T_, //# Fast arc top right to top (use: BOTH_T5_T__TR)
- BOTH_T5_TL__R, //# Fast arc top left to right (use: BOTH_T5__R_TL)
- BOTH_T5_TL_TR, //# Fast arc top left to top right (use: BOTH_T5_TR_TL)
- BOTH_T5_TL_T_, //# Fast arc top left to top (use: BOTH_T5_T__TL)
- BOTH_T5_TL__L, //# Fast arc top left to left (use: BOTH_T5__L_TL)
- BOTH_T5__L_TR, //# Fast arc left to top right (use: BOTH_T5_TR__L)
- BOTH_T5__L_T_, //# Fast arc left to top (use: BOTH_T5_T___L)
- BOTH_T5__L_BL, //# Fast arc left to bottom left (use: BOTH_T5_BL__L)
- BOTH_T5_BL_T_, //# Fast arc bottom left to top (use: BOTH_T5_T__BL)
- BOTH_T5_BL_TL, //# Fast arc bottom left to top left (use: BOTH_T5_TL_BL)
- //Saber Attack Start Transitions
- BOTH_S5_S1_T_, //# Fast plain transition from stance1 to top-to-bottom Fast weak attack
- BOTH_S5_S1__L, //# Fast plain transition from stance1 to left-to-right Fast weak attack
- BOTH_S5_S1__R, //# Fast plain transition from stance1 to right-to-left Fast weak attack
- BOTH_S5_S1_TL, //# Fast plain transition from stance1 to top-left-to-bottom-right Fast weak attack
- BOTH_S5_S1_BR, //# Fast plain transition from stance1 to bottom-right-to-top-left Fast weak attack
- BOTH_S5_S1_BL, //# Fast plain transition from stance1 to bottom-left-to-top-right Fast weak attack
- BOTH_S5_S1_TR, //# Fast plain transition from stance1 to top-right-to-bottom-left Fast weak attack
- //Saber Attack Return Transitions
- BOTH_R5_B__S1, //# Fast plain transition from top-to-bottom Fast weak attack to stance1
- BOTH_R5__L_S1, //# Fast plain transition from left-to-right Fast weak attack to stance1
- BOTH_R5__R_S1, //# Fast plain transition from right-to-left Fast weak attack to stance1
- BOTH_R5_TL_S1, //# Fast plain transition from top-left-to-bottom-right Fast weak attack to stance1
- BOTH_R5_BR_S1, //# Fast plain transition from bottom-right-to-top-left Fast weak attack to stance1
- BOTH_R5_BL_S1, //# Fast plain transition from bottom-left-to-top-right Fast weak attack to stance1
- BOTH_R5_TR_S1, //# Fast plain transition from top-right-to-bottom-left Fast weak attack
- //Saber Attack Bounces (first 4 frames of an attack, played backwards)
- BOTH_B5_BR___, //# Bounce-back if attack from BR is blocked
- BOTH_B5__R___, //# Bounce-back if attack from R is blocked
- BOTH_B5_TR___, //# Bounce-back if attack from TR is blocked
- BOTH_B5_T____, //# Bounce-back if attack from T is blocked
- BOTH_B5_TL___, //# Bounce-back if attack from TL is blocked
- BOTH_B5__L___, //# Bounce-back if attack from L is blocked
- BOTH_B5_BL___, //# Bounce-back if attack from BL is blocked
- //Saber Attack Deflections (last 4 frames of an attack)
- BOTH_D5_BR___, //# Deflection toward BR
- BOTH_D5__R___, //# Deflection toward R
- BOTH_D5_TR___, //# Deflection toward TR
- BOTH_D5_TL___, //# Deflection toward TL
- BOTH_D5__L___, //# Deflection toward L
- BOTH_D5_BL___, //# Deflection toward BL
- BOTH_D5_B____, //# Deflection toward B
- //Saber attack anims - power level 6
- BOTH_A6_T__B_, //# Fast weak vertical attack top to bottom
- BOTH_A6__L__R, //# Fast weak horizontal attack left to right
- BOTH_A6__R__L, //# Fast weak horizontal attack right to left
- BOTH_A6_TL_BR, //# Fast weak diagonal attack top left to botom right
- BOTH_A6_BR_TL, //# Fast weak diagonal attack top left to botom right
- BOTH_A6_BL_TR, //# Fast weak diagonal attack bottom left to top right
- BOTH_A6_TR_BL, //# Fast weak diagonal attack bottom left to right
- //Saber Arc and Spin Transitions
- BOTH_T6_BR__R, //# Fast arc bottom right to right
- BOTH_T6_BR_TL, //# Fast weak spin bottom right to top left
- BOTH_T6_BR__L, //# Fast weak spin bottom right to left
- BOTH_T6_BR_BL, //# Fast weak spin bottom right to bottom left
- BOTH_T6__R_TR, //# Fast arc right to top right
- BOTH_T6__R_TL, //# Fast arc right to top left
- BOTH_T6__R__L, //# Fast weak spin right to left
- BOTH_T6__R_BL, //# Fast weak spin right to bottom left
- BOTH_T6_TR_BR, //# Fast arc top right to bottom right
- BOTH_T6_TR_TL, //# Fast arc top right to top left
- BOTH_T6_TR__L, //# Fast arc top right to left
- BOTH_T6_TR_BL, //# Fast weak spin top right to bottom left
- BOTH_T6_T__BR, //# Fast arc top to bottom right
- BOTH_T6_T___R, //# Fast arc top to right
- BOTH_T6_T__TR, //# Fast arc top to top right
- BOTH_T6_T__TL, //# Fast arc top to top left
- BOTH_T6_T___L, //# Fast arc top to left
- BOTH_T6_T__BL, //# Fast arc top to bottom left
- BOTH_T6_TL_BR, //# Fast weak spin top left to bottom right
- BOTH_T6_TL_BL, //# Fast arc top left to bottom left
- BOTH_T6__L_BR, //# Fast weak spin left to bottom right
- BOTH_T6__L__R, //# Fast weak spin left to right
- BOTH_T6__L_TL, //# Fast arc left to top left
- BOTH_T6_BL_BR, //# Fast weak spin bottom left to bottom right
- BOTH_T6_BL__R, //# Fast weak spin bottom left to right
- BOTH_T6_BL_TR, //# Fast weak spin bottom left to top right
- BOTH_T6_BL__L, //# Fast arc bottom left to left
- //Saber Arc Transitions that use existing animations played backwards
- BOTH_T6_BR_TR, //# Fast arc bottom right to top right (use: BOTH_T6_TR_BR)
- BOTH_T6_BR_T_, //# Fast arc bottom right to top (use: BOTH_T6_T__BR)
- BOTH_T6__R_BR, //# Fast arc right to bottom right (use: BOTH_T6_BR__R)
- BOTH_T6__R_T_, //# Fast ar right to top (use: BOTH_T6_T___R)
- BOTH_T6_TR__R, //# Fast arc top right to right (use: BOTH_T6__R_TR)
- BOTH_T6_TR_T_, //# Fast arc top right to top (use: BOTH_T6_T__TR)
- BOTH_T6_TL__R, //# Fast arc top left to right (use: BOTH_T6__R_TL)
- BOTH_T6_TL_TR, //# Fast arc top left to top right (use: BOTH_T6_TR_TL)
- BOTH_T6_TL_T_, //# Fast arc top left to top (use: BOTH_T6_T__TL)
- BOTH_T6_TL__L, //# Fast arc top left to left (use: BOTH_T6__L_TL)
- BOTH_T6__L_TR, //# Fast arc left to top right (use: BOTH_T6_TR__L)
- BOTH_T6__L_T_, //# Fast arc left to top (use: BOTH_T6_T___L)
- BOTH_T6__L_BL, //# Fast arc left to bottom left (use: BOTH_T6_BL__L)
- BOTH_T6_BL_T_, //# Fast arc bottom left to top (use: BOTH_T6_T__BL)
- BOTH_T6_BL_TL, //# Fast arc bottom left to top left (use: BOTH_T6_TL_BL)
- //Saber Attack Start Transitions
- BOTH_S6_S6_T_, //# Fast plain transition from stance1 to top-to-bottom Fast weak attack
- BOTH_S6_S6__L, //# Fast plain transition from stance1 to left-to-right Fast weak attack
- BOTH_S6_S6__R, //# Fast plain transition from stance1 to right-to-left Fast weak attack
- BOTH_S6_S6_TL, //# Fast plain transition from stance1 to top-left-to-bottom-right Fast weak attack
- BOTH_S6_S6_BR, //# Fast plain transition from stance1 to bottom-right-to-top-left Fast weak attack
- BOTH_S6_S6_BL, //# Fast plain transition from stance1 to bottom-left-to-top-right Fast weak attack
- BOTH_S6_S6_TR, //# Fast plain transition from stance1 to top-right-to-bottom-left Fast weak attack
- //Saber Attack Return Transitions
- BOTH_R6_B__S6, //# Fast plain transition from top-to-bottom Fast weak attack to stance1
- BOTH_R6__L_S6, //# Fast plain transition from left-to-right Fast weak attack to stance1
- BOTH_R6__R_S6, //# Fast plain transition from right-to-left Fast weak attack to stance1
- BOTH_R6_TL_S6, //# Fast plain transition from top-left-to-bottom-right Fast weak attack to stance1
- BOTH_R6_BR_S6, //# Fast plain transition from bottom-right-to-top-left Fast weak attack to stance1
- BOTH_R6_BL_S6, //# Fast plain transition from bottom-left-to-top-right Fast weak attack to stance1
- BOTH_R6_TR_S6, //# Fast plain transition from top-right-to-bottom-left Fast weak attack
- //Saber Attack Bounces (first 4 frames of an attack, played backwards)
- BOTH_B6_BR___, //# Bounce-back if attack from BR is blocked
- BOTH_B6__R___, //# Bounce-back if attack from R is blocked
- BOTH_B6_TR___, //# Bounce-back if attack from TR is blocked
- BOTH_B6_T____, //# Bounce-back if attack from T is blocked
- BOTH_B6_TL___, //# Bounce-back if attack from TL is blocked
- BOTH_B6__L___, //# Bounce-back if attack from L is blocked
- BOTH_B6_BL___, //# Bounce-back if attack from BL is blocked
- //Saber Attack Deflections (last 4 frames of an attack)
- BOTH_D6_BR___, //# Deflection toward BR
- BOTH_D6__R___, //# Deflection toward R
- BOTH_D6_TR___, //# Deflection toward TR
- BOTH_D6_TL___, //# Deflection toward TL
- BOTH_D6__L___, //# Deflection toward L
- BOTH_D6_BL___, //# Deflection toward BL
- BOTH_D6_B____, //# Deflection toward B
- //Saber attack anims - power level 7
- BOTH_A7_T__B_, //# Fast weak vertical attack top to bottom
- BOTH_A7__L__R, //# Fast weak horizontal attack left to right
- BOTH_A7__R__L, //# Fast weak horizontal attack right to left
- BOTH_A7_TL_BR, //# Fast weak diagonal attack top left to botom right
- BOTH_A7_BR_TL, //# Fast weak diagonal attack top left to botom right
- BOTH_A7_BL_TR, //# Fast weak diagonal attack bottom left to top right
- BOTH_A7_TR_BL, //# Fast weak diagonal attack bottom left to right
- //Saber Arc and Spin Transitions
- BOTH_T7_BR__R, //# Fast arc bottom right to right
- BOTH_T7_BR_TL, //# Fast weak spin bottom right to top left
- BOTH_T7_BR__L, //# Fast weak spin bottom right to left
- BOTH_T7_BR_BL, //# Fast weak spin bottom right to bottom left
- BOTH_T7__R_TR, //# Fast arc right to top right
- BOTH_T7__R_TL, //# Fast arc right to top left
- BOTH_T7__R__L, //# Fast weak spin right to left
- BOTH_T7__R_BL, //# Fast weak spin right to bottom left
- BOTH_T7_TR_BR, //# Fast arc top right to bottom right
- BOTH_T7_TR_TL, //# Fast arc top right to top left
- BOTH_T7_TR__L, //# Fast arc top right to left
- BOTH_T7_TR_BL, //# Fast weak spin top right to bottom left
- BOTH_T7_T__BR, //# Fast arc top to bottom right
- BOTH_T7_T___R, //# Fast arc top to right
- BOTH_T7_T__TR, //# Fast arc top to top right
- BOTH_T7_T__TL, //# Fast arc top to top left
- BOTH_T7_T___L, //# Fast arc top to left
- BOTH_T7_T__BL, //# Fast arc top to bottom left
- BOTH_T7_TL_BR, //# Fast weak spin top left to bottom right
- BOTH_T7_TL_BL, //# Fast arc top left to bottom left
- BOTH_T7__L_BR, //# Fast weak spin left to bottom right
- BOTH_T7__L__R, //# Fast weak spin left to right
- BOTH_T7__L_TL, //# Fast arc left to top left
- BOTH_T7_BL_BR, //# Fast weak spin bottom left to bottom right
- BOTH_T7_BL__R, //# Fast weak spin bottom left to right
- BOTH_T7_BL_TR, //# Fast weak spin bottom left to top right
- BOTH_T7_BL__L, //# Fast arc bottom left to left
- //Saber Arc Transitions that use existing animations played backwards
- BOTH_T7_BR_TR, //# Fast arc bottom right to top right (use: BOTH_T7_TR_BR)
- BOTH_T7_BR_T_, //# Fast arc bottom right to top (use: BOTH_T7_T__BR)
- BOTH_T7__R_BR, //# Fast arc right to bottom right (use: BOTH_T7_BR__R)
- BOTH_T7__R_T_, //# Fast ar right to top (use: BOTH_T7_T___R)
- BOTH_T7_TR__R, //# Fast arc top right to right (use: BOTH_T7__R_TR)
- BOTH_T7_TR_T_, //# Fast arc top right to top (use: BOTH_T7_T__TR)
- BOTH_T7_TL__R, //# Fast arc top left to right (use: BOTH_T7__R_TL)
- BOTH_T7_TL_TR, //# Fast arc top left to top right (use: BOTH_T7_TR_TL)
- BOTH_T7_TL_T_, //# Fast arc top left to top (use: BOTH_T7_T__TL)
- BOTH_T7_TL__L, //# Fast arc top left to left (use: BOTH_T7__L_TL)
- BOTH_T7__L_TR, //# Fast arc left to top right (use: BOTH_T7_TR__L)
- BOTH_T7__L_T_, //# Fast arc left to top (use: BOTH_T7_T___L)
- BOTH_T7__L_BL, //# Fast arc left to bottom left (use: BOTH_T7_BL__L)
- BOTH_T7_BL_T_, //# Fast arc bottom left to top (use: BOTH_T7_T__BL)
- BOTH_T7_BL_TL, //# Fast arc bottom left to top left (use: BOTH_T7_TL_BL)
- //Saber Attack Start Transitions
- BOTH_S7_S7_T_, //# Fast plain transition from stance1 to top-to-bottom Fast weak attack
- BOTH_S7_S7__L, //# Fast plain transition from stance1 to left-to-right Fast weak attack
- BOTH_S7_S7__R, //# Fast plain transition from stance1 to right-to-left Fast weak attack
- BOTH_S7_S7_TL, //# Fast plain transition from stance1 to top-left-to-bottom-right Fast weak attack
- BOTH_S7_S7_BR, //# Fast plain transition from stance1 to bottom-right-to-top-left Fast weak attack
- BOTH_S7_S7_BL, //# Fast plain transition from stance1 to bottom-left-to-top-right Fast weak attack
- BOTH_S7_S7_TR, //# Fast plain transition from stance1 to top-right-to-bottom-left Fast weak attack
- //Saber Attack Return Transitions
- BOTH_R7_B__S7, //# Fast plain transition from top-to-bottom Fast weak attack to stance1
- BOTH_R7__L_S7, //# Fast plain transition from left-to-right Fast weak attack to stance1
- BOTH_R7__R_S7, //# Fast plain transition from right-to-left Fast weak attack to stance1
- BOTH_R7_TL_S7, //# Fast plain transition from top-left-to-bottom-right Fast weak attack to stance1
- BOTH_R7_BR_S7, //# Fast plain transition from bottom-right-to-top-left Fast weak attack to stance1
- BOTH_R7_BL_S7, //# Fast plain transition from bottom-left-to-top-right Fast weak attack to stance1
- BOTH_R7_TR_S7, //# Fast plain transition from top-right-to-bottom-left Fast weak attack
- //Saber Attack Bounces (first 4 frames of an attack, played backwards)
- BOTH_B7_BR___, //# Bounce-back if attack from BR is blocked
- BOTH_B7__R___, //# Bounce-back if attack from R is blocked
- BOTH_B7_TR___, //# Bounce-back if attack from TR is blocked
- BOTH_B7_T____, //# Bounce-back if attack from T is blocked
- BOTH_B7_TL___, //# Bounce-back if attack from TL is blocked
- BOTH_B7__L___, //# Bounce-back if attack from L is blocked
- BOTH_B7_BL___, //# Bounce-back if attack from BL is blocked
- //Saber Attack Deflections (last 4 frames of an attack)
- BOTH_D7_BR___, //# Deflection toward BR
- BOTH_D7__R___, //# Deflection toward R
- BOTH_D7_TR___, //# Deflection toward TR
- BOTH_D7_TL___, //# Deflection toward TL
- BOTH_D7__L___, //# Deflection toward L
- BOTH_D7_BL___, //# Deflection toward BL
- BOTH_D7_B____, //# Deflection toward B
- //Saber parry anims
- BOTH_P1_S1_T_, //# Block shot/saber top
- BOTH_P1_S1_TR, //# Block shot/saber top right
- BOTH_P1_S1_TL, //# Block shot/saber top left
- BOTH_P1_S1_BL, //# Block shot/saber bottom left
- BOTH_P1_S1_BR, //# Block shot/saber bottom right
- //Saber knockaway
- BOTH_K1_S1_T_, //# knockaway saber top
- BOTH_K1_S1_TR, //# knockaway saber top right
- BOTH_K1_S1_TL, //# knockaway saber top left
- BOTH_K1_S1_BL, //# knockaway saber bottom left
- BOTH_K1_S1_B_, //# knockaway saber bottom
- BOTH_K1_S1_BR, //# knockaway saber bottom right
- //Saber attack knocked away
- BOTH_V1_BR_S1, //# BR attack knocked away
- BOTH_V1__R_S1, //# R attack knocked away
- BOTH_V1_TR_S1, //# TR attack knocked away
- BOTH_V1_T__S1, //# T attack knocked away
- BOTH_V1_TL_S1, //# TL attack knocked away
- BOTH_V1__L_S1, //# L attack knocked away
- BOTH_V1_BL_S1, //# BL attack knocked away
- BOTH_V1_B__S1, //# B attack knocked away
- //Saber parry broken
- BOTH_H1_S1_T_, //# saber knocked down from top parry
- BOTH_H1_S1_TR, //# saber knocked down-left from TR parry
- BOTH_H1_S1_TL, //# saber knocked down-right from TL parry
- BOTH_H1_S1_BL, //# saber knocked up-right from BL parry
- BOTH_H1_S1_B_, //# saber knocked up over head from ready?
- BOTH_H1_S1_BR, //# saber knocked up-left from BR parry
- //Dual Saber parry anims
- BOTH_P6_S6_T_, //# Block shot/saber top
- BOTH_P6_S6_TR, //# Block shot/saber top right
- BOTH_P6_S6_TL, //# Block shot/saber top left
- BOTH_P6_S6_BL, //# Block shot/saber bottom left
- BOTH_P6_S6_BR, //# Block shot/saber bottom right
- //Dual Saber knockaway
- BOTH_K6_S6_T_, //# knockaway saber top
- BOTH_K6_S6_TR, //# knockaway saber top right
- BOTH_K6_S6_TL, //# knockaway saber top left
- BOTH_K6_S6_BL, //# knockaway saber bottom left
- BOTH_K6_S6_B_, //# knockaway saber bottom
- BOTH_K6_S6_BR, //# knockaway saber bottom right
- //Dual Saber attack knocked away
- BOTH_V6_BR_S6, //# BR attack knocked away
- BOTH_V6__R_S6, //# R attack knocked away
- BOTH_V6_TR_S6, //# TR attack knocked away
- BOTH_V6_T__S6, //# T attack knocked away
- BOTH_V6_TL_S6, //# TL attack knocked away
- BOTH_V6__L_S6, //# L attack knocked away
- BOTH_V6_BL_S6, //# BL attack knocked away
- BOTH_V6_B__S6, //# B attack knocked away
- //Dual Saber parry broken
- BOTH_H6_S6_T_, //# saber knocked down from top parry
- BOTH_H6_S6_TR, //# saber knocked down-left from TR parry
- BOTH_H6_S6_TL, //# saber knocked down-right from TL parry
- BOTH_H6_S6_BL, //# saber knocked up-right from BL parry
- BOTH_H6_S6_B_, //# saber knocked up over head from ready?
- BOTH_H6_S6_BR, //# saber knocked up-left from BR parry
- //SaberStaff parry anims
- BOTH_P7_S7_T_, //# Block shot/saber top
- BOTH_P7_S7_TR, //# Block shot/saber top right
- BOTH_P7_S7_TL, //# Block shot/saber top left
- BOTH_P7_S7_BL, //# Block shot/saber bottom left
- BOTH_P7_S7_BR, //# Block shot/saber bottom right
- //SaberStaff knockaway
- BOTH_K7_S7_T_, //# knockaway saber top
- BOTH_K7_S7_TR, //# knockaway saber top right
- BOTH_K7_S7_TL, //# knockaway saber top left
- BOTH_K7_S7_BL, //# knockaway saber bottom left
- BOTH_K7_S7_B_, //# knockaway saber bottom
- BOTH_K7_S7_BR, //# knockaway saber bottom right
- //SaberStaff attack knocked away
- BOTH_V7_BR_S7, //# BR attack knocked away
- BOTH_V7__R_S7, //# R attack knocked away
- BOTH_V7_TR_S7, //# TR attack knocked away
- BOTH_V7_T__S7, //# T attack knocked away
- BOTH_V7_TL_S7, //# TL attack knocked away
- BOTH_V7__L_S7, //# L attack knocked away
- BOTH_V7_BL_S7, //# BL attack knocked away
- BOTH_V7_B__S7, //# B attack knocked away
- //SaberStaff parry broken
- BOTH_H7_S7_T_, //# saber knocked down from top parry
- BOTH_H7_S7_TR, //# saber knocked down-left from TR parry
- BOTH_H7_S7_TL, //# saber knocked down-right from TL parry
- BOTH_H7_S7_BL, //# saber knocked up-right from BL parry
- BOTH_H7_S7_B_, //# saber knocked up over head from ready?
- BOTH_H7_S7_BR, //# saber knocked up-left from BR parry
- //Sabers locked anims
- //* #sep BOTH_ SABER LOCKED ANIMS
- //BOTH_(DL, S, ST)_(DL, S, ST)_(T, S)_(L, B, SB)_1(_W, _L)
- //===Single locks==================================================================
- //SINGLE vs. DUAL
- //side locks - I'm using a single and they're using dual
- BOTH_LK_S_DL_S_B_1_L, //normal break I lost
- BOTH_LK_S_DL_S_B_1_W, //normal break I won
- BOTH_LK_S_DL_S_L_1, //lock if I'm using single vs. a dual
- BOTH_LK_S_DL_S_SB_1_L, //super break I lost
- BOTH_LK_S_DL_S_SB_1_W, //super break I won
- //top locks
- BOTH_LK_S_DL_T_B_1_L, //normal break I lost
- BOTH_LK_S_DL_T_B_1_W, //normal break I won
- BOTH_LK_S_DL_T_L_1, //lock if I'm using single vs. a dual
- BOTH_LK_S_DL_T_SB_1_L, //super break I lost
- BOTH_LK_S_DL_T_SB_1_W, //super break I won
- //SINGLE vs. STAFF
- //side locks
- BOTH_LK_S_ST_S_B_1_L, //normal break I lost
- BOTH_LK_S_ST_S_B_1_W, //normal break I won
- BOTH_LK_S_ST_S_L_1, //lock if I'm using single vs. a staff
- BOTH_LK_S_ST_S_SB_1_L, //super break I lost
- BOTH_LK_S_ST_S_SB_1_W, //super break I won
- //top locks
- BOTH_LK_S_ST_T_B_1_L, //normal break I lost
- BOTH_LK_S_ST_T_B_1_W, //normal break I won
- BOTH_LK_S_ST_T_L_1, //lock if I'm using single vs. a staff
- BOTH_LK_S_ST_T_SB_1_L, //super break I lost
- BOTH_LK_S_ST_T_SB_1_W, //super break I won
- //SINGLE vs. SINGLE
- //side locks
- BOTH_LK_S_S_S_B_1_L, //normal break I lost
- BOTH_LK_S_S_S_B_1_W, //normal break I won
- BOTH_LK_S_S_S_L_1, //lock if I'm using single vs. a single and I initiated
- BOTH_LK_S_S_S_SB_1_L, //super break I lost
- BOTH_LK_S_S_S_SB_1_W, //super break I won
- //top locks
- BOTH_LK_S_S_T_B_1_L, //normal break I lost
- BOTH_LK_S_S_T_B_1_W, //normal break I won
- BOTH_LK_S_S_T_L_1, //lock if I'm using single vs. a single and I initiated
- BOTH_LK_S_S_T_SB_1_L, //super break I lost
- BOTH_LK_S_S_T_SB_1_W, //super break I won
- //===Dual Saber locks==================================================================
- //DUAL vs. DUAL
- //side locks
- BOTH_LK_DL_DL_S_B_1_L, //normal break I lost
- BOTH_LK_DL_DL_S_B_1_W, //normal break I won
- BOTH_LK_DL_DL_S_L_1, //lock if I'm using dual vs. dual and I initiated
- BOTH_LK_DL_DL_S_SB_1_L, //super break I lost
- BOTH_LK_DL_DL_S_SB_1_W, //super break I won
- //top locks
- BOTH_LK_DL_DL_T_B_1_L, //normal break I lost
- BOTH_LK_DL_DL_T_B_1_W, //normal break I won
- BOTH_LK_DL_DL_T_L_1, //lock if I'm using dual vs. dual and I initiated
- BOTH_LK_DL_DL_T_SB_1_L, //super break I lost
- BOTH_LK_DL_DL_T_SB_1_W, //super break I won
- //DUAL vs. STAFF
- //side locks
- BOTH_LK_DL_ST_S_B_1_L, //normal break I lost
- BOTH_LK_DL_ST_S_B_1_W, //normal break I won
- BOTH_LK_DL_ST_S_L_1, //lock if I'm using dual vs. a staff
- BOTH_LK_DL_ST_S_SB_1_L, //super break I lost
- BOTH_LK_DL_ST_S_SB_1_W, //super break I won
- //top locks
- BOTH_LK_DL_ST_T_B_1_L, //normal break I lost
- BOTH_LK_DL_ST_T_B_1_W, //normal break I won
- BOTH_LK_DL_ST_T_L_1, //lock if I'm using dual vs. a staff
- BOTH_LK_DL_ST_T_SB_1_L, //super break I lost
- BOTH_LK_DL_ST_T_SB_1_W, //super break I won
- //DUAL vs. SINGLE
- //side locks
- BOTH_LK_DL_S_S_B_1_L, //normal break I lost
- BOTH_LK_DL_S_S_B_1_W, //normal break I won
- BOTH_LK_DL_S_S_L_1, //lock if I'm using dual vs. a single
- BOTH_LK_DL_S_S_SB_1_L, //super break I lost
- BOTH_LK_DL_S_S_SB_1_W, //super break I won
- //top locks
- BOTH_LK_DL_S_T_B_1_L, //normal break I lost
- BOTH_LK_DL_S_T_B_1_W, //normal break I won
- BOTH_LK_DL_S_T_L_1, //lock if I'm using dual vs. a single
- BOTH_LK_DL_S_T_SB_1_L, //super break I lost
- BOTH_LK_DL_S_T_SB_1_W, //super break I won
- //===Saber Staff locks==================================================================
- //STAFF vs. DUAL
- //side locks
- BOTH_LK_ST_DL_S_B_1_L, //normal break I lost
- BOTH_LK_ST_DL_S_B_1_W, //normal break I won
- BOTH_LK_ST_DL_S_L_1, //lock if I'm using staff vs. dual
- BOTH_LK_ST_DL_S_SB_1_L, //super break I lost
- BOTH_LK_ST_DL_S_SB_1_W, //super break I won
- //top locks
- BOTH_LK_ST_DL_T_B_1_L, //normal break I lost
- BOTH_LK_ST_DL_T_B_1_W, //normal break I won
- BOTH_LK_ST_DL_T_L_1, //lock if I'm using staff vs. dual
- BOTH_LK_ST_DL_T_SB_1_L, //super break I lost
- BOTH_LK_ST_DL_T_SB_1_W, //super break I won
- //STAFF vs. STAFF
- //side locks
- BOTH_LK_ST_ST_S_B_1_L, //normal break I lost
- BOTH_LK_ST_ST_S_B_1_W, //normal break I won
- BOTH_LK_ST_ST_S_L_1, //lock if I'm using staff vs. a staff and I initiated
- BOTH_LK_ST_ST_S_SB_1_L, //super break I lost
- BOTH_LK_ST_ST_S_SB_1_W, //super break I won
- //top locks
- BOTH_LK_ST_ST_T_B_1_L, //normal break I lost
- BOTH_LK_ST_ST_T_B_1_W, //normal break I won
- BOTH_LK_ST_ST_T_L_1, //lock if I'm using staff vs. a staff and I initiated
- BOTH_LK_ST_ST_T_SB_1_L, //super break I lost
- BOTH_LK_ST_ST_T_SB_1_W, //super break I won
- //STAFF vs. SINGLE
- //side locks
- BOTH_LK_ST_S_S_B_1_L, //normal break I lost
- BOTH_LK_ST_S_S_B_1_W, //normal break I won
- BOTH_LK_ST_S_S_L_1, //lock if I'm using staff vs. a single
- BOTH_LK_ST_S_S_SB_1_L, //super break I lost
- BOTH_LK_ST_S_S_SB_1_W, //super break I won
- //top locks
- BOTH_LK_ST_S_T_B_1_L, //normal break I lost
- BOTH_LK_ST_S_T_B_1_W, //normal break I won
- BOTH_LK_ST_S_T_L_1, //lock if I'm using staff vs. a single
- BOTH_LK_ST_S_T_SB_1_L, //super break I lost
- BOTH_LK_ST_S_T_SB_1_W, //super break I won
- //Special cases for same saber style vs. each other (won't fit in nice 5-anim size lists above)
- BOTH_LK_S_S_S_L_2, //lock if I'm using single vs. a single and other intitiated
- BOTH_LK_S_S_T_L_2, //lock if I'm using single vs. a single and other initiated
- BOTH_LK_DL_DL_S_L_2, //lock if I'm using dual vs. dual and other initiated
- BOTH_LK_DL_DL_T_L_2, //lock if I'm using dual vs. dual and other initiated
- BOTH_LK_ST_ST_S_L_2, //lock if I'm using staff vs. a staff and other initiated
- BOTH_LK_ST_ST_T_L_2, //lock if I'm using staff vs. a staff and other initiated
- //===End Saber locks==================================================================
- //old locks
- BOTH_BF2RETURN, //#
- BOTH_BF2BREAK, //#
- BOTH_BF2LOCK, //#
- BOTH_BF1RETURN, //#
- BOTH_BF1BREAK, //#
- BOTH_BF1LOCK, //#
- BOTH_CWCIRCLE_R2__R_S1, //#
- BOTH_CCWCIRCLE_R2__L_S1, //#
- BOTH_CWCIRCLE_A2__L__R, //#
- BOTH_CCWCIRCLE_A2__R__L, //#
- BOTH_CWCIRCLEBREAK, //#
- BOTH_CCWCIRCLEBREAK, //#
- BOTH_CWCIRCLELOCK, //#
- BOTH_CCWCIRCLELOCK, //#
- //other saber anims
- //* #sep BOTH_ SABER MISC ANIMS
- BOTH_SABERFAST_STANCE,
- BOTH_SABERSLOW_STANCE,
- BOTH_SABERDUAL_STANCE,
- BOTH_SABERSTAFF_STANCE,
- BOTH_A2_STABBACK1, //# Stab saber backward
- BOTH_ATTACK_BACK, //# Swing around backwards and attack
- BOTH_JUMPFLIPSLASHDOWN1,//#
- BOTH_JUMPFLIPSTABDOWN,//#
- BOTH_FORCELEAP2_T__B_,//#
- BOTH_LUNGE2_B__T_,//#
- BOTH_CROUCHATTACKBACK1,//#
- //New specials for JKA:
- BOTH_JUMPATTACK6,//#
- BOTH_JUMPATTACK7,//#
- BOTH_SPINATTACK6,//#
- BOTH_SPINATTACK7,//#
- BOTH_S1_S6,//# From stand1 to saberdual stance - turning on your dual sabers
- BOTH_S6_S1,//# From dualstaff stance to stand1 - turning off your dual sabers
- BOTH_S1_S7,//# From stand1 to saberstaff stance - turning on your saberstaff
- BOTH_S7_S1,//# From saberstaff stance to stand1 - turning off your saberstaff
- BOTH_FORCELONGLEAP_START,
- BOTH_FORCELONGLEAP_ATTACK,
- BOTH_FORCELONGLEAP_LAND,
- BOTH_FORCEWALLRUNFLIP_START,
- BOTH_FORCEWALLRUNFLIP_END,
- BOTH_FORCEWALLRUNFLIP_ALT,
- BOTH_FORCEWALLREBOUND_FORWARD,
- BOTH_FORCEWALLREBOUND_LEFT,
- BOTH_FORCEWALLREBOUND_BACK,
- BOTH_FORCEWALLREBOUND_RIGHT,
- BOTH_FORCEWALLHOLD_FORWARD,
- BOTH_FORCEWALLHOLD_LEFT,
- BOTH_FORCEWALLHOLD_BACK,
- BOTH_FORCEWALLHOLD_RIGHT,
- BOTH_FORCEWALLRELEASE_FORWARD,
- BOTH_FORCEWALLRELEASE_LEFT,
- BOTH_FORCEWALLRELEASE_BACK,
- BOTH_FORCEWALLRELEASE_RIGHT,
- BOTH_A7_KICK_F,
- BOTH_A7_KICK_B,
- BOTH_A7_KICK_R,
- BOTH_A7_KICK_L,
- BOTH_A7_KICK_S,
- BOTH_A7_KICK_BF,
- BOTH_A7_KICK_BF_STOP,
- BOTH_A7_KICK_RL,
- BOTH_A7_KICK_F_AIR,
- BOTH_A7_KICK_B_AIR,
- BOTH_A7_KICK_R_AIR,
- BOTH_A7_KICK_L_AIR,
- BOTH_FLIP_ATTACK7,
- BOTH_FLIP_HOLD7,
- BOTH_FLIP_LAND,
- BOTH_PULL_IMPALE_STAB,
- BOTH_PULL_IMPALE_SWING,
- BOTH_PULLED_INAIR_B,
- BOTH_PULLED_INAIR_F,
- BOTH_STABDOWN,
- BOTH_STABDOWN_STAFF,
- BOTH_STABDOWN_DUAL,
- BOTH_A6_SABERPROTECT,
- BOTH_A7_SOULCAL,
- BOTH_A1_SPECIAL,
- BOTH_A2_SPECIAL,
- BOTH_A3_SPECIAL,
- BOTH_ROLL_STAB,
- //# #sep BOTH_ STANDING
- BOTH_STAND1, //# Standing idle, no weapon, hands down
- BOTH_STAND1IDLE1, //# Random standing idle
- BOTH_STAND2, //# Standing idle with a saber
- BOTH_STAND2IDLE1, //# Random standing idle
- BOTH_STAND2IDLE2, //# Random standing idle
- BOTH_STAND3, //# Standing idle with 2-handed weapon
- BOTH_STAND3IDLE1, //# Random standing idle
- BOTH_STAND4, //# hands clasp behind back
- BOTH_STAND5, //# standing idle, no weapon, hand down, back straight
- BOTH_STAND5IDLE1, //# Random standing idle
- BOTH_STAND6, //# one handed, gun at side, relaxed stand
- BOTH_STAND8, //# both hands on hips (male)
- BOTH_STAND1TO2, //# Transition from stand1 to stand2
- BOTH_STAND2TO1, //# Transition from stand2 to stand1
- BOTH_STAND2TO4, //# Transition from stand2 to stand4
- BOTH_STAND4TO2, //# Transition from stand4 to stand2
- BOTH_STAND4TOATTACK2, //# relaxed stand to 1-handed pistol ready
- BOTH_STANDUP2, //# Luke standing up from his meditation platform (cin # 37)
- BOTH_STAND5TOSIT3, //# transition from stand 5 to sit 3
- BOTH_STAND1TOSTAND5, //# Transition from stand1 to stand5
- BOTH_STAND5TOSTAND1, //# Transition from stand5 to stand1
- BOTH_STAND5TOAIM, //# Transition of Kye aiming his gun at Desann (cin #9)
- BOTH_STAND5STARTLEDLOOKLEFT, //# Kyle turning to watch the bridge drop (cin #9)
- BOTH_STARTLEDLOOKLEFTTOSTAND5, //# Kyle returning to stand 5 from watching the bridge drop (cin #9)
- BOTH_STAND5TOSTAND8, //# Transition from stand5 to stand8
- BOTH_STAND7TOSTAND8, //# Tavion putting hands on back of chair (cin #11)
- BOTH_STAND8TOSTAND5, //# Transition from stand8 to stand5
- BOTH_STAND9, //# Kyle's standing idle, no weapon, hands down
- BOTH_STAND9IDLE1, //# Kyle's random standing idle
- BOTH_STAND5SHIFTWEIGHT, //# Weightshift from stand5 to side and back to stand5
- BOTH_STAND5SHIFTWEIGHTSTART, //# From stand5 to side
- BOTH_STAND5SHIFTWEIGHTSTOP, //# From side to stand5
- BOTH_STAND5TURNLEFTSTART, //# Start turning left from stand5
- BOTH_STAND5TURNLEFTSTOP, //# Stop turning left from stand5
- BOTH_STAND5TURNRIGHTSTART, //# Start turning right from stand5
- BOTH_STAND5TURNRIGHTSTOP, //# Stop turning right from stand5
- BOTH_STAND5LOOK180LEFTSTART, //# Start looking over left shoulder (cin #17)
- BOTH_STAND5LOOK180LEFTSTOP, //# Stop looking over left shoulder (cin #17)
- BOTH_CONSOLE1START, //# typing at a console
- BOTH_CONSOLE1, //# typing at a console
- BOTH_CONSOLE1STOP, //# typing at a console
- BOTH_CONSOLE2START, //# typing at a console with comm link in hand (cin #5)
- BOTH_CONSOLE2, //# typing at a console with comm link in hand (cin #5)
- BOTH_CONSOLE2STOP, //# typing at a console with comm link in hand (cin #5)
- BOTH_CONSOLE2HOLDCOMSTART, //# lean in to type at console while holding comm link in hand (cin #5)
- BOTH_CONSOLE2HOLDCOMSTOP, //# lean away after typing at console while holding comm link in hand (cin #5)
- BOTH_GUARD_LOOKAROUND1, //# Cradling weapon and looking around
- BOTH_GUARD_IDLE1, //# Cradling weapon and standing
- BOTH_GESTURE1, //# Generic gesture, non-specific
- BOTH_GESTURE2, //# Generic gesture, non-specific
- BOTH_WALK1TALKCOMM1, //# Talking into coom link while walking
- BOTH_TALK1, //# Generic talk anim
- BOTH_TALK2, //# Generic talk anim
- BOTH_TALKCOMM1START, //# Start talking into a comm link
- BOTH_TALKCOMM1, //# Talking into a comm link
- BOTH_TALKCOMM1STOP, //# Stop talking into a comm link
- BOTH_TALKGESTURE1, //# Generic talk anim
-
- BOTH_HEADTILTLSTART, //# Head tilt to left
- BOTH_HEADTILTLSTOP, //# Head tilt to left
- BOTH_HEADTILTRSTART, //# Head tilt to right
- BOTH_HEADTILTRSTOP, //# Head tilt to right
- BOTH_HEADNOD, //# Head shake YES
- BOTH_HEADSHAKE, //# Head shake NO
- BOTH_SIT2HEADTILTLSTART, //# Head tilt to left from seated position 2
- BOTH_SIT2HEADTILTLSTOP, //# Head tilt to left from seated position 2
-
- BOTH_REACH1START, //# Monmothma reaching for crystal
- BOTH_REACH1STOP, //# Monmothma reaching for crystal
- BOTH_COME_ON1, //# Jan gesturing to Kyle (cin #32a)
- BOTH_STEADYSELF1, //# Jan trying to keep footing (cin #32a)
- BOTH_STEADYSELF1END, //# Return hands to side from STEADSELF1 Kyle (cin#5)
- BOTH_SILENCEGESTURE1, //# Luke silencing Kyle with a raised hand (cin #37)
- BOTH_REACHFORSABER1, //# Luke holding hand out for Kyle's saber (cin #37)
- BOTH_SABERKILLER1, //# Tavion about to strike Jan with saber (cin #9)
- BOTH_SABERKILLEE1, //# Jan about to be struck by Tavion with saber (cin #9)
- BOTH_HUGGER1, //# Kyle hugging Jan (cin #29)
- BOTH_HUGGERSTOP1, //# Kyle stop hugging Jan but don't let her go (cin #29)
- BOTH_HUGGEE1, //# Jan being hugged (cin #29)
- BOTH_HUGGEESTOP1, //# Jan stop being hugged but don't let go (cin #29)
- BOTH_SABERTHROW1START, //# Desann throwing his light saber (cin #26)
- BOTH_SABERTHROW1STOP, //# Desann throwing his light saber (cin #26)
- BOTH_SABERTHROW2START, //# Kyle throwing his light saber (cin #32)
- BOTH_SABERTHROW2STOP, //# Kyle throwing his light saber (cin #32)
- //# #sep BOTH_ SITTING/CROUCHING
- BOTH_SIT1, //# Normal chair sit.
- BOTH_SIT2, //# Lotus position.
- BOTH_SIT3, //# Sitting in tired position, elbows on knees
- BOTH_SIT2TOSTAND5, //# Transition from sit 2 to stand 5
- BOTH_STAND5TOSIT2, //# Transition from stand 5 to sit 2
- BOTH_SIT2TOSIT4, //# Trans from sit2 to sit4 (cin #12) Luke leaning back from lotus position.
- BOTH_SIT3TOSTAND5, //# transition from sit 3 to stand 5
- BOTH_CROUCH1, //# Transition from standing to crouch
- BOTH_CROUCH1IDLE, //# Crouching idle
- BOTH_CROUCH1WALK, //# Walking while crouched
- BOTH_CROUCH1WALKBACK, //# Walking while crouched
- BOTH_UNCROUCH1, //# Transition from crouch to standing
- BOTH_CROUCH2TOSTAND1, //# going from crouch2 to stand1
- BOTH_CROUCH3, //# Desann crouching down to Kyle (cin 9)
- BOTH_UNCROUCH3, //# Desann uncrouching down to Kyle (cin 9)
- BOTH_CROUCH4, //# Slower version of crouch1 for cinematics
- BOTH_UNCROUCH4, //# Slower version of uncrouch1 for cinematics
- BOTH_GUNSIT1, //# sitting on an emplaced gun.
- // Swoop Vehicle animations.
- //* #sep BOTH_ SWOOP ANIMS
- BOTH_VS_MOUNT_L, //# Mount from left
- BOTH_VS_DISMOUNT_L, //# Dismount to left
- BOTH_VS_MOUNT_R, //# Mount from right (symmetry)
- BOTH_VS_DISMOUNT_R, //# DISMOUNT TO RIGHT (SYMMETRY)
- BOTH_VS_MOUNTJUMP_L, //#
- BOTH_VS_MOUNTTHROW, //# Land on an occupied vehicle & throw off current pilot
- BOTH_VS_MOUNTTHROW_L, //# Land on an occupied vehicle & throw off current pilot
- BOTH_VS_MOUNTTHROW_R, //# Land on an occupied vehicle & throw off current pilot
- BOTH_VS_MOUNTTHROWEE, //# Current pilot getting thrown off by another guy
- BOTH_VS_LOOKLEFT, //# Turn & Look behind and to the left (no weapon)
- BOTH_VS_LOOKRIGHT, //# Turn & Look behind and to the right (no weapon)
- BOTH_VS_TURBO, //# Hit The Turbo Button
- BOTH_VS_REV, //# Player looks back as swoop reverses
- BOTH_VS_AIR, //# Player stands up when swoop is airborn
- BOTH_VS_AIR_G, //# "" with Gun
- BOTH_VS_AIR_SL, //# "" with Saber Left
- BOTH_VS_AIR_SR, //# "" with Saber Right
- BOTH_VS_LAND, //# Player bounces down when swoop lands
- BOTH_VS_LAND_G, //# "" with Gun
- BOTH_VS_LAND_SL, //# "" with Saber Left
- BOTH_VS_LAND_SR, //# "" with Saber Right
- BOTH_VS_IDLE, //# Sit
- BOTH_VS_IDLE_G, //# Sit (gun)
- BOTH_VS_IDLE_SL, //# Sit (saber left)
- BOTH_VS_IDLE_SR, //# Sit (saber right)
- BOTH_VS_LEANL, //# Lean left
- BOTH_VS_LEANL_G, //# Lean left (gun)
- BOTH_VS_LEANL_SL, //# Lean left (saber left)
- BOTH_VS_LEANL_SR, //# Lean left (saber right)
- BOTH_VS_LEANR, //# Lean right
- BOTH_VS_LEANR_G, //# Lean right (gun)
- BOTH_VS_LEANR_SL, //# Lean right (saber left)
- BOTH_VS_LEANR_SR, //# Lean right (saber right)
-
- BOTH_VS_ATL_S, //# Attack left with saber
- BOTH_VS_ATR_S, //# Attack right with saber
- BOTH_VS_ATR_TO_L_S, //# Attack toss saber from right to left hand
- BOTH_VS_ATL_TO_R_S, //# Attack toss saber from left to right hand
- BOTH_VS_ATR_G, //# Attack right with gun (90)
- BOTH_VS_ATL_G, //# Attack left with gun (90)
- BOTH_VS_ATF_G, //# Attack forward with gun
- BOTH_VS_PAIN1, //# Pain
- // Added 12/04/02 by Aurelio.
- //* #sep BOTH_ TAUNTAUN ANIMS
- BOTH_VT_MOUNT_L, //# Mount from left
- BOTH_VT_MOUNT_R, //# Mount from right
- BOTH_VT_MOUNT_B, //# Mount from air, behind
- BOTH_VT_DISMOUNT, //# Dismount for tauntaun
- BOTH_VT_DISMOUNT_L, //# Dismount to tauntauns left
- BOTH_VT_DISMOUNT_R, //# Dismount to tauntauns right (symmetry)
- BOTH_VT_WALK_FWD, //# Walk forward
- BOTH_VT_WALK_REV, //# Walk backward
- BOTH_VT_WALK_FWD_L, //# walk lean left
- BOTH_VT_WALK_FWD_R, //# Walk lean right
- BOTH_VT_RUN_FWD, //# Run forward
- BOTH_VT_RUN_REV, //# Look backwards while running (not weapon specific)
- BOTH_VT_RUN_FWD_L, //# Run lean left
- BOTH_VT_RUN_FWD_R, //# Run lean right
- BOTH_VT_SLIDEF, //# Tauntaun slides forward with abrupt stop
- BOTH_VT_AIR, //# Tauntaun jump
- BOTH_VT_ATB, //# Tauntaun tail swipe
- BOTH_VT_PAIN1, //# Pain
- BOTH_VT_DEATH1, //# Die
- BOTH_VT_STAND, //# Stand still and breath
- BOTH_VT_BUCK, //# Tauntaun bucking loop animation
- BOTH_VT_LAND, //# Player bounces down when tauntaun lands
- BOTH_VT_TURBO, //# Hit The Turbo Button
- BOTH_VT_IDLE_SL, //# Sit (saber left)
- BOTH_VT_IDLE_SR, //# Sit (saber right)
- BOTH_VT_IDLE, //# Sit with no weapon selected
- BOTH_VT_IDLE1, //# Sit with no weapon selected
- BOTH_VT_IDLE_S, //# Sit with saber selected
- BOTH_VT_IDLE_G, //# Sit with gun selected
- BOTH_VT_IDLE_T, //# Sit with thermal grenade selected
- BOTH_VT_ATL_S, //# Attack left with saber
- BOTH_VT_ATR_S, //# Attack right with saber
- BOTH_VT_ATR_TO_L_S, //# Attack toss saber from right to left hand
- BOTH_VT_ATL_TO_R_S, //# Attack toss saber from left to right hand
- BOTH_VT_ATR_G, //# Attack right with gun (90)
- BOTH_VT_ATL_G, //# Attack left with gun (90)
- BOTH_VT_ATF_G, //# Attack forward with gun
- // Added 2/26/02 by Aurelio.
- //* #sep BOTH_ FIGHTER ANIMS
- BOTH_GEARS_OPEN,
- BOTH_GEARS_CLOSE,
- BOTH_WINGS_OPEN,
- BOTH_WINGS_CLOSE,
- BOTH_DEATH14_UNGRIP, //# Desann's end death (cin #35)
- BOTH_DEATH14_SITUP, //# Tavion sitting up after having been thrown (cin #23)
- BOTH_KNEES1, //# Tavion on her knees
- BOTH_KNEES2, //# Tavion on her knees looking down
- BOTH_KNEES2TO1, //# Transition of KNEES2 to KNEES1
- //# #sep BOTH_ MOVING
- BOTH_WALK1, //# Normal walk
- BOTH_WALK2, //# Normal walk
- BOTH_WALK_STAFF, //# Walk with saberstaff turned on
- BOTH_WALKBACK_STAFF, //# Walk backwards with saberstaff turned on
- BOTH_WALK_DUAL, //# Walk with dual turned on
- BOTH_WALKBACK_DUAL, //# Walk backwards with dual turned on
- BOTH_WALK5, //# Tavion taunting Kyle (cin 22)
- BOTH_WALK6, //# Slow walk for Luke (cin 12)
- BOTH_WALK7, //# Fast walk
- BOTH_RUN1, //# Full run
- BOTH_RUN1START, //# Start into full run1
- BOTH_RUN1STOP, //# Stop from full run1
- BOTH_RUN2, //# Full run
- BOTH_RUN1TORUN2, //# Wampa run anim transition
- BOTH_RUN2TORUN1, //# Wampa run anim transition
- BOTH_RUN4, //# Jawa Run
- BOTH_RUN_STAFF, //# Run with saberstaff turned on
- BOTH_RUNBACK_STAFF, //# Run backwards with saberstaff turned on
- BOTH_RUN_DUAL, //# Run with dual turned on
- BOTH_RUNBACK_DUAL, //# Run backwards with dual turned on
- BOTH_STRAFE_LEFT1, //# Sidestep left, should loop
- BOTH_STRAFE_RIGHT1, //# Sidestep right, should loop
- BOTH_RUNSTRAFE_LEFT1, //# Sidestep left, should loop
- BOTH_RUNSTRAFE_RIGHT1, //# Sidestep right, should loop
- BOTH_TURN_LEFT1, //# Turn left, should loop
- BOTH_TURN_RIGHT1, //# Turn right, should loop
- BOTH_TURNSTAND1, //# Turn from STAND1 position
- BOTH_TURNSTAND2, //# Turn from STAND2 position
- BOTH_TURNSTAND3, //# Turn from STAND3 position
- BOTH_TURNSTAND4, //# Turn from STAND4 position
- BOTH_TURNSTAND5, //# Turn from STAND5 position
- BOTH_TURNCROUCH1, //# Turn from CROUCH1 position
- BOTH_WALKBACK1, //# Walk1 backwards
- BOTH_WALKBACK2, //# Walk2 backwards
- BOTH_RUNBACK1, //# Run1 backwards
- BOTH_RUNBACK2, //# Run1 backwards
-
- //# #sep BOTH_ JUMPING
- BOTH_JUMP1, //# Jump - wind-up and leave ground
- BOTH_INAIR1, //# In air loop (from jump)
- BOTH_LAND1, //# Landing (from in air loop)
- BOTH_LAND2, //# Landing Hard (from a great height)
- BOTH_JUMPBACK1, //# Jump backwards - wind-up and leave ground
- BOTH_INAIRBACK1, //# In air loop (from jump back)
- BOTH_LANDBACK1, //# Landing backwards(from in air loop)
- BOTH_JUMPLEFT1, //# Jump left - wind-up and leave ground
- BOTH_INAIRLEFT1, //# In air loop (from jump left)
- BOTH_LANDLEFT1, //# Landing left(from in air loop)
- BOTH_JUMPRIGHT1, //# Jump right - wind-up and leave ground
- BOTH_INAIRRIGHT1, //# In air loop (from jump right)
- BOTH_LANDRIGHT1, //# Landing right(from in air loop)
- BOTH_FORCEJUMP1, //# Jump - wind-up and leave ground
- BOTH_FORCEINAIR1, //# In air loop (from jump)
- BOTH_FORCELAND1, //# Landing (from in air loop)
- BOTH_FORCEJUMPBACK1, //# Jump backwards - wind-up and leave ground
- BOTH_FORCEINAIRBACK1, //# In air loop (from jump back)
- BOTH_FORCELANDBACK1, //# Landing backwards(from in air loop)
- BOTH_FORCEJUMPLEFT1, //# Jump left - wind-up and leave ground
- BOTH_FORCEINAIRLEFT1, //# In air loop (from jump left)
- BOTH_FORCELANDLEFT1, //# Landing left(from in air loop)
- BOTH_FORCEJUMPRIGHT1, //# Jump right - wind-up and leave ground
- BOTH_FORCEINAIRRIGHT1, //# In air loop (from jump right)
- BOTH_FORCELANDRIGHT1, //# Landing right(from in air loop)
- //# #sep BOTH_ ACROBATICS
- BOTH_FLIP_F, //# Flip forward
- BOTH_FLIP_B, //# Flip backwards
- BOTH_FLIP_L, //# Flip left
- BOTH_FLIP_R, //# Flip right
- BOTH_ROLL_F, //# Roll forward
- BOTH_ROLL_B, //# Roll backward
- BOTH_ROLL_L, //# Roll left
- BOTH_ROLL_R, //# Roll right
- BOTH_HOP_F, //# quickstep forward
- BOTH_HOP_B, //# quickstep backwards
- BOTH_HOP_L, //# quickstep left
- BOTH_HOP_R, //# quickstep right
- BOTH_DODGE_FL, //# lean-dodge forward left
- BOTH_DODGE_FR, //# lean-dodge forward right
- BOTH_DODGE_BL, //# lean-dodge backwards left
- BOTH_DODGE_BR, //# lean-dodge backwards right
- BOTH_DODGE_L, //# lean-dodge left
- BOTH_DODGE_R, //# lean-dodge right
- BOTH_DODGE_HOLD_FL, //# lean-dodge pose forward left
- BOTH_DODGE_HOLD_FR, //# lean-dodge pose forward right
- BOTH_DODGE_HOLD_BL, //# lean-dodge pose backwards left
- BOTH_DODGE_HOLD_BR, //# lean-dodge pose backwards right
- BOTH_DODGE_HOLD_L, //# lean-dodge pose left
- BOTH_DODGE_HOLD_R, //# lean-dodge pose right
- //MP taunt anims
- BOTH_ENGAGETAUNT,
- BOTH_BOW,
- BOTH_MEDITATE,
- BOTH_MEDITATE_END,
- BOTH_SHOWOFF_FAST,
- BOTH_SHOWOFF_MEDIUM,
- BOTH_SHOWOFF_STRONG,
- BOTH_SHOWOFF_DUAL,
- BOTH_SHOWOFF_STAFF,
- BOTH_VICTORY_FAST,
- BOTH_VICTORY_MEDIUM,
- BOTH_VICTORY_STRONG,
- BOTH_VICTORY_DUAL,
- BOTH_VICTORY_STAFF,
- //other saber/acro anims
- BOTH_ARIAL_LEFT, //#
- BOTH_ARIAL_RIGHT, //#
- BOTH_CARTWHEEL_LEFT, //#
- BOTH_CARTWHEEL_RIGHT, //#
- BOTH_FLIP_LEFT, //#
- BOTH_FLIP_BACK1, //#
- BOTH_FLIP_BACK2, //#
- BOTH_FLIP_BACK3, //#
- BOTH_BUTTERFLY_LEFT, //#
- BOTH_BUTTERFLY_RIGHT, //#
- BOTH_WALL_RUN_RIGHT, //#
- BOTH_WALL_RUN_RIGHT_FLIP,//#
- BOTH_WALL_RUN_RIGHT_STOP,//#
- BOTH_WALL_RUN_LEFT, //#
- BOTH_WALL_RUN_LEFT_FLIP,//#
- BOTH_WALL_RUN_LEFT_STOP,//#
- BOTH_WALL_FLIP_RIGHT, //#
- BOTH_WALL_FLIP_LEFT, //#
- BOTH_KNOCKDOWN1, //# knocked backwards
- BOTH_KNOCKDOWN2, //# knocked backwards hard
- BOTH_KNOCKDOWN3, //# knocked forwards
- BOTH_KNOCKDOWN4, //# knocked backwards from crouch
- BOTH_KNOCKDOWN5, //# dupe of 3 - will be removed
- BOTH_GETUP1, //#
- BOTH_GETUP2, //#
- BOTH_GETUP3, //#
- BOTH_GETUP4, //#
- BOTH_GETUP5, //#
- BOTH_GETUP_CROUCH_F1, //#
- BOTH_GETUP_CROUCH_B1, //#
- BOTH_FORCE_GETUP_F1, //#
- BOTH_FORCE_GETUP_F2, //#
- BOTH_FORCE_GETUP_B1, //#
- BOTH_FORCE_GETUP_B2, //#
- BOTH_FORCE_GETUP_B3, //#
- BOTH_FORCE_GETUP_B4, //#
- BOTH_FORCE_GETUP_B5, //#
- BOTH_FORCE_GETUP_B6, //#
- BOTH_GETUP_BROLL_B, //#
- BOTH_GETUP_BROLL_F, //#
- BOTH_GETUP_BROLL_L, //#
- BOTH_GETUP_BROLL_R, //#
- BOTH_GETUP_FROLL_B, //#
- BOTH_GETUP_FROLL_F, //#
- BOTH_GETUP_FROLL_L, //#
- BOTH_GETUP_FROLL_R, //#
- BOTH_WALL_FLIP_BACK1, //#
- BOTH_WALL_FLIP_BACK2, //#
- BOTH_SPIN1, //#
- BOTH_CEILING_CLING, //# clinging to ceiling
- BOTH_CEILING_DROP, //# dropping from ceiling cling
- //TESTING
- BOTH_FJSS_TR_BL, //# jump spin slash tr to bl
- BOTH_FJSS_TL_BR, //# jump spin slash bl to tr
- BOTH_RIGHTHANDCHOPPEDOFF,//#
- BOTH_DEFLECTSLASH__R__L_FIN,//#
- BOTH_BASHED1,//#
- BOTH_ARIAL_F1,//#
- BOTH_BUTTERFLY_FR1,//#
- BOTH_BUTTERFLY_FL1,//#
- //NEW SABER/JEDI/FORCE ANIMS
- BOTH_BACK_FLIP_UP, //# back flip up Bonus Animation!!!!
- BOTH_LOSE_SABER, //# player losing saber (pulled from hand by force pull 4 - Kyle?)
- BOTH_STAFF_TAUNT, //# taunt saberstaff
- BOTH_DUAL_TAUNT, //# taunt dual
- BOTH_A6_FB, //# dual attack front/back
- BOTH_A6_LR, //# dual attack left/right
- BOTH_A7_HILT, //# saber knock (alt + stand still)
- //Alora
- BOTH_ALORA_SPIN, //#jump spin attack death ballet
- BOTH_ALORA_FLIP_1, //# gymnast move 1
- BOTH_ALORA_FLIP_2, //# gymnast move 2
- BOTH_ALORA_FLIP_3, //# gymnast move3
- BOTH_ALORA_FLIP_B, //# gymnast move back
- BOTH_ALORA_SPIN_THROW, //# dual saber throw
- BOTH_ALORA_SPIN_SLASH, //# spin slash special bonus animation!! :)
- BOTH_ALORA_TAUNT, //# special taunt
- //Rosh (Kothos battle)
- BOTH_ROSH_PAIN, //# hurt animation (exhausted)
- BOTH_ROSH_HEAL, //# healed/rejuvenated
- //Tavion
- BOTH_TAVION_SCEPTERGROUND, //# stabbing ground with sith sword shoots electricity everywhere
- BOTH_TAVION_SWORDPOWER,//# Tavion doing the He-Man(tm) thing
- BOTH_SCEPTER_START, //#Point scepter and attack start
- BOTH_SCEPTER_HOLD, //#Point scepter and attack hold
- BOTH_SCEPTER_STOP, //#Point scepter and attack stop
- //Kyle Boss
- BOTH_KYLE_GRAB, //# grab
- BOTH_KYLE_MISS, //# miss
- BOTH_KYLE_PA_1, //# hold 1
- BOTH_PLAYER_PA_1, //# player getting held 1
- BOTH_KYLE_PA_2, //# hold 2
- BOTH_PLAYER_PA_2, //# player getting held 2
- BOTH_PLAYER_PA_FLY, //# player getting knocked back from punch at end of hold 1
- BOTH_KYLE_PA_3, //# hold 3
- BOTH_PLAYER_PA_3, //# player getting held 3
- BOTH_PLAYER_PA_3_FLY,//# player getting thrown at end of hold 3
- //Rancor
- BOTH_BUCK_RIDER, //# Rancor bucks when someone is on him
- //WAMPA Grabbing enemy
- BOTH_HOLD_START, //#
- BOTH_HOLD_MISS, //#
- BOTH_HOLD_IDLE, //#
- BOTH_HOLD_END, //#
- BOTH_HOLD_ATTACK, //#
- BOTH_HOLD_SNIFF, //# Sniff the guy you're holding
- BOTH_HOLD_DROP, //# just drop 'em
- //BEING GRABBED BY WAMPA
- BOTH_GRABBED, //#
- BOTH_RELEASED, //#
- BOTH_HANG_IDLE, //#
- BOTH_HANG_ATTACK, //#
- BOTH_HANG_PAIN, //#
- //# #sep BOTH_ MISC MOVEMENT
- BOTH_HIT1, //# Kyle hit by crate in cin #9
- BOTH_LADDER_UP1, //# Climbing up a ladder with rungs at 16 unit intervals
- BOTH_LADDER_DWN1, //# Climbing down a ladder with rungs at 16 unit intervals
- BOTH_LADDER_IDLE, //# Just sitting on the ladder
- //# #sep BOTH_ FLYING IDLE
- BOTH_FLY_SHIELDED, //# For sentry droid, shields in
- //# #sep BOTH_ SWIMMING
- BOTH_SWIM_IDLE1, //# Swimming Idle 1
- BOTH_SWIMFORWARD, //# Swim forward loop
- BOTH_SWIMBACKWARD, //# Swim backward loop
- //# #sep BOTH_ LYING
- BOTH_SLEEP1, //# laying on back-rknee up-rhand on torso
- BOTH_SLEEP6START, //# Kyle leaning back to sleep (cin 20)
- BOTH_SLEEP6STOP, //# Kyle waking up and shaking his head (cin 21)
- BOTH_SLEEP1GETUP, //# alarmed and getting up out of sleep1 pose to stand
- BOTH_SLEEP1GETUP2, //#
- BOTH_CHOKE1START, //# tavion in force grip choke
- BOTH_CHOKE1STARTHOLD, //# loop of tavion in force grip choke
- BOTH_CHOKE1, //# tavion in force grip choke
- BOTH_CHOKE2, //# tavion recovering from force grip choke
- BOTH_CHOKE3, //# left-handed choke (for people still holding a weapon)
- //# #sep BOTH_ HUNTER-SEEKER BOT-SPECIFIC
- BOTH_POWERUP1, //# Wakes up
- BOTH_TURNON, //# Protocol Droid wakes up
- BOTH_TURNOFF, //# Protocol Droid shuts off
- BOTH_BUTTON1, //# Single button push with right hand
- BOTH_BUTTON2, //# Single button push with left finger
- BOTH_BUTTON_HOLD, //# Single button hold with left hand
- BOTH_BUTTON_RELEASE, //# Single button release with left hand
- //# JEDI-SPECIFIC
- //# #sep BOTH_ FORCE ANIMS
- BOTH_RESISTPUSH, //# plant yourself to resist force push/pulls.
- BOTH_FORCEPUSH, //# Use off-hand to do force power.
- BOTH_FORCEPULL, //# Use off-hand to do force power.
- BOTH_MINDTRICK1, //# Use off-hand to do mind trick
- BOTH_MINDTRICK2, //# Use off-hand to do distraction
- BOTH_FORCELIGHTNING, //# Use off-hand to do lightning
- BOTH_FORCELIGHTNING_START, //# Use off-hand to do lightning - start
- BOTH_FORCELIGHTNING_HOLD, //# Use off-hand to do lightning - hold
- BOTH_FORCELIGHTNING_RELEASE,//# Use off-hand to do lightning - release
- BOTH_FORCEHEAL_START, //# Healing meditation pose start
- BOTH_FORCEHEAL_STOP, //# Healing meditation pose end
- BOTH_FORCEHEAL_QUICK, //# Healing meditation gesture
- BOTH_SABERPULL, //# Use off-hand to do force power.
- BOTH_FORCEGRIP1, //# force-gripping (no anim?)
- BOTH_FORCEGRIP3, //# force-gripping (right hand)
- BOTH_FORCEGRIP3THROW, //# throwing while force-gripping (right hand)
- BOTH_FORCEGRIP_HOLD, //# Use off-hand to do grip - hold
- BOTH_FORCEGRIP_RELEASE,//# Use off-hand to do grip - release
- BOTH_TOSS1, //# throwing to left after force gripping
- BOTH_TOSS2, //# throwing to right after force gripping
- //NEW force anims for JKA:
- BOTH_FORCE_RAGE,
- BOTH_FORCE_2HANDEDLIGHTNING,
- BOTH_FORCE_2HANDEDLIGHTNING_START,
- BOTH_FORCE_2HANDEDLIGHTNING_HOLD,
- BOTH_FORCE_2HANDEDLIGHTNING_RELEASE,
- BOTH_FORCE_DRAIN,
- BOTH_FORCE_DRAIN_START,
- BOTH_FORCE_DRAIN_HOLD,
- BOTH_FORCE_DRAIN_RELEASE,
- BOTH_FORCE_DRAIN_GRAB_START,
- BOTH_FORCE_DRAIN_GRAB_HOLD,
- BOTH_FORCE_DRAIN_GRAB_END,
- BOTH_FORCE_DRAIN_GRABBED,
- BOTH_FORCE_ABSORB,
- BOTH_FORCE_ABSORB_START,
- BOTH_FORCE_ABSORB_END,
- BOTH_FORCE_PROTECT,
- BOTH_FORCE_PROTECT_FAST,
- BOTH_WIND,
- BOTH_STAND_TO_KNEEL,
- BOTH_KNEEL_TO_STAND,
- BOTH_TUSKENATTACK1,
- BOTH_TUSKENATTACK2,
- BOTH_TUSKENATTACK3,
- BOTH_TUSKENLUNGE1,
- BOTH_TUSKENTAUNT1,
- BOTH_COWER1_START, //# cower start
- BOTH_COWER1, //# cower loop
- BOTH_COWER1_STOP, //# cower stop
- BOTH_SONICPAIN_START,
- BOTH_SONICPAIN_HOLD,
- BOTH_SONICPAIN_END,
- //new anim slots per Jarrod's request
- BOTH_STAND10,
- BOTH_STAND10_TALK1,
- BOTH_STAND10_TALK2,
- BOTH_STAND10TOSTAND1,
- BOTH_STAND1_TALK1,
- BOTH_STAND1_TALK2,
- BOTH_STAND1_TALK3,
- BOTH_SIT4,
- BOTH_SIT5,
- BOTH_SIT5_TALK1,
- BOTH_SIT5_TALK2,
- BOTH_SIT5_TALK3,
- BOTH_SIT6,
- BOTH_SIT7,
- //=================================================
- //ANIMS IN WHICH ONLY THE UPPER OBJECTS ARE IN MD3
- //=================================================
- //# #sep TORSO_ WEAPON-RELATED
- TORSO_DROPWEAP1, //# Put weapon away
- TORSO_DROPWEAP4, //# Put weapon away
- TORSO_RAISEWEAP1, //# Draw Weapon
- TORSO_RAISEWEAP4, //# Draw Weapon
- TORSO_WEAPONREADY1, //# Ready to fire stun baton
- TORSO_WEAPONREADY2, //# Ready to fire one-handed blaster pistol
- TORSO_WEAPONREADY3, //# Ready to fire blaster rifle
- TORSO_WEAPONREADY4, //# Ready to fire sniper rifle
- TORSO_WEAPONREADY10, //# Ready to fire thermal det
- TORSO_WEAPONIDLE2, //# Holding one-handed blaster
- TORSO_WEAPONIDLE3, //# Holding blaster rifle
- TORSO_WEAPONIDLE4, //# Holding sniper rifle
- TORSO_WEAPONIDLE10, //# Holding thermal det
- //# #sep TORSO_ MISC
- TORSO_SURRENDER_START, //# arms up
- TORSO_SURRENDER_STOP, //# arms back down
- TORSO_CHOKING1, //# TEMP
- TORSO_HANDSIGNAL1,
- TORSO_HANDSIGNAL2,
- TORSO_HANDSIGNAL3,
- TORSO_HANDSIGNAL4,
- TORSO_HANDSIGNAL5,
- //=================================================
- //ANIMS IN WHICH ONLY THE LOWER OBJECTS ARE IN MD3
- //=================================================
- //# #sep Legs-only anims
- LEGS_TURN1, //# What legs do when you turn your lower body to match your upper body facing
- LEGS_TURN2, //# Leg turning from stand2
- LEGS_LEAN_LEFT1, //# Lean left
- LEGS_LEAN_RIGHT1, //# Lean Right
- LEGS_CHOKING1, //# TEMP
- LEGS_LEFTUP1, //# On a slope with left foot 4 higher than right
- LEGS_LEFTUP2, //# On a slope with left foot 8 higher than right
- LEGS_LEFTUP3, //# On a slope with left foot 12 higher than right
- LEGS_LEFTUP4, //# On a slope with left foot 16 higher than right
- LEGS_LEFTUP5, //# On a slope with left foot 20 higher than right
- LEGS_RIGHTUP1, //# On a slope with RIGHT foot 4 higher than left
- LEGS_RIGHTUP2, //# On a slope with RIGHT foot 8 higher than left
- LEGS_RIGHTUP3, //# On a slope with RIGHT foot 12 higher than left
- LEGS_RIGHTUP4, //# On a slope with RIGHT foot 16 higher than left
- LEGS_RIGHTUP5, //# On a slope with RIGHT foot 20 higher than left
- LEGS_S1_LUP1,
- LEGS_S1_LUP2,
- LEGS_S1_LUP3,
- LEGS_S1_LUP4,
- LEGS_S1_LUP5,
- LEGS_S1_RUP1,
- LEGS_S1_RUP2,
- LEGS_S1_RUP3,
- LEGS_S1_RUP4,
- LEGS_S1_RUP5,
- LEGS_S3_LUP1,
- LEGS_S3_LUP2,
- LEGS_S3_LUP3,
- LEGS_S3_LUP4,
- LEGS_S3_LUP5,
- LEGS_S3_RUP1,
- LEGS_S3_RUP2,
- LEGS_S3_RUP3,
- LEGS_S3_RUP4,
- LEGS_S3_RUP5,
- LEGS_S4_LUP1,
- LEGS_S4_LUP2,
- LEGS_S4_LUP3,
- LEGS_S4_LUP4,
- LEGS_S4_LUP5,
- LEGS_S4_RUP1,
- LEGS_S4_RUP2,
- LEGS_S4_RUP3,
- LEGS_S4_RUP4,
- LEGS_S4_RUP5,
- LEGS_S5_LUP1,
- LEGS_S5_LUP2,
- LEGS_S5_LUP3,
- LEGS_S5_LUP4,
- LEGS_S5_LUP5,
- LEGS_S5_RUP1,
- LEGS_S5_RUP2,
- LEGS_S5_RUP3,
- LEGS_S5_RUP4,
- LEGS_S5_RUP5,
- LEGS_S6_LUP1,
- LEGS_S6_LUP2,
- LEGS_S6_LUP3,
- LEGS_S6_LUP4,
- LEGS_S6_LUP5,
- LEGS_S6_RUP1,
- LEGS_S6_RUP2,
- LEGS_S6_RUP3,
- LEGS_S6_RUP4,
- LEGS_S6_RUP5,
- LEGS_S7_LUP1,
- LEGS_S7_LUP2,
- LEGS_S7_LUP3,
- LEGS_S7_LUP4,
- LEGS_S7_LUP5,
- LEGS_S7_RUP1,
- LEGS_S7_RUP2,
- LEGS_S7_RUP3,
- LEGS_S7_RUP4,
- LEGS_S7_RUP5,
- //New anim as per Jarrod's request
- LEGS_TURN180,
- //======================================================
- //cinematic anims
- //======================================================
- //# #sep BOTH_ CINEMATIC-ONLY
- BOTH_CIN_1, //# Level specific cinematic 1
- BOTH_CIN_2, //# Level specific cinematic 2
- BOTH_CIN_3, //# Level specific cinematic 3
- BOTH_CIN_4, //# Level specific cinematic 4
- BOTH_CIN_5, //# Level specific cinematic 5
- BOTH_CIN_6, //# Level specific cinematic 6
- BOTH_CIN_7, //# Level specific cinematic 7
- BOTH_CIN_8, //# Level specific cinematic 8
- BOTH_CIN_9, //# Level specific cinematic 9
- BOTH_CIN_10, //# Level specific cinematic 10
- BOTH_CIN_11, //# Level specific cinematic 11
- BOTH_CIN_12, //# Level specific cinematic 12
- BOTH_CIN_13, //# Level specific cinematic 13
- BOTH_CIN_14, //# Level specific cinematic 14
- BOTH_CIN_15, //# Level specific cinematic 15
- BOTH_CIN_16, //# Level specific cinematic 16
- BOTH_CIN_17, //# Level specific cinematic 17
- BOTH_CIN_18, //# Level specific cinematic 18
- BOTH_CIN_19, //# Level specific cinematic 19
- BOTH_CIN_20, //# Level specific cinematic 20
- BOTH_CIN_21, //# Level specific cinematic 21
- BOTH_CIN_22, //# Level specific cinematic 22
- BOTH_CIN_23, //# Level specific cinematic 23
- BOTH_CIN_24, //# Level specific cinematic 24
- BOTH_CIN_25, //# Level specific cinematic 25
- BOTH_CIN_26, //# Level specific cinematic
- BOTH_CIN_27, //# Level specific cinematic
- BOTH_CIN_28, //# Level specific cinematic
- BOTH_CIN_29, //# Level specific cinematic
- BOTH_CIN_30, //# Level specific cinematic
- BOTH_CIN_31, //# Level specific cinematic
- BOTH_CIN_32, //# Level specific cinematic
- BOTH_CIN_33, //# Level specific cinematic
- BOTH_CIN_34, //# Level specific cinematic
- BOTH_CIN_35, //# Level specific cinematic
- BOTH_CIN_36, //# Level specific cinematic
- BOTH_CIN_37, //# Level specific cinematic
- BOTH_CIN_38, //# Level specific cinematic
- BOTH_CIN_39, //# Level specific cinematic
- BOTH_CIN_40, //# Level specific cinematic
- BOTH_CIN_41, //# Level specific cinematic
- BOTH_CIN_42, //# Level specific cinematic
- BOTH_CIN_43, //# Level specific cinematic
- BOTH_CIN_44, //# Level specific cinematic
- BOTH_CIN_45, //# Level specific cinematic
- BOTH_CIN_46, //# Level specific cinematic
- BOTH_CIN_47, //# Level specific cinematic
- BOTH_CIN_48, //# Level specific cinematic
- BOTH_CIN_49, //# Level specific cinematic
- BOTH_CIN_50, //# Level specific cinematic
- //# #eol
- MAX_ANIMATIONS,
- MAX_TOTALANIMATIONS,
- } animNumber_t;
- #define SABER_ANIM_GROUP_SIZE (BOTH_A2_T__B_ - BOTH_A1_T__B_)
- #endif// #ifndef __ANIMS_H__
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