codemp/game/anims.h File Reference

Go to the source code of this file.

Defines

#define SABER_ANIM_GROUP_SIZE   (BOTH_A2_T__B_ - BOTH_A1_T__B_)

Enumerations

enum  animNumber_t {
  FACE_TALK0, FACE_TALK1, FACE_TALK2, FACE_TALK3,
  FACE_TALK4, FACE_ALERT, FACE_SMILE, FACE_FROWN,
  FACE_DEAD, BOTH_DEATH1, BOTH_DEATH2, BOTH_DEATH3,
  BOTH_DEATH4, BOTH_DEATH5, BOTH_DEATH6, BOTH_DEATH7,
  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, BOTH_DEATHFORWARD2,
  BOTH_DEATHFORWARD3, BOTH_DEATHBACKWARD1, BOTH_DEATHBACKWARD2, BOTH_DEATH1IDLE,
  BOTH_LYINGDEATH1, BOTH_STUMBLEDEATH1, BOTH_FALLDEATH1, BOTH_FALLDEATH1INAIR,
  BOTH_FALLDEATH1LAND, BOTH_DEATH_ROLL, BOTH_DEATH_FLIP, BOTH_DEATH_SPIN_90_R,
  BOTH_DEATH_SPIN_90_L, BOTH_DEATH_SPIN_180, BOTH_DEATH_LYING_UP, BOTH_DEATH_LYING_DN,
  BOTH_DEATH_FALLING_DN, BOTH_DEATH_FALLING_UP, BOTH_DEATH_CROUCHED, BOTH_DEAD1,
  BOTH_DEAD2, BOTH_DEAD3, BOTH_DEAD4, BOTH_DEAD5,
  BOTH_DEAD6, BOTH_DEAD7, 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, BOTH_DEADFORWARD2, BOTH_DEADBACKWARD1, BOTH_DEADBACKWARD2,
  BOTH_LYINGDEAD1, BOTH_STUMBLEDEAD1, BOTH_FALLDEAD1LAND, BOTH_DEADFLOP1,
  BOTH_DEADFLOP2, BOTH_DISMEMBER_HEAD1, BOTH_DISMEMBER_TORSO1, BOTH_DISMEMBER_LLEG,
  BOTH_DISMEMBER_RLEG, BOTH_DISMEMBER_RARM, BOTH_DISMEMBER_LARM, BOTH_PAIN1,
  BOTH_PAIN2, BOTH_PAIN3, BOTH_PAIN4, BOTH_PAIN5,
  BOTH_PAIN6, BOTH_PAIN7, BOTH_PAIN8, BOTH_PAIN9,
  BOTH_PAIN10, BOTH_PAIN11, BOTH_PAIN12, BOTH_PAIN13,
  BOTH_PAIN14, BOTH_PAIN15, BOTH_PAIN16, BOTH_PAIN17,
  BOTH_PAIN18, BOTH_ATTACK1, BOTH_ATTACK2, BOTH_ATTACK3,
  BOTH_ATTACK4, BOTH_ATTACK5, BOTH_ATTACK6, BOTH_ATTACK7,
  BOTH_ATTACK10, BOTH_ATTACK11, BOTH_MELEE1, BOTH_MELEE2,
  BOTH_THERMAL_READY, BOTH_THERMAL_THROW, BOTH_A1_T__B_, BOTH_A1__L__R,
  BOTH_A1__R__L, BOTH_A1_TL_BR, BOTH_A1_BR_TL, BOTH_A1_BL_TR,
  BOTH_A1_TR_BL, BOTH_T1_BR__R, BOTH_T1_BR_TL, BOTH_T1_BR__L,
  BOTH_T1_BR_BL, BOTH_T1__R_TR, BOTH_T1__R_TL, BOTH_T1__R__L,
  BOTH_T1__R_BL, BOTH_T1_TR_BR, BOTH_T1_TR_TL, BOTH_T1_TR__L,
  BOTH_T1_TR_BL, BOTH_T1_T__BR, BOTH_T1_T___R, BOTH_T1_T__TR,
  BOTH_T1_T__TL, BOTH_T1_T___L, BOTH_T1_T__BL, BOTH_T1_TL_BR,
  BOTH_T1_TL_BL, BOTH_T1__L_BR, BOTH_T1__L__R, BOTH_T1__L_TL,
  BOTH_T1_BL_BR, BOTH_T1_BL__R, BOTH_T1_BL_TR, BOTH_T1_BL__L,
  BOTH_T1_BR_TR, BOTH_T1_BR_T_, BOTH_T1__R_BR, BOTH_T1__R_T_,
  BOTH_T1_TR__R, BOTH_T1_TR_T_, BOTH_T1_TL__R, BOTH_T1_TL_TR,
  BOTH_T1_TL_T_, BOTH_T1_TL__L, BOTH_T1__L_TR, BOTH_T1__L_T_,
  BOTH_T1__L_BL, BOTH_T1_BL_T_, BOTH_T1_BL_TL, BOTH_S1_S1_T_,
  BOTH_S1_S1__L, BOTH_S1_S1__R, BOTH_S1_S1_TL, BOTH_S1_S1_BR,
  BOTH_S1_S1_BL, BOTH_S1_S1_TR, BOTH_R1_B__S1, BOTH_R1__L_S1,
  BOTH_R1__R_S1, BOTH_R1_TL_S1, BOTH_R1_BR_S1, BOTH_R1_BL_S1,
  BOTH_R1_TR_S1, BOTH_B1_BR___, BOTH_B1__R___, BOTH_B1_TR___,
  BOTH_B1_T____, BOTH_B1_TL___, BOTH_B1__L___, BOTH_B1_BL___,
  BOTH_D1_BR___, BOTH_D1__R___, BOTH_D1_TR___, BOTH_D1_TL___,
  BOTH_D1__L___, BOTH_D1_BL___, BOTH_D1_B____, BOTH_A2_T__B_,
  BOTH_A2__L__R, BOTH_A2__R__L, BOTH_A2_TL_BR, BOTH_A2_BR_TL,
  BOTH_A2_BL_TR, BOTH_A2_TR_BL, BOTH_T2_BR__R, BOTH_T2_BR_TL,
  BOTH_T2_BR__L, BOTH_T2_BR_BL, BOTH_T2__R_TR, BOTH_T2__R_TL,
  BOTH_T2__R__L, BOTH_T2__R_BL, BOTH_T2_TR_BR, BOTH_T2_TR_TL,
  BOTH_T2_TR__L, BOTH_T2_TR_BL, BOTH_T2_T__BR, BOTH_T2_T___R,
  BOTH_T2_T__TR, BOTH_T2_T__TL, BOTH_T2_T___L, BOTH_T2_T__BL,
  BOTH_T2_TL_BR, BOTH_T2_TL_BL, BOTH_T2__L_BR, BOTH_T2__L__R,
  BOTH_T2__L_TL, BOTH_T2_BL_BR, BOTH_T2_BL__R, BOTH_T2_BL_TR,
  BOTH_T2_BL__L, BOTH_T2_BR_TR, BOTH_T2_BR_T_, BOTH_T2__R_BR,
  BOTH_T2__R_T_, BOTH_T2_TR__R, BOTH_T2_TR_T_, BOTH_T2_TL__R,
  BOTH_T2_TL_TR, BOTH_T2_TL_T_, BOTH_T2_TL__L, BOTH_T2__L_TR,
  BOTH_T2__L_T_, BOTH_T2__L_BL, BOTH_T2_BL_T_, BOTH_T2_BL_TL,
  BOTH_S2_S1_T_, BOTH_S2_S1__L, BOTH_S2_S1__R, BOTH_S2_S1_TL,
  BOTH_S2_S1_BR, BOTH_S2_S1_BL, BOTH_S2_S1_TR, BOTH_R2_B__S1,
  BOTH_R2__L_S1, BOTH_R2__R_S1, BOTH_R2_TL_S1, BOTH_R2_BR_S1,
  BOTH_R2_BL_S1, BOTH_R2_TR_S1, BOTH_B2_BR___, BOTH_B2__R___,
  BOTH_B2_TR___, BOTH_B2_T____, BOTH_B2_TL___, BOTH_B2__L___,
  BOTH_B2_BL___, BOTH_D2_BR___, BOTH_D2__R___, BOTH_D2_TR___,
  BOTH_D2_TL___, BOTH_D2__L___, BOTH_D2_BL___, BOTH_D2_B____,
  BOTH_A3_T__B_, BOTH_A3__L__R, BOTH_A3__R__L, BOTH_A3_TL_BR,
  BOTH_A3_BR_TL, BOTH_A3_BL_TR, BOTH_A3_TR_BL, BOTH_T3_BR__R,
  BOTH_T3_BR_TL, BOTH_T3_BR__L, BOTH_T3_BR_BL, BOTH_T3__R_TR,
  BOTH_T3__R_TL, BOTH_T3__R__L, BOTH_T3__R_BL, BOTH_T3_TR_BR,
  BOTH_T3_TR_TL, BOTH_T3_TR__L, BOTH_T3_TR_BL, BOTH_T3_T__BR,
  BOTH_T3_T___R, BOTH_T3_T__TR, BOTH_T3_T__TL, BOTH_T3_T___L,
  BOTH_T3_T__BL, BOTH_T3_TL_BR, BOTH_T3_TL_BL, BOTH_T3__L_BR,
  BOTH_T3__L__R, BOTH_T3__L_TL, BOTH_T3_BL_BR, BOTH_T3_BL__R,
  BOTH_T3_BL_TR, BOTH_T3_BL__L, BOTH_T3_BR_TR, BOTH_T3_BR_T_,
  BOTH_T3__R_BR, BOTH_T3__R_T_, BOTH_T3_TR__R, BOTH_T3_TR_T_,
  BOTH_T3_TL__R, BOTH_T3_TL_TR, BOTH_T3_TL_T_, BOTH_T3_TL__L,
  BOTH_T3__L_TR, BOTH_T3__L_T_, BOTH_T3__L_BL, BOTH_T3_BL_T_,
  BOTH_T3_BL_TL, BOTH_S3_S1_T_, BOTH_S3_S1__L, BOTH_S3_S1__R,
  BOTH_S3_S1_TL, BOTH_S3_S1_BR, BOTH_S3_S1_BL, BOTH_S3_S1_TR,
  BOTH_R3_B__S1, BOTH_R3__L_S1, BOTH_R3__R_S1, BOTH_R3_TL_S1,
  BOTH_R3_BR_S1, BOTH_R3_BL_S1, BOTH_R3_TR_S1, BOTH_B3_BR___,
  BOTH_B3__R___, BOTH_B3_TR___, BOTH_B3_T____, BOTH_B3_TL___,
  BOTH_B3__L___, BOTH_B3_BL___, BOTH_D3_BR___, BOTH_D3__R___,
  BOTH_D3_TR___, BOTH_D3_TL___, BOTH_D3__L___, BOTH_D3_BL___,
  BOTH_D3_B____, BOTH_A4_T__B_, BOTH_A4__L__R, BOTH_A4__R__L,
  BOTH_A4_TL_BR, BOTH_A4_BR_TL, BOTH_A4_BL_TR, BOTH_A4_TR_BL,
  BOTH_T4_BR__R, BOTH_T4_BR_TL, BOTH_T4_BR__L, BOTH_T4_BR_BL,
  BOTH_T4__R_TR, BOTH_T4__R_TL, BOTH_T4__R__L, BOTH_T4__R_BL,
  BOTH_T4_TR_BR, BOTH_T4_TR_TL, BOTH_T4_TR__L, BOTH_T4_TR_BL,
  BOTH_T4_T__BR, BOTH_T4_T___R, BOTH_T4_T__TR, BOTH_T4_T__TL,
  BOTH_T4_T___L, BOTH_T4_T__BL, BOTH_T4_TL_BR, BOTH_T4_TL_BL,
  BOTH_T4__L_BR, BOTH_T4__L__R, BOTH_T4__L_TL, BOTH_T4_BL_BR,
  BOTH_T4_BL__R, BOTH_T4_BL_TR, BOTH_T4_BL__L, BOTH_T4_BR_TR,
  BOTH_T4_BR_T_, BOTH_T4__R_BR, BOTH_T4__R_T_, BOTH_T4_TR__R,
  BOTH_T4_TR_T_, BOTH_T4_TL__R, BOTH_T4_TL_TR, BOTH_T4_TL_T_,
  BOTH_T4_TL__L, BOTH_T4__L_TR, BOTH_T4__L_T_, BOTH_T4__L_BL,
  BOTH_T4_BL_T_, BOTH_T4_BL_TL, BOTH_S4_S1_T_, BOTH_S4_S1__L,
  BOTH_S4_S1__R, BOTH_S4_S1_TL, BOTH_S4_S1_BR, BOTH_S4_S1_BL,
  BOTH_S4_S1_TR, BOTH_R4_B__S1, BOTH_R4__L_S1, BOTH_R4__R_S1,
  BOTH_R4_TL_S1, BOTH_R4_BR_S1, BOTH_R4_BL_S1, BOTH_R4_TR_S1,
  BOTH_B4_BR___, BOTH_B4__R___, BOTH_B4_TR___, BOTH_B4_T____,
  BOTH_B4_TL___, BOTH_B4__L___, BOTH_B4_BL___, BOTH_D4_BR___,
  BOTH_D4__R___, BOTH_D4_TR___, BOTH_D4_TL___, BOTH_D4__L___,
  BOTH_D4_BL___, BOTH_D4_B____, BOTH_A5_T__B_, BOTH_A5__L__R,
  BOTH_A5__R__L, BOTH_A5_TL_BR, BOTH_A5_BR_TL, BOTH_A5_BL_TR,
  BOTH_A5_TR_BL, BOTH_T5_BR__R, BOTH_T5_BR_TL, BOTH_T5_BR__L,
  BOTH_T5_BR_BL, BOTH_T5__R_TR, BOTH_T5__R_TL, BOTH_T5__R__L,
  BOTH_T5__R_BL, BOTH_T5_TR_BR, BOTH_T5_TR_TL, BOTH_T5_TR__L,
  BOTH_T5_TR_BL, BOTH_T5_T__BR, BOTH_T5_T___R, BOTH_T5_T__TR,
  BOTH_T5_T__TL, BOTH_T5_T___L, BOTH_T5_T__BL, BOTH_T5_TL_BR,
  BOTH_T5_TL_BL, BOTH_T5__L_BR, BOTH_T5__L__R, BOTH_T5__L_TL,
  BOTH_T5_BL_BR, BOTH_T5_BL__R, BOTH_T5_BL_TR, BOTH_T5_BL__L,
  BOTH_T5_BR_TR, BOTH_T5_BR_T_, BOTH_T5__R_BR, BOTH_T5__R_T_,
  BOTH_T5_TR__R, BOTH_T5_TR_T_, BOTH_T5_TL__R, BOTH_T5_TL_TR,
  BOTH_T5_TL_T_, BOTH_T5_TL__L, BOTH_T5__L_TR, BOTH_T5__L_T_,
  BOTH_T5__L_BL, BOTH_T5_BL_T_, BOTH_T5_BL_TL, BOTH_S5_S1_T_,
  BOTH_S5_S1__L, BOTH_S5_S1__R, BOTH_S5_S1_TL, BOTH_S5_S1_BR,
  BOTH_S5_S1_BL, BOTH_S5_S1_TR, BOTH_R5_B__S1, BOTH_R5__L_S1,
  BOTH_R5__R_S1, BOTH_R5_TL_S1, BOTH_R5_BR_S1, BOTH_R5_BL_S1,
  BOTH_R5_TR_S1, BOTH_B5_BR___, BOTH_B5__R___, BOTH_B5_TR___,
  BOTH_B5_T____, BOTH_B5_TL___, BOTH_B5__L___, BOTH_B5_BL___,
  BOTH_D5_BR___, BOTH_D5__R___, BOTH_D5_TR___, BOTH_D5_TL___,
  BOTH_D5__L___, BOTH_D5_BL___, BOTH_D5_B____, BOTH_A6_T__B_,
  BOTH_A6__L__R, BOTH_A6__R__L, BOTH_A6_TL_BR, BOTH_A6_BR_TL,
  BOTH_A6_BL_TR, BOTH_A6_TR_BL, BOTH_T6_BR__R, BOTH_T6_BR_TL,
  BOTH_T6_BR__L, BOTH_T6_BR_BL, BOTH_T6__R_TR, BOTH_T6__R_TL,
  BOTH_T6__R__L, BOTH_T6__R_BL, BOTH_T6_TR_BR, BOTH_T6_TR_TL,
  BOTH_T6_TR__L, BOTH_T6_TR_BL, BOTH_T6_T__BR, BOTH_T6_T___R,
  BOTH_T6_T__TR, BOTH_T6_T__TL, BOTH_T6_T___L, BOTH_T6_T__BL,
  BOTH_T6_TL_BR, BOTH_T6_TL_BL, BOTH_T6__L_BR, BOTH_T6__L__R,
  BOTH_T6__L_TL, BOTH_T6_BL_BR, BOTH_T6_BL__R, BOTH_T6_BL_TR,
  BOTH_T6_BL__L, BOTH_T6_BR_TR, BOTH_T6_BR_T_, BOTH_T6__R_BR,
  BOTH_T6__R_T_, BOTH_T6_TR__R, BOTH_T6_TR_T_, BOTH_T6_TL__R,
  BOTH_T6_TL_TR, BOTH_T6_TL_T_, BOTH_T6_TL__L, BOTH_T6__L_TR,
  BOTH_T6__L_T_, BOTH_T6__L_BL, BOTH_T6_BL_T_, BOTH_T6_BL_TL,
  BOTH_S6_S6_T_, BOTH_S6_S6__L, BOTH_S6_S6__R, BOTH_S6_S6_TL,
  BOTH_S6_S6_BR, BOTH_S6_S6_BL, BOTH_S6_S6_TR, BOTH_R6_B__S6,
  BOTH_R6__L_S6, BOTH_R6__R_S6, BOTH_R6_TL_S6, BOTH_R6_BR_S6,
  BOTH_R6_BL_S6, BOTH_R6_TR_S6, BOTH_B6_BR___, BOTH_B6__R___,
  BOTH_B6_TR___, BOTH_B6_T____, BOTH_B6_TL___, BOTH_B6__L___,
  BOTH_B6_BL___, BOTH_D6_BR___, BOTH_D6__R___, BOTH_D6_TR___,
  BOTH_D6_TL___, BOTH_D6__L___, BOTH_D6_BL___, BOTH_D6_B____,
  BOTH_A7_T__B_, BOTH_A7__L__R, BOTH_A7__R__L, BOTH_A7_TL_BR,
  BOTH_A7_BR_TL, BOTH_A7_BL_TR, BOTH_A7_TR_BL, BOTH_T7_BR__R,
  BOTH_T7_BR_TL, BOTH_T7_BR__L, BOTH_T7_BR_BL, BOTH_T7__R_TR,
  BOTH_T7__R_TL, BOTH_T7__R__L, BOTH_T7__R_BL, BOTH_T7_TR_BR,
  BOTH_T7_TR_TL, BOTH_T7_TR__L, BOTH_T7_TR_BL, BOTH_T7_T__BR,
  BOTH_T7_T___R, BOTH_T7_T__TR, BOTH_T7_T__TL, BOTH_T7_T___L,
  BOTH_T7_T__BL, BOTH_T7_TL_BR, BOTH_T7_TL_BL, BOTH_T7__L_BR,
  BOTH_T7__L__R, BOTH_T7__L_TL, BOTH_T7_BL_BR, BOTH_T7_BL__R,
  BOTH_T7_BL_TR, BOTH_T7_BL__L, BOTH_T7_BR_TR, BOTH_T7_BR_T_,
  BOTH_T7__R_BR, BOTH_T7__R_T_, BOTH_T7_TR__R, BOTH_T7_TR_T_,
  BOTH_T7_TL__R, BOTH_T7_TL_TR, BOTH_T7_TL_T_, BOTH_T7_TL__L,
  BOTH_T7__L_TR, BOTH_T7__L_T_, BOTH_T7__L_BL, BOTH_T7_BL_T_,
  BOTH_T7_BL_TL, BOTH_S7_S7_T_, BOTH_S7_S7__L, BOTH_S7_S7__R,
  BOTH_S7_S7_TL, BOTH_S7_S7_BR, BOTH_S7_S7_BL, BOTH_S7_S7_TR,
  BOTH_R7_B__S7, BOTH_R7__L_S7, BOTH_R7__R_S7, BOTH_R7_TL_S7,
  BOTH_R7_BR_S7, BOTH_R7_BL_S7, BOTH_R7_TR_S7, BOTH_B7_BR___,
  BOTH_B7__R___, BOTH_B7_TR___, BOTH_B7_T____, BOTH_B7_TL___,
  BOTH_B7__L___, BOTH_B7_BL___, BOTH_D7_BR___, BOTH_D7__R___,
  BOTH_D7_TR___, BOTH_D7_TL___, BOTH_D7__L___, BOTH_D7_BL___,
  BOTH_D7_B____, BOTH_P1_S1_T_, BOTH_P1_S1_TR, BOTH_P1_S1_TL,
  BOTH_P1_S1_BL, BOTH_P1_S1_BR, BOTH_K1_S1_T_, BOTH_K1_S1_TR,
  BOTH_K1_S1_TL, BOTH_K1_S1_BL, BOTH_K1_S1_B_, BOTH_K1_S1_BR,
  BOTH_V1_BR_S1, BOTH_V1__R_S1, BOTH_V1_TR_S1, BOTH_V1_T__S1,
  BOTH_V1_TL_S1, BOTH_V1__L_S1, BOTH_V1_BL_S1, BOTH_V1_B__S1,
  BOTH_H1_S1_T_, BOTH_H1_S1_TR, BOTH_H1_S1_TL, BOTH_H1_S1_BL,
  BOTH_H1_S1_B_, BOTH_H1_S1_BR, BOTH_P6_S6_T_, BOTH_P6_S6_TR,
  BOTH_P6_S6_TL, BOTH_P6_S6_BL, BOTH_P6_S6_BR, BOTH_K6_S6_T_,
  BOTH_K6_S6_TR, BOTH_K6_S6_TL, BOTH_K6_S6_BL, BOTH_K6_S6_B_,
  BOTH_K6_S6_BR, BOTH_V6_BR_S6, BOTH_V6__R_S6, BOTH_V6_TR_S6,
  BOTH_V6_T__S6, BOTH_V6_TL_S6, BOTH_V6__L_S6, BOTH_V6_BL_S6,
  BOTH_V6_B__S6, BOTH_H6_S6_T_, BOTH_H6_S6_TR, BOTH_H6_S6_TL,
  BOTH_H6_S6_BL, BOTH_H6_S6_B_, BOTH_H6_S6_BR, BOTH_P7_S7_T_,
  BOTH_P7_S7_TR, BOTH_P7_S7_TL, BOTH_P7_S7_BL, BOTH_P7_S7_BR,
  BOTH_K7_S7_T_, BOTH_K7_S7_TR, BOTH_K7_S7_TL, BOTH_K7_S7_BL,
  BOTH_K7_S7_B_, BOTH_K7_S7_BR, BOTH_V7_BR_S7, BOTH_V7__R_S7,
  BOTH_V7_TR_S7, BOTH_V7_T__S7, BOTH_V7_TL_S7, BOTH_V7__L_S7,
  BOTH_V7_BL_S7, BOTH_V7_B__S7, BOTH_H7_S7_T_, BOTH_H7_S7_TR,
  BOTH_H7_S7_TL, BOTH_H7_S7_BL, BOTH_H7_S7_B_, BOTH_H7_S7_BR,
  BOTH_LK_S_DL_S_B_1_L, BOTH_LK_S_DL_S_B_1_W, BOTH_LK_S_DL_S_L_1, BOTH_LK_S_DL_S_SB_1_L,
  BOTH_LK_S_DL_S_SB_1_W, BOTH_LK_S_DL_T_B_1_L, BOTH_LK_S_DL_T_B_1_W, BOTH_LK_S_DL_T_L_1,
  BOTH_LK_S_DL_T_SB_1_L, BOTH_LK_S_DL_T_SB_1_W, BOTH_LK_S_ST_S_B_1_L, BOTH_LK_S_ST_S_B_1_W,
  BOTH_LK_S_ST_S_L_1, BOTH_LK_S_ST_S_SB_1_L, BOTH_LK_S_ST_S_SB_1_W, BOTH_LK_S_ST_T_B_1_L,
  BOTH_LK_S_ST_T_B_1_W, BOTH_LK_S_ST_T_L_1, BOTH_LK_S_ST_T_SB_1_L, BOTH_LK_S_ST_T_SB_1_W,
  BOTH_LK_S_S_S_B_1_L, BOTH_LK_S_S_S_B_1_W, BOTH_LK_S_S_S_L_1, BOTH_LK_S_S_S_SB_1_L,
  BOTH_LK_S_S_S_SB_1_W, BOTH_LK_S_S_T_B_1_L, BOTH_LK_S_S_T_B_1_W, BOTH_LK_S_S_T_L_1,
  BOTH_LK_S_S_T_SB_1_L, BOTH_LK_S_S_T_SB_1_W, BOTH_LK_DL_DL_S_B_1_L, BOTH_LK_DL_DL_S_B_1_W,
  BOTH_LK_DL_DL_S_L_1, BOTH_LK_DL_DL_S_SB_1_L, BOTH_LK_DL_DL_S_SB_1_W, BOTH_LK_DL_DL_T_B_1_L,
  BOTH_LK_DL_DL_T_B_1_W, BOTH_LK_DL_DL_T_L_1, BOTH_LK_DL_DL_T_SB_1_L, BOTH_LK_DL_DL_T_SB_1_W,
  BOTH_LK_DL_ST_S_B_1_L, BOTH_LK_DL_ST_S_B_1_W, BOTH_LK_DL_ST_S_L_1, BOTH_LK_DL_ST_S_SB_1_L,
  BOTH_LK_DL_ST_S_SB_1_W, BOTH_LK_DL_ST_T_B_1_L, BOTH_LK_DL_ST_T_B_1_W, BOTH_LK_DL_ST_T_L_1,
  BOTH_LK_DL_ST_T_SB_1_L, BOTH_LK_DL_ST_T_SB_1_W, BOTH_LK_DL_S_S_B_1_L, BOTH_LK_DL_S_S_B_1_W,
  BOTH_LK_DL_S_S_L_1, BOTH_LK_DL_S_S_SB_1_L, BOTH_LK_DL_S_S_SB_1_W, BOTH_LK_DL_S_T_B_1_L,
  BOTH_LK_DL_S_T_B_1_W, BOTH_LK_DL_S_T_L_1, BOTH_LK_DL_S_T_SB_1_L, BOTH_LK_DL_S_T_SB_1_W,
  BOTH_LK_ST_DL_S_B_1_L, BOTH_LK_ST_DL_S_B_1_W, BOTH_LK_ST_DL_S_L_1, BOTH_LK_ST_DL_S_SB_1_L,
  BOTH_LK_ST_DL_S_SB_1_W, BOTH_LK_ST_DL_T_B_1_L, BOTH_LK_ST_DL_T_B_1_W, BOTH_LK_ST_DL_T_L_1,
  BOTH_LK_ST_DL_T_SB_1_L, BOTH_LK_ST_DL_T_SB_1_W, BOTH_LK_ST_ST_S_B_1_L, BOTH_LK_ST_ST_S_B_1_W,
  BOTH_LK_ST_ST_S_L_1, BOTH_LK_ST_ST_S_SB_1_L, BOTH_LK_ST_ST_S_SB_1_W, BOTH_LK_ST_ST_T_B_1_L,
  BOTH_LK_ST_ST_T_B_1_W, BOTH_LK_ST_ST_T_L_1, BOTH_LK_ST_ST_T_SB_1_L, BOTH_LK_ST_ST_T_SB_1_W,
  BOTH_LK_ST_S_S_B_1_L, BOTH_LK_ST_S_S_B_1_W, BOTH_LK_ST_S_S_L_1, BOTH_LK_ST_S_S_SB_1_L,
  BOTH_LK_ST_S_S_SB_1_W, BOTH_LK_ST_S_T_B_1_L, BOTH_LK_ST_S_T_B_1_W, BOTH_LK_ST_S_T_L_1,
  BOTH_LK_ST_S_T_SB_1_L, BOTH_LK_ST_S_T_SB_1_W, BOTH_LK_S_S_S_L_2, BOTH_LK_S_S_T_L_2,
  BOTH_LK_DL_DL_S_L_2, BOTH_LK_DL_DL_T_L_2, BOTH_LK_ST_ST_S_L_2, BOTH_LK_ST_ST_T_L_2,
  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, BOTH_SABERFAST_STANCE, BOTH_SABERSLOW_STANCE,
  BOTH_SABERDUAL_STANCE, BOTH_SABERSTAFF_STANCE, BOTH_A2_STABBACK1, BOTH_ATTACK_BACK,
  BOTH_JUMPFLIPSLASHDOWN1, BOTH_JUMPFLIPSTABDOWN, BOTH_FORCELEAP2_T__B_, BOTH_LUNGE2_B__T_,
  BOTH_CROUCHATTACKBACK1, BOTH_JUMPATTACK6, BOTH_JUMPATTACK7, BOTH_SPINATTACK6,
  BOTH_SPINATTACK7, BOTH_S1_S6, BOTH_S6_S1, BOTH_S1_S7,
  BOTH_S7_S1, 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, BOTH_STAND1,
  BOTH_STAND1IDLE1, BOTH_STAND2, BOTH_STAND2IDLE1, BOTH_STAND2IDLE2,
  BOTH_STAND3, BOTH_STAND3IDLE1, BOTH_STAND4, BOTH_STAND5,
  BOTH_STAND5IDLE1, BOTH_STAND6, BOTH_STAND8, BOTH_STAND1TO2,
  BOTH_STAND2TO1, BOTH_STAND2TO4, BOTH_STAND4TO2, BOTH_STAND4TOATTACK2,
  BOTH_STANDUP2, BOTH_STAND5TOSIT3, BOTH_STAND1TOSTAND5, BOTH_STAND5TOSTAND1,
  BOTH_STAND5TOAIM, BOTH_STAND5STARTLEDLOOKLEFT, BOTH_STARTLEDLOOKLEFTTOSTAND5, BOTH_STAND5TOSTAND8,
  BOTH_STAND7TOSTAND8, BOTH_STAND8TOSTAND5, BOTH_STAND9, BOTH_STAND9IDLE1,
  BOTH_STAND5SHIFTWEIGHT, BOTH_STAND5SHIFTWEIGHTSTART, BOTH_STAND5SHIFTWEIGHTSTOP, BOTH_STAND5TURNLEFTSTART,
  BOTH_STAND5TURNLEFTSTOP, BOTH_STAND5TURNRIGHTSTART, BOTH_STAND5TURNRIGHTSTOP, BOTH_STAND5LOOK180LEFTSTART,
  BOTH_STAND5LOOK180LEFTSTOP, BOTH_CONSOLE1START, BOTH_CONSOLE1, BOTH_CONSOLE1STOP,
  BOTH_CONSOLE2START, BOTH_CONSOLE2, BOTH_CONSOLE2STOP, BOTH_CONSOLE2HOLDCOMSTART,
  BOTH_CONSOLE2HOLDCOMSTOP, BOTH_GUARD_LOOKAROUND1, BOTH_GUARD_IDLE1, BOTH_GESTURE1,
  BOTH_GESTURE2, BOTH_WALK1TALKCOMM1, BOTH_TALK1, BOTH_TALK2,
  BOTH_TALKCOMM1START, BOTH_TALKCOMM1, BOTH_TALKCOMM1STOP, BOTH_TALKGESTURE1,
  BOTH_HEADTILTLSTART, BOTH_HEADTILTLSTOP, BOTH_HEADTILTRSTART, BOTH_HEADTILTRSTOP,
  BOTH_HEADNOD, BOTH_HEADSHAKE, BOTH_SIT2HEADTILTLSTART, BOTH_SIT2HEADTILTLSTOP,
  BOTH_REACH1START, BOTH_REACH1STOP, BOTH_COME_ON1, BOTH_STEADYSELF1,
  BOTH_STEADYSELF1END, BOTH_SILENCEGESTURE1, BOTH_REACHFORSABER1, BOTH_SABERKILLER1,
  BOTH_SABERKILLEE1, BOTH_HUGGER1, BOTH_HUGGERSTOP1, BOTH_HUGGEE1,
  BOTH_HUGGEESTOP1, BOTH_SABERTHROW1START, BOTH_SABERTHROW1STOP, BOTH_SABERTHROW2START,
  BOTH_SABERTHROW2STOP, BOTH_SIT1, BOTH_SIT2, BOTH_SIT3,
  BOTH_SIT2TOSTAND5, BOTH_STAND5TOSIT2, BOTH_SIT2TOSIT4, BOTH_SIT3TOSTAND5,
  BOTH_CROUCH1, BOTH_CROUCH1IDLE, BOTH_CROUCH1WALK, BOTH_CROUCH1WALKBACK,
  BOTH_UNCROUCH1, BOTH_CROUCH2TOSTAND1, BOTH_CROUCH3, BOTH_UNCROUCH3,
  BOTH_CROUCH4, BOTH_UNCROUCH4, BOTH_GUNSIT1, BOTH_VS_MOUNT_L,
  BOTH_VS_DISMOUNT_L, BOTH_VS_MOUNT_R, BOTH_VS_DISMOUNT_R, BOTH_VS_MOUNTJUMP_L,
  BOTH_VS_MOUNTTHROW, BOTH_VS_MOUNTTHROW_L, BOTH_VS_MOUNTTHROW_R, BOTH_VS_MOUNTTHROWEE,
  BOTH_VS_LOOKLEFT, BOTH_VS_LOOKRIGHT, BOTH_VS_TURBO, BOTH_VS_REV,
  BOTH_VS_AIR, BOTH_VS_AIR_G, BOTH_VS_AIR_SL, BOTH_VS_AIR_SR,
  BOTH_VS_LAND, BOTH_VS_LAND_G, BOTH_VS_LAND_SL, BOTH_VS_LAND_SR,
  BOTH_VS_IDLE, BOTH_VS_IDLE_G, BOTH_VS_IDLE_SL, BOTH_VS_IDLE_SR,
  BOTH_VS_LEANL, BOTH_VS_LEANL_G, BOTH_VS_LEANL_SL, BOTH_VS_LEANL_SR,
  BOTH_VS_LEANR, BOTH_VS_LEANR_G, BOTH_VS_LEANR_SL, BOTH_VS_LEANR_SR,
  BOTH_VS_ATL_S, BOTH_VS_ATR_S, BOTH_VS_ATR_TO_L_S, BOTH_VS_ATL_TO_R_S,
  BOTH_VS_ATR_G, BOTH_VS_ATL_G, BOTH_VS_ATF_G, BOTH_VS_PAIN1,
  BOTH_VT_MOUNT_L, BOTH_VT_MOUNT_R, BOTH_VT_MOUNT_B, BOTH_VT_DISMOUNT,
  BOTH_VT_DISMOUNT_L, BOTH_VT_DISMOUNT_R, BOTH_VT_WALK_FWD, BOTH_VT_WALK_REV,
  BOTH_VT_WALK_FWD_L, BOTH_VT_WALK_FWD_R, BOTH_VT_RUN_FWD, BOTH_VT_RUN_REV,
  BOTH_VT_RUN_FWD_L, BOTH_VT_RUN_FWD_R, BOTH_VT_SLIDEF, BOTH_VT_AIR,
  BOTH_VT_ATB, BOTH_VT_PAIN1, BOTH_VT_DEATH1, BOTH_VT_STAND,
  BOTH_VT_BUCK, BOTH_VT_LAND, BOTH_VT_TURBO, BOTH_VT_IDLE_SL,
  BOTH_VT_IDLE_SR, BOTH_VT_IDLE, BOTH_VT_IDLE1, BOTH_VT_IDLE_S,
  BOTH_VT_IDLE_G, BOTH_VT_IDLE_T, BOTH_VT_ATL_S, BOTH_VT_ATR_S,
  BOTH_VT_ATR_TO_L_S, BOTH_VT_ATL_TO_R_S, BOTH_VT_ATR_G, BOTH_VT_ATL_G,
  BOTH_VT_ATF_G, BOTH_GEARS_OPEN, BOTH_GEARS_CLOSE, BOTH_WINGS_OPEN,
  BOTH_WINGS_CLOSE, BOTH_DEATH14_UNGRIP, BOTH_DEATH14_SITUP, BOTH_KNEES1,
  BOTH_KNEES2, BOTH_KNEES2TO1, BOTH_WALK1, BOTH_WALK2,
  BOTH_WALK_STAFF, BOTH_WALKBACK_STAFF, BOTH_WALK_DUAL, BOTH_WALKBACK_DUAL,
  BOTH_WALK5, BOTH_WALK6, BOTH_WALK7, BOTH_RUN1,
  BOTH_RUN1START, BOTH_RUN1STOP, BOTH_RUN2, BOTH_RUN1TORUN2,
  BOTH_RUN2TORUN1, BOTH_RUN4, BOTH_RUN_STAFF, BOTH_RUNBACK_STAFF,
  BOTH_RUN_DUAL, BOTH_RUNBACK_DUAL, BOTH_STRAFE_LEFT1, BOTH_STRAFE_RIGHT1,
  BOTH_RUNSTRAFE_LEFT1, BOTH_RUNSTRAFE_RIGHT1, BOTH_TURN_LEFT1, BOTH_TURN_RIGHT1,
  BOTH_TURNSTAND1, BOTH_TURNSTAND2, BOTH_TURNSTAND3, BOTH_TURNSTAND4,
  BOTH_TURNSTAND5, BOTH_TURNCROUCH1, BOTH_WALKBACK1, BOTH_WALKBACK2,
  BOTH_RUNBACK1, BOTH_RUNBACK2, BOTH_JUMP1, BOTH_INAIR1,
  BOTH_LAND1, BOTH_LAND2, BOTH_JUMPBACK1, BOTH_INAIRBACK1,
  BOTH_LANDBACK1, BOTH_JUMPLEFT1, BOTH_INAIRLEFT1, BOTH_LANDLEFT1,
  BOTH_JUMPRIGHT1, BOTH_INAIRRIGHT1, BOTH_LANDRIGHT1, BOTH_FORCEJUMP1,
  BOTH_FORCEINAIR1, BOTH_FORCELAND1, BOTH_FORCEJUMPBACK1, BOTH_FORCEINAIRBACK1,
  BOTH_FORCELANDBACK1, BOTH_FORCEJUMPLEFT1, BOTH_FORCEINAIRLEFT1, BOTH_FORCELANDLEFT1,
  BOTH_FORCEJUMPRIGHT1, BOTH_FORCEINAIRRIGHT1, BOTH_FORCELANDRIGHT1, BOTH_FLIP_F,
  BOTH_FLIP_B, BOTH_FLIP_L, BOTH_FLIP_R, BOTH_ROLL_F,
  BOTH_ROLL_B, BOTH_ROLL_L, BOTH_ROLL_R, BOTH_HOP_F,
  BOTH_HOP_B, BOTH_HOP_L, BOTH_HOP_R, BOTH_DODGE_FL,
  BOTH_DODGE_FR, BOTH_DODGE_BL, BOTH_DODGE_BR, BOTH_DODGE_L,
  BOTH_DODGE_R, BOTH_DODGE_HOLD_FL, BOTH_DODGE_HOLD_FR, BOTH_DODGE_HOLD_BL,
  BOTH_DODGE_HOLD_BR, BOTH_DODGE_HOLD_L, BOTH_DODGE_HOLD_R, 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, 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,
  BOTH_KNOCKDOWN2, BOTH_KNOCKDOWN3, BOTH_KNOCKDOWN4, BOTH_KNOCKDOWN5,
  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, BOTH_CEILING_DROP,
  BOTH_FJSS_TR_BL, BOTH_FJSS_TL_BR, BOTH_RIGHTHANDCHOPPEDOFF, BOTH_DEFLECTSLASH__R__L_FIN,
  BOTH_BASHED1, BOTH_ARIAL_F1, BOTH_BUTTERFLY_FR1, BOTH_BUTTERFLY_FL1,
  BOTH_BACK_FLIP_UP, BOTH_LOSE_SABER, BOTH_STAFF_TAUNT, BOTH_DUAL_TAUNT,
  BOTH_A6_FB, BOTH_A6_LR, BOTH_A7_HILT, BOTH_ALORA_SPIN,
  BOTH_ALORA_FLIP_1, BOTH_ALORA_FLIP_2, BOTH_ALORA_FLIP_3, BOTH_ALORA_FLIP_B,
  BOTH_ALORA_SPIN_THROW, BOTH_ALORA_SPIN_SLASH, BOTH_ALORA_TAUNT, BOTH_ROSH_PAIN,
  BOTH_ROSH_HEAL, BOTH_TAVION_SCEPTERGROUND, BOTH_TAVION_SWORDPOWER, BOTH_SCEPTER_START,
  BOTH_SCEPTER_HOLD, BOTH_SCEPTER_STOP, BOTH_KYLE_GRAB, BOTH_KYLE_MISS,
  BOTH_KYLE_PA_1, BOTH_PLAYER_PA_1, BOTH_KYLE_PA_2, BOTH_PLAYER_PA_2,
  BOTH_PLAYER_PA_FLY, BOTH_KYLE_PA_3, BOTH_PLAYER_PA_3, BOTH_PLAYER_PA_3_FLY,
  BOTH_BUCK_RIDER, BOTH_HOLD_START, BOTH_HOLD_MISS, BOTH_HOLD_IDLE,
  BOTH_HOLD_END, BOTH_HOLD_ATTACK, BOTH_HOLD_SNIFF, BOTH_HOLD_DROP,
  BOTH_GRABBED, BOTH_RELEASED, BOTH_HANG_IDLE, BOTH_HANG_ATTACK,
  BOTH_HANG_PAIN, BOTH_HIT1, BOTH_LADDER_UP1, BOTH_LADDER_DWN1,
  BOTH_LADDER_IDLE, BOTH_FLY_SHIELDED, BOTH_SWIM_IDLE1, BOTH_SWIMFORWARD,
  BOTH_SWIMBACKWARD, BOTH_SLEEP1, BOTH_SLEEP6START, BOTH_SLEEP6STOP,
  BOTH_SLEEP1GETUP, BOTH_SLEEP1GETUP2, BOTH_CHOKE1START, BOTH_CHOKE1STARTHOLD,
  BOTH_CHOKE1, BOTH_CHOKE2, BOTH_CHOKE3, BOTH_POWERUP1,
  BOTH_TURNON, BOTH_TURNOFF, BOTH_BUTTON1, BOTH_BUTTON2,
  BOTH_BUTTON_HOLD, BOTH_BUTTON_RELEASE, BOTH_RESISTPUSH, BOTH_FORCEPUSH,
  BOTH_FORCEPULL, BOTH_MINDTRICK1, BOTH_MINDTRICK2, BOTH_FORCELIGHTNING,
  BOTH_FORCELIGHTNING_START, BOTH_FORCELIGHTNING_HOLD, BOTH_FORCELIGHTNING_RELEASE, BOTH_FORCEHEAL_START,
  BOTH_FORCEHEAL_STOP, BOTH_FORCEHEAL_QUICK, BOTH_SABERPULL, BOTH_FORCEGRIP1,
  BOTH_FORCEGRIP3, BOTH_FORCEGRIP3THROW, BOTH_FORCEGRIP_HOLD, BOTH_FORCEGRIP_RELEASE,
  BOTH_TOSS1, BOTH_TOSS2, 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, BOTH_COWER1, BOTH_COWER1_STOP, BOTH_SONICPAIN_START,
  BOTH_SONICPAIN_HOLD, BOTH_SONICPAIN_END, 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,
  TORSO_DROPWEAP1, TORSO_DROPWEAP4, TORSO_RAISEWEAP1, TORSO_RAISEWEAP4,
  TORSO_WEAPONREADY1, TORSO_WEAPONREADY2, TORSO_WEAPONREADY3, TORSO_WEAPONREADY4,
  TORSO_WEAPONREADY10, TORSO_WEAPONIDLE2, TORSO_WEAPONIDLE3, TORSO_WEAPONIDLE4,
  TORSO_WEAPONIDLE10, TORSO_SURRENDER_START, TORSO_SURRENDER_STOP, TORSO_CHOKING1,
  TORSO_HANDSIGNAL1, TORSO_HANDSIGNAL2, TORSO_HANDSIGNAL3, TORSO_HANDSIGNAL4,
  TORSO_HANDSIGNAL5, LEGS_TURN1, LEGS_TURN2, LEGS_LEAN_LEFT1,
  LEGS_LEAN_RIGHT1, LEGS_CHOKING1, LEGS_LEFTUP1, LEGS_LEFTUP2,
  LEGS_LEFTUP3, LEGS_LEFTUP4, LEGS_LEFTUP5, LEGS_RIGHTUP1,
  LEGS_RIGHTUP2, LEGS_RIGHTUP3, LEGS_RIGHTUP4, LEGS_RIGHTUP5,
  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,
  LEGS_TURN180, BOTH_CIN_1, BOTH_CIN_2, BOTH_CIN_3,
  BOTH_CIN_4, BOTH_CIN_5, BOTH_CIN_6, BOTH_CIN_7,
  BOTH_CIN_8, BOTH_CIN_9, BOTH_CIN_10, BOTH_CIN_11,
  BOTH_CIN_12, BOTH_CIN_13, BOTH_CIN_14, BOTH_CIN_15,
  BOTH_CIN_16, BOTH_CIN_17, BOTH_CIN_18, BOTH_CIN_19,
  BOTH_CIN_20, BOTH_CIN_21, BOTH_CIN_22, BOTH_CIN_23,
  BOTH_CIN_24, BOTH_CIN_25, BOTH_CIN_26, BOTH_CIN_27,
  BOTH_CIN_28, BOTH_CIN_29, BOTH_CIN_30, BOTH_CIN_31,
  BOTH_CIN_32, BOTH_CIN_33, BOTH_CIN_34, BOTH_CIN_35,
  BOTH_CIN_36, BOTH_CIN_37, BOTH_CIN_38, BOTH_CIN_39,
  BOTH_CIN_40, BOTH_CIN_41, BOTH_CIN_42, BOTH_CIN_43,
  BOTH_CIN_44, BOTH_CIN_45, BOTH_CIN_46, BOTH_CIN_47,
  BOTH_CIN_48, BOTH_CIN_49, BOTH_CIN_50, MAX_ANIMATIONS,
  MAX_TOTALANIMATIONS
}


Define Documentation

#define SABER_ANIM_GROUP_SIZE   (BOTH_A2_T__B_ - BOTH_A1_T__B_)
 

Definition at line 1793 of file anims.h.

Referenced by PM_SetSaberMove().


Enumeration Type Documentation

enum animNumber_t
 

Enumeration values:
FACE_TALK0 
FACE_TALK1 
FACE_TALK2 
FACE_TALK3 
FACE_TALK4 
FACE_ALERT 
FACE_SMILE 
FACE_FROWN 
FACE_DEAD 
BOTH_DEATH1 
BOTH_DEATH2 
BOTH_DEATH3 
BOTH_DEATH4 
BOTH_DEATH5 
BOTH_DEATH6 
BOTH_DEATH7 
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 
BOTH_DEATHFORWARD2 
BOTH_DEATHFORWARD3 
BOTH_DEATHBACKWARD1 
BOTH_DEATHBACKWARD2 
BOTH_DEATH1IDLE 
BOTH_LYINGDEATH1 
BOTH_STUMBLEDEATH1 
BOTH_FALLDEATH1 
BOTH_FALLDEATH1INAIR 
BOTH_FALLDEATH1LAND 
BOTH_DEATH_ROLL 
BOTH_DEATH_FLIP 
BOTH_DEATH_SPIN_90_R 
BOTH_DEATH_SPIN_90_L 
BOTH_DEATH_SPIN_180 
BOTH_DEATH_LYING_UP 
BOTH_DEATH_LYING_DN 
BOTH_DEATH_FALLING_DN 
BOTH_DEATH_FALLING_UP 
BOTH_DEATH_CROUCHED 
BOTH_DEAD1 
BOTH_DEAD2 
BOTH_DEAD3 
BOTH_DEAD4 
BOTH_DEAD5 
BOTH_DEAD6 
BOTH_DEAD7 
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 
BOTH_DEADFORWARD2 
BOTH_DEADBACKWARD1 
BOTH_DEADBACKWARD2 
BOTH_LYINGDEAD1 
BOTH_STUMBLEDEAD1 
BOTH_FALLDEAD1LAND 
BOTH_DEADFLOP1 
BOTH_DEADFLOP2 
BOTH_DISMEMBER_HEAD1 
BOTH_DISMEMBER_TORSO1 
BOTH_DISMEMBER_LLEG 
BOTH_DISMEMBER_RLEG 
BOTH_DISMEMBER_RARM 
BOTH_DISMEMBER_LARM 
BOTH_PAIN1 
BOTH_PAIN2 
BOTH_PAIN3 
BOTH_PAIN4 
BOTH_PAIN5 
BOTH_PAIN6 
BOTH_PAIN7 
BOTH_PAIN8 
BOTH_PAIN9 
BOTH_PAIN10 
BOTH_PAIN11 
BOTH_PAIN12 
BOTH_PAIN13 
BOTH_PAIN14 
BOTH_PAIN15 
BOTH_PAIN16 
BOTH_PAIN17 
BOTH_PAIN18 
BOTH_ATTACK1 
BOTH_ATTACK2 
BOTH_ATTACK3 
BOTH_ATTACK4 
BOTH_ATTACK5 
BOTH_ATTACK6 
BOTH_ATTACK7 
BOTH_ATTACK10 
BOTH_ATTACK11 
BOTH_MELEE1 
BOTH_MELEE2 
BOTH_THERMAL_READY 
BOTH_THERMAL_THROW 
BOTH_A1_T__B_ 
BOTH_A1__L__R 
BOTH_A1__R__L 
BOTH_A1_TL_BR 
BOTH_A1_BR_TL 
BOTH_A1_BL_TR 
BOTH_A1_TR_BL 
BOTH_T1_BR__R 
BOTH_T1_BR_TL 
BOTH_T1_BR__L 
BOTH_T1_BR_BL 
BOTH_T1__R_TR 
BOTH_T1__R_TL 
BOTH_T1__R__L 
BOTH_T1__R_BL 
BOTH_T1_TR_BR 
BOTH_T1_TR_TL 
BOTH_T1_TR__L 
BOTH_T1_TR_BL 
BOTH_T1_T__BR 
BOTH_T1_T___R 
BOTH_T1_T__TR 
BOTH_T1_T__TL 
BOTH_T1_T___L 
BOTH_T1_T__BL 
BOTH_T1_TL_BR 
BOTH_T1_TL_BL 
BOTH_T1__L_BR 
BOTH_T1__L__R 
BOTH_T1__L_TL 
BOTH_T1_BL_BR 
BOTH_T1_BL__R 
BOTH_T1_BL_TR 
BOTH_T1_BL__L 
BOTH_T1_BR_TR 
BOTH_T1_BR_T_ 
BOTH_T1__R_BR 
BOTH_T1__R_T_ 
BOTH_T1_TR__R 
BOTH_T1_TR_T_ 
BOTH_T1_TL__R 
BOTH_T1_TL_TR 
BOTH_T1_TL_T_ 
BOTH_T1_TL__L 
BOTH_T1__L_TR 
BOTH_T1__L_T_ 
BOTH_T1__L_BL 
BOTH_T1_BL_T_ 
BOTH_T1_BL_TL 
BOTH_S1_S1_T_ 
BOTH_S1_S1__L 
BOTH_S1_S1__R 
BOTH_S1_S1_TL 
BOTH_S1_S1_BR 
BOTH_S1_S1_BL 
BOTH_S1_S1_TR 
BOTH_R1_B__S1 
BOTH_R1__L_S1 
BOTH_R1__R_S1 
BOTH_R1_TL_S1 
BOTH_R1_BR_S1 
BOTH_R1_BL_S1 
BOTH_R1_TR_S1 
BOTH_B1_BR___ 
BOTH_B1__R___ 
BOTH_B1_TR___ 
BOTH_B1_T____ 
BOTH_B1_TL___ 
BOTH_B1__L___ 
BOTH_B1_BL___ 
BOTH_D1_BR___ 
BOTH_D1__R___ 
BOTH_D1_TR___ 
BOTH_D1_TL___ 
BOTH_D1__L___ 
BOTH_D1_BL___ 
BOTH_D1_B____ 
BOTH_A2_T__B_ 
BOTH_A2__L__R 
BOTH_A2__R__L 
BOTH_A2_TL_BR 
BOTH_A2_BR_TL 
BOTH_A2_BL_TR 
BOTH_A2_TR_BL 
BOTH_T2_BR__R 
BOTH_T2_BR_TL 
BOTH_T2_BR__L 
BOTH_T2_BR_BL 
BOTH_T2__R_TR 
BOTH_T2__R_TL 
BOTH_T2__R__L 
BOTH_T2__R_BL 
BOTH_T2_TR_BR 
BOTH_T2_TR_TL 
BOTH_T2_TR__L 
BOTH_T2_TR_BL 
BOTH_T2_T__BR 
BOTH_T2_T___R 
BOTH_T2_T__TR 
BOTH_T2_T__TL 
BOTH_T2_T___L 
BOTH_T2_T__BL 
BOTH_T2_TL_BR 
BOTH_T2_TL_BL 
BOTH_T2__L_BR 
BOTH_T2__L__R 
BOTH_T2__L_TL 
BOTH_T2_BL_BR 
BOTH_T2_BL__R 
BOTH_T2_BL_TR 
BOTH_T2_BL__L 
BOTH_T2_BR_TR 
BOTH_T2_BR_T_ 
BOTH_T2__R_BR 
BOTH_T2__R_T_ 
BOTH_T2_TR__R 
BOTH_T2_TR_T_ 
BOTH_T2_TL__R 
BOTH_T2_TL_TR 
BOTH_T2_TL_T_ 
BOTH_T2_TL__L 
BOTH_T2__L_TR 
BOTH_T2__L_T_ 
BOTH_T2__L_BL 
BOTH_T2_BL_T_ 
BOTH_T2_BL_TL 
BOTH_S2_S1_T_ 
BOTH_S2_S1__L 
BOTH_S2_S1__R 
BOTH_S2_S1_TL 
BOTH_S2_S1_BR 
BOTH_S2_S1_BL 
BOTH_S2_S1_TR 
BOTH_R2_B__S1 
BOTH_R2__L_S1 
BOTH_R2__R_S1 
BOTH_R2_TL_S1 
BOTH_R2_BR_S1 
BOTH_R2_BL_S1 
BOTH_R2_TR_S1 
BOTH_B2_BR___ 
BOTH_B2__R___ 
BOTH_B2_TR___ 
BOTH_B2_T____ 
BOTH_B2_TL___ 
BOTH_B2__L___ 
BOTH_B2_BL___ 
BOTH_D2_BR___ 
BOTH_D2__R___ 
BOTH_D2_TR___ 
BOTH_D2_TL___ 
BOTH_D2__L___ 
BOTH_D2_BL___ 
BOTH_D2_B____ 
BOTH_A3_T__B_ 
BOTH_A3__L__R 
BOTH_A3__R__L 
BOTH_A3_TL_BR 
BOTH_A3_BR_TL 
BOTH_A3_BL_TR 
BOTH_A3_TR_BL 
BOTH_T3_BR__R 
BOTH_T3_BR_TL 
BOTH_T3_BR__L 
BOTH_T3_BR_BL 
BOTH_T3__R_TR 
BOTH_T3__R_TL 
BOTH_T3__R__L 
BOTH_T3__R_BL 
BOTH_T3_TR_BR 
BOTH_T3_TR_TL 
BOTH_T3_TR__L 
BOTH_T3_TR_BL 
BOTH_T3_T__BR 
BOTH_T3_T___R 
BOTH_T3_T__TR 
BOTH_T3_T__TL 
BOTH_T3_T___L 
BOTH_T3_T__BL 
BOTH_T3_TL_BR 
BOTH_T3_TL_BL 
BOTH_T3__L_BR 
BOTH_T3__L__R 
BOTH_T3__L_TL 
BOTH_T3_BL_BR 
BOTH_T3_BL__R 
BOTH_T3_BL_TR 
BOTH_T3_BL__L 
BOTH_T3_BR_TR 
BOTH_T3_BR_T_ 
BOTH_T3__R_BR 
BOTH_T3__R_T_ 
BOTH_T3_TR__R 
BOTH_T3_TR_T_ 
BOTH_T3_TL__R 
BOTH_T3_TL_TR 
BOTH_T3_TL_T_ 
BOTH_T3_TL__L 
BOTH_T3__L_TR 
BOTH_T3__L_T_ 
BOTH_T3__L_BL 
BOTH_T3_BL_T_ 
BOTH_T3_BL_TL 
BOTH_S3_S1_T_ 
BOTH_S3_S1__L 
BOTH_S3_S1__R 
BOTH_S3_S1_TL 
BOTH_S3_S1_BR 
BOTH_S3_S1_BL 
BOTH_S3_S1_TR 
BOTH_R3_B__S1 
BOTH_R3__L_S1 
BOTH_R3__R_S1 
BOTH_R3_TL_S1 
BOTH_R3_BR_S1 
BOTH_R3_BL_S1 
BOTH_R3_TR_S1 
BOTH_B3_BR___ 
BOTH_B3__R___ 
BOTH_B3_TR___ 
BOTH_B3_T____ 
BOTH_B3_TL___ 
BOTH_B3__L___ 
BOTH_B3_BL___ 
BOTH_D3_BR___ 
BOTH_D3__R___ 
BOTH_D3_TR___ 
BOTH_D3_TL___ 
BOTH_D3__L___ 
BOTH_D3_BL___ 
BOTH_D3_B____ 
BOTH_A4_T__B_ 
BOTH_A4__L__R 
BOTH_A4__R__L 
BOTH_A4_TL_BR 
BOTH_A4_BR_TL 
BOTH_A4_BL_TR 
BOTH_A4_TR_BL 
BOTH_T4_BR__R 
BOTH_T4_BR_TL 
BOTH_T4_BR__L 
BOTH_T4_BR_BL 
BOTH_T4__R_TR 
BOTH_T4__R_TL 
BOTH_T4__R__L 
BOTH_T4__R_BL 
BOTH_T4_TR_BR 
BOTH_T4_TR_TL 
BOTH_T4_TR__L 
BOTH_T4_TR_BL 
BOTH_T4_T__BR 
BOTH_T4_T___R 
BOTH_T4_T__TR 
BOTH_T4_T__TL 
BOTH_T4_T___L 
BOTH_T4_T__BL 
BOTH_T4_TL_BR 
BOTH_T4_TL_BL 
BOTH_T4__L_BR 
BOTH_T4__L__R 
BOTH_T4__L_TL 
BOTH_T4_BL_BR 
BOTH_T4_BL__R 
BOTH_T4_BL_TR 
BOTH_T4_BL__L 
BOTH_T4_BR_TR 
BOTH_T4_BR_T_ 
BOTH_T4__R_BR 
BOTH_T4__R_T_ 
BOTH_T4_TR__R 
BOTH_T4_TR_T_ 
BOTH_T4_TL__R 
BOTH_T4_TL_TR 
BOTH_T4_TL_T_ 
BOTH_T4_TL__L 
BOTH_T4__L_TR 
BOTH_T4__L_T_ 
BOTH_T4__L_BL 
BOTH_T4_BL_T_ 
BOTH_T4_BL_TL 
BOTH_S4_S1_T_ 
BOTH_S4_S1__L 
BOTH_S4_S1__R 
BOTH_S4_S1_TL 
BOTH_S4_S1_BR 
BOTH_S4_S1_BL 
BOTH_S4_S1_TR 
BOTH_R4_B__S1 
BOTH_R4__L_S1 
BOTH_R4__R_S1 
BOTH_R4_TL_S1 
BOTH_R4_BR_S1 
BOTH_R4_BL_S1 
BOTH_R4_TR_S1 
BOTH_B4_BR___ 
BOTH_B4__R___ 
BOTH_B4_TR___ 
BOTH_B4_T____ 
BOTH_B4_TL___ 
BOTH_B4__L___ 
BOTH_B4_BL___ 
BOTH_D4_BR___ 
BOTH_D4__R___ 
BOTH_D4_TR___ 
BOTH_D4_TL___ 
BOTH_D4__L___ 
BOTH_D4_BL___ 
BOTH_D4_B____ 
BOTH_A5_T__B_ 
BOTH_A5__L__R 
BOTH_A5__R__L 
BOTH_A5_TL_BR 
BOTH_A5_BR_TL 
BOTH_A5_BL_TR 
BOTH_A5_TR_BL 
BOTH_T5_BR__R 
BOTH_T5_BR_TL 
BOTH_T5_BR__L 
BOTH_T5_BR_BL 
BOTH_T5__R_TR 
BOTH_T5__R_TL 
BOTH_T5__R__L 
BOTH_T5__R_BL 
BOTH_T5_TR_BR 
BOTH_T5_TR_TL 
BOTH_T5_TR__L 
BOTH_T5_TR_BL 
BOTH_T5_T__BR 
BOTH_T5_T___R 
BOTH_T5_T__TR 
BOTH_T5_T__TL 
BOTH_T5_T___L 
BOTH_T5_T__BL 
BOTH_T5_TL_BR 
BOTH_T5_TL_BL 
BOTH_T5__L_BR 
BOTH_T5__L__R 
BOTH_T5__L_TL 
BOTH_T5_BL_BR 
BOTH_T5_BL__R 
BOTH_T5_BL_TR 
BOTH_T5_BL__L 
BOTH_T5_BR_TR 
BOTH_T5_BR_T_ 
BOTH_T5__R_BR 
BOTH_T5__R_T_ 
BOTH_T5_TR__R 
BOTH_T5_TR_T_ 
BOTH_T5_TL__R 
BOTH_T5_TL_TR 
BOTH_T5_TL_T_ 
BOTH_T5_TL__L 
BOTH_T5__L_TR 
BOTH_T5__L_T_ 
BOTH_T5__L_BL 
BOTH_T5_BL_T_ 
BOTH_T5_BL_TL 
BOTH_S5_S1_T_ 
BOTH_S5_S1__L 
BOTH_S5_S1__R 
BOTH_S5_S1_TL 
BOTH_S5_S1_BR 
BOTH_S5_S1_BL 
BOTH_S5_S1_TR 
BOTH_R5_B__S1 
BOTH_R5__L_S1 
BOTH_R5__R_S1 
BOTH_R5_TL_S1 
BOTH_R5_BR_S1 
BOTH_R5_BL_S1 
BOTH_R5_TR_S1 
BOTH_B5_BR___ 
BOTH_B5__R___ 
BOTH_B5_TR___ 
BOTH_B5_T____ 
BOTH_B5_TL___ 
BOTH_B5__L___ 
BOTH_B5_BL___ 
BOTH_D5_BR___ 
BOTH_D5__R___ 
BOTH_D5_TR___ 
BOTH_D5_TL___ 
BOTH_D5__L___ 
BOTH_D5_BL___ 
BOTH_D5_B____ 
BOTH_A6_T__B_ 
BOTH_A6__L__R 
BOTH_A6__R__L 
BOTH_A6_TL_BR 
BOTH_A6_BR_TL 
BOTH_A6_BL_TR 
BOTH_A6_TR_BL 
BOTH_T6_BR__R 
BOTH_T6_BR_TL 
BOTH_T6_BR__L 
BOTH_T6_BR_BL 
BOTH_T6__R_TR 
BOTH_T6__R_TL 
BOTH_T6__R__L 
BOTH_T6__R_BL 
BOTH_T6_TR_BR 
BOTH_T6_TR_TL 
BOTH_T6_TR__L 
BOTH_T6_TR_BL 
BOTH_T6_T__BR 
BOTH_T6_T___R 
BOTH_T6_T__TR 
BOTH_T6_T__TL 
BOTH_T6_T___L 
BOTH_T6_T__BL 
BOTH_T6_TL_BR 
BOTH_T6_TL_BL 
BOTH_T6__L_BR 
BOTH_T6__L__R 
BOTH_T6__L_TL 
BOTH_T6_BL_BR 
BOTH_T6_BL__R 
BOTH_T6_BL_TR 
BOTH_T6_BL__L 
BOTH_T6_BR_TR 
BOTH_T6_BR_T_ 
BOTH_T6__R_BR 
BOTH_T6__R_T_ 
BOTH_T6_TR__R 
BOTH_T6_TR_T_ 
BOTH_T6_TL__R 
BOTH_T6_TL_TR 
BOTH_T6_TL_T_ 
BOTH_T6_TL__L 
BOTH_T6__L_TR 
BOTH_T6__L_T_ 
BOTH_T6__L_BL 
BOTH_T6_BL_T_ 
BOTH_T6_BL_TL 
BOTH_S6_S6_T_ 
BOTH_S6_S6__L 
BOTH_S6_S6__R 
BOTH_S6_S6_TL 
BOTH_S6_S6_BR 
BOTH_S6_S6_BL 
BOTH_S6_S6_TR 
BOTH_R6_B__S6 
BOTH_R6__L_S6 
BOTH_R6__R_S6 
BOTH_R6_TL_S6 
BOTH_R6_BR_S6 
BOTH_R6_BL_S6 
BOTH_R6_TR_S6 
BOTH_B6_BR___ 
BOTH_B6__R___ 
BOTH_B6_TR___ 
BOTH_B6_T____ 
BOTH_B6_TL___ 
BOTH_B6__L___ 
BOTH_B6_BL___ 
BOTH_D6_BR___ 
BOTH_D6__R___ 
BOTH_D6_TR___ 
BOTH_D6_TL___ 
BOTH_D6__L___ 
BOTH_D6_BL___ 
BOTH_D6_B____ 
BOTH_A7_T__B_ 
BOTH_A7__L__R 
BOTH_A7__R__L 
BOTH_A7_TL_BR 
BOTH_A7_BR_TL 
BOTH_A7_BL_TR 
BOTH_A7_TR_BL 
BOTH_T7_BR__R 
BOTH_T7_BR_TL 
BOTH_T7_BR__L 
BOTH_T7_BR_BL 
BOTH_T7__R_TR 
BOTH_T7__R_TL 
BOTH_T7__R__L 
BOTH_T7__R_BL 
BOTH_T7_TR_BR 
BOTH_T7_TR_TL 
BOTH_T7_TR__L 
BOTH_T7_TR_BL 
BOTH_T7_T__BR 
BOTH_T7_T___R 
BOTH_T7_T__TR 
BOTH_T7_T__TL 
BOTH_T7_T___L 
BOTH_T7_T__BL 
BOTH_T7_TL_BR 
BOTH_T7_TL_BL 
BOTH_T7__L_BR 
BOTH_T7__L__R 
BOTH_T7__L_TL 
BOTH_T7_BL_BR 
BOTH_T7_BL__R 
BOTH_T7_BL_TR 
BOTH_T7_BL__L 
BOTH_T7_BR_TR 
BOTH_T7_BR_T_ 
BOTH_T7__R_BR 
BOTH_T7__R_T_ 
BOTH_T7_TR__R 
BOTH_T7_TR_T_ 
BOTH_T7_TL__R 
BOTH_T7_TL_TR 
BOTH_T7_TL_T_ 
BOTH_T7_TL__L 
BOTH_T7__L_TR 
BOTH_T7__L_T_ 
BOTH_T7__L_BL 
BOTH_T7_BL_T_ 
BOTH_T7_BL_TL 
BOTH_S7_S7_T_ 
BOTH_S7_S7__L 
BOTH_S7_S7__R 
BOTH_S7_S7_TL 
BOTH_S7_S7_BR 
BOTH_S7_S7_BL 
BOTH_S7_S7_TR 
BOTH_R7_B__S7 
BOTH_R7__L_S7 
BOTH_R7__R_S7 
BOTH_R7_TL_S7 
BOTH_R7_BR_S7 
BOTH_R7_BL_S7 
BOTH_R7_TR_S7 
BOTH_B7_BR___ 
BOTH_B7__R___ 
BOTH_B7_TR___ 
BOTH_B7_T____ 
BOTH_B7_TL___ 
BOTH_B7__L___ 
BOTH_B7_BL___ 
BOTH_D7_BR___ 
BOTH_D7__R___ 
BOTH_D7_TR___ 
BOTH_D7_TL___ 
BOTH_D7__L___ 
BOTH_D7_BL___ 
BOTH_D7_B____ 
BOTH_P1_S1_T_ 
BOTH_P1_S1_TR 
BOTH_P1_S1_TL 
BOTH_P1_S1_BL 
BOTH_P1_S1_BR 
BOTH_K1_S1_T_ 
BOTH_K1_S1_TR 
BOTH_K1_S1_TL 
BOTH_K1_S1_BL 
BOTH_K1_S1_B_ 
BOTH_K1_S1_BR 
BOTH_V1_BR_S1 
BOTH_V1__R_S1 
BOTH_V1_TR_S1 
BOTH_V1_T__S1 
BOTH_V1_TL_S1 
BOTH_V1__L_S1 
BOTH_V1_BL_S1 
BOTH_V1_B__S1 
BOTH_H1_S1_T_ 
BOTH_H1_S1_TR 
BOTH_H1_S1_TL 
BOTH_H1_S1_BL 
BOTH_H1_S1_B_ 
BOTH_H1_S1_BR 
BOTH_P6_S6_T_ 
BOTH_P6_S6_TR 
BOTH_P6_S6_TL 
BOTH_P6_S6_BL 
BOTH_P6_S6_BR 
BOTH_K6_S6_T_ 
BOTH_K6_S6_TR 
BOTH_K6_S6_TL 
BOTH_K6_S6_BL 
BOTH_K6_S6_B_ 
BOTH_K6_S6_BR 
BOTH_V6_BR_S6 
BOTH_V6__R_S6 
BOTH_V6_TR_S6 
BOTH_V6_T__S6 
BOTH_V6_TL_S6 
BOTH_V6__L_S6 
BOTH_V6_BL_S6 
BOTH_V6_B__S6 
BOTH_H6_S6_T_ 
BOTH_H6_S6_TR 
BOTH_H6_S6_TL 
BOTH_H6_S6_BL 
BOTH_H6_S6_B_ 
BOTH_H6_S6_BR 
BOTH_P7_S7_T_ 
BOTH_P7_S7_TR 
BOTH_P7_S7_TL 
BOTH_P7_S7_BL 
BOTH_P7_S7_BR 
BOTH_K7_S7_T_ 
BOTH_K7_S7_TR 
BOTH_K7_S7_TL 
BOTH_K7_S7_BL 
BOTH_K7_S7_B_ 
BOTH_K7_S7_BR 
BOTH_V7_BR_S7 
BOTH_V7__R_S7 
BOTH_V7_TR_S7 
BOTH_V7_T__S7 
BOTH_V7_TL_S7 
BOTH_V7__L_S7 
BOTH_V7_BL_S7 
BOTH_V7_B__S7 
BOTH_H7_S7_T_ 
BOTH_H7_S7_TR 
BOTH_H7_S7_TL 
BOTH_H7_S7_BL 
BOTH_H7_S7_B_ 
BOTH_H7_S7_BR 
BOTH_LK_S_DL_S_B_1_L 
BOTH_LK_S_DL_S_B_1_W 
BOTH_LK_S_DL_S_L_1 
BOTH_LK_S_DL_S_SB_1_L 
BOTH_LK_S_DL_S_SB_1_W 
BOTH_LK_S_DL_T_B_1_L 
BOTH_LK_S_DL_T_B_1_W 
BOTH_LK_S_DL_T_L_1 
BOTH_LK_S_DL_T_SB_1_L 
BOTH_LK_S_DL_T_SB_1_W 
BOTH_LK_S_ST_S_B_1_L 
BOTH_LK_S_ST_S_B_1_W 
BOTH_LK_S_ST_S_L_1 
BOTH_LK_S_ST_S_SB_1_L 
BOTH_LK_S_ST_S_SB_1_W 
BOTH_LK_S_ST_T_B_1_L 
BOTH_LK_S_ST_T_B_1_W 
BOTH_LK_S_ST_T_L_1 
BOTH_LK_S_ST_T_SB_1_L 
BOTH_LK_S_ST_T_SB_1_W 
BOTH_LK_S_S_S_B_1_L 
BOTH_LK_S_S_S_B_1_W 
BOTH_LK_S_S_S_L_1 
BOTH_LK_S_S_S_SB_1_L 
BOTH_LK_S_S_S_SB_1_W 
BOTH_LK_S_S_T_B_1_L 
BOTH_LK_S_S_T_B_1_W 
BOTH_LK_S_S_T_L_1 
BOTH_LK_S_S_T_SB_1_L 
BOTH_LK_S_S_T_SB_1_W 
BOTH_LK_DL_DL_S_B_1_L 
BOTH_LK_DL_DL_S_B_1_W 
BOTH_LK_DL_DL_S_L_1 
BOTH_LK_DL_DL_S_SB_1_L 
BOTH_LK_DL_DL_S_SB_1_W 
BOTH_LK_DL_DL_T_B_1_L 
BOTH_LK_DL_DL_T_B_1_W 
BOTH_LK_DL_DL_T_L_1 
BOTH_LK_DL_DL_T_SB_1_L 
BOTH_LK_DL_DL_T_SB_1_W 
BOTH_LK_DL_ST_S_B_1_L 
BOTH_LK_DL_ST_S_B_1_W 
BOTH_LK_DL_ST_S_L_1 
BOTH_LK_DL_ST_S_SB_1_L 
BOTH_LK_DL_ST_S_SB_1_W 
BOTH_LK_DL_ST_T_B_1_L 
BOTH_LK_DL_ST_T_B_1_W 
BOTH_LK_DL_ST_T_L_1 
BOTH_LK_DL_ST_T_SB_1_L 
BOTH_LK_DL_ST_T_SB_1_W 
BOTH_LK_DL_S_S_B_1_L 
BOTH_LK_DL_S_S_B_1_W 
BOTH_LK_DL_S_S_L_1 
BOTH_LK_DL_S_S_SB_1_L 
BOTH_LK_DL_S_S_SB_1_W 
BOTH_LK_DL_S_T_B_1_L 
BOTH_LK_DL_S_T_B_1_W 
BOTH_LK_DL_S_T_L_1 
BOTH_LK_DL_S_T_SB_1_L 
BOTH_LK_DL_S_T_SB_1_W 
BOTH_LK_ST_DL_S_B_1_L 
BOTH_LK_ST_DL_S_B_1_W 
BOTH_LK_ST_DL_S_L_1 
BOTH_LK_ST_DL_S_SB_1_L 
BOTH_LK_ST_DL_S_SB_1_W 
BOTH_LK_ST_DL_T_B_1_L 
BOTH_LK_ST_DL_T_B_1_W 
BOTH_LK_ST_DL_T_L_1 
BOTH_LK_ST_DL_T_SB_1_L 
BOTH_LK_ST_DL_T_SB_1_W 
BOTH_LK_ST_ST_S_B_1_L 
BOTH_LK_ST_ST_S_B_1_W 
BOTH_LK_ST_ST_S_L_1 
BOTH_LK_ST_ST_S_SB_1_L 
BOTH_LK_ST_ST_S_SB_1_W 
BOTH_LK_ST_ST_T_B_1_L 
BOTH_LK_ST_ST_T_B_1_W 
BOTH_LK_ST_ST_T_L_1 
BOTH_LK_ST_ST_T_SB_1_L 
BOTH_LK_ST_ST_T_SB_1_W 
BOTH_LK_ST_S_S_B_1_L 
BOTH_LK_ST_S_S_B_1_W 
BOTH_LK_ST_S_S_L_1 
BOTH_LK_ST_S_S_SB_1_L 
BOTH_LK_ST_S_S_SB_1_W 
BOTH_LK_ST_S_T_B_1_L 
BOTH_LK_ST_S_T_B_1_W 
BOTH_LK_ST_S_T_L_1 
BOTH_LK_ST_S_T_SB_1_L 
BOTH_LK_ST_S_T_SB_1_W 
BOTH_LK_S_S_S_L_2 
BOTH_LK_S_S_T_L_2 
BOTH_LK_DL_DL_S_L_2 
BOTH_LK_DL_DL_T_L_2 
BOTH_LK_ST_ST_S_L_2 
BOTH_LK_ST_ST_T_L_2 
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 
BOTH_SABERFAST_STANCE 
BOTH_SABERSLOW_STANCE 
BOTH_SABERDUAL_STANCE 
BOTH_SABERSTAFF_STANCE 
BOTH_A2_STABBACK1 
BOTH_ATTACK_BACK 
BOTH_JUMPFLIPSLASHDOWN1 
BOTH_JUMPFLIPSTABDOWN 
BOTH_FORCELEAP2_T__B_ 
BOTH_LUNGE2_B__T_ 
BOTH_CROUCHATTACKBACK1 
BOTH_JUMPATTACK6 
BOTH_JUMPATTACK7 
BOTH_SPINATTACK6 
BOTH_SPINATTACK7 
BOTH_S1_S6 
BOTH_S6_S1 
BOTH_S1_S7 
BOTH_S7_S1 
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 
BOTH_STAND1 
BOTH_STAND1IDLE1 
BOTH_STAND2 
BOTH_STAND2IDLE1 
BOTH_STAND2IDLE2 
BOTH_STAND3 
BOTH_STAND3IDLE1 
BOTH_STAND4 
BOTH_STAND5 
BOTH_STAND5IDLE1 
BOTH_STAND6 
BOTH_STAND8 
BOTH_STAND1TO2 
BOTH_STAND2TO1 
BOTH_STAND2TO4 
BOTH_STAND4TO2 
BOTH_STAND4TOATTACK2 
BOTH_STANDUP2 
BOTH_STAND5TOSIT3 
BOTH_STAND1TOSTAND5 
BOTH_STAND5TOSTAND1 
BOTH_STAND5TOAIM 
BOTH_STAND5STARTLEDLOOKLEFT 
BOTH_STARTLEDLOOKLEFTTOSTAND5 
BOTH_STAND5TOSTAND8 
BOTH_STAND7TOSTAND8 
BOTH_STAND8TOSTAND5 
BOTH_STAND9 
BOTH_STAND9IDLE1 
BOTH_STAND5SHIFTWEIGHT 
BOTH_STAND5SHIFTWEIGHTSTART 
BOTH_STAND5SHIFTWEIGHTSTOP 
BOTH_STAND5TURNLEFTSTART 
BOTH_STAND5TURNLEFTSTOP 
BOTH_STAND5TURNRIGHTSTART 
BOTH_STAND5TURNRIGHTSTOP 
BOTH_STAND5LOOK180LEFTSTART 
BOTH_STAND5LOOK180LEFTSTOP 
BOTH_CONSOLE1START 
BOTH_CONSOLE1 
BOTH_CONSOLE1STOP 
BOTH_CONSOLE2START 
BOTH_CONSOLE2 
BOTH_CONSOLE2STOP 
BOTH_CONSOLE2HOLDCOMSTART 
BOTH_CONSOLE2HOLDCOMSTOP 
BOTH_GUARD_LOOKAROUND1 
BOTH_GUARD_IDLE1 
BOTH_GESTURE1 
BOTH_GESTURE2 
BOTH_WALK1TALKCOMM1 
BOTH_TALK1 
BOTH_TALK2 
BOTH_TALKCOMM1START 
BOTH_TALKCOMM1 
BOTH_TALKCOMM1STOP 
BOTH_TALKGESTURE1 
BOTH_HEADTILTLSTART 
BOTH_HEADTILTLSTOP 
BOTH_HEADTILTRSTART 
BOTH_HEADTILTRSTOP 
BOTH_HEADNOD 
BOTH_HEADSHAKE 
BOTH_SIT2HEADTILTLSTART 
BOTH_SIT2HEADTILTLSTOP 
BOTH_REACH1START 
BOTH_REACH1STOP 
BOTH_COME_ON1 
BOTH_STEADYSELF1 
BOTH_STEADYSELF1END 
BOTH_SILENCEGESTURE1 
BOTH_REACHFORSABER1 
BOTH_SABERKILLER1 
BOTH_SABERKILLEE1 
BOTH_HUGGER1 
BOTH_HUGGERSTOP1 
BOTH_HUGGEE1 
BOTH_HUGGEESTOP1 
BOTH_SABERTHROW1START 
BOTH_SABERTHROW1STOP 
BOTH_SABERTHROW2START 
BOTH_SABERTHROW2STOP 
BOTH_SIT1 
BOTH_SIT2 
BOTH_SIT3 
BOTH_SIT2TOSTAND5 
BOTH_STAND5TOSIT2 
BOTH_SIT2TOSIT4 
BOTH_SIT3TOSTAND5 
BOTH_CROUCH1 
BOTH_CROUCH1IDLE 
BOTH_CROUCH1WALK 
BOTH_CROUCH1WALKBACK 
BOTH_UNCROUCH1 
BOTH_CROUCH2TOSTAND1 
BOTH_CROUCH3 
BOTH_UNCROUCH3 
BOTH_CROUCH4 
BOTH_UNCROUCH4 
BOTH_GUNSIT1 
BOTH_VS_MOUNT_L 
BOTH_VS_DISMOUNT_L 
BOTH_VS_MOUNT_R 
BOTH_VS_DISMOUNT_R 
BOTH_VS_MOUNTJUMP_L 
BOTH_VS_MOUNTTHROW 
BOTH_VS_MOUNTTHROW_L 
BOTH_VS_MOUNTTHROW_R 
BOTH_VS_MOUNTTHROWEE 
BOTH_VS_LOOKLEFT 
BOTH_VS_LOOKRIGHT 
BOTH_VS_TURBO 
BOTH_VS_REV 
BOTH_VS_AIR 
BOTH_VS_AIR_G 
BOTH_VS_AIR_SL 
BOTH_VS_AIR_SR 
BOTH_VS_LAND 
BOTH_VS_LAND_G 
BOTH_VS_LAND_SL 
BOTH_VS_LAND_SR 
BOTH_VS_IDLE 
BOTH_VS_IDLE_G 
BOTH_VS_IDLE_SL 
BOTH_VS_IDLE_SR 
BOTH_VS_LEANL 
BOTH_VS_LEANL_G 
BOTH_VS_LEANL_SL 
BOTH_VS_LEANL_SR 
BOTH_VS_LEANR 
BOTH_VS_LEANR_G 
BOTH_VS_LEANR_SL 
BOTH_VS_LEANR_SR 
BOTH_VS_ATL_S 
BOTH_VS_ATR_S 
BOTH_VS_ATR_TO_L_S 
BOTH_VS_ATL_TO_R_S 
BOTH_VS_ATR_G 
BOTH_VS_ATL_G 
BOTH_VS_ATF_G 
BOTH_VS_PAIN1 
BOTH_VT_MOUNT_L 
BOTH_VT_MOUNT_R 
BOTH_VT_MOUNT_B 
BOTH_VT_DISMOUNT 
BOTH_VT_DISMOUNT_L 
BOTH_VT_DISMOUNT_R 
BOTH_VT_WALK_FWD 
BOTH_VT_WALK_REV 
BOTH_VT_WALK_FWD_L 
BOTH_VT_WALK_FWD_R 
BOTH_VT_RUN_FWD 
BOTH_VT_RUN_REV 
BOTH_VT_RUN_FWD_L 
BOTH_VT_RUN_FWD_R 
BOTH_VT_SLIDEF 
BOTH_VT_AIR 
BOTH_VT_ATB 
BOTH_VT_PAIN1 
BOTH_VT_DEATH1 
BOTH_VT_STAND 
BOTH_VT_BUCK 
BOTH_VT_LAND 
BOTH_VT_TURBO 
BOTH_VT_IDLE_SL 
BOTH_VT_IDLE_SR 
BOTH_VT_IDLE 
BOTH_VT_IDLE1 
BOTH_VT_IDLE_S 
BOTH_VT_IDLE_G 
BOTH_VT_IDLE_T 
BOTH_VT_ATL_S 
BOTH_VT_ATR_S 
BOTH_VT_ATR_TO_L_S 
BOTH_VT_ATL_TO_R_S 
BOTH_VT_ATR_G 
BOTH_VT_ATL_G 
BOTH_VT_ATF_G 
BOTH_GEARS_OPEN 
BOTH_GEARS_CLOSE 
BOTH_WINGS_OPEN 
BOTH_WINGS_CLOSE 
BOTH_DEATH14_UNGRIP 
BOTH_DEATH14_SITUP 
BOTH_KNEES1 
BOTH_KNEES2 
BOTH_KNEES2TO1 
BOTH_WALK1 
BOTH_WALK2 
BOTH_WALK_STAFF 
BOTH_WALKBACK_STAFF 
BOTH_WALK_DUAL 
BOTH_WALKBACK_DUAL 
BOTH_WALK5 
BOTH_WALK6 
BOTH_WALK7 
BOTH_RUN1 
BOTH_RUN1START 
BOTH_RUN1STOP 
BOTH_RUN2 
BOTH_RUN1TORUN2 
BOTH_RUN2TORUN1 
BOTH_RUN4 
BOTH_RUN_STAFF 
BOTH_RUNBACK_STAFF 
BOTH_RUN_DUAL 
BOTH_RUNBACK_DUAL 
BOTH_STRAFE_LEFT1 
BOTH_STRAFE_RIGHT1 
BOTH_RUNSTRAFE_LEFT1 
BOTH_RUNSTRAFE_RIGHT1 
BOTH_TURN_LEFT1 
BOTH_TURN_RIGHT1 
BOTH_TURNSTAND1 
BOTH_TURNSTAND2 
BOTH_TURNSTAND3 
BOTH_TURNSTAND4 
BOTH_TURNSTAND5 
BOTH_TURNCROUCH1 
BOTH_WALKBACK1 
BOTH_WALKBACK2 
BOTH_RUNBACK1 
BOTH_RUNBACK2 
BOTH_JUMP1 
BOTH_INAIR1 
BOTH_LAND1 
BOTH_LAND2 
BOTH_JUMPBACK1 
BOTH_INAIRBACK1 
BOTH_LANDBACK1 
BOTH_JUMPLEFT1 
BOTH_INAIRLEFT1 
BOTH_LANDLEFT1 
BOTH_JUMPRIGHT1 
BOTH_INAIRRIGHT1 
BOTH_LANDRIGHT1 
BOTH_FORCEJUMP1 
BOTH_FORCEINAIR1 
BOTH_FORCELAND1 
BOTH_FORCEJUMPBACK1 
BOTH_FORCEINAIRBACK1 
BOTH_FORCELANDBACK1 
BOTH_FORCEJUMPLEFT1 
BOTH_FORCEINAIRLEFT1 
BOTH_FORCELANDLEFT1 
BOTH_FORCEJUMPRIGHT1 
BOTH_FORCEINAIRRIGHT1 
BOTH_FORCELANDRIGHT1 
BOTH_FLIP_F 
BOTH_FLIP_B 
BOTH_FLIP_L 
BOTH_FLIP_R 
BOTH_ROLL_F 
BOTH_ROLL_B 
BOTH_ROLL_L 
BOTH_ROLL_R 
BOTH_HOP_F 
BOTH_HOP_B 
BOTH_HOP_L 
BOTH_HOP_R 
BOTH_DODGE_FL 
BOTH_DODGE_FR 
BOTH_DODGE_BL 
BOTH_DODGE_BR 
BOTH_DODGE_L 
BOTH_DODGE_R 
BOTH_DODGE_HOLD_FL 
BOTH_DODGE_HOLD_FR 
BOTH_DODGE_HOLD_BL 
BOTH_DODGE_HOLD_BR 
BOTH_DODGE_HOLD_L 
BOTH_DODGE_HOLD_R 
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 
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 
BOTH_KNOCKDOWN2 
BOTH_KNOCKDOWN3 
BOTH_KNOCKDOWN4 
BOTH_KNOCKDOWN5 
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 
BOTH_CEILING_DROP 
BOTH_FJSS_TR_BL 
BOTH_FJSS_TL_BR 
BOTH_RIGHTHANDCHOPPEDOFF 
BOTH_DEFLECTSLASH__R__L_FIN 
BOTH_BASHED1 
BOTH_ARIAL_F1 
BOTH_BUTTERFLY_FR1 
BOTH_BUTTERFLY_FL1 
BOTH_BACK_FLIP_UP 
BOTH_LOSE_SABER 
BOTH_STAFF_TAUNT 
BOTH_DUAL_TAUNT 
BOTH_A6_FB 
BOTH_A6_LR 
BOTH_A7_HILT 
BOTH_ALORA_SPIN 
BOTH_ALORA_FLIP_1 
BOTH_ALORA_FLIP_2 
BOTH_ALORA_FLIP_3 
BOTH_ALORA_FLIP_B 
BOTH_ALORA_SPIN_THROW 
BOTH_ALORA_SPIN_SLASH 
BOTH_ALORA_TAUNT 
BOTH_ROSH_PAIN 
BOTH_ROSH_HEAL 
BOTH_TAVION_SCEPTERGROUND 
BOTH_TAVION_SWORDPOWER 
BOTH_SCEPTER_START 
BOTH_SCEPTER_HOLD 
BOTH_SCEPTER_STOP 
BOTH_KYLE_GRAB 
BOTH_KYLE_MISS 
BOTH_KYLE_PA_1 
BOTH_PLAYER_PA_1 
BOTH_KYLE_PA_2 
BOTH_PLAYER_PA_2 
BOTH_PLAYER_PA_FLY 
BOTH_KYLE_PA_3 
BOTH_PLAYER_PA_3 
BOTH_PLAYER_PA_3_FLY 
BOTH_BUCK_RIDER 
BOTH_HOLD_START 
BOTH_HOLD_MISS 
BOTH_HOLD_IDLE 
BOTH_HOLD_END 
BOTH_HOLD_ATTACK 
BOTH_HOLD_SNIFF 
BOTH_HOLD_DROP 
BOTH_GRABBED 
BOTH_RELEASED 
BOTH_HANG_IDLE 
BOTH_HANG_ATTACK 
BOTH_HANG_PAIN 
BOTH_HIT1 
BOTH_LADDER_UP1 
BOTH_LADDER_DWN1 
BOTH_LADDER_IDLE 
BOTH_FLY_SHIELDED 
BOTH_SWIM_IDLE1 
BOTH_SWIMFORWARD 
BOTH_SWIMBACKWARD 
BOTH_SLEEP1 
BOTH_SLEEP6START 
BOTH_SLEEP6STOP 
BOTH_SLEEP1GETUP 
BOTH_SLEEP1GETUP2 
BOTH_CHOKE1START 
BOTH_CHOKE1STARTHOLD 
BOTH_CHOKE1 
BOTH_CHOKE2 
BOTH_CHOKE3 
BOTH_POWERUP1 
BOTH_TURNON 
BOTH_TURNOFF 
BOTH_BUTTON1 
BOTH_BUTTON2 
BOTH_BUTTON_HOLD 
BOTH_BUTTON_RELEASE 
BOTH_RESISTPUSH 
BOTH_FORCEPUSH 
BOTH_FORCEPULL 
BOTH_MINDTRICK1 
BOTH_MINDTRICK2 
BOTH_FORCELIGHTNING 
BOTH_FORCELIGHTNING_START 
BOTH_FORCELIGHTNING_HOLD 
BOTH_FORCELIGHTNING_RELEASE 
BOTH_FORCEHEAL_START 
BOTH_FORCEHEAL_STOP 
BOTH_FORCEHEAL_QUICK 
BOTH_SABERPULL 
BOTH_FORCEGRIP1 
BOTH_FORCEGRIP3 
BOTH_FORCEGRIP3THROW 
BOTH_FORCEGRIP_HOLD 
BOTH_FORCEGRIP_RELEASE 
BOTH_TOSS1 
BOTH_TOSS2 
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 
BOTH_COWER1 
BOTH_COWER1_STOP 
BOTH_SONICPAIN_START 
BOTH_SONICPAIN_HOLD 
BOTH_SONICPAIN_END 
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 
TORSO_DROPWEAP1 
TORSO_DROPWEAP4 
TORSO_RAISEWEAP1 
TORSO_RAISEWEAP4 
TORSO_WEAPONREADY1 
TORSO_WEAPONREADY2 
TORSO_WEAPONREADY3 
TORSO_WEAPONREADY4 
TORSO_WEAPONREADY10 
TORSO_WEAPONIDLE2 
TORSO_WEAPONIDLE3 
TORSO_WEAPONIDLE4 
TORSO_WEAPONIDLE10 
TORSO_SURRENDER_START 
TORSO_SURRENDER_STOP 
TORSO_CHOKING1 
TORSO_HANDSIGNAL1 
TORSO_HANDSIGNAL2 
TORSO_HANDSIGNAL3 
TORSO_HANDSIGNAL4 
TORSO_HANDSIGNAL5 
LEGS_TURN1 
LEGS_TURN2 
LEGS_LEAN_LEFT1 
LEGS_LEAN_RIGHT1 
LEGS_CHOKING1 
LEGS_LEFTUP1 
LEGS_LEFTUP2 
LEGS_LEFTUP3 
LEGS_LEFTUP4 
LEGS_LEFTUP5 
LEGS_RIGHTUP1 
LEGS_RIGHTUP2 
LEGS_RIGHTUP3 
LEGS_RIGHTUP4 
LEGS_RIGHTUP5 
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 
LEGS_TURN180 
BOTH_CIN_1 
BOTH_CIN_2 
BOTH_CIN_3 
BOTH_CIN_4 
BOTH_CIN_5 
BOTH_CIN_6 
BOTH_CIN_7 
BOTH_CIN_8 
BOTH_CIN_9 
BOTH_CIN_10 
BOTH_CIN_11 
BOTH_CIN_12 
BOTH_CIN_13 
BOTH_CIN_14 
BOTH_CIN_15 
BOTH_CIN_16 
BOTH_CIN_17 
BOTH_CIN_18 
BOTH_CIN_19 
BOTH_CIN_20 
BOTH_CIN_21 
BOTH_CIN_22 
BOTH_CIN_23 
BOTH_CIN_24 
BOTH_CIN_25 
BOTH_CIN_26 
BOTH_CIN_27 
BOTH_CIN_28 
BOTH_CIN_29 
BOTH_CIN_30 
BOTH_CIN_31 
BOTH_CIN_32 
BOTH_CIN_33 
BOTH_CIN_34 
BOTH_CIN_35 
BOTH_CIN_36 
BOTH_CIN_37 
BOTH_CIN_38 
BOTH_CIN_39 
BOTH_CIN_40 
BOTH_CIN_41 
BOTH_CIN_42 
BOTH_CIN_43 
BOTH_CIN_44 
BOTH_CIN_45 
BOTH_CIN_46 
BOTH_CIN_47 
BOTH_CIN_48 
BOTH_CIN_49 
BOTH_CIN_50 
MAX_ANIMATIONS 
MAX_TOTALANIMATIONS 

Definition at line 6 of file anims.h.

Referenced by AnimateRiders(), BG_CmdForRoll(), BG_InKnockDownOnGround(), G_SetTauntAnim(), and Jedi_CheckFlipEvasions().

00007 {
00008         //=================================================
00009         //HEAD ANIMS
00010         //=================================================
00011         //# #sep Head-only anims
00012         FACE_TALK0,                     //# silent
00013         FACE_TALK1,                     //# quiet
00014         FACE_TALK2,                     //# semi-quiet
00015         FACE_TALK3,                     //# semi-loud
00016         FACE_TALK4,                     //# loud
00017         FACE_ALERT,                             //# 
00018         FACE_SMILE,                             //# 
00019         FACE_FROWN,                             //# 
00020         FACE_DEAD,                              //# 
00021 
00022         //=================================================
00023         //ANIMS IN WHICH UPPER AND LOWER OBJECTS ARE IN MD3
00024         //=================================================
00025         //# #sep BOTH_ DEATHS
00026         BOTH_DEATH1,            //# First Death anim
00027         BOTH_DEATH2,                    //# Second Death anim
00028         BOTH_DEATH3,                    //# Third Death anim
00029         BOTH_DEATH4,                    //# Fourth Death anim
00030         BOTH_DEATH5,                    //# Fifth Death anim
00031         BOTH_DEATH6,                    //# Sixth Death anim
00032         BOTH_DEATH7,                    //# Seventh Death anim
00033         BOTH_DEATH8,                    //# 
00034         BOTH_DEATH9,                    //# 
00035         BOTH_DEATH10,                   //# 
00036         BOTH_DEATH11,                   //#
00037         BOTH_DEATH12,                   //# 
00038         BOTH_DEATH13,                   //# 
00039         BOTH_DEATH14,                   //# 
00040         BOTH_DEATH15,                   //# 
00041         BOTH_DEATH16,                   //# 
00042         BOTH_DEATH17,                   //# 
00043         BOTH_DEATH18,                   //# 
00044         BOTH_DEATH19,                   //# 
00045         BOTH_DEATH20,                   //# 
00046         BOTH_DEATH21,                   //# 
00047         BOTH_DEATH22,                   //# 
00048         BOTH_DEATH23,                   //# 
00049         BOTH_DEATH24,                   //# 
00050         BOTH_DEATH25,                   //# 
00051 
00052         BOTH_DEATHFORWARD1,             //# First Death in which they get thrown forward
00053         BOTH_DEATHFORWARD2,             //# Second Death in which they get thrown forward
00054         BOTH_DEATHFORWARD3,             //# Tavion's falling in cin# 23
00055         BOTH_DEATHBACKWARD1,    //# First Death in which they get thrown backward
00056         BOTH_DEATHBACKWARD2,    //# Second Death in which they get thrown backward
00057 
00058         BOTH_DEATH1IDLE,                //# Idle while close to death
00059         BOTH_LYINGDEATH1,               //# Death to play when killed lying down
00060         BOTH_STUMBLEDEATH1,             //# Stumble forward and fall face first death
00061         BOTH_FALLDEATH1,                //# Fall forward off a high cliff and splat death - start
00062         BOTH_FALLDEATH1INAIR,   //# Fall forward off a high cliff and splat death - loop
00063         BOTH_FALLDEATH1LAND,    //# Fall forward off a high cliff and splat death - hit bottom
00064         BOTH_DEATH_ROLL,                //# Death anim from a roll
00065         BOTH_DEATH_FLIP,                //# Death anim from a flip
00066         BOTH_DEATH_SPIN_90_R,   //# Death anim when facing 90 degrees right
00067         BOTH_DEATH_SPIN_90_L,   //# Death anim when facing 90 degrees left
00068         BOTH_DEATH_SPIN_180,    //# Death anim when facing backwards
00069         BOTH_DEATH_LYING_UP,    //# Death anim when lying on back
00070         BOTH_DEATH_LYING_DN,    //# Death anim when lying on front
00071         BOTH_DEATH_FALLING_DN,  //# Death anim when falling on face
00072         BOTH_DEATH_FALLING_UP,  //# Death anim when falling on back
00073         BOTH_DEATH_CROUCHED,    //# Death anim when crouched
00074         //# #sep BOTH_ DEAD POSES # Should be last frame of corresponding previous anims
00075         BOTH_DEAD1,                             //# First Death finished pose
00076         BOTH_DEAD2,                             //# Second Death finished pose
00077         BOTH_DEAD3,                             //# Third Death finished pose
00078         BOTH_DEAD4,                             //# Fourth Death finished pose
00079         BOTH_DEAD5,                             //# Fifth Death finished pose
00080         BOTH_DEAD6,                             //# Sixth Death finished pose
00081         BOTH_DEAD7,                             //# Seventh Death finished pose
00082         BOTH_DEAD8,                             //# 
00083         BOTH_DEAD9,                             //# 
00084         BOTH_DEAD10,                    //# 
00085         BOTH_DEAD11,                    //#
00086         BOTH_DEAD12,                    //# 
00087         BOTH_DEAD13,                    //# 
00088         BOTH_DEAD14,                    //# 
00089         BOTH_DEAD15,                    //# 
00090         BOTH_DEAD16,                    //# 
00091         BOTH_DEAD17,                    //# 
00092         BOTH_DEAD18,                    //# 
00093         BOTH_DEAD19,                    //# 
00094         BOTH_DEAD20,                    //# 
00095         BOTH_DEAD21,                    //# 
00096         BOTH_DEAD22,                    //# 
00097         BOTH_DEAD23,                    //# 
00098         BOTH_DEAD24,                    //# 
00099         BOTH_DEAD25,                    //# 
00100         BOTH_DEADFORWARD1,              //# First thrown forward death finished pose
00101         BOTH_DEADFORWARD2,              //# Second thrown forward death finished pose
00102         BOTH_DEADBACKWARD1,             //# First thrown backward death finished pose
00103         BOTH_DEADBACKWARD2,             //# Second thrown backward death finished pose
00104         BOTH_LYINGDEAD1,                //# Killed lying down death finished pose
00105         BOTH_STUMBLEDEAD1,              //# Stumble forward death finished pose
00106         BOTH_FALLDEAD1LAND,             //# Fall forward and splat death finished pose
00107         //# #sep BOTH_ DEAD TWITCH/FLOP # React to being shot from death poses
00108         BOTH_DEADFLOP1,         //# React to being shot from First Death finished pose
00109         BOTH_DEADFLOP2,         //# React to being shot from Second Death finished pose
00110         BOTH_DISMEMBER_HEAD1,   //#
00111         BOTH_DISMEMBER_TORSO1,  //#
00112         BOTH_DISMEMBER_LLEG,    //#
00113         BOTH_DISMEMBER_RLEG,    //#
00114         BOTH_DISMEMBER_RARM,    //#
00115         BOTH_DISMEMBER_LARM,    //#
00116         //# #sep BOTH_ PAINS
00117         BOTH_PAIN1,                             //# First take pain anim
00118         BOTH_PAIN2,                             //# Second take pain anim
00119         BOTH_PAIN3,                             //# Third take pain anim
00120         BOTH_PAIN4,                             //# Fourth take pain anim
00121         BOTH_PAIN5,                             //# Fifth take pain anim - from behind
00122         BOTH_PAIN6,                             //# Sixth take pain anim - from behind
00123         BOTH_PAIN7,                             //# Seventh take pain anim - from behind
00124         BOTH_PAIN8,                             //# Eigth take pain anim - from behind
00125         BOTH_PAIN9,                             //# 
00126         BOTH_PAIN10,                    //# 
00127         BOTH_PAIN11,                    //# 
00128         BOTH_PAIN12,                    //# 
00129         BOTH_PAIN13,                    //# 
00130         BOTH_PAIN14,                    //# 
00131         BOTH_PAIN15,                    //# 
00132         BOTH_PAIN16,                    //# 
00133         BOTH_PAIN17,                    //# 
00134         BOTH_PAIN18,                    //# 
00135 
00136         //# #sep BOTH_ ATTACKS
00137         BOTH_ATTACK1,                   //# Attack with stun baton
00138         BOTH_ATTACK2,                   //# Attack with one-handed pistol
00139         BOTH_ATTACK3,                   //# Attack with blaster rifle
00140         BOTH_ATTACK4,                   //# Attack with disruptor
00141         BOTH_ATTACK5,                   //# Another Rancor Attack
00142         BOTH_ATTACK6,                   //# Yet Another Rancor Attack
00143         BOTH_ATTACK7,                   //# Yet Another Rancor Attack
00144         BOTH_ATTACK10,                  //# Attack with thermal det
00145         BOTH_ATTACK11,                  //# "Attack" with tripmine and detpack
00146         BOTH_MELEE1,                    //# First melee attack
00147         BOTH_MELEE2,                    //# Second melee attack
00148         BOTH_THERMAL_READY,             //# pull back with thermal
00149         BOTH_THERMAL_THROW,             //# throw thermal
00150         //* #sep BOTH_ SABER ANIMS
00151         //Saber attack anims - power level 1
00152         BOTH_A1_T__B_,  //# Fast weak vertical attack top to bottom
00153         BOTH_A1__L__R,  //# Fast weak horizontal attack left to right
00154         BOTH_A1__R__L,  //# Fast weak horizontal attack right to left
00155         BOTH_A1_TL_BR,  //# Fast weak diagonal attack top left to botom right
00156         BOTH_A1_BR_TL,  //# Fast weak diagonal attack top left to botom right
00157         BOTH_A1_BL_TR,  //# Fast weak diagonal attack bottom left to top right
00158         BOTH_A1_TR_BL,  //# Fast weak diagonal attack bottom left to right
00159         //Saber Arc and Spin Transitions
00160         BOTH_T1_BR__R,  //# Fast arc bottom right to right
00161         BOTH_T1_BR_TL,  //# Fast weak spin bottom right to top left
00162         BOTH_T1_BR__L,  //# Fast weak spin bottom right to left
00163         BOTH_T1_BR_BL,  //# Fast weak spin bottom right to bottom left
00164         BOTH_T1__R_TR,  //# Fast arc right to top right
00165         BOTH_T1__R_TL,  //# Fast arc right to top left
00166         BOTH_T1__R__L,  //# Fast weak spin right to left
00167         BOTH_T1__R_BL,  //# Fast weak spin right to bottom left
00168         BOTH_T1_TR_BR,  //# Fast arc top right to bottom right
00169         BOTH_T1_TR_TL,  //# Fast arc top right to top left
00170         BOTH_T1_TR__L,  //# Fast arc top right to left
00171         BOTH_T1_TR_BL,  //# Fast weak spin top right to bottom left
00172         BOTH_T1_T__BR,  //# Fast arc top to bottom right
00173         BOTH_T1_T___R,  //# Fast arc top to right
00174         BOTH_T1_T__TR,  //# Fast arc top to top right
00175         BOTH_T1_T__TL,  //# Fast arc top to top left
00176         BOTH_T1_T___L,  //# Fast arc top to left
00177         BOTH_T1_T__BL,  //# Fast arc top to bottom left
00178         BOTH_T1_TL_BR,  //# Fast weak spin top left to bottom right
00179         BOTH_T1_TL_BL,  //# Fast arc top left to bottom left
00180         BOTH_T1__L_BR,  //# Fast weak spin left to bottom right
00181         BOTH_T1__L__R,  //# Fast weak spin left to right
00182         BOTH_T1__L_TL,  //# Fast arc left to top left
00183         BOTH_T1_BL_BR,  //# Fast weak spin bottom left to bottom right
00184         BOTH_T1_BL__R,  //# Fast weak spin bottom left to right
00185         BOTH_T1_BL_TR,  //# Fast weak spin bottom left to top right
00186         BOTH_T1_BL__L,  //# Fast arc bottom left to left
00187         //Saber Arc Transitions that use existing animations played backwards
00188         BOTH_T1_BR_TR,  //# Fast arc bottom right to top right          (use: BOTH_T1_TR_BR)
00189         BOTH_T1_BR_T_,  //# Fast arc bottom right to top                        (use: BOTH_T1_T__BR)
00190         BOTH_T1__R_BR,  //# Fast arc right to bottom right                      (use: BOTH_T1_BR__R)
00191         BOTH_T1__R_T_,  //# Fast ar right to top                                (use: BOTH_T1_T___R)
00192         BOTH_T1_TR__R,  //# Fast arc top right to right                 (use: BOTH_T1__R_TR)
00193         BOTH_T1_TR_T_,  //# Fast arc top right to top                           (use: BOTH_T1_T__TR)
00194         BOTH_T1_TL__R,  //# Fast arc top left to right                  (use: BOTH_T1__R_TL)
00195         BOTH_T1_TL_TR,  //# Fast arc top left to top right                      (use: BOTH_T1_TR_TL)
00196         BOTH_T1_TL_T_,  //# Fast arc top left to top                            (use: BOTH_T1_T__TL)
00197         BOTH_T1_TL__L,  //# Fast arc top left to left                           (use: BOTH_T1__L_TL)
00198         BOTH_T1__L_TR,  //# Fast arc left to top right                  (use: BOTH_T1_TR__L)
00199         BOTH_T1__L_T_,  //# Fast arc left to top                                (use: BOTH_T1_T___L)
00200         BOTH_T1__L_BL,  //# Fast arc left to bottom left                        (use: BOTH_T1_BL__L)
00201         BOTH_T1_BL_T_,  //# Fast arc bottom left to top                 (use: BOTH_T1_T__BL)
00202         BOTH_T1_BL_TL,  //# Fast arc bottom left to top left            (use: BOTH_T1_TL_BL)
00203         //Saber Attack Start Transitions
00204         BOTH_S1_S1_T_,  //# Fast plain transition from stance1 to top-to-bottom Fast weak attack
00205         BOTH_S1_S1__L,  //# Fast plain transition from stance1 to left-to-right Fast weak attack
00206         BOTH_S1_S1__R,  //# Fast plain transition from stance1 to right-to-left Fast weak attack
00207         BOTH_S1_S1_TL,  //# Fast plain transition from stance1 to top-left-to-bottom-right Fast weak attack
00208         BOTH_S1_S1_BR,  //# Fast plain transition from stance1 to bottom-right-to-top-left Fast weak attack
00209         BOTH_S1_S1_BL,  //# Fast plain transition from stance1 to bottom-left-to-top-right Fast weak attack
00210         BOTH_S1_S1_TR,  //# Fast plain transition from stance1 to top-right-to-bottom-left Fast weak attack
00211         //Saber Attack Return Transitions
00212         BOTH_R1_B__S1,  //# Fast plain transition from top-to-bottom Fast weak attack to stance1
00213         BOTH_R1__L_S1,  //# Fast plain transition from left-to-right Fast weak attack to stance1
00214         BOTH_R1__R_S1,  //# Fast plain transition from right-to-left Fast weak attack to stance1
00215         BOTH_R1_TL_S1,  //# Fast plain transition from top-left-to-bottom-right Fast weak attack to stance1
00216         BOTH_R1_BR_S1,  //# Fast plain transition from bottom-right-to-top-left Fast weak attack to stance1
00217         BOTH_R1_BL_S1,  //# Fast plain transition from bottom-left-to-top-right Fast weak attack to stance1
00218         BOTH_R1_TR_S1,  //# Fast plain transition from top-right-to-bottom-left Fast weak attack
00219         //Saber Attack Bounces (first 4 frames of an attack, played backwards)
00220         BOTH_B1_BR___,  //# Bounce-back if attack from BR is blocked
00221         BOTH_B1__R___,  //# Bounce-back if attack from R is blocked
00222         BOTH_B1_TR___,  //# Bounce-back if attack from TR is blocked
00223         BOTH_B1_T____,  //# Bounce-back if attack from T is blocked
00224         BOTH_B1_TL___,  //# Bounce-back if attack from TL is blocked
00225         BOTH_B1__L___,  //# Bounce-back if attack from L is blocked
00226         BOTH_B1_BL___,  //# Bounce-back if attack from BL is blocked
00227         //Saber Attack Deflections (last 4 frames of an attack)
00228         BOTH_D1_BR___,  //# Deflection toward BR
00229         BOTH_D1__R___,  //# Deflection toward R
00230         BOTH_D1_TR___,  //# Deflection toward TR
00231         BOTH_D1_TL___,  //# Deflection toward TL
00232         BOTH_D1__L___,  //# Deflection toward L
00233         BOTH_D1_BL___,  //# Deflection toward BL
00234         BOTH_D1_B____,  //# Deflection toward B
00235         //Saber attack anims - power level 2
00236         BOTH_A2_T__B_,  //# Fast weak vertical attack top to bottom
00237         BOTH_A2__L__R,  //# Fast weak horizontal attack left to right
00238         BOTH_A2__R__L,  //# Fast weak horizontal attack right to left
00239         BOTH_A2_TL_BR,  //# Fast weak diagonal attack top left to botom right
00240         BOTH_A2_BR_TL,  //# Fast weak diagonal attack top left to botom right
00241         BOTH_A2_BL_TR,  //# Fast weak diagonal attack bottom left to top right
00242         BOTH_A2_TR_BL,  //# Fast weak diagonal attack bottom left to right
00243         //Saber Arc and Spin Transitions
00244         BOTH_T2_BR__R,  //# Fast arc bottom right to right
00245         BOTH_T2_BR_TL,  //# Fast weak spin bottom right to top left
00246         BOTH_T2_BR__L,  //# Fast weak spin bottom right to left
00247         BOTH_T2_BR_BL,  //# Fast weak spin bottom right to bottom left
00248         BOTH_T2__R_TR,  //# Fast arc right to top right
00249         BOTH_T2__R_TL,  //# Fast arc right to top left
00250         BOTH_T2__R__L,  //# Fast weak spin right to left
00251         BOTH_T2__R_BL,  //# Fast weak spin right to bottom left
00252         BOTH_T2_TR_BR,  //# Fast arc top right to bottom right
00253         BOTH_T2_TR_TL,  //# Fast arc top right to top left
00254         BOTH_T2_TR__L,  //# Fast arc top right to left
00255         BOTH_T2_TR_BL,  //# Fast weak spin top right to bottom left
00256         BOTH_T2_T__BR,  //# Fast arc top to bottom right
00257         BOTH_T2_T___R,  //# Fast arc top to right
00258         BOTH_T2_T__TR,  //# Fast arc top to top right
00259         BOTH_T2_T__TL,  //# Fast arc top to top left
00260         BOTH_T2_T___L,  //# Fast arc top to left
00261         BOTH_T2_T__BL,  //# Fast arc top to bottom left
00262         BOTH_T2_TL_BR,  //# Fast weak spin top left to bottom right
00263         BOTH_T2_TL_BL,  //# Fast arc top left to bottom left
00264         BOTH_T2__L_BR,  //# Fast weak spin left to bottom right
00265         BOTH_T2__L__R,  //# Fast weak spin left to right
00266         BOTH_T2__L_TL,  //# Fast arc left to top left
00267         BOTH_T2_BL_BR,  //# Fast weak spin bottom left to bottom right
00268         BOTH_T2_BL__R,  //# Fast weak spin bottom left to right
00269         BOTH_T2_BL_TR,  //# Fast weak spin bottom left to top right
00270         BOTH_T2_BL__L,  //# Fast arc bottom left to left
00271         //Saber Arc Transitions that use existing animations played backwards
00272         BOTH_T2_BR_TR,  //# Fast arc bottom right to top right          (use: BOTH_T2_TR_BR)
00273         BOTH_T2_BR_T_,  //# Fast arc bottom right to top                        (use: BOTH_T2_T__BR)
00274         BOTH_T2__R_BR,  //# Fast arc right to bottom right                      (use: BOTH_T2_BR__R)
00275         BOTH_T2__R_T_,  //# Fast ar right to top                                (use: BOTH_T2_T___R)
00276         BOTH_T2_TR__R,  //# Fast arc top right to right                 (use: BOTH_T2__R_TR)
00277         BOTH_T2_TR_T_,  //# Fast arc top right to top                           (use: BOTH_T2_T__TR)
00278         BOTH_T2_TL__R,  //# Fast arc top left to right                  (use: BOTH_T2__R_TL)
00279         BOTH_T2_TL_TR,  //# Fast arc top left to top right                      (use: BOTH_T2_TR_TL)
00280         BOTH_T2_TL_T_,  //# Fast arc top left to top                            (use: BOTH_T2_T__TL)
00281         BOTH_T2_TL__L,  //# Fast arc top left to left                           (use: BOTH_T2__L_TL)
00282         BOTH_T2__L_TR,  //# Fast arc left to top right                  (use: BOTH_T2_TR__L)
00283         BOTH_T2__L_T_,  //# Fast arc left to top                                (use: BOTH_T2_T___L)
00284         BOTH_T2__L_BL,  //# Fast arc left to bottom left                        (use: BOTH_T2_BL__L)
00285         BOTH_T2_BL_T_,  //# Fast arc bottom left to top                 (use: BOTH_T2_T__BL)
00286         BOTH_T2_BL_TL,  //# Fast arc bottom left to top left            (use: BOTH_T2_TL_BL)
00287         //Saber Attack Start Transitions
00288         BOTH_S2_S1_T_,  //# Fast plain transition from stance1 to top-to-bottom Fast weak attack
00289         BOTH_S2_S1__L,  //# Fast plain transition from stance1 to left-to-right Fast weak attack
00290         BOTH_S2_S1__R,  //# Fast plain transition from stance1 to right-to-left Fast weak attack
00291         BOTH_S2_S1_TL,  //# Fast plain transition from stance1 to top-left-to-bottom-right Fast weak attack
00292         BOTH_S2_S1_BR,  //# Fast plain transition from stance1 to bottom-right-to-top-left Fast weak attack
00293         BOTH_S2_S1_BL,  //# Fast plain transition from stance1 to bottom-left-to-top-right Fast weak attack
00294         BOTH_S2_S1_TR,  //# Fast plain transition from stance1 to top-right-to-bottom-left Fast weak attack
00295         //Saber Attack Return Transitions
00296         BOTH_R2_B__S1,  //# Fast plain transition from top-to-bottom Fast weak attack to stance1
00297         BOTH_R2__L_S1,  //# Fast plain transition from left-to-right Fast weak attack to stance1
00298         BOTH_R2__R_S1,  //# Fast plain transition from right-to-left Fast weak attack to stance1
00299         BOTH_R2_TL_S1,  //# Fast plain transition from top-left-to-bottom-right Fast weak attack to stance1
00300         BOTH_R2_BR_S1,  //# Fast plain transition from bottom-right-to-top-left Fast weak attack to stance1
00301         BOTH_R2_BL_S1,  //# Fast plain transition from bottom-left-to-top-right Fast weak attack to stance1
00302         BOTH_R2_TR_S1,  //# Fast plain transition from top-right-to-bottom-left Fast weak attack
00303         //Saber Attack Bounces (first 4 frames of an attack, played backwards)
00304         BOTH_B2_BR___,  //# Bounce-back if attack from BR is blocked
00305         BOTH_B2__R___,  //# Bounce-back if attack from R is blocked
00306         BOTH_B2_TR___,  //# Bounce-back if attack from TR is blocked
00307         BOTH_B2_T____,  //# Bounce-back if attack from T is blocked
00308         BOTH_B2_TL___,  //# Bounce-back if attack from TL is blocked
00309         BOTH_B2__L___,  //# Bounce-back if attack from L is blocked
00310         BOTH_B2_BL___,  //# Bounce-back if attack from BL is blocked
00311         //Saber Attack Deflections (last 4 frames of an attack)
00312         BOTH_D2_BR___,  //# Deflection toward BR
00313         BOTH_D2__R___,  //# Deflection toward R
00314         BOTH_D2_TR___,  //# Deflection toward TR
00315         BOTH_D2_TL___,  //# Deflection toward TL
00316         BOTH_D2__L___,  //# Deflection toward L
00317         BOTH_D2_BL___,  //# Deflection toward BL
00318         BOTH_D2_B____,  //# Deflection toward B
00319         //Saber attack anims - power level 3
00320         BOTH_A3_T__B_,  //# Fast weak vertical attack top to bottom
00321         BOTH_A3__L__R,  //# Fast weak horizontal attack left to right
00322         BOTH_A3__R__L,  //# Fast weak horizontal attack right to left
00323         BOTH_A3_TL_BR,  //# Fast weak diagonal attack top left to botom right
00324         BOTH_A3_BR_TL,  //# Fast weak diagonal attack top left to botom right
00325         BOTH_A3_BL_TR,  //# Fast weak diagonal attack bottom left to top right
00326         BOTH_A3_TR_BL,  //# Fast weak diagonal attack bottom left to right
00327         //Saber Arc and Spin Transitions
00328         BOTH_T3_BR__R,  //# Fast arc bottom right to right
00329         BOTH_T3_BR_TL,  //# Fast weak spin bottom right to top left
00330         BOTH_T3_BR__L,  //# Fast weak spin bottom right to left
00331         BOTH_T3_BR_BL,  //# Fast weak spin bottom right to bottom left
00332         BOTH_T3__R_TR,  //# Fast arc right to top right
00333         BOTH_T3__R_TL,  //# Fast arc right to top left
00334         BOTH_T3__R__L,  //# Fast weak spin right to left
00335         BOTH_T3__R_BL,  //# Fast weak spin right to bottom left
00336         BOTH_T3_TR_BR,  //# Fast arc top right to bottom right
00337         BOTH_T3_TR_TL,  //# Fast arc top right to top left
00338         BOTH_T3_TR__L,  //# Fast arc top right to left
00339         BOTH_T3_TR_BL,  //# Fast weak spin top right to bottom left
00340         BOTH_T3_T__BR,  //# Fast arc top to bottom right
00341         BOTH_T3_T___R,  //# Fast arc top to right
00342         BOTH_T3_T__TR,  //# Fast arc top to top right
00343         BOTH_T3_T__TL,  //# Fast arc top to top left
00344         BOTH_T3_T___L,  //# Fast arc top to left
00345         BOTH_T3_T__BL,  //# Fast arc top to bottom left
00346         BOTH_T3_TL_BR,  //# Fast weak spin top left to bottom right
00347         BOTH_T3_TL_BL,  //# Fast arc top left to bottom left
00348         BOTH_T3__L_BR,  //# Fast weak spin left to bottom right
00349         BOTH_T3__L__R,  //# Fast weak spin left to right
00350         BOTH_T3__L_TL,  //# Fast arc left to top left
00351         BOTH_T3_BL_BR,  //# Fast weak spin bottom left to bottom right
00352         BOTH_T3_BL__R,  //# Fast weak spin bottom left to right
00353         BOTH_T3_BL_TR,  //# Fast weak spin bottom left to top right
00354         BOTH_T3_BL__L,  //# Fast arc bottom left to left
00355         //Saber Arc Transitions that use existing animations played backwards
00356         BOTH_T3_BR_TR,  //# Fast arc bottom right to top right          (use: BOTH_T3_TR_BR)
00357         BOTH_T3_BR_T_,  //# Fast arc bottom right to top                        (use: BOTH_T3_T__BR)
00358         BOTH_T3__R_BR,  //# Fast arc right to bottom right                      (use: BOTH_T3_BR__R)
00359         BOTH_T3__R_T_,  //# Fast ar right to top                                (use: BOTH_T3_T___R)
00360         BOTH_T3_TR__R,  //# Fast arc top right to right                 (use: BOTH_T3__R_TR)
00361         BOTH_T3_TR_T_,  //# Fast arc top right to top                           (use: BOTH_T3_T__TR)
00362         BOTH_T3_TL__R,  //# Fast arc top left to right                  (use: BOTH_T3__R_TL)
00363         BOTH_T3_TL_TR,  //# Fast arc top left to top right                      (use: BOTH_T3_TR_TL)
00364         BOTH_T3_TL_T_,  //# Fast arc top left to top                            (use: BOTH_T3_T__TL)
00365         BOTH_T3_TL__L,  //# Fast arc top left to left                           (use: BOTH_T3__L_TL)
00366         BOTH_T3__L_TR,  //# Fast arc left to top right                  (use: BOTH_T3_TR__L)
00367         BOTH_T3__L_T_,  //# Fast arc left to top                                (use: BOTH_T3_T___L)
00368         BOTH_T3__L_BL,  //# Fast arc left to bottom left                        (use: BOTH_T3_BL__L)
00369         BOTH_T3_BL_T_,  //# Fast arc bottom left to top                 (use: BOTH_T3_T__BL)
00370         BOTH_T3_BL_TL,  //# Fast arc bottom left to top left            (use: BOTH_T3_TL_BL)
00371         //Saber Attack Start Transitions
00372         BOTH_S3_S1_T_,  //# Fast plain transition from stance1 to top-to-bottom Fast weak attack
00373         BOTH_S3_S1__L,  //# Fast plain transition from stance1 to left-to-right Fast weak attack
00374         BOTH_S3_S1__R,  //# Fast plain transition from stance1 to right-to-left Fast weak attack
00375         BOTH_S3_S1_TL,  //# Fast plain transition from stance1 to top-left-to-bottom-right Fast weak attack
00376         BOTH_S3_S1_BR,  //# Fast plain transition from stance1 to bottom-right-to-top-left Fast weak attack
00377         BOTH_S3_S1_BL,  //# Fast plain transition from stance1 to bottom-left-to-top-right Fast weak attack
00378         BOTH_S3_S1_TR,  //# Fast plain transition from stance1 to top-right-to-bottom-left Fast weak attack
00379         //Saber Attack Return Transitions
00380         BOTH_R3_B__S1,  //# Fast plain transition from top-to-bottom Fast weak attack to stance1
00381         BOTH_R3__L_S1,  //# Fast plain transition from left-to-right Fast weak attack to stance1
00382         BOTH_R3__R_S1,  //# Fast plain transition from right-to-left Fast weak attack to stance1
00383         BOTH_R3_TL_S1,  //# Fast plain transition from top-left-to-bottom-right Fast weak attack to stance1
00384         BOTH_R3_BR_S1,  //# Fast plain transition from bottom-right-to-top-left Fast weak attack to stance1
00385         BOTH_R3_BL_S1,  //# Fast plain transition from bottom-left-to-top-right Fast weak attack to stance1
00386         BOTH_R3_TR_S1,  //# Fast plain transition from top-right-to-bottom-left Fast weak attack
00387         //Saber Attack Bounces (first 4 frames of an attack, played backwards)
00388         BOTH_B3_BR___,  //# Bounce-back if attack from BR is blocked
00389         BOTH_B3__R___,  //# Bounce-back if attack from R is blocked
00390         BOTH_B3_TR___,  //# Bounce-back if attack from TR is blocked
00391         BOTH_B3_T____,  //# Bounce-back if attack from T is blocked
00392         BOTH_B3_TL___,  //# Bounce-back if attack from TL is blocked
00393         BOTH_B3__L___,  //# Bounce-back if attack from L is blocked
00394         BOTH_B3_BL___,  //# Bounce-back if attack from BL is blocked
00395         //Saber Attack Deflections (last 4 frames of an attack)
00396         BOTH_D3_BR___,  //# Deflection toward BR
00397         BOTH_D3__R___,  //# Deflection toward R
00398         BOTH_D3_TR___,  //# Deflection toward TR
00399         BOTH_D3_TL___,  //# Deflection toward TL
00400         BOTH_D3__L___,  //# Deflection toward L
00401         BOTH_D3_BL___,  //# Deflection toward BL
00402         BOTH_D3_B____,  //# Deflection toward B
00403         //Saber attack anims - power level 4  - Desann's
00404         BOTH_A4_T__B_,  //# Fast weak vertical attack top to bottom
00405         BOTH_A4__L__R,  //# Fast weak horizontal attack left to right
00406         BOTH_A4__R__L,  //# Fast weak horizontal attack right to left
00407         BOTH_A4_TL_BR,  //# Fast weak diagonal attack top left to botom right
00408         BOTH_A4_BR_TL,  //# Fast weak diagonal attack top left to botom right
00409         BOTH_A4_BL_TR,  //# Fast weak diagonal attack bottom left to top right
00410         BOTH_A4_TR_BL,  //# Fast weak diagonal attack bottom left to right
00411         //Saber Arc and Spin Transitions
00412         BOTH_T4_BR__R,  //# Fast arc bottom right to right
00413         BOTH_T4_BR_TL,  //# Fast weak spin bottom right to top left
00414         BOTH_T4_BR__L,  //# Fast weak spin bottom right to left
00415         BOTH_T4_BR_BL,  //# Fast weak spin bottom right to bottom left
00416         BOTH_T4__R_TR,  //# Fast arc right to top right
00417         BOTH_T4__R_TL,  //# Fast arc right to top left
00418         BOTH_T4__R__L,  //# Fast weak spin right to left
00419         BOTH_T4__R_BL,  //# Fast weak spin right to bottom left
00420         BOTH_T4_TR_BR,  //# Fast arc top right to bottom right
00421         BOTH_T4_TR_TL,  //# Fast arc top right to top left
00422         BOTH_T4_TR__L,  //# Fast arc top right to left
00423         BOTH_T4_TR_BL,  //# Fast weak spin top right to bottom left
00424         BOTH_T4_T__BR,  //# Fast arc top to bottom right
00425         BOTH_T4_T___R,  //# Fast arc top to right
00426         BOTH_T4_T__TR,  //# Fast arc top to top right
00427         BOTH_T4_T__TL,  //# Fast arc top to top left
00428         BOTH_T4_T___L,  //# Fast arc top to left
00429         BOTH_T4_T__BL,  //# Fast arc top to bottom left
00430         BOTH_T4_TL_BR,  //# Fast weak spin top left to bottom right
00431         BOTH_T4_TL_BL,  //# Fast arc top left to bottom left
00432         BOTH_T4__L_BR,  //# Fast weak spin left to bottom right
00433         BOTH_T4__L__R,  //# Fast weak spin left to right
00434         BOTH_T4__L_TL,  //# Fast arc left to top left
00435         BOTH_T4_BL_BR,  //# Fast weak spin bottom left to bottom right
00436         BOTH_T4_BL__R,  //# Fast weak spin bottom left to right
00437         BOTH_T4_BL_TR,  //# Fast weak spin bottom left to top right
00438         BOTH_T4_BL__L,  //# Fast arc bottom left to left
00439         //Saber Arc Transitions that use existing animations played backwards
00440         BOTH_T4_BR_TR,  //# Fast arc bottom right to top right          (use: BOTH_T4_TR_BR)
00441         BOTH_T4_BR_T_,  //# Fast arc bottom right to top                        (use: BOTH_T4_T__BR)
00442         BOTH_T4__R_BR,  //# Fast arc right to bottom right                      (use: BOTH_T4_BR__R)
00443         BOTH_T4__R_T_,  //# Fast ar right to top                                (use: BOTH_T4_T___R)
00444         BOTH_T4_TR__R,  //# Fast arc top right to right                 (use: BOTH_T4__R_TR)
00445         BOTH_T4_TR_T_,  //# Fast arc top right to top                           (use: BOTH_T4_T__TR)
00446         BOTH_T4_TL__R,  //# Fast arc top left to right                  (use: BOTH_T4__R_TL)
00447         BOTH_T4_TL_TR,  //# Fast arc top left to top right                      (use: BOTH_T4_TR_TL)
00448         BOTH_T4_TL_T_,  //# Fast arc top left to top                            (use: BOTH_T4_T__TL)
00449         BOTH_T4_TL__L,  //# Fast arc top left to left                           (use: BOTH_T4__L_TL)
00450         BOTH_T4__L_TR,  //# Fast arc left to top right                  (use: BOTH_T4_TR__L)
00451         BOTH_T4__L_T_,  //# Fast arc left to top                                (use: BOTH_T4_T___L)
00452         BOTH_T4__L_BL,  //# Fast arc left to bottom left                        (use: BOTH_T4_BL__L)
00453         BOTH_T4_BL_T_,  //# Fast arc bottom left to top                 (use: BOTH_T4_T__BL)
00454         BOTH_T4_BL_TL,  //# Fast arc bottom left to top left            (use: BOTH_T4_TL_BL)
00455         //Saber Attack Start Transitions
00456         BOTH_S4_S1_T_,  //# Fast plain transition from stance1 to top-to-bottom Fast weak attack
00457         BOTH_S4_S1__L,  //# Fast plain transition from stance1 to left-to-right Fast weak attack
00458         BOTH_S4_S1__R,  //# Fast plain transition from stance1 to right-to-left Fast weak attack
00459         BOTH_S4_S1_TL,  //# Fast plain transition from stance1 to top-left-to-bottom-right Fast weak attack
00460         BOTH_S4_S1_BR,  //# Fast plain transition from stance1 to bottom-right-to-top-left Fast weak attack
00461         BOTH_S4_S1_BL,  //# Fast plain transition from stance1 to bottom-left-to-top-right Fast weak attack
00462         BOTH_S4_S1_TR,  //# Fast plain transition from stance1 to top-right-to-bottom-left Fast weak attack
00463         //Saber Attack Return Transitions
00464         BOTH_R4_B__S1,  //# Fast plain transition from top-to-bottom Fast weak attack to stance1
00465         BOTH_R4__L_S1,  //# Fast plain transition from left-to-right Fast weak attack to stance1
00466         BOTH_R4__R_S1,  //# Fast plain transition from right-to-left Fast weak attack to stance1
00467         BOTH_R4_TL_S1,  //# Fast plain transition from top-left-to-bottom-right Fast weak attack to stance1
00468         BOTH_R4_BR_S1,  //# Fast plain transition from bottom-right-to-top-left Fast weak attack to stance1
00469         BOTH_R4_BL_S1,  //# Fast plain transition from bottom-left-to-top-right Fast weak attack to stance1
00470         BOTH_R4_TR_S1,  //# Fast plain transition from top-right-to-bottom-left Fast weak attack
00471         //Saber Attack Bounces (first 4 frames of an attack, played backwards)
00472         BOTH_B4_BR___,  //# Bounce-back if attack from BR is blocked
00473         BOTH_B4__R___,  //# Bounce-back if attack from R is blocked
00474         BOTH_B4_TR___,  //# Bounce-back if attack from TR is blocked
00475         BOTH_B4_T____,  //# Bounce-back if attack from T is blocked
00476         BOTH_B4_TL___,  //# Bounce-back if attack from TL is blocked
00477         BOTH_B4__L___,  //# Bounce-back if attack from L is blocked
00478         BOTH_B4_BL___,  //# Bounce-back if attack from BL is blocked
00479         //Saber Attack Deflections (last 4 frames of an attack)
00480         BOTH_D4_BR___,  //# Deflection toward BR
00481         BOTH_D4__R___,  //# Deflection toward R
00482         BOTH_D4_TR___,  //# Deflection toward TR
00483         BOTH_D4_TL___,  //# Deflection toward TL
00484         BOTH_D4__L___,  //# Deflection toward L
00485         BOTH_D4_BL___,  //# Deflection toward BL
00486         BOTH_D4_B____,  //# Deflection toward B
00487         //Saber attack anims - power level 5  - Tavion's
00488         BOTH_A5_T__B_,  //# Fast weak vertical attack top to bottom
00489         BOTH_A5__L__R,  //# Fast weak horizontal attack left to right
00490         BOTH_A5__R__L,  //# Fast weak horizontal attack right to left
00491         BOTH_A5_TL_BR,  //# Fast weak diagonal attack top left to botom right
00492         BOTH_A5_BR_TL,  //# Fast weak diagonal attack top left to botom right
00493         BOTH_A5_BL_TR,  //# Fast weak diagonal attack bottom left to top right
00494         BOTH_A5_TR_BL,  //# Fast weak diagonal attack bottom left to right
00495         //Saber Arc and Spin Transitions
00496         BOTH_T5_BR__R,  //# Fast arc bottom right to right
00497         BOTH_T5_BR_TL,  //# Fast weak spin bottom right to top left
00498         BOTH_T5_BR__L,  //# Fast weak spin bottom right to left
00499         BOTH_T5_BR_BL,  //# Fast weak spin bottom right to bottom left
00500         BOTH_T5__R_TR,  //# Fast arc right to top right
00501         BOTH_T5__R_TL,  //# Fast arc right to top left
00502         BOTH_T5__R__L,  //# Fast weak spin right to left
00503         BOTH_T5__R_BL,  //# Fast weak spin right to bottom left
00504         BOTH_T5_TR_BR,  //# Fast arc top right to bottom right
00505         BOTH_T5_TR_TL,  //# Fast arc top right to top left
00506         BOTH_T5_TR__L,  //# Fast arc top right to left
00507         BOTH_T5_TR_BL,  //# Fast weak spin top right to bottom left
00508         BOTH_T5_T__BR,  //# Fast arc top to bottom right
00509         BOTH_T5_T___R,  //# Fast arc top to right
00510         BOTH_T5_T__TR,  //# Fast arc top to top right
00511         BOTH_T5_T__TL,  //# Fast arc top to top left
00512         BOTH_T5_T___L,  //# Fast arc top to left
00513         BOTH_T5_T__BL,  //# Fast arc top to bottom left
00514         BOTH_T5_TL_BR,  //# Fast weak spin top left to bottom right
00515         BOTH_T5_TL_BL,  //# Fast arc top left to bottom left
00516         BOTH_T5__L_BR,  //# Fast weak spin left to bottom right
00517         BOTH_T5__L__R,  //# Fast weak spin left to right
00518         BOTH_T5__L_TL,  //# Fast arc left to top left
00519         BOTH_T5_BL_BR,  //# Fast weak spin bottom left to bottom right
00520         BOTH_T5_BL__R,  //# Fast weak spin bottom left to right
00521         BOTH_T5_BL_TR,  //# Fast weak spin bottom left to top right
00522         BOTH_T5_BL__L,  //# Fast arc bottom left to left
00523         //Saber Arc Transitions that use existing animations played backwards
00524         BOTH_T5_BR_TR,  //# Fast arc bottom right to top right          (use: BOTH_T5_TR_BR)
00525         BOTH_T5_BR_T_,  //# Fast arc bottom right to top                        (use: BOTH_T5_T__BR)
00526         BOTH_T5__R_BR,  //# Fast arc right to bottom right                      (use: BOTH_T5_BR__R)
00527         BOTH_T5__R_T_,  //# Fast ar right to top                                (use: BOTH_T5_T___R)
00528         BOTH_T5_TR__R,  //# Fast arc top right to right                 (use: BOTH_T5__R_TR)
00529         BOTH_T5_TR_T_,  //# Fast arc top right to top                           (use: BOTH_T5_T__TR)
00530         BOTH_T5_TL__R,  //# Fast arc top left to right                  (use: BOTH_T5__R_TL)
00531         BOTH_T5_TL_TR,  //# Fast arc top left to top right                      (use: BOTH_T5_TR_TL)
00532         BOTH_T5_TL_T_,  //# Fast arc top left to top                            (use: BOTH_T5_T__TL)
00533         BOTH_T5_TL__L,  //# Fast arc top left to left                           (use: BOTH_T5__L_TL)
00534         BOTH_T5__L_TR,  //# Fast arc left to top right                  (use: BOTH_T5_TR__L)
00535         BOTH_T5__L_T_,  //# Fast arc left to top                                (use: BOTH_T5_T___L)
00536         BOTH_T5__L_BL,  //# Fast arc left to bottom left                        (use: BOTH_T5_BL__L)
00537         BOTH_T5_BL_T_,  //# Fast arc bottom left to top                 (use: BOTH_T5_T__BL)
00538         BOTH_T5_BL_TL,  //# Fast arc bottom left to top left            (use: BOTH_T5_TL_BL)
00539         //Saber Attack Start Transitions
00540         BOTH_S5_S1_T_,  //# Fast plain transition from stance1 to top-to-bottom Fast weak attack
00541         BOTH_S5_S1__L,  //# Fast plain transition from stance1 to left-to-right Fast weak attack
00542         BOTH_S5_S1__R,  //# Fast plain transition from stance1 to right-to-left Fast weak attack
00543         BOTH_S5_S1_TL,  //# Fast plain transition from stance1 to top-left-to-bottom-right Fast weak attack
00544         BOTH_S5_S1_BR,  //# Fast plain transition from stance1 to bottom-right-to-top-left Fast weak attack
00545         BOTH_S5_S1_BL,  //# Fast plain transition from stance1 to bottom-left-to-top-right Fast weak attack
00546         BOTH_S5_S1_TR,  //# Fast plain transition from stance1 to top-right-to-bottom-left Fast weak attack
00547         //Saber Attack Return Transitions
00548         BOTH_R5_B__S1,  //# Fast plain transition from top-to-bottom Fast weak attack to stance1
00549         BOTH_R5__L_S1,  //# Fast plain transition from left-to-right Fast weak attack to stance1
00550         BOTH_R5__R_S1,  //# Fast plain transition from right-to-left Fast weak attack to stance1
00551         BOTH_R5_TL_S1,  //# Fast plain transition from top-left-to-bottom-right Fast weak attack to stance1
00552         BOTH_R5_BR_S1,  //# Fast plain transition from bottom-right-to-top-left Fast weak attack to stance1
00553         BOTH_R5_BL_S1,  //# Fast plain transition from bottom-left-to-top-right Fast weak attack to stance1
00554         BOTH_R5_TR_S1,  //# Fast plain transition from top-right-to-bottom-left Fast weak attack
00555         //Saber Attack Bounces (first 4 frames of an attack, played backwards)
00556         BOTH_B5_BR___,  //# Bounce-back if attack from BR is blocked
00557         BOTH_B5__R___,  //# Bounce-back if attack from R is blocked
00558         BOTH_B5_TR___,  //# Bounce-back if attack from TR is blocked
00559         BOTH_B5_T____,  //# Bounce-back if attack from T is blocked
00560         BOTH_B5_TL___,  //# Bounce-back if attack from TL is blocked
00561         BOTH_B5__L___,  //# Bounce-back if attack from L is blocked
00562         BOTH_B5_BL___,  //# Bounce-back if attack from BL is blocked
00563         //Saber Attack Deflections (last 4 frames of an attack)
00564         BOTH_D5_BR___,  //# Deflection toward BR
00565         BOTH_D5__R___,  //# Deflection toward R
00566         BOTH_D5_TR___,  //# Deflection toward TR
00567         BOTH_D5_TL___,  //# Deflection toward TL
00568         BOTH_D5__L___,  //# Deflection toward L
00569         BOTH_D5_BL___,  //# Deflection toward BL
00570         BOTH_D5_B____,  //# Deflection toward B
00571         //Saber attack anims - power level 6
00572         BOTH_A6_T__B_,  //# Fast weak vertical attack top to bottom
00573         BOTH_A6__L__R,  //# Fast weak horizontal attack left to right
00574         BOTH_A6__R__L,  //# Fast weak horizontal attack right to left
00575         BOTH_A6_TL_BR,  //# Fast weak diagonal attack top left to botom right
00576         BOTH_A6_BR_TL,  //# Fast weak diagonal attack top left to botom right
00577         BOTH_A6_BL_TR,  //# Fast weak diagonal attack bottom left to top right
00578         BOTH_A6_TR_BL,  //# Fast weak diagonal attack bottom left to right
00579         //Saber Arc and Spin Transitions
00580         BOTH_T6_BR__R,  //# Fast arc bottom right to right
00581         BOTH_T6_BR_TL,  //# Fast weak spin bottom right to top left
00582         BOTH_T6_BR__L,  //# Fast weak spin bottom right to left
00583         BOTH_T6_BR_BL,  //# Fast weak spin bottom right to bottom left
00584         BOTH_T6__R_TR,  //# Fast arc right to top right
00585         BOTH_T6__R_TL,  //# Fast arc right to top left
00586         BOTH_T6__R__L,  //# Fast weak spin right to left
00587         BOTH_T6__R_BL,  //# Fast weak spin right to bottom left
00588         BOTH_T6_TR_BR,  //# Fast arc top right to bottom right
00589         BOTH_T6_TR_TL,  //# Fast arc top right to top left
00590         BOTH_T6_TR__L,  //# Fast arc top right to left
00591         BOTH_T6_TR_BL,  //# Fast weak spin top right to bottom left
00592         BOTH_T6_T__BR,  //# Fast arc top to bottom right
00593         BOTH_T6_T___R,  //# Fast arc top to right
00594         BOTH_T6_T__TR,  //# Fast arc top to top right
00595         BOTH_T6_T__TL,  //# Fast arc top to top left
00596         BOTH_T6_T___L,  //# Fast arc top to left
00597         BOTH_T6_T__BL,  //# Fast arc top to bottom left
00598         BOTH_T6_TL_BR,  //# Fast weak spin top left to bottom right
00599         BOTH_T6_TL_BL,  //# Fast arc top left to bottom left
00600         BOTH_T6__L_BR,  //# Fast weak spin left to bottom right
00601         BOTH_T6__L__R,  //# Fast weak spin left to right
00602         BOTH_T6__L_TL,  //# Fast arc left to top left
00603         BOTH_T6_BL_BR,  //# Fast weak spin bottom left to bottom right
00604         BOTH_T6_BL__R,  //# Fast weak spin bottom left to right
00605         BOTH_T6_BL_TR,  //# Fast weak spin bottom left to top right
00606         BOTH_T6_BL__L,  //# Fast arc bottom left to left
00607         //Saber Arc Transitions that use existing animations played backwards
00608         BOTH_T6_BR_TR,  //# Fast arc bottom right to top right          (use: BOTH_T6_TR_BR)
00609         BOTH_T6_BR_T_,  //# Fast arc bottom right to top                        (use: BOTH_T6_T__BR)
00610         BOTH_T6__R_BR,  //# Fast arc right to bottom right                      (use: BOTH_T6_BR__R)
00611         BOTH_T6__R_T_,  //# Fast ar right to top                                (use: BOTH_T6_T___R)
00612         BOTH_T6_TR__R,  //# Fast arc top right to right                 (use: BOTH_T6__R_TR)
00613         BOTH_T6_TR_T_,  //# Fast arc top right to top                           (use: BOTH_T6_T__TR)
00614         BOTH_T6_TL__R,  //# Fast arc top left to right                  (use: BOTH_T6__R_TL)
00615         BOTH_T6_TL_TR,  //# Fast arc top left to top right                      (use: BOTH_T6_TR_TL)
00616         BOTH_T6_TL_T_,  //# Fast arc top left to top                            (use: BOTH_T6_T__TL)
00617         BOTH_T6_TL__L,  //# Fast arc top left to left                           (use: BOTH_T6__L_TL)
00618         BOTH_T6__L_TR,  //# Fast arc left to top right                  (use: BOTH_T6_TR__L)
00619         BOTH_T6__L_T_,  //# Fast arc left to top                                (use: BOTH_T6_T___L)
00620         BOTH_T6__L_BL,  //# Fast arc left to bottom left                        (use: BOTH_T6_BL__L)
00621         BOTH_T6_BL_T_,  //# Fast arc bottom left to top                 (use: BOTH_T6_T__BL)
00622         BOTH_T6_BL_TL,  //# Fast arc bottom left to top left            (use: BOTH_T6_TL_BL)
00623         //Saber Attack Start Transitions
00624         BOTH_S6_S6_T_,  //# Fast plain transition from stance1 to top-to-bottom Fast weak attack
00625         BOTH_S6_S6__L,  //# Fast plain transition from stance1 to left-to-right Fast weak attack
00626         BOTH_S6_S6__R,  //# Fast plain transition from stance1 to right-to-left Fast weak attack
00627         BOTH_S6_S6_TL,  //# Fast plain transition from stance1 to top-left-to-bottom-right Fast weak attack
00628         BOTH_S6_S6_BR,  //# Fast plain transition from stance1 to bottom-right-to-top-left Fast weak attack
00629         BOTH_S6_S6_BL,  //# Fast plain transition from stance1 to bottom-left-to-top-right Fast weak attack
00630         BOTH_S6_S6_TR,  //# Fast plain transition from stance1 to top-right-to-bottom-left Fast weak attack
00631         //Saber Attack Return Transitions
00632         BOTH_R6_B__S6,  //# Fast plain transition from top-to-bottom Fast weak attack to stance1
00633         BOTH_R6__L_S6,  //# Fast plain transition from left-to-right Fast weak attack to stance1
00634         BOTH_R6__R_S6,  //# Fast plain transition from right-to-left Fast weak attack to stance1
00635         BOTH_R6_TL_S6,  //# Fast plain transition from top-left-to-bottom-right Fast weak attack to stance1
00636         BOTH_R6_BR_S6,  //# Fast plain transition from bottom-right-to-top-left Fast weak attack to stance1
00637         BOTH_R6_BL_S6,  //# Fast plain transition from bottom-left-to-top-right Fast weak attack to stance1
00638         BOTH_R6_TR_S6,  //# Fast plain transition from top-right-to-bottom-left Fast weak attack
00639         //Saber Attack Bounces (first 4 frames of an attack, played backwards)
00640         BOTH_B6_BR___,  //# Bounce-back if attack from BR is blocked
00641         BOTH_B6__R___,  //# Bounce-back if attack from R is blocked
00642         BOTH_B6_TR___,  //# Bounce-back if attack from TR is blocked
00643         BOTH_B6_T____,  //# Bounce-back if attack from T is blocked
00644         BOTH_B6_TL___,  //# Bounce-back if attack from TL is blocked
00645         BOTH_B6__L___,  //# Bounce-back if attack from L is blocked
00646         BOTH_B6_BL___,  //# Bounce-back if attack from BL is blocked
00647         //Saber Attack Deflections (last 4 frames of an attack)
00648         BOTH_D6_BR___,  //# Deflection toward BR
00649         BOTH_D6__R___,  //# Deflection toward R
00650         BOTH_D6_TR___,  //# Deflection toward TR
00651         BOTH_D6_TL___,  //# Deflection toward TL
00652         BOTH_D6__L___,  //# Deflection toward L
00653         BOTH_D6_BL___,  //# Deflection toward BL
00654         BOTH_D6_B____,  //# Deflection toward B
00655         //Saber attack anims - power level 7
00656         BOTH_A7_T__B_,  //# Fast weak vertical attack top to bottom
00657         BOTH_A7__L__R,  //# Fast weak horizontal attack left to right
00658         BOTH_A7__R__L,  //# Fast weak horizontal attack right to left
00659         BOTH_A7_TL_BR,  //# Fast weak diagonal attack top left to botom right
00660         BOTH_A7_BR_TL,  //# Fast weak diagonal attack top left to botom right
00661         BOTH_A7_BL_TR,  //# Fast weak diagonal attack bottom left to top right
00662         BOTH_A7_TR_BL,  //# Fast weak diagonal attack bottom left to right
00663         //Saber Arc and Spin Transitions
00664         BOTH_T7_BR__R,  //# Fast arc bottom right to right
00665         BOTH_T7_BR_TL,  //# Fast weak spin bottom right to top left
00666         BOTH_T7_BR__L,  //# Fast weak spin bottom right to left
00667         BOTH_T7_BR_BL,  //# Fast weak spin bottom right to bottom left
00668         BOTH_T7__R_TR,  //# Fast arc right to top right
00669         BOTH_T7__R_TL,  //# Fast arc right to top left
00670         BOTH_T7__R__L,  //# Fast weak spin right to left
00671         BOTH_T7__R_BL,  //# Fast weak spin right to bottom left
00672         BOTH_T7_TR_BR,  //# Fast arc top right to bottom right
00673         BOTH_T7_TR_TL,  //# Fast arc top right to top left
00674         BOTH_T7_TR__L,  //# Fast arc top right to left
00675         BOTH_T7_TR_BL,  //# Fast weak spin top right to bottom left
00676         BOTH_T7_T__BR,  //# Fast arc top to bottom right
00677         BOTH_T7_T___R,  //# Fast arc top to right
00678         BOTH_T7_T__TR,  //# Fast arc top to top right
00679         BOTH_T7_T__TL,  //# Fast arc top to top left
00680         BOTH_T7_T___L,  //# Fast arc top to left
00681         BOTH_T7_T__BL,  //# Fast arc top to bottom left
00682         BOTH_T7_TL_BR,  //# Fast weak spin top left to bottom right
00683         BOTH_T7_TL_BL,  //# Fast arc top left to bottom left
00684         BOTH_T7__L_BR,  //# Fast weak spin left to bottom right
00685         BOTH_T7__L__R,  //# Fast weak spin left to right
00686         BOTH_T7__L_TL,  //# Fast arc left to top left
00687         BOTH_T7_BL_BR,  //# Fast weak spin bottom left to bottom right
00688         BOTH_T7_BL__R,  //# Fast weak spin bottom left to right
00689         BOTH_T7_BL_TR,  //# Fast weak spin bottom left to top right
00690         BOTH_T7_BL__L,  //# Fast arc bottom left to left
00691         //Saber Arc Transitions that use existing animations played backwards
00692         BOTH_T7_BR_TR,  //# Fast arc bottom right to top right          (use: BOTH_T7_TR_BR)
00693         BOTH_T7_BR_T_,  //# Fast arc bottom right to top                        (use: BOTH_T7_T__BR)
00694         BOTH_T7__R_BR,  //# Fast arc right to bottom right                      (use: BOTH_T7_BR__R)
00695         BOTH_T7__R_T_,  //# Fast ar right to top                                (use: BOTH_T7_T___R)
00696         BOTH_T7_TR__R,  //# Fast arc top right to right                 (use: BOTH_T7__R_TR)
00697         BOTH_T7_TR_T_,  //# Fast arc top right to top                           (use: BOTH_T7_T__TR)
00698         BOTH_T7_TL__R,  //# Fast arc top left to right                  (use: BOTH_T7__R_TL)
00699         BOTH_T7_TL_TR,  //# Fast arc top left to top right                      (use: BOTH_T7_TR_TL)
00700         BOTH_T7_TL_T_,  //# Fast arc top left to top                            (use: BOTH_T7_T__TL)
00701         BOTH_T7_TL__L,  //# Fast arc top left to left                           (use: BOTH_T7__L_TL)
00702         BOTH_T7__L_TR,  //# Fast arc left to top right                  (use: BOTH_T7_TR__L)
00703         BOTH_T7__L_T_,  //# Fast arc left to top                                (use: BOTH_T7_T___L)
00704         BOTH_T7__L_BL,  //# Fast arc left to bottom left                        (use: BOTH_T7_BL__L)
00705         BOTH_T7_BL_T_,  //# Fast arc bottom left to top                 (use: BOTH_T7_T__BL)
00706         BOTH_T7_BL_TL,  //# Fast arc bottom left to top left            (use: BOTH_T7_TL_BL)
00707         //Saber Attack Start Transitions
00708         BOTH_S7_S7_T_,  //# Fast plain transition from stance1 to top-to-bottom Fast weak attack
00709         BOTH_S7_S7__L,  //# Fast plain transition from stance1 to left-to-right Fast weak attack
00710         BOTH_S7_S7__R,  //# Fast plain transition from stance1 to right-to-left Fast weak attack
00711         BOTH_S7_S7_TL,  //# Fast plain transition from stance1 to top-left-to-bottom-right Fast weak attack
00712         BOTH_S7_S7_BR,  //# Fast plain transition from stance1 to bottom-right-to-top-left Fast weak attack
00713         BOTH_S7_S7_BL,  //# Fast plain transition from stance1 to bottom-left-to-top-right Fast weak attack
00714         BOTH_S7_S7_TR,  //# Fast plain transition from stance1 to top-right-to-bottom-left Fast weak attack
00715         //Saber Attack Return Transitions
00716         BOTH_R7_B__S7,  //# Fast plain transition from top-to-bottom Fast weak attack to stance1
00717         BOTH_R7__L_S7,  //# Fast plain transition from left-to-right Fast weak attack to stance1
00718         BOTH_R7__R_S7,  //# Fast plain transition from right-to-left Fast weak attack to stance1
00719         BOTH_R7_TL_S7,  //# Fast plain transition from top-left-to-bottom-right Fast weak attack to stance1
00720         BOTH_R7_BR_S7,  //# Fast plain transition from bottom-right-to-top-left Fast weak attack to stance1
00721         BOTH_R7_BL_S7,  //# Fast plain transition from bottom-left-to-top-right Fast weak attack to stance1
00722         BOTH_R7_TR_S7,  //# Fast plain transition from top-right-to-bottom-left Fast weak attack
00723         //Saber Attack Bounces (first 4 frames of an attack, played backwards)
00724         BOTH_B7_BR___,  //# Bounce-back if attack from BR is blocked
00725         BOTH_B7__R___,  //# Bounce-back if attack from R is blocked
00726         BOTH_B7_TR___,  //# Bounce-back if attack from TR is blocked
00727         BOTH_B7_T____,  //# Bounce-back if attack from T is blocked
00728         BOTH_B7_TL___,  //# Bounce-back if attack from TL is blocked
00729         BOTH_B7__L___,  //# Bounce-back if attack from L is blocked
00730         BOTH_B7_BL___,  //# Bounce-back if attack from BL is blocked
00731         //Saber Attack Deflections (last 4 frames of an attack)
00732         BOTH_D7_BR___,  //# Deflection toward BR
00733         BOTH_D7__R___,  //# Deflection toward R
00734         BOTH_D7_TR___,  //# Deflection toward TR
00735         BOTH_D7_TL___,  //# Deflection toward TL
00736         BOTH_D7__L___,  //# Deflection toward L
00737         BOTH_D7_BL___,  //# Deflection toward BL
00738         BOTH_D7_B____,  //# Deflection toward B
00739         //Saber parry anims
00740         BOTH_P1_S1_T_,  //# Block shot/saber top
00741         BOTH_P1_S1_TR,  //# Block shot/saber top right
00742         BOTH_P1_S1_TL,  //# Block shot/saber top left
00743         BOTH_P1_S1_BL,  //# Block shot/saber bottom left
00744         BOTH_P1_S1_BR,  //# Block shot/saber bottom right
00745         //Saber knockaway
00746         BOTH_K1_S1_T_,  //# knockaway saber top
00747         BOTH_K1_S1_TR,  //# knockaway saber top right
00748         BOTH_K1_S1_TL,  //# knockaway saber top left
00749         BOTH_K1_S1_BL,  //# knockaway saber bottom left
00750         BOTH_K1_S1_B_,  //# knockaway saber bottom
00751         BOTH_K1_S1_BR,  //# knockaway saber bottom right
00752         //Saber attack knocked away
00753         BOTH_V1_BR_S1,  //# BR attack knocked away
00754         BOTH_V1__R_S1,  //# R attack knocked away
00755         BOTH_V1_TR_S1,  //# TR attack knocked away
00756         BOTH_V1_T__S1,  //# T attack knocked away
00757         BOTH_V1_TL_S1,  //# TL attack knocked away
00758         BOTH_V1__L_S1,  //# L attack knocked away
00759         BOTH_V1_BL_S1,  //# BL attack knocked away
00760         BOTH_V1_B__S1,  //# B attack knocked away
00761         //Saber parry broken
00762         BOTH_H1_S1_T_,  //# saber knocked down from top parry
00763         BOTH_H1_S1_TR,  //# saber knocked down-left from TR parry
00764         BOTH_H1_S1_TL,  //# saber knocked down-right from TL parry
00765         BOTH_H1_S1_BL,  //# saber knocked up-right from BL parry
00766         BOTH_H1_S1_B_,  //# saber knocked up over head from ready?
00767         BOTH_H1_S1_BR,  //# saber knocked up-left from BR parry
00768         //Dual Saber parry anims
00769         BOTH_P6_S6_T_,  //# Block shot/saber top
00770         BOTH_P6_S6_TR,  //# Block shot/saber top right
00771         BOTH_P6_S6_TL,  //# Block shot/saber top left
00772         BOTH_P6_S6_BL,  //# Block shot/saber bottom left
00773         BOTH_P6_S6_BR,  //# Block shot/saber bottom right
00774         //Dual Saber knockaway
00775         BOTH_K6_S6_T_,  //# knockaway saber top
00776         BOTH_K6_S6_TR,  //# knockaway saber top right
00777         BOTH_K6_S6_TL,  //# knockaway saber top left
00778         BOTH_K6_S6_BL,  //# knockaway saber bottom left
00779         BOTH_K6_S6_B_,  //# knockaway saber bottom
00780         BOTH_K6_S6_BR,  //# knockaway saber bottom right
00781         //Dual Saber attack knocked away
00782         BOTH_V6_BR_S6,  //# BR attack knocked away
00783         BOTH_V6__R_S6,  //# R attack knocked away
00784         BOTH_V6_TR_S6,  //# TR attack knocked away
00785         BOTH_V6_T__S6,  //# T attack knocked away
00786         BOTH_V6_TL_S6,  //# TL attack knocked away
00787         BOTH_V6__L_S6,  //# L attack knocked away
00788         BOTH_V6_BL_S6,  //# BL attack knocked away
00789         BOTH_V6_B__S6,  //# B attack knocked away
00790         //Dual Saber parry broken
00791         BOTH_H6_S6_T_,  //# saber knocked down from top parry
00792         BOTH_H6_S6_TR,  //# saber knocked down-left from TR parry
00793         BOTH_H6_S6_TL,  //# saber knocked down-right from TL parry
00794         BOTH_H6_S6_BL,  //# saber knocked up-right from BL parry
00795         BOTH_H6_S6_B_,  //# saber knocked up over head from ready?
00796         BOTH_H6_S6_BR,  //# saber knocked up-left from BR parry
00797         //SaberStaff parry anims
00798         BOTH_P7_S7_T_,  //# Block shot/saber top
00799         BOTH_P7_S7_TR,  //# Block shot/saber top right
00800         BOTH_P7_S7_TL,  //# Block shot/saber top left
00801         BOTH_P7_S7_BL,  //# Block shot/saber bottom left
00802         BOTH_P7_S7_BR,  //# Block shot/saber bottom right
00803         //SaberStaff knockaway
00804         BOTH_K7_S7_T_,  //# knockaway saber top
00805         BOTH_K7_S7_TR,  //# knockaway saber top right
00806         BOTH_K7_S7_TL,  //# knockaway saber top left
00807         BOTH_K7_S7_BL,  //# knockaway saber bottom left
00808         BOTH_K7_S7_B_,  //# knockaway saber bottom
00809         BOTH_K7_S7_BR,  //# knockaway saber bottom right
00810         //SaberStaff attack knocked away
00811         BOTH_V7_BR_S7,  //# BR attack knocked away
00812         BOTH_V7__R_S7,  //# R attack knocked away
00813         BOTH_V7_TR_S7,  //# TR attack knocked away
00814         BOTH_V7_T__S7,  //# T attack knocked away
00815         BOTH_V7_TL_S7,  //# TL attack knocked away
00816         BOTH_V7__L_S7,  //# L attack knocked away
00817         BOTH_V7_BL_S7,  //# BL attack knocked away
00818         BOTH_V7_B__S7,  //# B attack knocked away
00819         //SaberStaff parry broken
00820         BOTH_H7_S7_T_,  //# saber knocked down from top parry
00821         BOTH_H7_S7_TR,  //# saber knocked down-left from TR parry
00822         BOTH_H7_S7_TL,  //# saber knocked down-right from TL parry
00823         BOTH_H7_S7_BL,  //# saber knocked up-right from BL parry
00824         BOTH_H7_S7_B_,  //# saber knocked up over head from ready?
00825         BOTH_H7_S7_BR,  //# saber knocked up-left from BR parry
00826         //Sabers locked anims
00827         //* #sep BOTH_ SABER LOCKED ANIMS
00828         //BOTH_(DL, S, ST)_(DL, S, ST)_(T, S)_(L, B, SB)_1(_W, _L)
00829 //===Single locks==================================================================
00830 //SINGLE vs. DUAL
00831         //side locks - I'm using a single and they're using dual
00832         BOTH_LK_S_DL_S_B_1_L,   //normal break I lost
00833         BOTH_LK_S_DL_S_B_1_W,   //normal break I won
00834         BOTH_LK_S_DL_S_L_1,             //lock if I'm using single vs. a dual
00835         BOTH_LK_S_DL_S_SB_1_L,  //super break I lost
00836         BOTH_LK_S_DL_S_SB_1_W,  //super break I won
00837         //top locks
00838         BOTH_LK_S_DL_T_B_1_L,   //normal break I lost
00839         BOTH_LK_S_DL_T_B_1_W,   //normal break I won
00840         BOTH_LK_S_DL_T_L_1,             //lock if I'm using single vs. a dual
00841         BOTH_LK_S_DL_T_SB_1_L,  //super break I lost
00842         BOTH_LK_S_DL_T_SB_1_W,  //super break I won
00843 //SINGLE vs. STAFF
00844         //side locks
00845         BOTH_LK_S_ST_S_B_1_L,   //normal break I lost
00846         BOTH_LK_S_ST_S_B_1_W,   //normal break I won
00847         BOTH_LK_S_ST_S_L_1,             //lock if I'm using single vs. a staff
00848         BOTH_LK_S_ST_S_SB_1_L,  //super break I lost
00849         BOTH_LK_S_ST_S_SB_1_W,  //super break I won
00850         //top locks
00851         BOTH_LK_S_ST_T_B_1_L,   //normal break I lost
00852         BOTH_LK_S_ST_T_B_1_W,   //normal break I won
00853         BOTH_LK_S_ST_T_L_1,             //lock if I'm using single vs. a staff
00854         BOTH_LK_S_ST_T_SB_1_L,  //super break I lost
00855         BOTH_LK_S_ST_T_SB_1_W,  //super break I won
00856 //SINGLE vs. SINGLE
00857         //side locks
00858         BOTH_LK_S_S_S_B_1_L,    //normal break I lost
00859         BOTH_LK_S_S_S_B_1_W,    //normal break I won
00860         BOTH_LK_S_S_S_L_1,              //lock if I'm using single vs. a single and I initiated
00861         BOTH_LK_S_S_S_SB_1_L,   //super break I lost
00862         BOTH_LK_S_S_S_SB_1_W,   //super break I won
00863         //top locks
00864         BOTH_LK_S_S_T_B_1_L,    //normal break I lost
00865         BOTH_LK_S_S_T_B_1_W,    //normal break I won
00866         BOTH_LK_S_S_T_L_1,              //lock if I'm using single vs. a single and I initiated
00867         BOTH_LK_S_S_T_SB_1_L,   //super break I lost
00868         BOTH_LK_S_S_T_SB_1_W,   //super break I won
00869 //===Dual Saber locks==================================================================
00870 //DUAL vs. DUAL 
00871         //side locks
00872         BOTH_LK_DL_DL_S_B_1_L,  //normal break I lost
00873         BOTH_LK_DL_DL_S_B_1_W,  //normal break I won
00874         BOTH_LK_DL_DL_S_L_1,    //lock if I'm using dual vs. dual and I initiated
00875         BOTH_LK_DL_DL_S_SB_1_L, //super break I lost
00876         BOTH_LK_DL_DL_S_SB_1_W, //super break I won
00877         //top locks
00878         BOTH_LK_DL_DL_T_B_1_L,  //normal break I lost
00879         BOTH_LK_DL_DL_T_B_1_W,  //normal break I won
00880         BOTH_LK_DL_DL_T_L_1,    //lock if I'm using dual vs. dual and I initiated
00881         BOTH_LK_DL_DL_T_SB_1_L, //super break I lost
00882         BOTH_LK_DL_DL_T_SB_1_W, //super break I won
00883 //DUAL vs. STAFF
00884         //side locks
00885         BOTH_LK_DL_ST_S_B_1_L,  //normal break I lost
00886         BOTH_LK_DL_ST_S_B_1_W,  //normal break I won
00887         BOTH_LK_DL_ST_S_L_1,    //lock if I'm using dual vs. a staff
00888         BOTH_LK_DL_ST_S_SB_1_L, //super break I lost
00889         BOTH_LK_DL_ST_S_SB_1_W, //super break I won
00890         //top locks
00891         BOTH_LK_DL_ST_T_B_1_L,  //normal break I lost
00892         BOTH_LK_DL_ST_T_B_1_W,  //normal break I won
00893         BOTH_LK_DL_ST_T_L_1,    //lock if I'm using dual vs. a staff
00894         BOTH_LK_DL_ST_T_SB_1_L, //super break I lost
00895         BOTH_LK_DL_ST_T_SB_1_W, //super break I won
00896 //DUAL vs. SINGLE
00897         //side locks
00898         BOTH_LK_DL_S_S_B_1_L,   //normal break I lost
00899         BOTH_LK_DL_S_S_B_1_W,   //normal break I won
00900         BOTH_LK_DL_S_S_L_1,             //lock if I'm using dual vs. a single
00901         BOTH_LK_DL_S_S_SB_1_L,  //super break I lost
00902         BOTH_LK_DL_S_S_SB_1_W,  //super break I won
00903         //top locks
00904         BOTH_LK_DL_S_T_B_1_L,   //normal break I lost
00905         BOTH_LK_DL_S_T_B_1_W,   //normal break I won
00906         BOTH_LK_DL_S_T_L_1,             //lock if I'm using dual vs. a single
00907         BOTH_LK_DL_S_T_SB_1_L,  //super break I lost
00908         BOTH_LK_DL_S_T_SB_1_W,  //super break I won
00909 //===Saber Staff locks==================================================================
00910 //STAFF vs. DUAL
00911         //side locks
00912         BOTH_LK_ST_DL_S_B_1_L,  //normal break I lost
00913         BOTH_LK_ST_DL_S_B_1_W,  //normal break I won
00914         BOTH_LK_ST_DL_S_L_1,    //lock if I'm using staff vs. dual
00915         BOTH_LK_ST_DL_S_SB_1_L, //super break I lost
00916         BOTH_LK_ST_DL_S_SB_1_W, //super break I won
00917         //top locks
00918         BOTH_LK_ST_DL_T_B_1_L,  //normal break I lost
00919         BOTH_LK_ST_DL_T_B_1_W,  //normal break I won
00920         BOTH_LK_ST_DL_T_L_1,    //lock if I'm using staff vs. dual
00921         BOTH_LK_ST_DL_T_SB_1_L, //super break I lost
00922         BOTH_LK_ST_DL_T_SB_1_W, //super break I won
00923 //STAFF vs. STAFF
00924         //side locks
00925         BOTH_LK_ST_ST_S_B_1_L,  //normal break I lost
00926         BOTH_LK_ST_ST_S_B_1_W,  //normal break I won
00927         BOTH_LK_ST_ST_S_L_1,    //lock if I'm using staff vs. a staff and I initiated
00928         BOTH_LK_ST_ST_S_SB_1_L, //super break I lost
00929         BOTH_LK_ST_ST_S_SB_1_W, //super break I won
00930         //top locks
00931         BOTH_LK_ST_ST_T_B_1_L,  //normal break I lost
00932         BOTH_LK_ST_ST_T_B_1_W,  //normal break I won
00933         BOTH_LK_ST_ST_T_L_1,    //lock if I'm using staff vs. a staff and I initiated
00934         BOTH_LK_ST_ST_T_SB_1_L, //super break I lost
00935         BOTH_LK_ST_ST_T_SB_1_W, //super break I won
00936 //STAFF vs. SINGLE
00937         //side locks
00938         BOTH_LK_ST_S_S_B_1_L,   //normal break I lost
00939         BOTH_LK_ST_S_S_B_1_W,   //normal break I won
00940         BOTH_LK_ST_S_S_L_1,             //lock if I'm using staff vs. a single
00941         BOTH_LK_ST_S_S_SB_1_L,  //super break I lost
00942         BOTH_LK_ST_S_S_SB_1_W,  //super break I won
00943         //top locks
00944         BOTH_LK_ST_S_T_B_1_L,   //normal break I lost
00945         BOTH_LK_ST_S_T_B_1_W,   //normal break I won
00946         BOTH_LK_ST_S_T_L_1,             //lock if I'm using staff vs. a single
00947         BOTH_LK_ST_S_T_SB_1_L,  //super break I lost
00948         BOTH_LK_ST_S_T_SB_1_W,  //super break I won
00949 //Special cases for same saber style vs. each other (won't fit in nice 5-anim size lists above)
00950         BOTH_LK_S_S_S_L_2,              //lock if I'm using single vs. a single and other intitiated
00951         BOTH_LK_S_S_T_L_2,              //lock if I'm using single vs. a single and other initiated
00952         BOTH_LK_DL_DL_S_L_2,    //lock if I'm using dual vs. dual and other initiated
00953         BOTH_LK_DL_DL_T_L_2,    //lock if I'm using dual vs. dual and other initiated
00954         BOTH_LK_ST_ST_S_L_2,    //lock if I'm using staff vs. a staff and other initiated
00955         BOTH_LK_ST_ST_T_L_2,    //lock if I'm using staff vs. a staff and other initiated
00956 //===End Saber locks==================================================================
00957         //old locks
00958         BOTH_BF2RETURN, //#
00959         BOTH_BF2BREAK,  //#
00960         BOTH_BF2LOCK,   //#
00961         BOTH_BF1RETURN, //#
00962         BOTH_BF1BREAK,  //#
00963         BOTH_BF1LOCK,   //#
00964         BOTH_CWCIRCLE_R2__R_S1, //#
00965         BOTH_CCWCIRCLE_R2__L_S1,        //#
00966         BOTH_CWCIRCLE_A2__L__R, //#
00967         BOTH_CCWCIRCLE_A2__R__L,        //#
00968         BOTH_CWCIRCLEBREAK,     //#
00969         BOTH_CCWCIRCLEBREAK,    //#
00970         BOTH_CWCIRCLELOCK,      //#
00971         BOTH_CCWCIRCLELOCK,     //#
00972         //other saber anims
00973         //* #sep BOTH_ SABER MISC ANIMS
00974         BOTH_SABERFAST_STANCE,
00975         BOTH_SABERSLOW_STANCE,
00976         BOTH_SABERDUAL_STANCE,
00977         BOTH_SABERSTAFF_STANCE,
00978         BOTH_A2_STABBACK1,              //# Stab saber backward
00979         BOTH_ATTACK_BACK,               //# Swing around backwards and attack
00980         BOTH_JUMPFLIPSLASHDOWN1,//#
00981         BOTH_JUMPFLIPSTABDOWN,//#
00982         BOTH_FORCELEAP2_T__B_,//#
00983         BOTH_LUNGE2_B__T_,//#
00984         BOTH_CROUCHATTACKBACK1,//#
00985         //New specials for JKA:
00986         BOTH_JUMPATTACK6,//#
00987         BOTH_JUMPATTACK7,//#
00988         BOTH_SPINATTACK6,//#
00989         BOTH_SPINATTACK7,//#
00990         BOTH_S1_S6,//#  From stand1 to saberdual stance - turning on your dual sabers
00991         BOTH_S6_S1,//#  From dualstaff stance to stand1 - turning off your dual sabers
00992         BOTH_S1_S7,//#  From stand1 to saberstaff stance - turning on your saberstaff
00993         BOTH_S7_S1,//#  From saberstaff stance to stand1 - turning off your saberstaff
00994         BOTH_FORCELONGLEAP_START,
00995         BOTH_FORCELONGLEAP_ATTACK,
00996         BOTH_FORCELONGLEAP_LAND,
00997         BOTH_FORCEWALLRUNFLIP_START,
00998         BOTH_FORCEWALLRUNFLIP_END,
00999         BOTH_FORCEWALLRUNFLIP_ALT,
01000         BOTH_FORCEWALLREBOUND_FORWARD,
01001         BOTH_FORCEWALLREBOUND_LEFT,
01002         BOTH_FORCEWALLREBOUND_BACK,
01003         BOTH_FORCEWALLREBOUND_RIGHT,
01004         BOTH_FORCEWALLHOLD_FORWARD,
01005         BOTH_FORCEWALLHOLD_LEFT,
01006         BOTH_FORCEWALLHOLD_BACK,
01007         BOTH_FORCEWALLHOLD_RIGHT,
01008         BOTH_FORCEWALLRELEASE_FORWARD,
01009         BOTH_FORCEWALLRELEASE_LEFT,
01010         BOTH_FORCEWALLRELEASE_BACK,
01011         BOTH_FORCEWALLRELEASE_RIGHT,
01012         BOTH_A7_KICK_F,
01013         BOTH_A7_KICK_B,
01014         BOTH_A7_KICK_R,
01015         BOTH_A7_KICK_L,
01016         BOTH_A7_KICK_S,
01017         BOTH_A7_KICK_BF,
01018         BOTH_A7_KICK_BF_STOP,
01019         BOTH_A7_KICK_RL,
01020         BOTH_A7_KICK_F_AIR,
01021         BOTH_A7_KICK_B_AIR,
01022         BOTH_A7_KICK_R_AIR,
01023         BOTH_A7_KICK_L_AIR,
01024         BOTH_FLIP_ATTACK7,
01025         BOTH_FLIP_HOLD7,
01026         BOTH_FLIP_LAND,
01027         BOTH_PULL_IMPALE_STAB,
01028         BOTH_PULL_IMPALE_SWING,
01029         BOTH_PULLED_INAIR_B,
01030         BOTH_PULLED_INAIR_F,
01031         BOTH_STABDOWN,
01032         BOTH_STABDOWN_STAFF,
01033         BOTH_STABDOWN_DUAL,
01034         BOTH_A6_SABERPROTECT,
01035         BOTH_A7_SOULCAL,
01036         BOTH_A1_SPECIAL,
01037         BOTH_A2_SPECIAL,
01038         BOTH_A3_SPECIAL,
01039         BOTH_ROLL_STAB,
01040 
01041         //# #sep BOTH_ STANDING
01042         BOTH_STAND1,                    //# Standing idle, no weapon, hands down
01043         BOTH_STAND1IDLE1,               //# Random standing idle
01044         BOTH_STAND2,                    //# Standing idle with a saber
01045         BOTH_STAND2IDLE1,               //# Random standing idle
01046         BOTH_STAND2IDLE2,               //# Random standing idle
01047         BOTH_STAND3,                    //# Standing idle with 2-handed weapon
01048         BOTH_STAND3IDLE1,               //# Random standing idle
01049         BOTH_STAND4,                    //# hands clasp behind back
01050         BOTH_STAND5,                    //# standing idle, no weapon, hand down, back straight
01051         BOTH_STAND5IDLE1,               //# Random standing idle
01052         BOTH_STAND6,                    //# one handed, gun at side, relaxed stand
01053         BOTH_STAND8,                    //# both hands on hips (male)
01054         BOTH_STAND1TO2,                 //# Transition from stand1 to stand2
01055         BOTH_STAND2TO1,                 //# Transition from stand2 to stand1
01056         BOTH_STAND2TO4,                 //# Transition from stand2 to stand4
01057         BOTH_STAND4TO2,                 //# Transition from stand4 to stand2
01058         BOTH_STAND4TOATTACK2,   //# relaxed stand to 1-handed pistol ready
01059         BOTH_STANDUP2,                  //# Luke standing up from his meditation platform (cin # 37)
01060         BOTH_STAND5TOSIT3,              //# transition from stand 5 to sit 3
01061         BOTH_STAND1TOSTAND5,    //# Transition from stand1 to stand5
01062         BOTH_STAND5TOSTAND1,    //# Transition from stand5 to stand1
01063         BOTH_STAND5TOAIM,               //# Transition of Kye aiming his gun at Desann (cin #9) 
01064         BOTH_STAND5STARTLEDLOOKLEFT,    //# Kyle turning to watch the bridge drop (cin #9) 
01065         BOTH_STARTLEDLOOKLEFTTOSTAND5,  //# Kyle returning to stand 5 from watching the bridge drop (cin #9) 
01066         BOTH_STAND5TOSTAND8,    //# Transition from stand5 to stand8
01067         BOTH_STAND7TOSTAND8,    //# Tavion putting hands on back of chair (cin #11)
01068         BOTH_STAND8TOSTAND5,    //# Transition from stand8 to stand5
01069         BOTH_STAND9,                    //# Kyle's standing idle, no weapon, hands down
01070         BOTH_STAND9IDLE1,               //# Kyle's random standing idle
01071         BOTH_STAND5SHIFTWEIGHT, //# Weightshift from stand5 to side and back to stand5
01072         BOTH_STAND5SHIFTWEIGHTSTART,    //# From stand5 to side
01073         BOTH_STAND5SHIFTWEIGHTSTOP,             //# From side to stand5
01074         BOTH_STAND5TURNLEFTSTART,               //# Start turning left from stand5
01075         BOTH_STAND5TURNLEFTSTOP,                //# Stop turning left from stand5
01076         BOTH_STAND5TURNRIGHTSTART,              //# Start turning right from stand5
01077         BOTH_STAND5TURNRIGHTSTOP,               //# Stop turning right from stand5
01078         BOTH_STAND5LOOK180LEFTSTART,    //# Start looking over left shoulder (cin #17)
01079         BOTH_STAND5LOOK180LEFTSTOP,     //# Stop looking over left shoulder (cin #17)
01080 
01081         BOTH_CONSOLE1START,             //# typing at a console
01082         BOTH_CONSOLE1,                  //# typing at a console
01083         BOTH_CONSOLE1STOP,              //# typing at a console
01084         BOTH_CONSOLE2START,             //# typing at a console with comm link in hand (cin #5) 
01085         BOTH_CONSOLE2,                  //# typing at a console with comm link in hand (cin #5) 
01086         BOTH_CONSOLE2STOP,              //# typing at a console with comm link in hand (cin #5) 
01087         BOTH_CONSOLE2HOLDCOMSTART,      //# lean in to type at console while holding comm link in hand (cin #5) 
01088         BOTH_CONSOLE2HOLDCOMSTOP,       //# lean away after typing at console while holding comm link in hand (cin #5) 
01089 
01090         BOTH_GUARD_LOOKAROUND1, //# Cradling weapon and looking around
01091         BOTH_GUARD_IDLE1,               //# Cradling weapon and standing
01092         BOTH_GESTURE1,                  //# Generic gesture, non-specific
01093         BOTH_GESTURE2,                  //# Generic gesture, non-specific
01094         BOTH_WALK1TALKCOMM1,    //# Talking into coom link while walking
01095         BOTH_TALK1,                             //# Generic talk anim
01096         BOTH_TALK2,                             //# Generic talk anim
01097         BOTH_TALKCOMM1START,    //# Start talking into a comm link
01098         BOTH_TALKCOMM1,                 //# Talking into a comm link
01099         BOTH_TALKCOMM1STOP,             //# Stop talking into a comm link
01100         BOTH_TALKGESTURE1,              //# Generic talk anim
01101         
01102         BOTH_HEADTILTLSTART,            //# Head tilt to left
01103         BOTH_HEADTILTLSTOP,                     //# Head tilt to left
01104         BOTH_HEADTILTRSTART,            //# Head tilt to right
01105         BOTH_HEADTILTRSTOP,                     //# Head tilt to right
01106         BOTH_HEADNOD,                           //# Head shake YES
01107         BOTH_HEADSHAKE,                         //# Head shake NO
01108         BOTH_SIT2HEADTILTLSTART,        //# Head tilt to left from seated position 2
01109         BOTH_SIT2HEADTILTLSTOP,         //# Head tilt to left from seated position 2
01110  
01111         BOTH_REACH1START,               //# Monmothma reaching for crystal
01112         BOTH_REACH1STOP,                //# Monmothma reaching for crystal
01113 
01114         BOTH_COME_ON1,                          //# Jan gesturing to Kyle (cin #32a)
01115         BOTH_STEADYSELF1,                       //# Jan trying to keep footing (cin #32a)
01116         BOTH_STEADYSELF1END,            //# Return hands to side from STEADSELF1 Kyle (cin#5)
01117         BOTH_SILENCEGESTURE1,           //# Luke silencing Kyle with a raised hand (cin #37)
01118         BOTH_REACHFORSABER1,            //# Luke holding hand out for Kyle's saber (cin #37)
01119         BOTH_SABERKILLER1,                      //# Tavion about to strike Jan with saber (cin #9)
01120         BOTH_SABERKILLEE1,                      //# Jan about to be struck by Tavion with saber (cin #9)
01121         BOTH_HUGGER1,                   //# Kyle hugging Jan (cin #29)
01122         BOTH_HUGGERSTOP1,               //# Kyle stop hugging Jan but don't let her go (cin #29)
01123         BOTH_HUGGEE1,                   //# Jan being hugged (cin #29)
01124         BOTH_HUGGEESTOP1,               //# Jan stop being hugged but don't let go (cin #29)
01125 
01126         BOTH_SABERTHROW1START,          //# Desann throwing his light saber (cin #26)
01127         BOTH_SABERTHROW1STOP,           //# Desann throwing his light saber (cin #26)
01128         BOTH_SABERTHROW2START,          //# Kyle throwing his light saber (cin #32)
01129         BOTH_SABERTHROW2STOP,           //# Kyle throwing his light saber (cin #32)
01130 
01131         //# #sep BOTH_ SITTING/CROUCHING
01132         BOTH_SIT1,                              //# Normal chair sit.
01133         BOTH_SIT2,                              //# Lotus position.
01134         BOTH_SIT3,                              //# Sitting in tired position, elbows on knees
01135 
01136         BOTH_SIT2TOSTAND5,              //# Transition from sit 2 to stand 5
01137         BOTH_STAND5TOSIT2,              //# Transition from stand 5 to sit 2
01138         BOTH_SIT2TOSIT4,                //# Trans from sit2 to sit4 (cin #12) Luke leaning back from lotus position.
01139         BOTH_SIT3TOSTAND5,              //# transition from sit 3 to stand 5
01140 
01141         BOTH_CROUCH1,                   //# Transition from standing to crouch
01142         BOTH_CROUCH1IDLE,               //# Crouching idle
01143         BOTH_CROUCH1WALK,               //# Walking while crouched
01144         BOTH_CROUCH1WALKBACK,   //# Walking while crouched
01145         BOTH_UNCROUCH1,                 //# Transition from crouch to standing
01146         BOTH_CROUCH2TOSTAND1,   //# going from crouch2 to stand1
01147         BOTH_CROUCH3,                   //# Desann crouching down to Kyle (cin 9)
01148         BOTH_UNCROUCH3,                 //# Desann uncrouching down to Kyle (cin 9)
01149         BOTH_CROUCH4,                   //# Slower version of crouch1 for cinematics
01150         BOTH_UNCROUCH4,                 //# Slower version of uncrouch1 for cinematics
01151 
01152         BOTH_GUNSIT1,                   //# sitting on an emplaced gun.
01153 
01154         // Swoop Vehicle animations.
01155         //* #sep BOTH_ SWOOP ANIMS
01156         BOTH_VS_MOUNT_L,                        //# Mount from left             
01157         BOTH_VS_DISMOUNT_L,                     //# Dismount to left            
01158         BOTH_VS_MOUNT_R,                        //# Mount from  right (symmetry)                
01159         BOTH_VS_DISMOUNT_R,                     //# DISMOUNT TO  RIGHT (SYMMETRY)               
01160 
01161         BOTH_VS_MOUNTJUMP_L,            //#
01162         BOTH_VS_MOUNTTHROW,                     //# Land on an occupied vehicle & throw off current pilot
01163         BOTH_VS_MOUNTTHROW_L,           //# Land on an occupied vehicle & throw off current pilot
01164         BOTH_VS_MOUNTTHROW_R,           //# Land on an occupied vehicle & throw off current pilot
01165         BOTH_VS_MOUNTTHROWEE,           //# Current pilot getting thrown off by another guy
01166 
01167         BOTH_VS_LOOKLEFT,                       //# Turn & Look behind and to the left (no weapon)              
01168         BOTH_VS_LOOKRIGHT,                      //# Turn & Look behind and to the right (no weapon)             
01169 
01170         BOTH_VS_TURBO,                          //# Hit The Turbo Button
01171 
01172         BOTH_VS_REV,                            //# Player looks back as swoop reverses         
01173 
01174         BOTH_VS_AIR,                            //# Player stands up when swoop is airborn              
01175         BOTH_VS_AIR_G,                          //# "" with Gun
01176         BOTH_VS_AIR_SL,                         //# "" with Saber Left
01177         BOTH_VS_AIR_SR,                         //# "" with Saber Right
01178 
01179         BOTH_VS_LAND,                           //# Player bounces down when swoop lands                
01180         BOTH_VS_LAND_G,                         //#  "" with Gun
01181         BOTH_VS_LAND_SL,                        //#  "" with Saber Left
01182         BOTH_VS_LAND_SR,                        //#  "" with Saber Right
01183 
01184         BOTH_VS_IDLE,                           //# Sit
01185         BOTH_VS_IDLE_G,                         //# Sit (gun)
01186         BOTH_VS_IDLE_SL,                        //# Sit (saber left)            
01187         BOTH_VS_IDLE_SR,                        //# Sit (saber right)           
01188 
01189         BOTH_VS_LEANL,                          //# Lean left
01190         BOTH_VS_LEANL_G,                        //# Lean left (gun)             
01191         BOTH_VS_LEANL_SL,                       //# Lean left (saber left)              
01192         BOTH_VS_LEANL_SR,                       //# Lean left (saber right)             
01193 
01194         BOTH_VS_LEANR,                          //# Lean right          
01195         BOTH_VS_LEANR_G,                        //# Lean right (gun)            
01196         BOTH_VS_LEANR_SL,                       //# Lean right (saber left)             
01197         BOTH_VS_LEANR_SR,                       //# Lean right (saber right)            
01198                                 
01199         BOTH_VS_ATL_S,                          //# Attack left with saber              
01200         BOTH_VS_ATR_S,                          //# Attack right with saber             
01201         BOTH_VS_ATR_TO_L_S,                     //# Attack toss saber from right to left hand
01202         BOTH_VS_ATL_TO_R_S,                     //# Attack toss saber from left to right hand
01203         BOTH_VS_ATR_G,                          //# Attack right with gun (90)          
01204         BOTH_VS_ATL_G,                          //# Attack left with gun (90)           
01205         BOTH_VS_ATF_G,                          //# Attack forward with gun             
01206 
01207         BOTH_VS_PAIN1,                          //# Pain
01208 
01209         // Added 12/04/02 by Aurelio.
01210         //* #sep BOTH_ TAUNTAUN ANIMS
01211         BOTH_VT_MOUNT_L,                //# Mount from left     
01212         BOTH_VT_MOUNT_R,                //# Mount from right
01213         BOTH_VT_MOUNT_B,                //# Mount from air, behind
01214         BOTH_VT_DISMOUNT,               //# Dismount for tauntaun
01215         BOTH_VT_DISMOUNT_L,             //# Dismount to tauntauns left  
01216         BOTH_VT_DISMOUNT_R,             //# Dismount to tauntauns right (symmetry)      
01217 
01218         BOTH_VT_WALK_FWD,               //# Walk forward        
01219         BOTH_VT_WALK_REV,               //# Walk backward       
01220         BOTH_VT_WALK_FWD_L,             //# walk lean left
01221         BOTH_VT_WALK_FWD_R,             //# Walk lean right
01222         BOTH_VT_RUN_FWD,                //# Run forward 
01223         BOTH_VT_RUN_REV,                //# Look backwards while running (not weapon specific)  
01224         BOTH_VT_RUN_FWD_L,              //# Run lean left
01225         BOTH_VT_RUN_FWD_R,              //# Run lean right
01226 
01227         BOTH_VT_SLIDEF,                 //# Tauntaun slides forward with abrupt stop    
01228         BOTH_VT_AIR,                    //# Tauntaun jump       
01229         BOTH_VT_ATB,                    //# Tauntaun tail swipe 
01230         BOTH_VT_PAIN1,                  //# Pain        
01231         BOTH_VT_DEATH1,                 //# Die 
01232         BOTH_VT_STAND,                  //# Stand still and breath      
01233         BOTH_VT_BUCK,                   //# Tauntaun bucking loop animation     
01234 
01235         BOTH_VT_LAND,                   //# Player bounces down when tauntaun lands     
01236         BOTH_VT_TURBO,                  //# Hit The Turbo Button
01237         BOTH_VT_IDLE_SL,                //# Sit (saber left)            
01238         BOTH_VT_IDLE_SR,                //# Sit (saber right)           
01239 
01240         BOTH_VT_IDLE,                   //# Sit with no weapon selected 
01241         BOTH_VT_IDLE1,                  //# Sit with no weapon selected 
01242         BOTH_VT_IDLE_S,                 //# Sit with saber selected     
01243         BOTH_VT_IDLE_G,                 //# Sit with gun selected       
01244         BOTH_VT_IDLE_T,                 //# Sit with thermal grenade selected
01245 
01246         BOTH_VT_ATL_S,                  //# Attack left with saber      
01247         BOTH_VT_ATR_S,                  //# Attack right with saber     
01248         BOTH_VT_ATR_TO_L_S,             //# Attack toss saber from right to left hand
01249         BOTH_VT_ATL_TO_R_S,             //# Attack toss saber from left to right hand
01250         BOTH_VT_ATR_G,                  //# Attack right with gun (90)  
01251         BOTH_VT_ATL_G,                  //# Attack left with gun (90)   
01252         BOTH_VT_ATF_G,                  //# Attack forward with gun     
01253 
01254 
01255         // Added 2/26/02 by Aurelio.
01256         //* #sep BOTH_ FIGHTER ANIMS
01257         BOTH_GEARS_OPEN,
01258         BOTH_GEARS_CLOSE,
01259         BOTH_WINGS_OPEN,
01260         BOTH_WINGS_CLOSE,
01261 
01262         BOTH_DEATH14_UNGRIP,    //# Desann's end death (cin #35)
01263         BOTH_DEATH14_SITUP,             //# Tavion sitting up after having been thrown (cin #23)
01264         BOTH_KNEES1,                    //# Tavion on her knees
01265         BOTH_KNEES2,                    //# Tavion on her knees looking down
01266         BOTH_KNEES2TO1,                 //# Transition of KNEES2 to KNEES1
01267 
01268         //# #sep BOTH_ MOVING
01269         BOTH_WALK1,                             //# Normal walk
01270         BOTH_WALK2,                             //# Normal walk
01271         BOTH_WALK_STAFF,                //# Walk with saberstaff turned on
01272         BOTH_WALKBACK_STAFF,    //# Walk backwards with saberstaff turned on
01273         BOTH_WALK_DUAL,                 //# Walk with dual turned on
01274         BOTH_WALKBACK_DUAL,             //# Walk backwards with dual turned on
01275         BOTH_WALK5,                             //# Tavion taunting Kyle (cin 22)
01276         BOTH_WALK6,                             //# Slow walk for Luke (cin 12)
01277         BOTH_WALK7,                             //# Fast walk
01278         BOTH_RUN1,                              //# Full run
01279         BOTH_RUN1START,                 //# Start into full run1
01280         BOTH_RUN1STOP,                  //# Stop from full run1
01281         BOTH_RUN2,                              //# Full run
01282         BOTH_RUN1TORUN2,                //# Wampa run anim transition
01283         BOTH_RUN2TORUN1,                //# Wampa run anim transition
01284         BOTH_RUN4,                              //# Jawa Run
01285         BOTH_RUN_STAFF,                 //# Run with saberstaff turned on
01286         BOTH_RUNBACK_STAFF,             //# Run backwards with saberstaff turned on
01287         BOTH_RUN_DUAL,                  //# Run with dual turned on
01288         BOTH_RUNBACK_DUAL,              //# Run backwards with dual turned on
01289         BOTH_STRAFE_LEFT1,              //# Sidestep left, should loop
01290         BOTH_STRAFE_RIGHT1,             //# Sidestep right, should loop
01291         BOTH_RUNSTRAFE_LEFT1,   //# Sidestep left, should loop
01292         BOTH_RUNSTRAFE_RIGHT1,  //# Sidestep right, should loop
01293         BOTH_TURN_LEFT1,                //# Turn left, should loop
01294         BOTH_TURN_RIGHT1,               //# Turn right, should loop
01295         BOTH_TURNSTAND1,                //# Turn from STAND1 position
01296         BOTH_TURNSTAND2,                //# Turn from STAND2 position
01297         BOTH_TURNSTAND3,                //# Turn from STAND3 position
01298         BOTH_TURNSTAND4,                //# Turn from STAND4 position
01299         BOTH_TURNSTAND5,                //# Turn from STAND5 position
01300         BOTH_TURNCROUCH1,               //# Turn from CROUCH1 position
01301 
01302         BOTH_WALKBACK1,                 //# Walk1 backwards
01303         BOTH_WALKBACK2,                 //# Walk2 backwards
01304         BOTH_RUNBACK1,                  //# Run1 backwards
01305         BOTH_RUNBACK2,                  //# Run1 backwards
01306         
01307         //# #sep BOTH_ JUMPING
01308         BOTH_JUMP1,                             //# Jump - wind-up and leave ground
01309         BOTH_INAIR1,                    //# In air loop (from jump)
01310         BOTH_LAND1,                             //# Landing (from in air loop)
01311         BOTH_LAND2,                             //# Landing Hard (from a great height)
01312 
01313         BOTH_JUMPBACK1,                 //# Jump backwards - wind-up and leave ground
01314         BOTH_INAIRBACK1,                //# In air loop (from jump back)
01315         BOTH_LANDBACK1,                 //# Landing backwards(from in air loop)
01316 
01317         BOTH_JUMPLEFT1,                 //# Jump left - wind-up and leave ground
01318         BOTH_INAIRLEFT1,                //# In air loop (from jump left)
01319         BOTH_LANDLEFT1,                 //# Landing left(from in air loop)
01320 
01321         BOTH_JUMPRIGHT1,                //# Jump right - wind-up and leave ground
01322         BOTH_INAIRRIGHT1,               //# In air loop (from jump right)
01323         BOTH_LANDRIGHT1,                //# Landing right(from in air loop)
01324 
01325         BOTH_FORCEJUMP1,                //# Jump - wind-up and leave ground
01326         BOTH_FORCEINAIR1,               //# In air loop (from jump)
01327         BOTH_FORCELAND1,                //# Landing (from in air loop)
01328 
01329         BOTH_FORCEJUMPBACK1,    //# Jump backwards - wind-up and leave ground
01330         BOTH_FORCEINAIRBACK1,   //# In air loop (from jump back)
01331         BOTH_FORCELANDBACK1,    //# Landing backwards(from in air loop)
01332 
01333         BOTH_FORCEJUMPLEFT1,    //# Jump left - wind-up and leave ground
01334         BOTH_FORCEINAIRLEFT1,   //# In air loop (from jump left)
01335         BOTH_FORCELANDLEFT1,    //# Landing left(from in air loop)
01336 
01337         BOTH_FORCEJUMPRIGHT1,   //# Jump right - wind-up and leave ground
01338         BOTH_FORCEINAIRRIGHT1,  //# In air loop (from jump right)
01339         BOTH_FORCELANDRIGHT1,   //# Landing right(from in air loop)
01340         //# #sep BOTH_ ACROBATICS
01341         BOTH_FLIP_F,                    //# Flip forward
01342         BOTH_FLIP_B,                    //# Flip backwards
01343         BOTH_FLIP_L,                    //# Flip left
01344         BOTH_FLIP_R,                    //# Flip right
01345 
01346         BOTH_ROLL_F,                    //# Roll forward
01347         BOTH_ROLL_B,                    //# Roll backward
01348         BOTH_ROLL_L,                    //# Roll left
01349         BOTH_ROLL_R,                    //# Roll right
01350 
01351         BOTH_HOP_F,                             //# quickstep forward
01352         BOTH_HOP_B,                             //# quickstep backwards
01353         BOTH_HOP_L,                             //# quickstep left
01354         BOTH_HOP_R,                             //# quickstep right
01355 
01356         BOTH_DODGE_FL,                  //# lean-dodge forward left
01357         BOTH_DODGE_FR,                  //# lean-dodge forward right
01358         BOTH_DODGE_BL,                  //# lean-dodge backwards left
01359         BOTH_DODGE_BR,                  //# lean-dodge backwards right
01360         BOTH_DODGE_L,                   //# lean-dodge left
01361         BOTH_DODGE_R,                   //# lean-dodge right
01362         BOTH_DODGE_HOLD_FL,                     //# lean-dodge pose forward left
01363         BOTH_DODGE_HOLD_FR,                     //# lean-dodge pose forward right
01364         BOTH_DODGE_HOLD_BL,                     //# lean-dodge pose backwards left
01365         BOTH_DODGE_HOLD_BR,                     //# lean-dodge pose backwards right
01366         BOTH_DODGE_HOLD_L,                      //# lean-dodge pose left
01367         BOTH_DODGE_HOLD_R,                      //# lean-dodge pose right
01368 
01369         //MP taunt anims
01370         BOTH_ENGAGETAUNT,
01371         BOTH_BOW,
01372         BOTH_MEDITATE,
01373         BOTH_MEDITATE_END,
01374         BOTH_SHOWOFF_FAST,
01375         BOTH_SHOWOFF_MEDIUM,
01376         BOTH_SHOWOFF_STRONG,
01377         BOTH_SHOWOFF_DUAL,
01378         BOTH_SHOWOFF_STAFF,
01379         BOTH_VICTORY_FAST,
01380         BOTH_VICTORY_MEDIUM,
01381         BOTH_VICTORY_STRONG,
01382         BOTH_VICTORY_DUAL,
01383         BOTH_VICTORY_STAFF,
01384         //other saber/acro anims
01385         BOTH_ARIAL_LEFT,                //# 
01386         BOTH_ARIAL_RIGHT,               //# 
01387         BOTH_CARTWHEEL_LEFT,    //# 
01388         BOTH_CARTWHEEL_RIGHT,   //# 
01389         BOTH_FLIP_LEFT,                 //# 
01390         BOTH_FLIP_BACK1,                //# 
01391         BOTH_FLIP_BACK2,                //# 
01392         BOTH_FLIP_BACK3,                //# 
01393         BOTH_BUTTERFLY_LEFT,    //# 
01394         BOTH_BUTTERFLY_RIGHT,   //# 
01395         BOTH_WALL_RUN_RIGHT,    //# 
01396         BOTH_WALL_RUN_RIGHT_FLIP,//#
01397         BOTH_WALL_RUN_RIGHT_STOP,//# 
01398         BOTH_WALL_RUN_LEFT,             //# 
01399         BOTH_WALL_RUN_LEFT_FLIP,//#
01400         BOTH_WALL_RUN_LEFT_STOP,//# 
01401         BOTH_WALL_FLIP_RIGHT,   //# 
01402         BOTH_WALL_FLIP_LEFT,    //# 
01403         BOTH_KNOCKDOWN1,                //# knocked backwards
01404         BOTH_KNOCKDOWN2,                //# knocked backwards hard
01405         BOTH_KNOCKDOWN3,                //#     knocked forwards
01406         BOTH_KNOCKDOWN4,                //# knocked backwards from crouch
01407         BOTH_KNOCKDOWN5,                //# dupe of 3 - will be removed
01408         BOTH_GETUP1,                    //#
01409         BOTH_GETUP2,                    //#
01410         BOTH_GETUP3,                    //#
01411         BOTH_GETUP4,                    //#
01412         BOTH_GETUP5,                    //#
01413         BOTH_GETUP_CROUCH_F1,   //#
01414         BOTH_GETUP_CROUCH_B1,   //#
01415         BOTH_FORCE_GETUP_F1,    //#
01416         BOTH_FORCE_GETUP_F2,    //#
01417         BOTH_FORCE_GETUP_B1,    //#
01418         BOTH_FORCE_GETUP_B2,    //#
01419         BOTH_FORCE_GETUP_B3,    //#
01420         BOTH_FORCE_GETUP_B4,    //#
01421         BOTH_FORCE_GETUP_B5,    //#
01422         BOTH_FORCE_GETUP_B6,    //#
01423         BOTH_GETUP_BROLL_B,     //#
01424         BOTH_GETUP_BROLL_F,     //#
01425         BOTH_GETUP_BROLL_L,     //#
01426         BOTH_GETUP_BROLL_R,     //#
01427         BOTH_GETUP_FROLL_B,     //#
01428         BOTH_GETUP_FROLL_F,     //#
01429         BOTH_GETUP_FROLL_L,     //#
01430         BOTH_GETUP_FROLL_R,     //#
01431         BOTH_WALL_FLIP_BACK1,   //#
01432         BOTH_WALL_FLIP_BACK2,   //#
01433         BOTH_SPIN1,                             //#
01434         BOTH_CEILING_CLING,             //# clinging to ceiling
01435         BOTH_CEILING_DROP,              //# dropping from ceiling cling
01436 
01437         //TESTING
01438         BOTH_FJSS_TR_BL,                //# jump spin slash tr to bl
01439         BOTH_FJSS_TL_BR,                //# jump spin slash bl to tr
01440         BOTH_RIGHTHANDCHOPPEDOFF,//#
01441         BOTH_DEFLECTSLASH__R__L_FIN,//#
01442         BOTH_BASHED1,//#
01443         BOTH_ARIAL_F1,//#
01444         BOTH_BUTTERFLY_FR1,//#
01445         BOTH_BUTTERFLY_FL1,//#
01446 
01447         //NEW SABER/JEDI/FORCE ANIMS
01448         BOTH_BACK_FLIP_UP,      //# back flip up Bonus Animation!!!!    
01449         BOTH_LOSE_SABER,        //# player losing saber (pulled from hand by force pull 4 - Kyle?)
01450         BOTH_STAFF_TAUNT,       //# taunt saberstaff                    
01451         BOTH_DUAL_TAUNT,                //# taunt dual
01452         BOTH_A6_FB,                             //# dual attack front/back              
01453         BOTH_A6_LR,                             //# dual attack left/right
01454         BOTH_A7_HILT,                   //# saber knock (alt + stand still)
01455         //Alora                 
01456         BOTH_ALORA_SPIN,                //#jump spin attack     death ballet    
01457         BOTH_ALORA_FLIP_1,              //# gymnast move 1              
01458         BOTH_ALORA_FLIP_2,              //# gymnast move 2              
01459         BOTH_ALORA_FLIP_3,              //# gymnast move3               
01460         BOTH_ALORA_FLIP_B,              //# gymnast move back           
01461         BOTH_ALORA_SPIN_THROW,  //# dual saber throw            
01462         BOTH_ALORA_SPIN_SLASH,  //# spin slash  special bonus animation!! :)    
01463         BOTH_ALORA_TAUNT,               //# special taunt
01464         //Rosh (Kothos battle)                  
01465         BOTH_ROSH_PAIN, //# hurt animation (exhausted)          
01466         BOTH_ROSH_HEAL, //# healed/rejuvenated          
01467         //Tavion                        
01468         BOTH_TAVION_SCEPTERGROUND, //# stabbing ground with sith sword shoots electricity everywhere
01469         BOTH_TAVION_SWORDPOWER,//# Tavion doing the He-Man(tm) thing
01470         BOTH_SCEPTER_START,     //#Point scepter and attack start
01471         BOTH_SCEPTER_HOLD,      //#Point scepter and attack hold
01472         BOTH_SCEPTER_STOP,      //#Point scepter and attack stop
01473         //Kyle Boss                     
01474         BOTH_KYLE_GRAB,         //# grab
01475         BOTH_KYLE_MISS,         //# miss
01476         BOTH_KYLE_PA_1,         //# hold 1
01477         BOTH_PLAYER_PA_1,       //# player getting held 1
01478         BOTH_KYLE_PA_2,         //# hold 2
01479         BOTH_PLAYER_PA_2,       //# player getting held 2
01480         BOTH_PLAYER_PA_FLY,     //# player getting knocked back from punch at end of hold 1
01481         BOTH_KYLE_PA_3,         //# hold 3
01482         BOTH_PLAYER_PA_3,       //# player getting held 3
01483         BOTH_PLAYER_PA_3_FLY,//# player getting thrown at end of hold 3
01484         //Rancor
01485         BOTH_BUCK_RIDER,        //# Rancor bucks when someone is on him
01486         //WAMPA Grabbing enemy
01487         BOTH_HOLD_START,        //#
01488         BOTH_HOLD_MISS, //#
01489         BOTH_HOLD_IDLE, //#
01490         BOTH_HOLD_END,  //#
01491         BOTH_HOLD_ATTACK,       //#
01492         BOTH_HOLD_SNIFF,        //# Sniff the guy you're holding
01493         BOTH_HOLD_DROP,         //# just drop 'em
01494         //BEING GRABBED BY WAMPA
01495         BOTH_GRABBED,   //#
01496         BOTH_RELEASED,  //#
01497         BOTH_HANG_IDLE, //#
01498         BOTH_HANG_ATTACK,       //#
01499         BOTH_HANG_PAIN, //#
01500 
01501         //# #sep BOTH_ MISC MOVEMENT
01502         BOTH_HIT1,                              //# Kyle hit by crate in cin #9
01503         BOTH_LADDER_UP1,                //# Climbing up a ladder with rungs at 16 unit intervals
01504         BOTH_LADDER_DWN1,               //# Climbing down a ladder with rungs at 16 unit intervals
01505         BOTH_LADDER_IDLE,               //#     Just sitting on the ladder
01506 
01507         //# #sep BOTH_ FLYING IDLE
01508         BOTH_FLY_SHIELDED,              //# For sentry droid, shields in
01509 
01510         //# #sep BOTH_ SWIMMING
01511         BOTH_SWIM_IDLE1,                //# Swimming Idle 1
01512         BOTH_SWIMFORWARD,               //# Swim forward loop
01513         BOTH_SWIMBACKWARD,              //# Swim backward loop
01514 
01515         //# #sep BOTH_ LYING
01516         BOTH_SLEEP1,                    //# laying on back-rknee up-rhand on torso
01517         BOTH_SLEEP6START,               //# Kyle leaning back to sleep (cin 20)
01518         BOTH_SLEEP6STOP,                //# Kyle waking up and shaking his head (cin 21)
01519         BOTH_SLEEP1GETUP,               //# alarmed and getting up out of sleep1 pose to stand
01520         BOTH_SLEEP1GETUP2,              //# 
01521 
01522         BOTH_CHOKE1START,               //# tavion in force grip choke
01523         BOTH_CHOKE1STARTHOLD,   //# loop of tavion in force grip choke
01524         BOTH_CHOKE1,                    //# tavion in force grip choke
01525 
01526         BOTH_CHOKE2,                    //# tavion recovering from force grip choke
01527         BOTH_CHOKE3,                    //# left-handed choke (for people still holding a weapon)
01528 
01529         //# #sep BOTH_ HUNTER-SEEKER BOT-SPECIFIC
01530         BOTH_POWERUP1,                  //# Wakes up
01531 
01532         BOTH_TURNON,                    //# Protocol Droid wakes up
01533         BOTH_TURNOFF,                   //# Protocol Droid shuts off
01534 
01535         BOTH_BUTTON1,                   //# Single button push with right hand
01536         BOTH_BUTTON2,                   //# Single button push with left finger
01537         BOTH_BUTTON_HOLD,               //# Single button hold with left hand
01538         BOTH_BUTTON_RELEASE,    //# Single button release with left hand
01539 
01540         //# JEDI-SPECIFIC
01541         //# #sep BOTH_ FORCE ANIMS
01542         BOTH_RESISTPUSH,                //# plant yourself to resist force push/pulls.
01543         BOTH_FORCEPUSH,                 //# Use off-hand to do force power.
01544         BOTH_FORCEPULL,                 //# Use off-hand to do force power.
01545         BOTH_MINDTRICK1,                        //# Use off-hand to do mind trick
01546         BOTH_MINDTRICK2,                        //# Use off-hand to do distraction
01547         BOTH_FORCELIGHTNING,            //# Use off-hand to do lightning
01548         BOTH_FORCELIGHTNING_START,      //# Use off-hand to do lightning - start
01549         BOTH_FORCELIGHTNING_HOLD,       //# Use off-hand to do lightning - hold
01550         BOTH_FORCELIGHTNING_RELEASE,//# Use off-hand to do lightning - release
01551         BOTH_FORCEHEAL_START,           //# Healing meditation pose start
01552         BOTH_FORCEHEAL_STOP,            //# Healing meditation pose end
01553         BOTH_FORCEHEAL_QUICK,           //# Healing meditation gesture
01554         BOTH_SABERPULL,                 //# Use off-hand to do force power.
01555         BOTH_FORCEGRIP1,                //# force-gripping (no anim?)
01556         BOTH_FORCEGRIP3,                //# force-gripping (right hand)
01557         BOTH_FORCEGRIP3THROW,   //# throwing while force-gripping (right hand)
01558         BOTH_FORCEGRIP_HOLD,    //# Use off-hand to do grip - hold
01559         BOTH_FORCEGRIP_RELEASE,//# Use off-hand to do grip - release
01560         BOTH_TOSS1,                             //# throwing to left after force gripping
01561         BOTH_TOSS2,                             //# throwing to right after force gripping
01562         //NEW force anims for JKA:
01563         BOTH_FORCE_RAGE,
01564         BOTH_FORCE_2HANDEDLIGHTNING,
01565         BOTH_FORCE_2HANDEDLIGHTNING_START,
01566         BOTH_FORCE_2HANDEDLIGHTNING_HOLD,
01567         BOTH_FORCE_2HANDEDLIGHTNING_RELEASE,
01568         BOTH_FORCE_DRAIN,
01569         BOTH_FORCE_DRAIN_START,
01570         BOTH_FORCE_DRAIN_HOLD,
01571         BOTH_FORCE_DRAIN_RELEASE,
01572         BOTH_FORCE_DRAIN_GRAB_START,
01573         BOTH_FORCE_DRAIN_GRAB_HOLD,
01574         BOTH_FORCE_DRAIN_GRAB_END,
01575         BOTH_FORCE_DRAIN_GRABBED,
01576         BOTH_FORCE_ABSORB,
01577         BOTH_FORCE_ABSORB_START,
01578         BOTH_FORCE_ABSORB_END,
01579         BOTH_FORCE_PROTECT,
01580         BOTH_FORCE_PROTECT_FAST,
01581 
01582         BOTH_WIND,
01583 
01584         BOTH_STAND_TO_KNEEL,
01585         BOTH_KNEEL_TO_STAND,
01586 
01587         BOTH_TUSKENATTACK1,
01588         BOTH_TUSKENATTACK2,
01589         BOTH_TUSKENATTACK3,
01590         BOTH_TUSKENLUNGE1,
01591         BOTH_TUSKENTAUNT1,
01592 
01593         BOTH_COWER1_START,              //# cower start
01594         BOTH_COWER1,                    //# cower loop
01595         BOTH_COWER1_STOP,               //# cower stop
01596         BOTH_SONICPAIN_START,
01597         BOTH_SONICPAIN_HOLD,
01598         BOTH_SONICPAIN_END,
01599 
01600         //new anim slots per Jarrod's request
01601         BOTH_STAND10,
01602         BOTH_STAND10_TALK1,
01603         BOTH_STAND10_TALK2,
01604         BOTH_STAND10TOSTAND1,
01605 
01606         BOTH_STAND1_TALK1,
01607         BOTH_STAND1_TALK2,
01608         BOTH_STAND1_TALK3,
01609 
01610         BOTH_SIT4,
01611         BOTH_SIT5,
01612         BOTH_SIT5_TALK1,
01613         BOTH_SIT5_TALK2,
01614         BOTH_SIT5_TALK3,
01615 
01616         BOTH_SIT6,
01617         BOTH_SIT7,
01618 
01619         //=================================================
01620         //ANIMS IN WHICH ONLY THE UPPER OBJECTS ARE IN MD3
01621         //=================================================
01622         //# #sep TORSO_ WEAPON-RELATED
01623         TORSO_DROPWEAP1,                //# Put weapon away
01624         TORSO_DROPWEAP4,                //# Put weapon away
01625         TORSO_RAISEWEAP1,               //# Draw Weapon
01626         TORSO_RAISEWEAP4,               //# Draw Weapon
01627         TORSO_WEAPONREADY1,             //# Ready to fire stun baton
01628         TORSO_WEAPONREADY2,             //# Ready to fire one-handed blaster pistol
01629         TORSO_WEAPONREADY3,             //# Ready to fire blaster rifle
01630         TORSO_WEAPONREADY4,             //# Ready to fire sniper rifle
01631         TORSO_WEAPONREADY10,    //# Ready to fire thermal det
01632         TORSO_WEAPONIDLE2,              //# Holding one-handed blaster
01633         TORSO_WEAPONIDLE3,              //# Holding blaster rifle
01634         TORSO_WEAPONIDLE4,              //# Holding sniper rifle
01635         TORSO_WEAPONIDLE10,             //# Holding thermal det
01636 
01637         //# #sep TORSO_ MISC
01638         TORSO_SURRENDER_START,  //# arms up
01639         TORSO_SURRENDER_STOP,   //# arms back down
01640 
01641         TORSO_CHOKING1,                 //# TEMP
01642 
01643         TORSO_HANDSIGNAL1,
01644         TORSO_HANDSIGNAL2,
01645         TORSO_HANDSIGNAL3,
01646         TORSO_HANDSIGNAL4,
01647         TORSO_HANDSIGNAL5,
01648 
01649 
01650         //=================================================
01651         //ANIMS IN WHICH ONLY THE LOWER OBJECTS ARE IN MD3
01652         //=================================================
01653         //# #sep Legs-only anims
01654         LEGS_TURN1,                             //# What legs do when you turn your lower body to match your upper body facing
01655         LEGS_TURN2,                             //# Leg turning from stand2
01656         LEGS_LEAN_LEFT1,                //# Lean left
01657         LEGS_LEAN_RIGHT1,               //# Lean Right
01658         LEGS_CHOKING1,                  //# TEMP
01659         LEGS_LEFTUP1,                   //# On a slope with left foot 4 higher than right
01660         LEGS_LEFTUP2,                   //# On a slope with left foot 8 higher than right
01661         LEGS_LEFTUP3,                   //# On a slope with left foot 12 higher than right
01662         LEGS_LEFTUP4,                   //# On a slope with left foot 16 higher than right
01663         LEGS_LEFTUP5,                   //# On a slope with left foot 20 higher than right
01664         LEGS_RIGHTUP1,                  //# On a slope with RIGHT foot 4 higher than left
01665         LEGS_RIGHTUP2,                  //# On a slope with RIGHT foot 8 higher than left
01666         LEGS_RIGHTUP3,                  //# On a slope with RIGHT foot 12 higher than left
01667         LEGS_RIGHTUP4,                  //# On a slope with RIGHT foot 16 higher than left
01668         LEGS_RIGHTUP5,                  //# On a slope with RIGHT foot 20 higher than left
01669         LEGS_S1_LUP1,
01670         LEGS_S1_LUP2,
01671         LEGS_S1_LUP3,
01672         LEGS_S1_LUP4,
01673         LEGS_S1_LUP5,
01674         LEGS_S1_RUP1,
01675         LEGS_S1_RUP2,
01676         LEGS_S1_RUP3,
01677         LEGS_S1_RUP4,
01678         LEGS_S1_RUP5,
01679         LEGS_S3_LUP1,
01680         LEGS_S3_LUP2,
01681         LEGS_S3_LUP3,
01682         LEGS_S3_LUP4,
01683         LEGS_S3_LUP5,
01684         LEGS_S3_RUP1,
01685         LEGS_S3_RUP2,
01686         LEGS_S3_RUP3,
01687         LEGS_S3_RUP4,
01688         LEGS_S3_RUP5,
01689         LEGS_S4_LUP1,
01690         LEGS_S4_LUP2,
01691         LEGS_S4_LUP3,
01692         LEGS_S4_LUP4,
01693         LEGS_S4_LUP5,
01694         LEGS_S4_RUP1,
01695         LEGS_S4_RUP2,
01696         LEGS_S4_RUP3,
01697         LEGS_S4_RUP4,
01698         LEGS_S4_RUP5,
01699         LEGS_S5_LUP1,
01700         LEGS_S5_LUP2,
01701         LEGS_S5_LUP3,
01702         LEGS_S5_LUP4,
01703         LEGS_S5_LUP5,
01704         LEGS_S5_RUP1,
01705         LEGS_S5_RUP2,
01706         LEGS_S5_RUP3,
01707         LEGS_S5_RUP4,
01708         LEGS_S5_RUP5,
01709         LEGS_S6_LUP1,
01710         LEGS_S6_LUP2,
01711         LEGS_S6_LUP3,
01712         LEGS_S6_LUP4,
01713         LEGS_S6_LUP5,
01714         LEGS_S6_RUP1,
01715         LEGS_S6_RUP2,
01716         LEGS_S6_RUP3,
01717         LEGS_S6_RUP4,
01718         LEGS_S6_RUP5,
01719         LEGS_S7_LUP1,
01720         LEGS_S7_LUP2,
01721         LEGS_S7_LUP3,
01722         LEGS_S7_LUP4,
01723         LEGS_S7_LUP5,
01724         LEGS_S7_RUP1,
01725         LEGS_S7_RUP2,
01726         LEGS_S7_RUP3,
01727         LEGS_S7_RUP4,
01728         LEGS_S7_RUP5,
01729 
01730         //New anim as per Jarrod's request
01731         LEGS_TURN180,
01732 
01733         //======================================================
01734         //cinematic anims
01735         //======================================================
01736         //# #sep BOTH_ CINEMATIC-ONLY
01737         BOTH_CIN_1,             //# Level specific cinematic 1
01738         BOTH_CIN_2,             //# Level specific cinematic 2
01739         BOTH_CIN_3,             //# Level specific cinematic 3
01740         BOTH_CIN_4,             //# Level specific cinematic 4
01741         BOTH_CIN_5,             //# Level specific cinematic 5
01742         BOTH_CIN_6,             //# Level specific cinematic 6
01743         BOTH_CIN_7,             //# Level specific cinematic 7
01744         BOTH_CIN_8,             //# Level specific cinematic 8
01745         BOTH_CIN_9,             //# Level specific cinematic 9
01746         BOTH_CIN_10,            //# Level specific cinematic 10
01747         BOTH_CIN_11,            //# Level specific cinematic 11
01748         BOTH_CIN_12,            //# Level specific cinematic 12
01749         BOTH_CIN_13,            //# Level specific cinematic 13
01750         BOTH_CIN_14,            //# Level specific cinematic 14
01751         BOTH_CIN_15,            //# Level specific cinematic 15
01752         BOTH_CIN_16,            //# Level specific cinematic 16
01753         BOTH_CIN_17,            //# Level specific cinematic 17
01754         BOTH_CIN_18,            //# Level specific cinematic 18
01755         BOTH_CIN_19,            //# Level specific cinematic 19
01756         BOTH_CIN_20,            //# Level specific cinematic 20
01757         BOTH_CIN_21,            //# Level specific cinematic 21
01758         BOTH_CIN_22,            //# Level specific cinematic 22
01759         BOTH_CIN_23,            //# Level specific cinematic 23
01760         BOTH_CIN_24,            //# Level specific cinematic 24
01761         BOTH_CIN_25,            //# Level specific cinematic 25
01762         BOTH_CIN_26,            //# Level specific cinematic 
01763         BOTH_CIN_27,            //# Level specific cinematic 
01764         BOTH_CIN_28,            //# Level specific cinematic 
01765         BOTH_CIN_29,            //# Level specific cinematic 
01766         BOTH_CIN_30,            //# Level specific cinematic 
01767         BOTH_CIN_31,            //# Level specific cinematic 
01768         BOTH_CIN_32,            //# Level specific cinematic 
01769         BOTH_CIN_33,            //# Level specific cinematic 
01770         BOTH_CIN_34,            //# Level specific cinematic 
01771         BOTH_CIN_35,            //# Level specific cinematic 
01772         BOTH_CIN_36,            //# Level specific cinematic 
01773         BOTH_CIN_37,            //# Level specific cinematic 
01774         BOTH_CIN_38,            //# Level specific cinematic 
01775         BOTH_CIN_39,            //# Level specific cinematic 
01776         BOTH_CIN_40,            //# Level specific cinematic 
01777         BOTH_CIN_41,            //# Level specific cinematic 
01778         BOTH_CIN_42,            //# Level specific cinematic 
01779         BOTH_CIN_43,            //# Level specific cinematic 
01780         BOTH_CIN_44,            //# Level specific cinematic 
01781         BOTH_CIN_45,            //# Level specific cinematic 
01782         BOTH_CIN_46,            //# Level specific cinematic 
01783         BOTH_CIN_47,            //# Level specific cinematic 
01784         BOTH_CIN_48,            //# Level specific cinematic 
01785         BOTH_CIN_49,            //# Level specific cinematic 
01786         BOTH_CIN_50,            //# Level specific cinematic
01787 
01788         //# #eol
01789         MAX_ANIMATIONS,
01790         MAX_TOTALANIMATIONS,
01791 } animNumber_t;