codemp/cgame/animtable.h

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00001 // special file included only by cg_players.cpp & ui_players.cpp
00002 //
00003 // moved it from the original header file for PCH reasons...
00004 //
00005 
00006 #if defined(_XBOX) && !defined(_JK2EXE) && !defined(_UI)        // Linker only wants one copy
00007 extern stringID_table_t animTable[MAX_ANIMATIONS+1];
00008 #else
00009 stringID_table_t animTable [MAX_ANIMATIONS+1] =
00010 {
00011         //=================================================
00012         //HEAD ANIMS
00013         //=================================================
00014         //# #sep Head-only anims
00015         ENUM2STRING(FACE_TALK0),                        //# silent
00016         ENUM2STRING(FACE_TALK1),                        //# quiet
00017         ENUM2STRING(FACE_TALK2),                        //# semi-quiet
00018         ENUM2STRING(FACE_TALK3),                        //# semi-loud
00019         ENUM2STRING(FACE_TALK4),                        //# loud
00020         ENUM2STRING(FACE_ALERT),                                //# 
00021         ENUM2STRING(FACE_SMILE),                                //# 
00022         ENUM2STRING(FACE_FROWN),                                //# 
00023         ENUM2STRING(FACE_DEAD),                         //# 
00024 
00025         //=================================================
00026         //ANIMS IN WHICH UPPER AND LOWER OBJECTS ARE IN MD3
00027         //=================================================
00028         //# #sep ENUM2STRING(BOTH_ DEATHS
00029         ENUM2STRING(BOTH_DEATH1),               //# First Death anim
00030         ENUM2STRING(BOTH_DEATH2),                       //# Second Death anim
00031         ENUM2STRING(BOTH_DEATH3),                       //# Third Death anim
00032         ENUM2STRING(BOTH_DEATH4),                       //# Fourth Death anim
00033         ENUM2STRING(BOTH_DEATH5),                       //# Fifth Death anim
00034         ENUM2STRING(BOTH_DEATH6),                       //# Sixth Death anim
00035         ENUM2STRING(BOTH_DEATH7),                       //# Seventh Death anim
00036         ENUM2STRING(BOTH_DEATH8),                       //# 
00037         ENUM2STRING(BOTH_DEATH9),                       //# 
00038         ENUM2STRING(BOTH_DEATH10),                      //# 
00039         ENUM2STRING(BOTH_DEATH11),                      //#
00040         ENUM2STRING(BOTH_DEATH12),                      //# 
00041         ENUM2STRING(BOTH_DEATH13),                      //# 
00042         ENUM2STRING(BOTH_DEATH14),                      //# 
00043         ENUM2STRING(BOTH_DEATH15),                      //# 
00044         ENUM2STRING(BOTH_DEATH16),                      //# 
00045         ENUM2STRING(BOTH_DEATH17),                      //# 
00046         ENUM2STRING(BOTH_DEATH18),                      //# 
00047         ENUM2STRING(BOTH_DEATH19),                      //# 
00048         ENUM2STRING(BOTH_DEATH20),                      //# 
00049         ENUM2STRING(BOTH_DEATH21),                      //# 
00050         ENUM2STRING(BOTH_DEATH22),                      //# 
00051         ENUM2STRING(BOTH_DEATH23),                      //# 
00052         ENUM2STRING(BOTH_DEATH24),                      //# 
00053         ENUM2STRING(BOTH_DEATH25),                      //# 
00054 
00055         ENUM2STRING(BOTH_DEATHFORWARD1),                //# First Death in which they get thrown forward
00056         ENUM2STRING(BOTH_DEATHFORWARD2),                //# Second Death in which they get thrown forward
00057         ENUM2STRING(BOTH_DEATHFORWARD3),                //# Tavion's falling in cin# 23
00058         ENUM2STRING(BOTH_DEATHBACKWARD1),       //# First Death in which they get thrown backward
00059         ENUM2STRING(BOTH_DEATHBACKWARD2),       //# Second Death in which they get thrown backward
00060 
00061         ENUM2STRING(BOTH_DEATH1IDLE),           //# Idle while close to death
00062         ENUM2STRING(BOTH_LYINGDEATH1),          //# Death to play when killed lying down
00063         ENUM2STRING(BOTH_STUMBLEDEATH1),                //# Stumble forward and fall face first death
00064         ENUM2STRING(BOTH_FALLDEATH1),           //# Fall forward off a high cliff and splat death - start
00065         ENUM2STRING(BOTH_FALLDEATH1INAIR),      //# Fall forward off a high cliff and splat death - loop
00066         ENUM2STRING(BOTH_FALLDEATH1LAND),       //# Fall forward off a high cliff and splat death - hit bottom
00067         ENUM2STRING(BOTH_DEATH_ROLL),           //# Death anim from a roll
00068         ENUM2STRING(BOTH_DEATH_FLIP),           //# Death anim from a flip
00069         ENUM2STRING(BOTH_DEATH_SPIN_90_R),      //# Death anim when facing 90 degrees right
00070         ENUM2STRING(BOTH_DEATH_SPIN_90_L),      //# Death anim when facing 90 degrees left
00071         ENUM2STRING(BOTH_DEATH_SPIN_180),       //# Death anim when facing backwards
00072         ENUM2STRING(BOTH_DEATH_LYING_UP),       //# Death anim when lying on back
00073         ENUM2STRING(BOTH_DEATH_LYING_DN),       //# Death anim when lying on front
00074         ENUM2STRING(BOTH_DEATH_FALLING_DN),     //# Death anim when falling on face
00075         ENUM2STRING(BOTH_DEATH_FALLING_UP),     //# Death anim when falling on back
00076         ENUM2STRING(BOTH_DEATH_CROUCHED),       //# Death anim when crouched
00077         //# #sep ENUM2STRING(BOTH_ DEAD POSES # Should be last frame of corresponding previous anims
00078         ENUM2STRING(BOTH_DEAD1),                                //# First Death finished pose
00079         ENUM2STRING(BOTH_DEAD2),                                //# Second Death finished pose
00080         ENUM2STRING(BOTH_DEAD3),                                //# Third Death finished pose
00081         ENUM2STRING(BOTH_DEAD4),                                //# Fourth Death finished pose
00082         ENUM2STRING(BOTH_DEAD5),                                //# Fifth Death finished pose
00083         ENUM2STRING(BOTH_DEAD6),                                //# Sixth Death finished pose
00084         ENUM2STRING(BOTH_DEAD7),                                //# Seventh Death finished pose
00085         ENUM2STRING(BOTH_DEAD8),                                //# 
00086         ENUM2STRING(BOTH_DEAD9),                                //# 
00087         ENUM2STRING(BOTH_DEAD10),                       //# 
00088         ENUM2STRING(BOTH_DEAD11),                       //#
00089         ENUM2STRING(BOTH_DEAD12),                       //# 
00090         ENUM2STRING(BOTH_DEAD13),                       //# 
00091         ENUM2STRING(BOTH_DEAD14),                       //# 
00092         ENUM2STRING(BOTH_DEAD15),                       //# 
00093         ENUM2STRING(BOTH_DEAD16),                       //# 
00094         ENUM2STRING(BOTH_DEAD17),                       //# 
00095         ENUM2STRING(BOTH_DEAD18),                       //# 
00096         ENUM2STRING(BOTH_DEAD19),                       //# 
00097         ENUM2STRING(BOTH_DEAD20),                       //# 
00098         ENUM2STRING(BOTH_DEAD21),                       //# 
00099         ENUM2STRING(BOTH_DEAD22),                       //# 
00100         ENUM2STRING(BOTH_DEAD23),                       //# 
00101         ENUM2STRING(BOTH_DEAD24),                       //# 
00102         ENUM2STRING(BOTH_DEAD25),                       //# 
00103         ENUM2STRING(BOTH_DEADFORWARD1),         //# First thrown forward death finished pose
00104         ENUM2STRING(BOTH_DEADFORWARD2),         //# Second thrown forward death finished pose
00105         ENUM2STRING(BOTH_DEADBACKWARD1),                //# First thrown backward death finished pose
00106         ENUM2STRING(BOTH_DEADBACKWARD2),                //# Second thrown backward death finished pose
00107         ENUM2STRING(BOTH_LYINGDEAD1),           //# Killed lying down death finished pose
00108         ENUM2STRING(BOTH_STUMBLEDEAD1),         //# Stumble forward death finished pose
00109         ENUM2STRING(BOTH_FALLDEAD1LAND),                //# Fall forward and splat death finished pose
00110         //# #sep ENUM2STRING(BOTH_ DEAD TWITCH/FLOP # React to being shot from death poses
00111         ENUM2STRING(BOTH_DEADFLOP1),            //# React to being shot from First Death finished pose
00112         ENUM2STRING(BOTH_DEADFLOP2),            //# React to being shot from Second Death finished pose
00113         ENUM2STRING(BOTH_DISMEMBER_HEAD1),      //#
00114         ENUM2STRING(BOTH_DISMEMBER_TORSO1),     //#
00115         ENUM2STRING(BOTH_DISMEMBER_LLEG),       //#
00116         ENUM2STRING(BOTH_DISMEMBER_RLEG),       //#
00117         ENUM2STRING(BOTH_DISMEMBER_RARM),       //#
00118         ENUM2STRING(BOTH_DISMEMBER_LARM),       //#
00119         //# #sep ENUM2STRING(BOTH_ PAINS
00120         ENUM2STRING(BOTH_PAIN1),                                //# First take pain anim
00121         ENUM2STRING(BOTH_PAIN2),                                //# Second take pain anim
00122         ENUM2STRING(BOTH_PAIN3),                                //# Third take pain anim
00123         ENUM2STRING(BOTH_PAIN4),                                //# Fourth take pain anim
00124         ENUM2STRING(BOTH_PAIN5),                                //# Fifth take pain anim - from behind
00125         ENUM2STRING(BOTH_PAIN6),                                //# Sixth take pain anim - from behind
00126         ENUM2STRING(BOTH_PAIN7),                                //# Seventh take pain anim - from behind
00127         ENUM2STRING(BOTH_PAIN8),                                //# Eigth take pain anim - from behind
00128         ENUM2STRING(BOTH_PAIN9),                                //# 
00129         ENUM2STRING(BOTH_PAIN10),                       //# 
00130         ENUM2STRING(BOTH_PAIN11),                       //# 
00131         ENUM2STRING(BOTH_PAIN12),                       //# 
00132         ENUM2STRING(BOTH_PAIN13),                       //# 
00133         ENUM2STRING(BOTH_PAIN14),                       //# 
00134         ENUM2STRING(BOTH_PAIN15),                       //# 
00135         ENUM2STRING(BOTH_PAIN16),                       //# 
00136         ENUM2STRING(BOTH_PAIN17),                       //# 
00137         ENUM2STRING(BOTH_PAIN18),                       //# 
00138 
00139         //# #sep ENUM2STRING(BOTH_ ATTACKS
00140         ENUM2STRING(BOTH_ATTACK1),                      //# Attack with stun baton
00141         ENUM2STRING(BOTH_ATTACK2),                      //# Attack with one-handed pistol
00142         ENUM2STRING(BOTH_ATTACK3),                      //# Attack with blaster rifle
00143         ENUM2STRING(BOTH_ATTACK4),                      //# Attack with disruptor
00144         ENUM2STRING(BOTH_ATTACK5),                      //# Another Rancor Attack
00145         ENUM2STRING(BOTH_ATTACK6),                      //# Yet Another Rancor Attack
00146         ENUM2STRING(BOTH_ATTACK7),                      //# Yet Another Rancor Attack
00147         ENUM2STRING(BOTH_ATTACK10),                     //# Attack with thermal det
00148         ENUM2STRING(BOTH_ATTACK11),                     //# "Attack" with tripmine and detpack
00149         ENUM2STRING(BOTH_MELEE1),                       //# First melee attack
00150         ENUM2STRING(BOTH_MELEE2),                       //# Second melee attack
00151         ENUM2STRING(BOTH_THERMAL_READY),        //# pull back with thermal
00152         ENUM2STRING(BOTH_THERMAL_THROW),        //# throw thermal
00153         //* #sep ENUM2STRING(BOTH_ SABER ANIMS
00154         //Saber attack anims - power level 1
00155         ENUM2STRING(BOTH_A1_T__B_),     //# Fast weak vertical attack top to bottom
00156         ENUM2STRING(BOTH_A1__L__R),     //# Fast weak horizontal attack left to right
00157         ENUM2STRING(BOTH_A1__R__L),     //# Fast weak horizontal attack right to left
00158         ENUM2STRING(BOTH_A1_TL_BR),     //# Fast weak diagonal attack top left to botom right
00159         ENUM2STRING(BOTH_A1_BR_TL),     //# Fast weak diagonal attack top left to botom right
00160         ENUM2STRING(BOTH_A1_BL_TR),     //# Fast weak diagonal attack bottom left to top right
00161         ENUM2STRING(BOTH_A1_TR_BL),     //# Fast weak diagonal attack bottom left to right
00162         //Saber Arc and Spin Transitions
00163         ENUM2STRING(BOTH_T1_BR__R),     //# Fast arc bottom right to right
00164         ENUM2STRING(BOTH_T1_BR_TL),     //# Fast weak spin bottom right to top left
00165         ENUM2STRING(BOTH_T1_BR__L),     //# Fast weak spin bottom right to left
00166         ENUM2STRING(BOTH_T1_BR_BL),     //# Fast weak spin bottom right to bottom left
00167         ENUM2STRING(BOTH_T1__R_TR),     //# Fast arc right to top right
00168         ENUM2STRING(BOTH_T1__R_TL),     //# Fast arc right to top left
00169         ENUM2STRING(BOTH_T1__R__L),     //# Fast weak spin right to left
00170         ENUM2STRING(BOTH_T1__R_BL),     //# Fast weak spin right to bottom left
00171         ENUM2STRING(BOTH_T1_TR_BR),     //# Fast arc top right to bottom right
00172         ENUM2STRING(BOTH_T1_TR_TL),     //# Fast arc top right to top left
00173         ENUM2STRING(BOTH_T1_TR__L),     //# Fast arc top right to left
00174         ENUM2STRING(BOTH_T1_TR_BL),     //# Fast weak spin top right to bottom left
00175         ENUM2STRING(BOTH_T1_T__BR),     //# Fast arc top to bottom right
00176         ENUM2STRING(BOTH_T1_T___R),     //# Fast arc top to right
00177         ENUM2STRING(BOTH_T1_T__TR),     //# Fast arc top to top right
00178         ENUM2STRING(BOTH_T1_T__TL),     //# Fast arc top to top left
00179         ENUM2STRING(BOTH_T1_T___L),     //# Fast arc top to left
00180         ENUM2STRING(BOTH_T1_T__BL),     //# Fast arc top to bottom left
00181         ENUM2STRING(BOTH_T1_TL_BR),     //# Fast weak spin top left to bottom right
00182         ENUM2STRING(BOTH_T1_TL_BL),     //# Fast arc top left to bottom left
00183         ENUM2STRING(BOTH_T1__L_BR),     //# Fast weak spin left to bottom right
00184         ENUM2STRING(BOTH_T1__L__R),     //# Fast weak spin left to right
00185         ENUM2STRING(BOTH_T1__L_TL),     //# Fast arc left to top left
00186         ENUM2STRING(BOTH_T1_BL_BR),     //# Fast weak spin bottom left to bottom right
00187         ENUM2STRING(BOTH_T1_BL__R),     //# Fast weak spin bottom left to right
00188         ENUM2STRING(BOTH_T1_BL_TR),     //# Fast weak spin bottom left to top right
00189         ENUM2STRING(BOTH_T1_BL__L),     //# Fast arc bottom left to left
00190         //Saber Arc Transitions that use existing animations played backwards
00191         ENUM2STRING(BOTH_T1_BR_TR),     //# Fast arc bottom right to top right          (use: ENUM2STRING(BOTH_T1_TR_BR)
00192         ENUM2STRING(BOTH_T1_BR_T_),     //# Fast arc bottom right to top                        (use: ENUM2STRING(BOTH_T1_T__BR)
00193         ENUM2STRING(BOTH_T1__R_BR),     //# Fast arc right to bottom right                      (use: ENUM2STRING(BOTH_T1_BR__R)
00194         ENUM2STRING(BOTH_T1__R_T_),     //# Fast ar right to top                                (use: ENUM2STRING(BOTH_T1_T___R)
00195         ENUM2STRING(BOTH_T1_TR__R),     //# Fast arc top right to right                 (use: ENUM2STRING(BOTH_T1__R_TR)
00196         ENUM2STRING(BOTH_T1_TR_T_),     //# Fast arc top right to top                           (use: ENUM2STRING(BOTH_T1_T__TR)
00197         ENUM2STRING(BOTH_T1_TL__R),     //# Fast arc top left to right                  (use: ENUM2STRING(BOTH_T1__R_TL)
00198         ENUM2STRING(BOTH_T1_TL_TR),     //# Fast arc top left to top right                      (use: ENUM2STRING(BOTH_T1_TR_TL)
00199         ENUM2STRING(BOTH_T1_TL_T_),     //# Fast arc top left to top                            (use: ENUM2STRING(BOTH_T1_T__TL)
00200         ENUM2STRING(BOTH_T1_TL__L),     //# Fast arc top left to left                           (use: ENUM2STRING(BOTH_T1__L_TL)
00201         ENUM2STRING(BOTH_T1__L_TR),     //# Fast arc left to top right                  (use: ENUM2STRING(BOTH_T1_TR__L)
00202         ENUM2STRING(BOTH_T1__L_T_),     //# Fast arc left to top                                (use: ENUM2STRING(BOTH_T1_T___L)
00203         ENUM2STRING(BOTH_T1__L_BL),     //# Fast arc left to bottom left                        (use: ENUM2STRING(BOTH_T1_BL__L)
00204         ENUM2STRING(BOTH_T1_BL_T_),     //# Fast arc bottom left to top                 (use: ENUM2STRING(BOTH_T1_T__BL)
00205         ENUM2STRING(BOTH_T1_BL_TL),     //# Fast arc bottom left to top left            (use: ENUM2STRING(BOTH_T1_TL_BL)
00206         //Saber Attack Start Transitions
00207         ENUM2STRING(BOTH_S1_S1_T_),     //# Fast plain transition from stance1 to top-to-bottom Fast weak attack
00208         ENUM2STRING(BOTH_S1_S1__L),     //# Fast plain transition from stance1 to left-to-right Fast weak attack
00209         ENUM2STRING(BOTH_S1_S1__R),     //# Fast plain transition from stance1 to right-to-left Fast weak attack
00210         ENUM2STRING(BOTH_S1_S1_TL),     //# Fast plain transition from stance1 to top-left-to-bottom-right Fast weak attack
00211         ENUM2STRING(BOTH_S1_S1_BR),     //# Fast plain transition from stance1 to bottom-right-to-top-left Fast weak attack
00212         ENUM2STRING(BOTH_S1_S1_BL),     //# Fast plain transition from stance1 to bottom-left-to-top-right Fast weak attack
00213         ENUM2STRING(BOTH_S1_S1_TR),     //# Fast plain transition from stance1 to top-right-to-bottom-left Fast weak attack
00214         //Saber Attack Return Transitions
00215         ENUM2STRING(BOTH_R1_B__S1),     //# Fast plain transition from top-to-bottom Fast weak attack to stance1
00216         ENUM2STRING(BOTH_R1__L_S1),     //# Fast plain transition from left-to-right Fast weak attack to stance1
00217         ENUM2STRING(BOTH_R1__R_S1),     //# Fast plain transition from right-to-left Fast weak attack to stance1
00218         ENUM2STRING(BOTH_R1_TL_S1),     //# Fast plain transition from top-left-to-bottom-right Fast weak attack to stance1
00219         ENUM2STRING(BOTH_R1_BR_S1),     //# Fast plain transition from bottom-right-to-top-left Fast weak attack to stance1
00220         ENUM2STRING(BOTH_R1_BL_S1),     //# Fast plain transition from bottom-left-to-top-right Fast weak attack to stance1
00221         ENUM2STRING(BOTH_R1_TR_S1),     //# Fast plain transition from top-right-to-bottom-left Fast weak attack
00222         //Saber Attack Bounces (first 4 frames of an attack), played backwards)
00223         ENUM2STRING(BOTH_B1_BR___),     //# Bounce-back if attack from BR is blocked
00224         ENUM2STRING(BOTH_B1__R___),     //# Bounce-back if attack from R is blocked
00225         ENUM2STRING(BOTH_B1_TR___),     //# Bounce-back if attack from TR is blocked
00226         ENUM2STRING(BOTH_B1_T____),     //# Bounce-back if attack from T is blocked
00227         ENUM2STRING(BOTH_B1_TL___),     //# Bounce-back if attack from TL is blocked
00228         ENUM2STRING(BOTH_B1__L___),     //# Bounce-back if attack from L is blocked
00229         ENUM2STRING(BOTH_B1_BL___),     //# Bounce-back if attack from BL is blocked
00230         //Saber Attack Deflections (last 4 frames of an attack)
00231         ENUM2STRING(BOTH_D1_BR___),     //# Deflection toward BR
00232         ENUM2STRING(BOTH_D1__R___),     //# Deflection toward R
00233         ENUM2STRING(BOTH_D1_TR___),     //# Deflection toward TR
00234         ENUM2STRING(BOTH_D1_TL___),     //# Deflection toward TL
00235         ENUM2STRING(BOTH_D1__L___),     //# Deflection toward L
00236         ENUM2STRING(BOTH_D1_BL___),     //# Deflection toward BL
00237         ENUM2STRING(BOTH_D1_B____),     //# Deflection toward B
00238         //Saber attack anims - power level 2
00239         ENUM2STRING(BOTH_A2_T__B_),     //# Fast weak vertical attack top to bottom
00240         ENUM2STRING(BOTH_A2__L__R),     //# Fast weak horizontal attack left to right
00241         ENUM2STRING(BOTH_A2__R__L),     //# Fast weak horizontal attack right to left
00242         ENUM2STRING(BOTH_A2_TL_BR),     //# Fast weak diagonal attack top left to botom right
00243         ENUM2STRING(BOTH_A2_BR_TL),     //# Fast weak diagonal attack top left to botom right
00244         ENUM2STRING(BOTH_A2_BL_TR),     //# Fast weak diagonal attack bottom left to top right
00245         ENUM2STRING(BOTH_A2_TR_BL),     //# Fast weak diagonal attack bottom left to right
00246         //Saber Arc and Spin Transitions
00247         ENUM2STRING(BOTH_T2_BR__R),     //# Fast arc bottom right to right
00248         ENUM2STRING(BOTH_T2_BR_TL),     //# Fast weak spin bottom right to top left
00249         ENUM2STRING(BOTH_T2_BR__L),     //# Fast weak spin bottom right to left
00250         ENUM2STRING(BOTH_T2_BR_BL),     //# Fast weak spin bottom right to bottom left
00251         ENUM2STRING(BOTH_T2__R_TR),     //# Fast arc right to top right
00252         ENUM2STRING(BOTH_T2__R_TL),     //# Fast arc right to top left
00253         ENUM2STRING(BOTH_T2__R__L),     //# Fast weak spin right to left
00254         ENUM2STRING(BOTH_T2__R_BL),     //# Fast weak spin right to bottom left
00255         ENUM2STRING(BOTH_T2_TR_BR),     //# Fast arc top right to bottom right
00256         ENUM2STRING(BOTH_T2_TR_TL),     //# Fast arc top right to top left
00257         ENUM2STRING(BOTH_T2_TR__L),     //# Fast arc top right to left
00258         ENUM2STRING(BOTH_T2_TR_BL),     //# Fast weak spin top right to bottom left
00259         ENUM2STRING(BOTH_T2_T__BR),     //# Fast arc top to bottom right
00260         ENUM2STRING(BOTH_T2_T___R),     //# Fast arc top to right
00261         ENUM2STRING(BOTH_T2_T__TR),     //# Fast arc top to top right
00262         ENUM2STRING(BOTH_T2_T__TL),     //# Fast arc top to top left
00263         ENUM2STRING(BOTH_T2_T___L),     //# Fast arc top to left
00264         ENUM2STRING(BOTH_T2_T__BL),     //# Fast arc top to bottom left
00265         ENUM2STRING(BOTH_T2_TL_BR),     //# Fast weak spin top left to bottom right
00266         ENUM2STRING(BOTH_T2_TL_BL),     //# Fast arc top left to bottom left
00267         ENUM2STRING(BOTH_T2__L_BR),     //# Fast weak spin left to bottom right
00268         ENUM2STRING(BOTH_T2__L__R),     //# Fast weak spin left to right
00269         ENUM2STRING(BOTH_T2__L_TL),     //# Fast arc left to top left
00270         ENUM2STRING(BOTH_T2_BL_BR),     //# Fast weak spin bottom left to bottom right
00271         ENUM2STRING(BOTH_T2_BL__R),     //# Fast weak spin bottom left to right
00272         ENUM2STRING(BOTH_T2_BL_TR),     //# Fast weak spin bottom left to top right
00273         ENUM2STRING(BOTH_T2_BL__L),     //# Fast arc bottom left to left
00274         //Saber Arc Transitions that use existing animations played backwards
00275         ENUM2STRING(BOTH_T2_BR_TR),     //# Fast arc bottom right to top right          (use: ENUM2STRING(BOTH_T2_TR_BR)
00276         ENUM2STRING(BOTH_T2_BR_T_),     //# Fast arc bottom right to top                        (use: ENUM2STRING(BOTH_T2_T__BR)
00277         ENUM2STRING(BOTH_T2__R_BR),     //# Fast arc right to bottom right                      (use: ENUM2STRING(BOTH_T2_BR__R)
00278         ENUM2STRING(BOTH_T2__R_T_),     //# Fast ar right to top                                (use: ENUM2STRING(BOTH_T2_T___R)
00279         ENUM2STRING(BOTH_T2_TR__R),     //# Fast arc top right to right                 (use: ENUM2STRING(BOTH_T2__R_TR)
00280         ENUM2STRING(BOTH_T2_TR_T_),     //# Fast arc top right to top                           (use: ENUM2STRING(BOTH_T2_T__TR)
00281         ENUM2STRING(BOTH_T2_TL__R),     //# Fast arc top left to right                  (use: ENUM2STRING(BOTH_T2__R_TL)
00282         ENUM2STRING(BOTH_T2_TL_TR),     //# Fast arc top left to top right                      (use: ENUM2STRING(BOTH_T2_TR_TL)
00283         ENUM2STRING(BOTH_T2_TL_T_),     //# Fast arc top left to top                            (use: ENUM2STRING(BOTH_T2_T__TL)
00284         ENUM2STRING(BOTH_T2_TL__L),     //# Fast arc top left to left                           (use: ENUM2STRING(BOTH_T2__L_TL)
00285         ENUM2STRING(BOTH_T2__L_TR),     //# Fast arc left to top right                  (use: ENUM2STRING(BOTH_T2_TR__L)
00286         ENUM2STRING(BOTH_T2__L_T_),     //# Fast arc left to top                                (use: ENUM2STRING(BOTH_T2_T___L)
00287         ENUM2STRING(BOTH_T2__L_BL),     //# Fast arc left to bottom left                        (use: ENUM2STRING(BOTH_T2_BL__L)
00288         ENUM2STRING(BOTH_T2_BL_T_),     //# Fast arc bottom left to top                 (use: ENUM2STRING(BOTH_T2_T__BL)
00289         ENUM2STRING(BOTH_T2_BL_TL),     //# Fast arc bottom left to top left            (use: ENUM2STRING(BOTH_T2_TL_BL)
00290         //Saber Attack Start Transitions
00291         ENUM2STRING(BOTH_S2_S1_T_),     //# Fast plain transition from stance1 to top-to-bottom Fast weak attack
00292         ENUM2STRING(BOTH_S2_S1__L),     //# Fast plain transition from stance1 to left-to-right Fast weak attack
00293         ENUM2STRING(BOTH_S2_S1__R),     //# Fast plain transition from stance1 to right-to-left Fast weak attack
00294         ENUM2STRING(BOTH_S2_S1_TL),     //# Fast plain transition from stance1 to top-left-to-bottom-right Fast weak attack
00295         ENUM2STRING(BOTH_S2_S1_BR),     //# Fast plain transition from stance1 to bottom-right-to-top-left Fast weak attack
00296         ENUM2STRING(BOTH_S2_S1_BL),     //# Fast plain transition from stance1 to bottom-left-to-top-right Fast weak attack
00297         ENUM2STRING(BOTH_S2_S1_TR),     //# Fast plain transition from stance1 to top-right-to-bottom-left Fast weak attack
00298         //Saber Attack Return Transitions
00299         ENUM2STRING(BOTH_R2_B__S1),     //# Fast plain transition from top-to-bottom Fast weak attack to stance1
00300         ENUM2STRING(BOTH_R2__L_S1),     //# Fast plain transition from left-to-right Fast weak attack to stance1
00301         ENUM2STRING(BOTH_R2__R_S1),     //# Fast plain transition from right-to-left Fast weak attack to stance1
00302         ENUM2STRING(BOTH_R2_TL_S1),     //# Fast plain transition from top-left-to-bottom-right Fast weak attack to stance1
00303         ENUM2STRING(BOTH_R2_BR_S1),     //# Fast plain transition from bottom-right-to-top-left Fast weak attack to stance1
00304         ENUM2STRING(BOTH_R2_BL_S1),     //# Fast plain transition from bottom-left-to-top-right Fast weak attack to stance1
00305         ENUM2STRING(BOTH_R2_TR_S1),     //# Fast plain transition from top-right-to-bottom-left Fast weak attack
00306         //Saber Attack Bounces (first 4 frames of an attack), played backwards)
00307         ENUM2STRING(BOTH_B2_BR___),     //# Bounce-back if attack from BR is blocked
00308         ENUM2STRING(BOTH_B2__R___),     //# Bounce-back if attack from R is blocked
00309         ENUM2STRING(BOTH_B2_TR___),     //# Bounce-back if attack from TR is blocked
00310         ENUM2STRING(BOTH_B2_T____),     //# Bounce-back if attack from T is blocked
00311         ENUM2STRING(BOTH_B2_TL___),     //# Bounce-back if attack from TL is blocked
00312         ENUM2STRING(BOTH_B2__L___),     //# Bounce-back if attack from L is blocked
00313         ENUM2STRING(BOTH_B2_BL___),     //# Bounce-back if attack from BL is blocked
00314         //Saber Attack Deflections (last 4 frames of an attack)
00315         ENUM2STRING(BOTH_D2_BR___),     //# Deflection toward BR
00316         ENUM2STRING(BOTH_D2__R___),     //# Deflection toward R
00317         ENUM2STRING(BOTH_D2_TR___),     //# Deflection toward TR
00318         ENUM2STRING(BOTH_D2_TL___),     //# Deflection toward TL
00319         ENUM2STRING(BOTH_D2__L___),     //# Deflection toward L
00320         ENUM2STRING(BOTH_D2_BL___),     //# Deflection toward BL
00321         ENUM2STRING(BOTH_D2_B____),     //# Deflection toward B
00322         //Saber attack anims - power level 3
00323         ENUM2STRING(BOTH_A3_T__B_),     //# Fast weak vertical attack top to bottom
00324         ENUM2STRING(BOTH_A3__L__R),     //# Fast weak horizontal attack left to right
00325         ENUM2STRING(BOTH_A3__R__L),     //# Fast weak horizontal attack right to left
00326         ENUM2STRING(BOTH_A3_TL_BR),     //# Fast weak diagonal attack top left to botom right
00327         ENUM2STRING(BOTH_A3_BR_TL),     //# Fast weak diagonal attack top left to botom right
00328         ENUM2STRING(BOTH_A3_BL_TR),     //# Fast weak diagonal attack bottom left to top right
00329         ENUM2STRING(BOTH_A3_TR_BL),     //# Fast weak diagonal attack bottom left to right
00330         //Saber Arc and Spin Transitions
00331         ENUM2STRING(BOTH_T3_BR__R),     //# Fast arc bottom right to right
00332         ENUM2STRING(BOTH_T3_BR_TL),     //# Fast weak spin bottom right to top left
00333         ENUM2STRING(BOTH_T3_BR__L),     //# Fast weak spin bottom right to left
00334         ENUM2STRING(BOTH_T3_BR_BL),     //# Fast weak spin bottom right to bottom left
00335         ENUM2STRING(BOTH_T3__R_TR),     //# Fast arc right to top right
00336         ENUM2STRING(BOTH_T3__R_TL),     //# Fast arc right to top left
00337         ENUM2STRING(BOTH_T3__R__L),     //# Fast weak spin right to left
00338         ENUM2STRING(BOTH_T3__R_BL),     //# Fast weak spin right to bottom left
00339         ENUM2STRING(BOTH_T3_TR_BR),     //# Fast arc top right to bottom right
00340         ENUM2STRING(BOTH_T3_TR_TL),     //# Fast arc top right to top left
00341         ENUM2STRING(BOTH_T3_TR__L),     //# Fast arc top right to left
00342         ENUM2STRING(BOTH_T3_TR_BL),     //# Fast weak spin top right to bottom left
00343         ENUM2STRING(BOTH_T3_T__BR),     //# Fast arc top to bottom right
00344         ENUM2STRING(BOTH_T3_T___R),     //# Fast arc top to right
00345         ENUM2STRING(BOTH_T3_T__TR),     //# Fast arc top to top right
00346         ENUM2STRING(BOTH_T3_T__TL),     //# Fast arc top to top left
00347         ENUM2STRING(BOTH_T3_T___L),     //# Fast arc top to left
00348         ENUM2STRING(BOTH_T3_T__BL),     //# Fast arc top to bottom left
00349         ENUM2STRING(BOTH_T3_TL_BR),     //# Fast weak spin top left to bottom right
00350         ENUM2STRING(BOTH_T3_TL_BL),     //# Fast arc top left to bottom left
00351         ENUM2STRING(BOTH_T3__L_BR),     //# Fast weak spin left to bottom right
00352         ENUM2STRING(BOTH_T3__L__R),     //# Fast weak spin left to right
00353         ENUM2STRING(BOTH_T3__L_TL),     //# Fast arc left to top left
00354         ENUM2STRING(BOTH_T3_BL_BR),     //# Fast weak spin bottom left to bottom right
00355         ENUM2STRING(BOTH_T3_BL__R),     //# Fast weak spin bottom left to right
00356         ENUM2STRING(BOTH_T3_BL_TR),     //# Fast weak spin bottom left to top right
00357         ENUM2STRING(BOTH_T3_BL__L),     //# Fast arc bottom left to left
00358         //Saber Arc Transitions that use existing animations played backwards
00359         ENUM2STRING(BOTH_T3_BR_TR),     //# Fast arc bottom right to top right          (use: ENUM2STRING(BOTH_T3_TR_BR)
00360         ENUM2STRING(BOTH_T3_BR_T_),     //# Fast arc bottom right to top                        (use: ENUM2STRING(BOTH_T3_T__BR)
00361         ENUM2STRING(BOTH_T3__R_BR),     //# Fast arc right to bottom right                      (use: ENUM2STRING(BOTH_T3_BR__R)
00362         ENUM2STRING(BOTH_T3__R_T_),     //# Fast ar right to top                                (use: ENUM2STRING(BOTH_T3_T___R)
00363         ENUM2STRING(BOTH_T3_TR__R),     //# Fast arc top right to right                 (use: ENUM2STRING(BOTH_T3__R_TR)
00364         ENUM2STRING(BOTH_T3_TR_T_),     //# Fast arc top right to top                           (use: ENUM2STRING(BOTH_T3_T__TR)
00365         ENUM2STRING(BOTH_T3_TL__R),     //# Fast arc top left to right                  (use: ENUM2STRING(BOTH_T3__R_TL)
00366         ENUM2STRING(BOTH_T3_TL_TR),     //# Fast arc top left to top right                      (use: ENUM2STRING(BOTH_T3_TR_TL)
00367         ENUM2STRING(BOTH_T3_TL_T_),     //# Fast arc top left to top                            (use: ENUM2STRING(BOTH_T3_T__TL)
00368         ENUM2STRING(BOTH_T3_TL__L),     //# Fast arc top left to left                           (use: ENUM2STRING(BOTH_T3__L_TL)
00369         ENUM2STRING(BOTH_T3__L_TR),     //# Fast arc left to top right                  (use: ENUM2STRING(BOTH_T3_TR__L)
00370         ENUM2STRING(BOTH_T3__L_T_),     //# Fast arc left to top                                (use: ENUM2STRING(BOTH_T3_T___L)
00371         ENUM2STRING(BOTH_T3__L_BL),     //# Fast arc left to bottom left                        (use: ENUM2STRING(BOTH_T3_BL__L)
00372         ENUM2STRING(BOTH_T3_BL_T_),     //# Fast arc bottom left to top                 (use: ENUM2STRING(BOTH_T3_T__BL)
00373         ENUM2STRING(BOTH_T3_BL_TL),     //# Fast arc bottom left to top left            (use: ENUM2STRING(BOTH_T3_TL_BL)
00374         //Saber Attack Start Transitions
00375         ENUM2STRING(BOTH_S3_S1_T_),     //# Fast plain transition from stance1 to top-to-bottom Fast weak attack
00376         ENUM2STRING(BOTH_S3_S1__L),     //# Fast plain transition from stance1 to left-to-right Fast weak attack
00377         ENUM2STRING(BOTH_S3_S1__R),     //# Fast plain transition from stance1 to right-to-left Fast weak attack
00378         ENUM2STRING(BOTH_S3_S1_TL),     //# Fast plain transition from stance1 to top-left-to-bottom-right Fast weak attack
00379         ENUM2STRING(BOTH_S3_S1_BR),     //# Fast plain transition from stance1 to bottom-right-to-top-left Fast weak attack
00380         ENUM2STRING(BOTH_S3_S1_BL),     //# Fast plain transition from stance1 to bottom-left-to-top-right Fast weak attack
00381         ENUM2STRING(BOTH_S3_S1_TR),     //# Fast plain transition from stance1 to top-right-to-bottom-left Fast weak attack
00382         //Saber Attack Return Transitions
00383         ENUM2STRING(BOTH_R3_B__S1),     //# Fast plain transition from top-to-bottom Fast weak attack to stance1
00384         ENUM2STRING(BOTH_R3__L_S1),     //# Fast plain transition from left-to-right Fast weak attack to stance1
00385         ENUM2STRING(BOTH_R3__R_S1),     //# Fast plain transition from right-to-left Fast weak attack to stance1
00386         ENUM2STRING(BOTH_R3_TL_S1),     //# Fast plain transition from top-left-to-bottom-right Fast weak attack to stance1
00387         ENUM2STRING(BOTH_R3_BR_S1),     //# Fast plain transition from bottom-right-to-top-left Fast weak attack to stance1
00388         ENUM2STRING(BOTH_R3_BL_S1),     //# Fast plain transition from bottom-left-to-top-right Fast weak attack to stance1
00389         ENUM2STRING(BOTH_R3_TR_S1),     //# Fast plain transition from top-right-to-bottom-left Fast weak attack
00390         //Saber Attack Bounces (first 4 frames of an attack), played backwards)
00391         ENUM2STRING(BOTH_B3_BR___),     //# Bounce-back if attack from BR is blocked
00392         ENUM2STRING(BOTH_B3__R___),     //# Bounce-back if attack from R is blocked
00393         ENUM2STRING(BOTH_B3_TR___),     //# Bounce-back if attack from TR is blocked
00394         ENUM2STRING(BOTH_B3_T____),     //# Bounce-back if attack from T is blocked
00395         ENUM2STRING(BOTH_B3_TL___),     //# Bounce-back if attack from TL is blocked
00396         ENUM2STRING(BOTH_B3__L___),     //# Bounce-back if attack from L is blocked
00397         ENUM2STRING(BOTH_B3_BL___),     //# Bounce-back if attack from BL is blocked
00398         //Saber Attack Deflections (last 4 frames of an attack)
00399         ENUM2STRING(BOTH_D3_BR___),     //# Deflection toward BR
00400         ENUM2STRING(BOTH_D3__R___),     //# Deflection toward R
00401         ENUM2STRING(BOTH_D3_TR___),     //# Deflection toward TR
00402         ENUM2STRING(BOTH_D3_TL___),     //# Deflection toward TL
00403         ENUM2STRING(BOTH_D3__L___),     //# Deflection toward L
00404         ENUM2STRING(BOTH_D3_BL___),     //# Deflection toward BL
00405         ENUM2STRING(BOTH_D3_B____),     //# Deflection toward B
00406         //Saber attack anims - power level 4 - Desann's
00407         ENUM2STRING(BOTH_A4_T__B_),     //# Fast weak vertical attack top to bottom
00408         ENUM2STRING(BOTH_A4__L__R),     //# Fast weak horizontal attack left to right
00409         ENUM2STRING(BOTH_A4__R__L),     //# Fast weak horizontal attack right to left
00410         ENUM2STRING(BOTH_A4_TL_BR),     //# Fast weak diagonal attack top left to botom right
00411         ENUM2STRING(BOTH_A4_BR_TL),     //# Fast weak diagonal attack top left to botom right
00412         ENUM2STRING(BOTH_A4_BL_TR),     //# Fast weak diagonal attack bottom left to top right
00413         ENUM2STRING(BOTH_A4_TR_BL),     //# Fast weak diagonal attack bottom left to right
00414         //Saber Arc and Spin Transitions
00415         ENUM2STRING(BOTH_T4_BR__R),     //# Fast arc bottom right to right
00416         ENUM2STRING(BOTH_T4_BR_TL),     //# Fast weak spin bottom right to top left
00417         ENUM2STRING(BOTH_T4_BR__L),     //# Fast weak spin bottom right to left
00418         ENUM2STRING(BOTH_T4_BR_BL),     //# Fast weak spin bottom right to bottom left
00419         ENUM2STRING(BOTH_T4__R_TR),     //# Fast arc right to top right
00420         ENUM2STRING(BOTH_T4__R_TL),     //# Fast arc right to top left
00421         ENUM2STRING(BOTH_T4__R__L),     //# Fast weak spin right to left
00422         ENUM2STRING(BOTH_T4__R_BL),     //# Fast weak spin right to bottom left
00423         ENUM2STRING(BOTH_T4_TR_BR),     //# Fast arc top right to bottom right
00424         ENUM2STRING(BOTH_T4_TR_TL),     //# Fast arc top right to top left
00425         ENUM2STRING(BOTH_T4_TR__L),     //# Fast arc top right to left
00426         ENUM2STRING(BOTH_T4_TR_BL),     //# Fast weak spin top right to bottom left
00427         ENUM2STRING(BOTH_T4_T__BR),     //# Fast arc top to bottom right
00428         ENUM2STRING(BOTH_T4_T___R),     //# Fast arc top to right
00429         ENUM2STRING(BOTH_T4_T__TR),     //# Fast arc top to top right
00430         ENUM2STRING(BOTH_T4_T__TL),     //# Fast arc top to top left
00431         ENUM2STRING(BOTH_T4_T___L),     //# Fast arc top to left
00432         ENUM2STRING(BOTH_T4_T__BL),     //# Fast arc top to bottom left
00433         ENUM2STRING(BOTH_T4_TL_BR),     //# Fast weak spin top left to bottom right
00434         ENUM2STRING(BOTH_T4_TL_BL),     //# Fast arc top left to bottom left
00435         ENUM2STRING(BOTH_T4__L_BR),     //# Fast weak spin left to bottom right
00436         ENUM2STRING(BOTH_T4__L__R),     //# Fast weak spin left to right
00437         ENUM2STRING(BOTH_T4__L_TL),     //# Fast arc left to top left
00438         ENUM2STRING(BOTH_T4_BL_BR),     //# Fast weak spin bottom left to bottom right
00439         ENUM2STRING(BOTH_T4_BL__R),     //# Fast weak spin bottom left to right
00440         ENUM2STRING(BOTH_T4_BL_TR),     //# Fast weak spin bottom left to top right
00441         ENUM2STRING(BOTH_T4_BL__L),     //# Fast arc bottom left to left
00442         //Saber Arc Transitions that use existing animations played backwards
00443         ENUM2STRING(BOTH_T4_BR_TR),     //# Fast arc bottom right to top right          (use: ENUM2STRING(BOTH_T4_TR_BR)
00444         ENUM2STRING(BOTH_T4_BR_T_),     //# Fast arc bottom right to top                        (use: ENUM2STRING(BOTH_T4_T__BR)
00445         ENUM2STRING(BOTH_T4__R_BR),     //# Fast arc right to bottom right                      (use: ENUM2STRING(BOTH_T4_BR__R)
00446         ENUM2STRING(BOTH_T4__R_T_),     //# Fast ar right to top                                (use: ENUM2STRING(BOTH_T4_T___R)
00447         ENUM2STRING(BOTH_T4_TR__R),     //# Fast arc top right to right                 (use: ENUM2STRING(BOTH_T4__R_TR)
00448         ENUM2STRING(BOTH_T4_TR_T_),     //# Fast arc top right to top                           (use: ENUM2STRING(BOTH_T4_T__TR)
00449         ENUM2STRING(BOTH_T4_TL__R),     //# Fast arc top left to right                  (use: ENUM2STRING(BOTH_T4__R_TL)
00450         ENUM2STRING(BOTH_T4_TL_TR),     //# Fast arc top left to top right                      (use: ENUM2STRING(BOTH_T4_TR_TL)
00451         ENUM2STRING(BOTH_T4_TL_T_),     //# Fast arc top left to top                            (use: ENUM2STRING(BOTH_T4_T__TL)
00452         ENUM2STRING(BOTH_T4_TL__L),     //# Fast arc top left to left                           (use: ENUM2STRING(BOTH_T4__L_TL)
00453         ENUM2STRING(BOTH_T4__L_TR),     //# Fast arc left to top right                  (use: ENUM2STRING(BOTH_T4_TR__L)
00454         ENUM2STRING(BOTH_T4__L_T_),     //# Fast arc left to top                                (use: ENUM2STRING(BOTH_T4_T___L)
00455         ENUM2STRING(BOTH_T4__L_BL),     //# Fast arc left to bottom left                        (use: ENUM2STRING(BOTH_T4_BL__L)
00456         ENUM2STRING(BOTH_T4_BL_T_),     //# Fast arc bottom left to top                 (use: ENUM2STRING(BOTH_T4_T__BL)
00457         ENUM2STRING(BOTH_T4_BL_TL),     //# Fast arc bottom left to top left            (use: ENUM2STRING(BOTH_T4_TL_BL)
00458         //Saber Attack Start Transitions
00459         ENUM2STRING(BOTH_S4_S1_T_),     //# Fast plain transition from stance1 to top-to-bottom Fast weak attack
00460         ENUM2STRING(BOTH_S4_S1__L),     //# Fast plain transition from stance1 to left-to-right Fast weak attack
00461         ENUM2STRING(BOTH_S4_S1__R),     //# Fast plain transition from stance1 to right-to-left Fast weak attack
00462         ENUM2STRING(BOTH_S4_S1_TL),     //# Fast plain transition from stance1 to top-left-to-bottom-right Fast weak attack
00463         ENUM2STRING(BOTH_S4_S1_BR),     //# Fast plain transition from stance1 to bottom-right-to-top-left Fast weak attack
00464         ENUM2STRING(BOTH_S4_S1_BL),     //# Fast plain transition from stance1 to bottom-left-to-top-right Fast weak attack
00465         ENUM2STRING(BOTH_S4_S1_TR),     //# Fast plain transition from stance1 to top-right-to-bottom-left Fast weak attack
00466         //Saber Attack Return Transitions
00467         ENUM2STRING(BOTH_R4_B__S1),     //# Fast plain transition from top-to-bottom Fast weak attack to stance1
00468         ENUM2STRING(BOTH_R4__L_S1),     //# Fast plain transition from left-to-right Fast weak attack to stance1
00469         ENUM2STRING(BOTH_R4__R_S1),     //# Fast plain transition from right-to-left Fast weak attack to stance1
00470         ENUM2STRING(BOTH_R4_TL_S1),     //# Fast plain transition from top-left-to-bottom-right Fast weak attack to stance1
00471         ENUM2STRING(BOTH_R4_BR_S1),     //# Fast plain transition from bottom-right-to-top-left Fast weak attack to stance1
00472         ENUM2STRING(BOTH_R4_BL_S1),     //# Fast plain transition from bottom-left-to-top-right Fast weak attack to stance1
00473         ENUM2STRING(BOTH_R4_TR_S1),     //# Fast plain transition from top-right-to-bottom-left Fast weak attack
00474         //Saber Attack Bounces (first 4 frames of an attack), played backwards)
00475         ENUM2STRING(BOTH_B4_BR___),     //# Bounce-back if attack from BR is blocked
00476         ENUM2STRING(BOTH_B4__R___),     //# Bounce-back if attack from R is blocked
00477         ENUM2STRING(BOTH_B4_TR___),     //# Bounce-back if attack from TR is blocked
00478         ENUM2STRING(BOTH_B4_T____),     //# Bounce-back if attack from T is blocked
00479         ENUM2STRING(BOTH_B4_TL___),     //# Bounce-back if attack from TL is blocked
00480         ENUM2STRING(BOTH_B4__L___),     //# Bounce-back if attack from L is blocked
00481         ENUM2STRING(BOTH_B4_BL___),     //# Bounce-back if attack from BL is blocked
00482         //Saber Attack Deflections (last 4 frames of an attack)
00483         ENUM2STRING(BOTH_D4_BR___),     //# Deflection toward BR
00484         ENUM2STRING(BOTH_D4__R___),     //# Deflection toward R
00485         ENUM2STRING(BOTH_D4_TR___),     //# Deflection toward TR
00486         ENUM2STRING(BOTH_D4_TL___),     //# Deflection toward TL
00487         ENUM2STRING(BOTH_D4__L___),     //# Deflection toward L
00488         ENUM2STRING(BOTH_D4_BL___),     //# Deflection toward BL
00489         ENUM2STRING(BOTH_D4_B____),     //# Deflection toward B
00490         //Saber attack anims - power level 5 - Tavion's
00491         ENUM2STRING(BOTH_A5_T__B_),     //# Fast weak vertical attack top to bottom
00492         ENUM2STRING(BOTH_A5__L__R),     //# Fast weak horizontal attack left to right
00493         ENUM2STRING(BOTH_A5__R__L),     //# Fast weak horizontal attack right to left
00494         ENUM2STRING(BOTH_A5_TL_BR),     //# Fast weak diagonal attack top left to botom right
00495         ENUM2STRING(BOTH_A5_BR_TL),     //# Fast weak diagonal attack top left to botom right
00496         ENUM2STRING(BOTH_A5_BL_TR),     //# Fast weak diagonal attack bottom left to top right
00497         ENUM2STRING(BOTH_A5_TR_BL),     //# Fast weak diagonal attack bottom left to right
00498         //Saber Arc and Spin Transitions
00499         ENUM2STRING(BOTH_T5_BR__R),     //# Fast arc bottom right to right
00500         ENUM2STRING(BOTH_T5_BR_TL),     //# Fast weak spin bottom right to top left
00501         ENUM2STRING(BOTH_T5_BR__L),     //# Fast weak spin bottom right to left
00502         ENUM2STRING(BOTH_T5_BR_BL),     //# Fast weak spin bottom right to bottom left
00503         ENUM2STRING(BOTH_T5__R_TR),     //# Fast arc right to top right
00504         ENUM2STRING(BOTH_T5__R_TL),     //# Fast arc right to top left
00505         ENUM2STRING(BOTH_T5__R__L),     //# Fast weak spin right to left
00506         ENUM2STRING(BOTH_T5__R_BL),     //# Fast weak spin right to bottom left
00507         ENUM2STRING(BOTH_T5_TR_BR),     //# Fast arc top right to bottom right
00508         ENUM2STRING(BOTH_T5_TR_TL),     //# Fast arc top right to top left
00509         ENUM2STRING(BOTH_T5_TR__L),     //# Fast arc top right to left
00510         ENUM2STRING(BOTH_T5_TR_BL),     //# Fast weak spin top right to bottom left
00511         ENUM2STRING(BOTH_T5_T__BR),     //# Fast arc top to bottom right
00512         ENUM2STRING(BOTH_T5_T___R),     //# Fast arc top to right
00513         ENUM2STRING(BOTH_T5_T__TR),     //# Fast arc top to top right
00514         ENUM2STRING(BOTH_T5_T__TL),     //# Fast arc top to top left
00515         ENUM2STRING(BOTH_T5_T___L),     //# Fast arc top to left
00516         ENUM2STRING(BOTH_T5_T__BL),     //# Fast arc top to bottom left
00517         ENUM2STRING(BOTH_T5_TL_BR),     //# Fast weak spin top left to bottom right
00518         ENUM2STRING(BOTH_T5_TL_BL),     //# Fast arc top left to bottom left
00519         ENUM2STRING(BOTH_T5__L_BR),     //# Fast weak spin left to bottom right
00520         ENUM2STRING(BOTH_T5__L__R),     //# Fast weak spin left to right
00521         ENUM2STRING(BOTH_T5__L_TL),     //# Fast arc left to top left
00522         ENUM2STRING(BOTH_T5_BL_BR),     //# Fast weak spin bottom left to bottom right
00523         ENUM2STRING(BOTH_T5_BL__R),     //# Fast weak spin bottom left to right
00524         ENUM2STRING(BOTH_T5_BL_TR),     //# Fast weak spin bottom left to top right
00525         ENUM2STRING(BOTH_T5_BL__L),     //# Fast arc bottom left to left
00526         //Saber Arc Transitions that use existing animations played backwards
00527         ENUM2STRING(BOTH_T5_BR_TR),     //# Fast arc bottom right to top right          (use: ENUM2STRING(BOTH_T5_TR_BR)
00528         ENUM2STRING(BOTH_T5_BR_T_),     //# Fast arc bottom right to top                        (use: ENUM2STRING(BOTH_T5_T__BR)
00529         ENUM2STRING(BOTH_T5__R_BR),     //# Fast arc right to bottom right                      (use: ENUM2STRING(BOTH_T5_BR__R)
00530         ENUM2STRING(BOTH_T5__R_T_),     //# Fast ar right to top                                (use: ENUM2STRING(BOTH_T5_T___R)
00531         ENUM2STRING(BOTH_T5_TR__R),     //# Fast arc top right to right                 (use: ENUM2STRING(BOTH_T5__R_TR)
00532         ENUM2STRING(BOTH_T5_TR_T_),     //# Fast arc top right to top                           (use: ENUM2STRING(BOTH_T5_T__TR)
00533         ENUM2STRING(BOTH_T5_TL__R),     //# Fast arc top left to right                  (use: ENUM2STRING(BOTH_T5__R_TL)
00534         ENUM2STRING(BOTH_T5_TL_TR),     //# Fast arc top left to top right                      (use: ENUM2STRING(BOTH_T5_TR_TL)
00535         ENUM2STRING(BOTH_T5_TL_T_),     //# Fast arc top left to top                            (use: ENUM2STRING(BOTH_T5_T__TL)
00536         ENUM2STRING(BOTH_T5_TL__L),     //# Fast arc top left to left                           (use: ENUM2STRING(BOTH_T5__L_TL)
00537         ENUM2STRING(BOTH_T5__L_TR),     //# Fast arc left to top right                  (use: ENUM2STRING(BOTH_T5_TR__L)
00538         ENUM2STRING(BOTH_T5__L_T_),     //# Fast arc left to top                                (use: ENUM2STRING(BOTH_T5_T___L)
00539         ENUM2STRING(BOTH_T5__L_BL),     //# Fast arc left to bottom left                        (use: ENUM2STRING(BOTH_T5_BL__L)
00540         ENUM2STRING(BOTH_T5_BL_T_),     //# Fast arc bottom left to top                 (use: ENUM2STRING(BOTH_T5_T__BL)
00541         ENUM2STRING(BOTH_T5_BL_TL),     //# Fast arc bottom left to top left            (use: ENUM2STRING(BOTH_T5_TL_BL)
00542         //Saber Attack Start Transitions
00543         ENUM2STRING(BOTH_S5_S1_T_),     //# Fast plain transition from stance1 to top-to-bottom Fast weak attack
00544         ENUM2STRING(BOTH_S5_S1__L),     //# Fast plain transition from stance1 to left-to-right Fast weak attack
00545         ENUM2STRING(BOTH_S5_S1__R),     //# Fast plain transition from stance1 to right-to-left Fast weak attack
00546         ENUM2STRING(BOTH_S5_S1_TL),     //# Fast plain transition from stance1 to top-left-to-bottom-right Fast weak attack
00547         ENUM2STRING(BOTH_S5_S1_BR),     //# Fast plain transition from stance1 to bottom-right-to-top-left Fast weak attack
00548         ENUM2STRING(BOTH_S5_S1_BL),     //# Fast plain transition from stance1 to bottom-left-to-top-right Fast weak attack
00549         ENUM2STRING(BOTH_S5_S1_TR),     //# Fast plain transition from stance1 to top-right-to-bottom-left Fast weak attack
00550         //Saber Attack Return Transitions
00551         ENUM2STRING(BOTH_R5_B__S1),     //# Fast plain transition from top-to-bottom Fast weak attack to stance1
00552         ENUM2STRING(BOTH_R5__L_S1),     //# Fast plain transition from left-to-right Fast weak attack to stance1
00553         ENUM2STRING(BOTH_R5__R_S1),     //# Fast plain transition from right-to-left Fast weak attack to stance1
00554         ENUM2STRING(BOTH_R5_TL_S1),     //# Fast plain transition from top-left-to-bottom-right Fast weak attack to stance1
00555         ENUM2STRING(BOTH_R5_BR_S1),     //# Fast plain transition from bottom-right-to-top-left Fast weak attack to stance1
00556         ENUM2STRING(BOTH_R5_BL_S1),     //# Fast plain transition from bottom-left-to-top-right Fast weak attack to stance1
00557         ENUM2STRING(BOTH_R5_TR_S1),     //# Fast plain transition from top-right-to-bottom-left Fast weak attack
00558         //Saber Attack Bounces (first 4 frames of an attack), played backwards)
00559         ENUM2STRING(BOTH_B5_BR___),     //# Bounce-back if attack from BR is blocked
00560         ENUM2STRING(BOTH_B5__R___),     //# Bounce-back if attack from R is blocked
00561         ENUM2STRING(BOTH_B5_TR___),     //# Bounce-back if attack from TR is blocked
00562         ENUM2STRING(BOTH_B5_T____),     //# Bounce-back if attack from T is blocked
00563         ENUM2STRING(BOTH_B5_TL___),     //# Bounce-back if attack from TL is blocked
00564         ENUM2STRING(BOTH_B5__L___),     //# Bounce-back if attack from L is blocked
00565         ENUM2STRING(BOTH_B5_BL___),     //# Bounce-back if attack from BL is blocked
00566         //Saber Attack Deflections (last 4 frames of an attack)
00567         ENUM2STRING(BOTH_D5_BR___),     //# Deflection toward BR
00568         ENUM2STRING(BOTH_D5__R___),     //# Deflection toward R
00569         ENUM2STRING(BOTH_D5_TR___),     //# Deflection toward TR
00570         ENUM2STRING(BOTH_D5_TL___),     //# Deflection toward TL
00571         ENUM2STRING(BOTH_D5__L___),     //# Deflection toward L
00572         ENUM2STRING(BOTH_D5_BL___),     //# Deflection toward BL
00573         ENUM2STRING(BOTH_D5_B____),     //# Deflection toward B
00574         //Saber attack anims - power level 6
00575         ENUM2STRING(BOTH_A6_T__B_),     //# Fast weak vertical attack top to bottom
00576         ENUM2STRING(BOTH_A6__L__R),     //# Fast weak horizontal attack left to right
00577         ENUM2STRING(BOTH_A6__R__L),     //# Fast weak horizontal attack right to left
00578         ENUM2STRING(BOTH_A6_TL_BR),     //# Fast weak diagonal attack top left to botom right
00579         ENUM2STRING(BOTH_A6_BR_TL),     //# Fast weak diagonal attack top left to botom right
00580         ENUM2STRING(BOTH_A6_BL_TR),     //# Fast weak diagonal attack bottom left to top right
00581         ENUM2STRING(BOTH_A6_TR_BL),     //# Fast weak diagonal attack bottom left to right
00582         //Saber Arc and Spin Transitions
00583         ENUM2STRING(BOTH_T6_BR__R),     //# Fast arc bottom right to right
00584         ENUM2STRING(BOTH_T6_BR_TL),     //# Fast weak spin bottom right to top left
00585         ENUM2STRING(BOTH_T6_BR__L),     //# Fast weak spin bottom right to left
00586         ENUM2STRING(BOTH_T6_BR_BL),     //# Fast weak spin bottom right to bottom left
00587         ENUM2STRING(BOTH_T6__R_TR),     //# Fast arc right to top right
00588         ENUM2STRING(BOTH_T6__R_TL),     //# Fast arc right to top left
00589         ENUM2STRING(BOTH_T6__R__L),     //# Fast weak spin right to left
00590         ENUM2STRING(BOTH_T6__R_BL),     //# Fast weak spin right to bottom left
00591         ENUM2STRING(BOTH_T6_TR_BR),     //# Fast arc top right to bottom right
00592         ENUM2STRING(BOTH_T6_TR_TL),     //# Fast arc top right to top left
00593         ENUM2STRING(BOTH_T6_TR__L),     //# Fast arc top right to left
00594         ENUM2STRING(BOTH_T6_TR_BL),     //# Fast weak spin top right to bottom left
00595         ENUM2STRING(BOTH_T6_T__BR),     //# Fast arc top to bottom right
00596         ENUM2STRING(BOTH_T6_T___R),     //# Fast arc top to right
00597         ENUM2STRING(BOTH_T6_T__TR),     //# Fast arc top to top right
00598         ENUM2STRING(BOTH_T6_T__TL),     //# Fast arc top to top left
00599         ENUM2STRING(BOTH_T6_T___L),     //# Fast arc top to left
00600         ENUM2STRING(BOTH_T6_T__BL),     //# Fast arc top to bottom left
00601         ENUM2STRING(BOTH_T6_TL_BR),     //# Fast weak spin top left to bottom right
00602         ENUM2STRING(BOTH_T6_TL_BL),     //# Fast arc top left to bottom left
00603         ENUM2STRING(BOTH_T6__L_BR),     //# Fast weak spin left to bottom right
00604         ENUM2STRING(BOTH_T6__L__R),     //# Fast weak spin left to right
00605         ENUM2STRING(BOTH_T6__L_TL),     //# Fast arc left to top left
00606         ENUM2STRING(BOTH_T6_BL_BR),     //# Fast weak spin bottom left to bottom right
00607         ENUM2STRING(BOTH_T6_BL__R),     //# Fast weak spin bottom left to right
00608         ENUM2STRING(BOTH_T6_BL_TR),     //# Fast weak spin bottom left to top right
00609         ENUM2STRING(BOTH_T6_BL__L),     //# Fast arc bottom left to left
00610         //Saber Arc Transitions that use existing animations played backwards
00611         ENUM2STRING(BOTH_T6_BR_TR),     //# Fast arc bottom right to top right          (use: ENUM2STRING(BOTH_T6_TR_BR)
00612         ENUM2STRING(BOTH_T6_BR_T_),     //# Fast arc bottom right to top                        (use: ENUM2STRING(BOTH_T6_T__BR)
00613         ENUM2STRING(BOTH_T6__R_BR),     //# Fast arc right to bottom right                      (use: ENUM2STRING(BOTH_T6_BR__R)
00614         ENUM2STRING(BOTH_T6__R_T_),     //# Fast ar right to top                                (use: ENUM2STRING(BOTH_T6_T___R)
00615         ENUM2STRING(BOTH_T6_TR__R),     //# Fast arc top right to right                 (use: ENUM2STRING(BOTH_T6__R_TR)
00616         ENUM2STRING(BOTH_T6_TR_T_),     //# Fast arc top right to top                           (use: ENUM2STRING(BOTH_T6_T__TR)
00617         ENUM2STRING(BOTH_T6_TL__R),     //# Fast arc top left to right                  (use: ENUM2STRING(BOTH_T6__R_TL)
00618         ENUM2STRING(BOTH_T6_TL_TR),     //# Fast arc top left to top right                      (use: ENUM2STRING(BOTH_T6_TR_TL)
00619         ENUM2STRING(BOTH_T6_TL_T_),     //# Fast arc top left to top                            (use: ENUM2STRING(BOTH_T6_T__TL)
00620         ENUM2STRING(BOTH_T6_TL__L),     //# Fast arc top left to left                           (use: ENUM2STRING(BOTH_T6__L_TL)
00621         ENUM2STRING(BOTH_T6__L_TR),     //# Fast arc left to top right                  (use: ENUM2STRING(BOTH_T6_TR__L)
00622         ENUM2STRING(BOTH_T6__L_T_),     //# Fast arc left to top                                (use: ENUM2STRING(BOTH_T6_T___L)
00623         ENUM2STRING(BOTH_T6__L_BL),     //# Fast arc left to bottom left                        (use: ENUM2STRING(BOTH_T6_BL__L)
00624         ENUM2STRING(BOTH_T6_BL_T_),     //# Fast arc bottom left to top                 (use: ENUM2STRING(BOTH_T6_T__BL)
00625         ENUM2STRING(BOTH_T6_BL_TL),     //# Fast arc bottom left to top left            (use: ENUM2STRING(BOTH_T6_TL_BL)
00626         //Saber Attack Start Transitions
00627         ENUM2STRING(BOTH_S6_S6_T_),     //# Fast plain transition from stance1 to top-to-bottom Fast weak attack
00628         ENUM2STRING(BOTH_S6_S6__L),     //# Fast plain transition from stance1 to left-to-right Fast weak attack
00629         ENUM2STRING(BOTH_S6_S6__R),     //# Fast plain transition from stance1 to right-to-left Fast weak attack
00630         ENUM2STRING(BOTH_S6_S6_TL),     //# Fast plain transition from stance1 to top-left-to-bottom-right Fast weak attack
00631         ENUM2STRING(BOTH_S6_S6_BR),     //# Fast plain transition from stance1 to bottom-right-to-top-left Fast weak attack
00632         ENUM2STRING(BOTH_S6_S6_BL),     //# Fast plain transition from stance1 to bottom-left-to-top-right Fast weak attack
00633         ENUM2STRING(BOTH_S6_S6_TR),     //# Fast plain transition from stance1 to top-right-to-bottom-left Fast weak attack
00634         //Saber Attack Return Transitions
00635         ENUM2STRING(BOTH_R6_B__S6),     //# Fast plain transition from top-to-bottom Fast weak attack to stance1
00636         ENUM2STRING(BOTH_R6__L_S6),     //# Fast plain transition from left-to-right Fast weak attack to stance1
00637         ENUM2STRING(BOTH_R6__R_S6),     //# Fast plain transition from right-to-left Fast weak attack to stance1
00638         ENUM2STRING(BOTH_R6_TL_S6),     //# Fast plain transition from top-left-to-bottom-right Fast weak attack to stance1
00639         ENUM2STRING(BOTH_R6_BR_S6),     //# Fast plain transition from bottom-right-to-top-left Fast weak attack to stance1
00640         ENUM2STRING(BOTH_R6_BL_S6),     //# Fast plain transition from bottom-left-to-top-right Fast weak attack to stance1
00641         ENUM2STRING(BOTH_R6_TR_S6),     //# Fast plain transition from top-right-to-bottom-left Fast weak attack
00642         //Saber Attack Bounces (first 4 frames of an attack), played backwards)
00643         ENUM2STRING(BOTH_B6_BR___),     //# Bounce-back if attack from BR is blocked
00644         ENUM2STRING(BOTH_B6__R___),     //# Bounce-back if attack from R is blocked
00645         ENUM2STRING(BOTH_B6_TR___),     //# Bounce-back if attack from TR is blocked
00646         ENUM2STRING(BOTH_B6_T____),     //# Bounce-back if attack from T is blocked
00647         ENUM2STRING(BOTH_B6_TL___),     //# Bounce-back if attack from TL is blocked
00648         ENUM2STRING(BOTH_B6__L___),     //# Bounce-back if attack from L is blocked
00649         ENUM2STRING(BOTH_B6_BL___),     //# Bounce-back if attack from BL is blocked
00650         //Saber Attack Deflections (last 4 frames of an attack)
00651         ENUM2STRING(BOTH_D6_BR___),     //# Deflection toward BR
00652         ENUM2STRING(BOTH_D6__R___),     //# Deflection toward R
00653         ENUM2STRING(BOTH_D6_TR___),     //# Deflection toward TR
00654         ENUM2STRING(BOTH_D6_TL___),     //# Deflection toward TL
00655         ENUM2STRING(BOTH_D6__L___),     //# Deflection toward L
00656         ENUM2STRING(BOTH_D6_BL___),     //# Deflection toward BL
00657         ENUM2STRING(BOTH_D6_B____),     //# Deflection toward B
00658         //Saber attack anims - power level 7
00659         ENUM2STRING(BOTH_A7_T__B_),     //# Fast weak vertical attack top to bottom
00660         ENUM2STRING(BOTH_A7__L__R),     //# Fast weak horizontal attack left to right
00661         ENUM2STRING(BOTH_A7__R__L),     //# Fast weak horizontal attack right to left
00662         ENUM2STRING(BOTH_A7_TL_BR),     //# Fast weak diagonal attack top left to botom right
00663         ENUM2STRING(BOTH_A7_BR_TL),     //# Fast weak diagonal attack top left to botom right
00664         ENUM2STRING(BOTH_A7_BL_TR),     //# Fast weak diagonal attack bottom left to top right
00665         ENUM2STRING(BOTH_A7_TR_BL),     //# Fast weak diagonal attack bottom left to right
00666         //Saber Arc and Spin Transitions
00667         ENUM2STRING(BOTH_T7_BR__R),     //# Fast arc bottom right to right
00668         ENUM2STRING(BOTH_T7_BR_TL),     //# Fast weak spin bottom right to top left
00669         ENUM2STRING(BOTH_T7_BR__L),     //# Fast weak spin bottom right to left
00670         ENUM2STRING(BOTH_T7_BR_BL),     //# Fast weak spin bottom right to bottom left
00671         ENUM2STRING(BOTH_T7__R_TR),     //# Fast arc right to top right
00672         ENUM2STRING(BOTH_T7__R_TL),     //# Fast arc right to top left
00673         ENUM2STRING(BOTH_T7__R__L),     //# Fast weak spin right to left
00674         ENUM2STRING(BOTH_T7__R_BL),     //# Fast weak spin right to bottom left
00675         ENUM2STRING(BOTH_T7_TR_BR),     //# Fast arc top right to bottom right
00676         ENUM2STRING(BOTH_T7_TR_TL),     //# Fast arc top right to top left
00677         ENUM2STRING(BOTH_T7_TR__L),     //# Fast arc top right to left
00678         ENUM2STRING(BOTH_T7_TR_BL),     //# Fast weak spin top right to bottom left
00679         ENUM2STRING(BOTH_T7_T__BR),     //# Fast arc top to bottom right
00680         ENUM2STRING(BOTH_T7_T___R),     //# Fast arc top to right
00681         ENUM2STRING(BOTH_T7_T__TR),     //# Fast arc top to top right
00682         ENUM2STRING(BOTH_T7_T__TL),     //# Fast arc top to top left
00683         ENUM2STRING(BOTH_T7_T___L),     //# Fast arc top to left
00684         ENUM2STRING(BOTH_T7_T__BL),     //# Fast arc top to bottom left
00685         ENUM2STRING(BOTH_T7_TL_BR),     //# Fast weak spin top left to bottom right
00686         ENUM2STRING(BOTH_T7_TL_BL),     //# Fast arc top left to bottom left
00687         ENUM2STRING(BOTH_T7__L_BR),     //# Fast weak spin left to bottom right
00688         ENUM2STRING(BOTH_T7__L__R),     //# Fast weak spin left to right
00689         ENUM2STRING(BOTH_T7__L_TL),     //# Fast arc left to top left
00690         ENUM2STRING(BOTH_T7_BL_BR),     //# Fast weak spin bottom left to bottom right
00691         ENUM2STRING(BOTH_T7_BL__R),     //# Fast weak spin bottom left to right
00692         ENUM2STRING(BOTH_T7_BL_TR),     //# Fast weak spin bottom left to top right
00693         ENUM2STRING(BOTH_T7_BL__L),     //# Fast arc bottom left to left
00694         //Saber Arc Transitions that use existing animations played backwards
00695         ENUM2STRING(BOTH_T7_BR_TR),     //# Fast arc bottom right to top right          (use: ENUM2STRING(BOTH_T7_TR_BR)
00696         ENUM2STRING(BOTH_T7_BR_T_),     //# Fast arc bottom right to top                        (use: ENUM2STRING(BOTH_T7_T__BR)
00697         ENUM2STRING(BOTH_T7__R_BR),     //# Fast arc right to bottom right                      (use: ENUM2STRING(BOTH_T7_BR__R)
00698         ENUM2STRING(BOTH_T7__R_T_),     //# Fast ar right to top                                (use: ENUM2STRING(BOTH_T7_T___R)
00699         ENUM2STRING(BOTH_T7_TR__R),     //# Fast arc top right to right                 (use: ENUM2STRING(BOTH_T7__R_TR)
00700         ENUM2STRING(BOTH_T7_TR_T_),     //# Fast arc top right to top                           (use: ENUM2STRING(BOTH_T7_T__TR)
00701         ENUM2STRING(BOTH_T7_TL__R),     //# Fast arc top left to right                  (use: ENUM2STRING(BOTH_T7__R_TL)
00702         ENUM2STRING(BOTH_T7_TL_TR),     //# Fast arc top left to top right                      (use: ENUM2STRING(BOTH_T7_TR_TL)
00703         ENUM2STRING(BOTH_T7_TL_T_),     //# Fast arc top left to top                            (use: ENUM2STRING(BOTH_T7_T__TL)
00704         ENUM2STRING(BOTH_T7_TL__L),     //# Fast arc top left to left                           (use: ENUM2STRING(BOTH_T7__L_TL)
00705         ENUM2STRING(BOTH_T7__L_TR),     //# Fast arc left to top right                  (use: ENUM2STRING(BOTH_T7_TR__L)
00706         ENUM2STRING(BOTH_T7__L_T_),     //# Fast arc left to top                                (use: ENUM2STRING(BOTH_T7_T___L)
00707         ENUM2STRING(BOTH_T7__L_BL),     //# Fast arc left to bottom left                        (use: ENUM2STRING(BOTH_T7_BL__L)
00708         ENUM2STRING(BOTH_T7_BL_T_),     //# Fast arc bottom left to top                 (use: ENUM2STRING(BOTH_T7_T__BL)
00709         ENUM2STRING(BOTH_T7_BL_TL),     //# Fast arc bottom left to top left            (use: ENUM2STRING(BOTH_T7_TL_BL)
00710         //Saber Attack Start Transitions
00711         ENUM2STRING(BOTH_S7_S7_T_),     //# Fast plain transition from stance1 to top-to-bottom Fast weak attack
00712         ENUM2STRING(BOTH_S7_S7__L),     //# Fast plain transition from stance1 to left-to-right Fast weak attack
00713         ENUM2STRING(BOTH_S7_S7__R),     //# Fast plain transition from stance1 to right-to-left Fast weak attack
00714         ENUM2STRING(BOTH_S7_S7_TL),     //# Fast plain transition from stance1 to top-left-to-bottom-right Fast weak attack
00715         ENUM2STRING(BOTH_S7_S7_BR),     //# Fast plain transition from stance1 to bottom-right-to-top-left Fast weak attack
00716         ENUM2STRING(BOTH_S7_S7_BL),     //# Fast plain transition from stance1 to bottom-left-to-top-right Fast weak attack
00717         ENUM2STRING(BOTH_S7_S7_TR),     //# Fast plain transition from stance1 to top-right-to-bottom-left Fast weak attack
00718         //Saber Attack Return Transitions
00719         ENUM2STRING(BOTH_R7_B__S7),     //# Fast plain transition from top-to-bottom Fast weak attack to stance1
00720         ENUM2STRING(BOTH_R7__L_S7),     //# Fast plain transition from left-to-right Fast weak attack to stance1
00721         ENUM2STRING(BOTH_R7__R_S7),     //# Fast plain transition from right-to-left Fast weak attack to stance1
00722         ENUM2STRING(BOTH_R7_TL_S7),     //# Fast plain transition from top-left-to-bottom-right Fast weak attack to stance1
00723         ENUM2STRING(BOTH_R7_BR_S7),     //# Fast plain transition from bottom-right-to-top-left Fast weak attack to stance1
00724         ENUM2STRING(BOTH_R7_BL_S7),     //# Fast plain transition from bottom-left-to-top-right Fast weak attack to stance1
00725         ENUM2STRING(BOTH_R7_TR_S7),     //# Fast plain transition from top-right-to-bottom-left Fast weak attack
00726         //Saber Attack Bounces (first 4 frames of an attack), played backwards)
00727         ENUM2STRING(BOTH_B7_BR___),     //# Bounce-back if attack from BR is blocked
00728         ENUM2STRING(BOTH_B7__R___),     //# Bounce-back if attack from R is blocked
00729         ENUM2STRING(BOTH_B7_TR___),     //# Bounce-back if attack from TR is blocked
00730         ENUM2STRING(BOTH_B7_T____),     //# Bounce-back if attack from T is blocked
00731         ENUM2STRING(BOTH_B7_TL___),     //# Bounce-back if attack from TL is blocked
00732         ENUM2STRING(BOTH_B7__L___),     //# Bounce-back if attack from L is blocked
00733         ENUM2STRING(BOTH_B7_BL___),     //# Bounce-back if attack from BL is blocked
00734         //Saber Attack Deflections (last 4 frames of an attack)
00735         ENUM2STRING(BOTH_D7_BR___),     //# Deflection toward BR
00736         ENUM2STRING(BOTH_D7__R___),     //# Deflection toward R
00737         ENUM2STRING(BOTH_D7_TR___),     //# Deflection toward TR
00738         ENUM2STRING(BOTH_D7_TL___),     //# Deflection toward TL
00739         ENUM2STRING(BOTH_D7__L___),     //# Deflection toward L
00740         ENUM2STRING(BOTH_D7_BL___),     //# Deflection toward BL
00741         ENUM2STRING(BOTH_D7_B____),     //# Deflection toward B
00742         //Saber parry anims
00743         ENUM2STRING(BOTH_P1_S1_T_),     //# Block shot/saber top
00744         ENUM2STRING(BOTH_P1_S1_TR),     //# Block shot/saber top right
00745         ENUM2STRING(BOTH_P1_S1_TL),     //# Block shot/saber top left
00746         ENUM2STRING(BOTH_P1_S1_BL),     //# Block shot/saber bottom left
00747         ENUM2STRING(BOTH_P1_S1_BR),     //# Block shot/saber bottom right
00748         //Saber knockaway
00749         ENUM2STRING(BOTH_K1_S1_T_),     //# knockaway saber top
00750         ENUM2STRING(BOTH_K1_S1_TR),     //# knockaway saber top right
00751         ENUM2STRING(BOTH_K1_S1_TL),     //# knockaway saber top left
00752         ENUM2STRING(BOTH_K1_S1_BL),     //# knockaway saber bottom left
00753         ENUM2STRING(BOTH_K1_S1_B_),     //# knockaway saber bottom
00754         ENUM2STRING(BOTH_K1_S1_BR),     //# knockaway saber bottom right
00755         //Saber attack knocked away
00756         ENUM2STRING(BOTH_V1_BR_S1),     //# BR attack knocked away
00757         ENUM2STRING(BOTH_V1__R_S1),     //# R attack knocked away
00758         ENUM2STRING(BOTH_V1_TR_S1),     //# TR attack knocked away
00759         ENUM2STRING(BOTH_V1_T__S1),     //# T attack knocked away
00760         ENUM2STRING(BOTH_V1_TL_S1),     //# TL attack knocked away
00761         ENUM2STRING(BOTH_V1__L_S1),     //# L attack knocked away
00762         ENUM2STRING(BOTH_V1_BL_S1),     //# BL attack knocked away
00763         ENUM2STRING(BOTH_V1_B__S1),     //# B attack knocked away
00764         //Saber parry broken
00765         ENUM2STRING(BOTH_H1_S1_T_),     //# saber knocked down from top parry
00766         ENUM2STRING(BOTH_H1_S1_TR),     //# saber knocked down-left from TR parry
00767         ENUM2STRING(BOTH_H1_S1_TL),     //# saber knocked down-right from TL parry
00768         ENUM2STRING(BOTH_H1_S1_BL),     //# saber knocked up-right from BL parry
00769         ENUM2STRING(BOTH_H1_S1_B_),     //# saber knocked up over head from ready?
00770         ENUM2STRING(BOTH_H1_S1_BR),     //# saber knocked up-left from BR parry
00771         //Dual Sabers parry anims
00772         ENUM2STRING(BOTH_P6_S6_T_),     //# Block shot/saber top
00773         ENUM2STRING(BOTH_P6_S6_TR),     //# Block shot/saber top right
00774         ENUM2STRING(BOTH_P6_S6_TL),     //# Block shot/saber top left
00775         ENUM2STRING(BOTH_P6_S6_BL),     //# Block shot/saber bottom left
00776         ENUM2STRING(BOTH_P6_S6_BR),     //# Block shot/saber bottom right
00777         //Dual Sabers knockaway
00778         ENUM2STRING(BOTH_K6_S6_T_),     //# knockaway saber top
00779         ENUM2STRING(BOTH_K6_S6_TR),     //# knockaway saber top right
00780         ENUM2STRING(BOTH_K6_S6_TL),     //# knockaway saber top left
00781         ENUM2STRING(BOTH_K6_S6_BL),     //# knockaway saber bottom left
00782         ENUM2STRING(BOTH_K6_S6_B_),     //# knockaway saber bottom
00783         ENUM2STRING(BOTH_K6_S6_BR),     //# knockaway saber bottom right
00784         //Dual Sabers attack knocked away
00785         ENUM2STRING(BOTH_V6_BR_S6),     //# BR attack knocked away
00786         ENUM2STRING(BOTH_V6__R_S6),     //# R attack knocked away
00787         ENUM2STRING(BOTH_V6_TR_S6),     //# TR attack knocked away
00788         ENUM2STRING(BOTH_V6_T__S6),     //# T attack knocked away
00789         ENUM2STRING(BOTH_V6_TL_S6),     //# TL attack knocked away
00790         ENUM2STRING(BOTH_V6__L_S6),     //# L attack knocked away
00791         ENUM2STRING(BOTH_V6_BL_S6),     //# BL attack knocked away
00792         ENUM2STRING(BOTH_V6_B__S6),     //# B attack knocked away
00793         //Dual Sabers parry broken
00794         ENUM2STRING(BOTH_H6_S6_T_),     //# saber knocked down from top parry
00795         ENUM2STRING(BOTH_H6_S6_TR),     //# saber knocked down-left from TR parry
00796         ENUM2STRING(BOTH_H6_S6_TL),     //# saber knocked down-right from TL parry
00797         ENUM2STRING(BOTH_H6_S6_BL),     //# saber knocked up-right from BL parry
00798         ENUM2STRING(BOTH_H6_S6_B_),     //# saber knocked up over head from ready?
00799         ENUM2STRING(BOTH_H6_S6_BR),     //# saber knocked up-left from BR parry
00800         //SaberStaff parry anims
00801         ENUM2STRING(BOTH_P7_S7_T_),     //# Block shot/saber top
00802         ENUM2STRING(BOTH_P7_S7_TR),     //# Block shot/saber top right
00803         ENUM2STRING(BOTH_P7_S7_TL),     //# Block shot/saber top left
00804         ENUM2STRING(BOTH_P7_S7_BL),     //# Block shot/saber bottom left
00805         ENUM2STRING(BOTH_P7_S7_BR),     //# Block shot/saber bottom right
00806         //SaberStaff knockaway
00807         ENUM2STRING(BOTH_K7_S7_T_),     //# knockaway saber top
00808         ENUM2STRING(BOTH_K7_S7_TR),     //# knockaway saber top right
00809         ENUM2STRING(BOTH_K7_S7_TL),     //# knockaway saber top left
00810         ENUM2STRING(BOTH_K7_S7_BL),     //# knockaway saber bottom left
00811         ENUM2STRING(BOTH_K7_S7_B_),     //# knockaway saber bottom
00812         ENUM2STRING(BOTH_K7_S7_BR),     //# knockaway saber bottom right
00813         //SaberStaff attack knocked away
00814         ENUM2STRING(BOTH_V7_BR_S7),     //# BR attack knocked away
00815         ENUM2STRING(BOTH_V7__R_S7),     //# R attack knocked away
00816         ENUM2STRING(BOTH_V7_TR_S7),     //# TR attack knocked away
00817         ENUM2STRING(BOTH_V7_T__S7),     //# T attack knocked away
00818         ENUM2STRING(BOTH_V7_TL_S7),     //# TL attack knocked away
00819         ENUM2STRING(BOTH_V7__L_S7),     //# L attack knocked away
00820         ENUM2STRING(BOTH_V7_BL_S7),     //# BL attack knocked away
00821         ENUM2STRING(BOTH_V7_B__S7),     //# B attack knocked away
00822         //SaberStaff parry broken
00823         ENUM2STRING(BOTH_H7_S7_T_),     //# saber knocked down from top parry
00824         ENUM2STRING(BOTH_H7_S7_TR),     //# saber knocked down-left from TR parry
00825         ENUM2STRING(BOTH_H7_S7_TL),     //# saber knocked down-right from TL parry
00826         ENUM2STRING(BOTH_H7_S7_BL),     //# saber knocked up-right from BL parry
00827         ENUM2STRING(BOTH_H7_S7_B_),     //# saber knocked up over head from ready?
00828         ENUM2STRING(BOTH_H7_S7_BR),     //# saber knocked up-left from BR parry
00829         //Sabers locked anims
00830         //* #sep BOTH_ SABER LOCKED ANIMS
00831         //BOTH_(DL, S, ST)_(DL, S, ST)_(T, S)_(L, B, SB)_1(_W, _L)
00832 //===Single locks==================================================================
00833 //SINGLE vs. DUAL
00834         //side locks - I'm using a single and they're using dual
00835         ENUM2STRING(BOTH_LK_S_DL_S_B_1_L),      //normal break I lost
00836         ENUM2STRING(BOTH_LK_S_DL_S_B_1_W),      //normal break I won
00837         ENUM2STRING(BOTH_LK_S_DL_S_L_1),                //lock if I'm using single vs. a dual
00838         ENUM2STRING(BOTH_LK_S_DL_S_SB_1_L),     //super break I lost
00839         ENUM2STRING(BOTH_LK_S_DL_S_SB_1_W),     //super break I won
00840         //top locks
00841         ENUM2STRING(BOTH_LK_S_DL_T_B_1_L),      //normal break I lost
00842         ENUM2STRING(BOTH_LK_S_DL_T_B_1_W),      //normal break I won
00843         ENUM2STRING(BOTH_LK_S_DL_T_L_1),                //lock if I'm using single vs. a dual
00844         ENUM2STRING(BOTH_LK_S_DL_T_SB_1_L),     //super break I lost
00845         ENUM2STRING(BOTH_LK_S_DL_T_SB_1_W),     //super break I won
00846 //SINGLE vs. STAFF
00847         //side locks
00848         ENUM2STRING(BOTH_LK_S_ST_S_B_1_L),      //normal break I lost
00849         ENUM2STRING(BOTH_LK_S_ST_S_B_1_W),      //normal break I won
00850         ENUM2STRING(BOTH_LK_S_ST_S_L_1),                //lock if I'm using single vs. a staff
00851         ENUM2STRING(BOTH_LK_S_ST_S_SB_1_L),     //super break I lost
00852         ENUM2STRING(BOTH_LK_S_ST_S_SB_1_W),     //super break I won
00853         //top locks
00854         ENUM2STRING(BOTH_LK_S_ST_T_B_1_L),      //normal break I lost
00855         ENUM2STRING(BOTH_LK_S_ST_T_B_1_W),      //normal break I won
00856         ENUM2STRING(BOTH_LK_S_ST_T_L_1),                //lock if I'm using single vs. a staff
00857         ENUM2STRING(BOTH_LK_S_ST_T_SB_1_L),     //super break I lost
00858         ENUM2STRING(BOTH_LK_S_ST_T_SB_1_W),     //super break I won
00859 //SINGLE vs. SINGLE
00860         //side locks
00861         ENUM2STRING(BOTH_LK_S_S_S_B_1_L),       //normal break I lost
00862         ENUM2STRING(BOTH_LK_S_S_S_B_1_W),       //normal break I won
00863         ENUM2STRING(BOTH_LK_S_S_S_L_1),         //lock if I'm using single vs. a single and I initiated
00864         ENUM2STRING(BOTH_LK_S_S_S_SB_1_L),      //super break I lost
00865         ENUM2STRING(BOTH_LK_S_S_S_SB_1_W),      //super break I won
00866         //top locks
00867         ENUM2STRING(BOTH_LK_S_S_T_B_1_L),       //normal break I lost
00868         ENUM2STRING(BOTH_LK_S_S_T_B_1_W),       //normal break I won
00869         ENUM2STRING(BOTH_LK_S_S_T_L_1),         //lock if I'm using single vs. a single and I initiated
00870         ENUM2STRING(BOTH_LK_S_S_T_SB_1_L),      //super break I lost
00871         ENUM2STRING(BOTH_LK_S_S_T_SB_1_W),      //super break I won
00872 //===Dual Saber locks==================================================================
00873 //DUAL vs. DUAL 
00874         //side locks
00875         ENUM2STRING(BOTH_LK_DL_DL_S_B_1_L),     //normal break I lost
00876         ENUM2STRING(BOTH_LK_DL_DL_S_B_1_W),     //normal break I won
00877         ENUM2STRING(BOTH_LK_DL_DL_S_L_1),       //lock if I'm using dual vs. dual and I initiated
00878         ENUM2STRING(BOTH_LK_DL_DL_S_SB_1_L),    //super break I lost
00879         ENUM2STRING(BOTH_LK_DL_DL_S_SB_1_W),    //super break I won
00880         //top locks
00881         ENUM2STRING(BOTH_LK_DL_DL_T_B_1_L),     //normal break I lost
00882         ENUM2STRING(BOTH_LK_DL_DL_T_B_1_W),     //normal break I won
00883         ENUM2STRING(BOTH_LK_DL_DL_T_L_1),       //lock if I'm using dual vs. dual and I initiated
00884         ENUM2STRING(BOTH_LK_DL_DL_T_SB_1_L),    //super break I lost
00885         ENUM2STRING(BOTH_LK_DL_DL_T_SB_1_W),    //super break I won
00886 //DUAL vs. STAFF
00887         //side locks
00888         ENUM2STRING(BOTH_LK_DL_ST_S_B_1_L),     //normal break I lost
00889         ENUM2STRING(BOTH_LK_DL_ST_S_B_1_W),     //normal break I won
00890         ENUM2STRING(BOTH_LK_DL_ST_S_L_1),       //lock if I'm using dual vs. a staff
00891         ENUM2STRING(BOTH_LK_DL_ST_S_SB_1_L),    //super break I lost
00892         ENUM2STRING(BOTH_LK_DL_ST_S_SB_1_W),    //super break I won
00893         //top locks
00894         ENUM2STRING(BOTH_LK_DL_ST_T_B_1_L),     //normal break I lost
00895         ENUM2STRING(BOTH_LK_DL_ST_T_B_1_W),     //normal break I won
00896         ENUM2STRING(BOTH_LK_DL_ST_T_L_1),       //lock if I'm using dual vs. a staff
00897         ENUM2STRING(BOTH_LK_DL_ST_T_SB_1_L),    //super break I lost
00898         ENUM2STRING(BOTH_LK_DL_ST_T_SB_1_W),    //super break I won
00899 //DUAL vs. SINGLE
00900         //side locks
00901         ENUM2STRING(BOTH_LK_DL_S_S_B_1_L),      //normal break I lost
00902         ENUM2STRING(BOTH_LK_DL_S_S_B_1_W),      //normal break I won
00903         ENUM2STRING(BOTH_LK_DL_S_S_L_1),                //lock if I'm using dual vs. a single
00904         ENUM2STRING(BOTH_LK_DL_S_S_SB_1_L),     //super break I lost
00905         ENUM2STRING(BOTH_LK_DL_S_S_SB_1_W),     //super break I won
00906         //top locks
00907         ENUM2STRING(BOTH_LK_DL_S_T_B_1_L),      //normal break I lost
00908         ENUM2STRING(BOTH_LK_DL_S_T_B_1_W),      //normal break I won
00909         ENUM2STRING(BOTH_LK_DL_S_T_L_1),                //lock if I'm using dual vs. a single
00910         ENUM2STRING(BOTH_LK_DL_S_T_SB_1_L),     //super break I lost
00911         ENUM2STRING(BOTH_LK_DL_S_T_SB_1_W),     //super break I won
00912 //===Saber Staff locks==================================================================
00913 //STAFF vs. DUAL
00914         //side locks
00915         ENUM2STRING(BOTH_LK_ST_DL_S_B_1_L),     //normal break I lost
00916         ENUM2STRING(BOTH_LK_ST_DL_S_B_1_W),     //normal break I won
00917         ENUM2STRING(BOTH_LK_ST_DL_S_L_1),       //lock if I'm using staff vs. dual
00918         ENUM2STRING(BOTH_LK_ST_DL_S_SB_1_L),    //super break I lost
00919         ENUM2STRING(BOTH_LK_ST_DL_S_SB_1_W),    //super break I won
00920         //top locks
00921         ENUM2STRING(BOTH_LK_ST_DL_T_B_1_L),     //normal break I lost
00922         ENUM2STRING(BOTH_LK_ST_DL_T_B_1_W),     //normal break I won
00923         ENUM2STRING(BOTH_LK_ST_DL_T_L_1),       //lock if I'm using staff vs. dual
00924         ENUM2STRING(BOTH_LK_ST_DL_T_SB_1_L),    //super break I lost
00925         ENUM2STRING(BOTH_LK_ST_DL_T_SB_1_W),    //super break I won
00926 //STAFF vs. STAFF
00927         //side locks
00928         ENUM2STRING(BOTH_LK_ST_ST_S_B_1_L),     //normal break I lost
00929         ENUM2STRING(BOTH_LK_ST_ST_S_B_1_W),     //normal break I won
00930         ENUM2STRING(BOTH_LK_ST_ST_S_L_1),       //lock if I'm using staff vs. a staff and I initiated
00931         ENUM2STRING(BOTH_LK_ST_ST_S_SB_1_L),    //super break I lost
00932         ENUM2STRING(BOTH_LK_ST_ST_S_SB_1_W),    //super break I won
00933         //top locks
00934         ENUM2STRING(BOTH_LK_ST_ST_T_B_1_L),     //normal break I lost
00935         ENUM2STRING(BOTH_LK_ST_ST_T_B_1_W),     //normal break I won
00936         ENUM2STRING(BOTH_LK_ST_ST_T_L_1),       //lock if I'm using staff vs. a staff and I initiated
00937         ENUM2STRING(BOTH_LK_ST_ST_T_SB_1_L),    //super break I lost
00938         ENUM2STRING(BOTH_LK_ST_ST_T_SB_1_W),    //super break I won
00939 //STAFF vs. SINGLE
00940         //side locks
00941         ENUM2STRING(BOTH_LK_ST_S_S_B_1_L),      //normal break I lost
00942         ENUM2STRING(BOTH_LK_ST_S_S_B_1_W),      //normal break I won
00943         ENUM2STRING(BOTH_LK_ST_S_S_L_1),                //lock if I'm using staff vs. a single
00944         ENUM2STRING(BOTH_LK_ST_S_S_SB_1_L),     //super break I lost
00945         ENUM2STRING(BOTH_LK_ST_S_S_SB_1_W),     //super break I won
00946         //top locks
00947         ENUM2STRING(BOTH_LK_ST_S_T_B_1_L),      //normal break I lost
00948         ENUM2STRING(BOTH_LK_ST_S_T_B_1_W),      //normal break I won
00949         ENUM2STRING(BOTH_LK_ST_S_T_L_1),                //lock if I'm using staff vs. a single
00950         ENUM2STRING(BOTH_LK_ST_S_T_SB_1_L),     //super break I lost
00951         ENUM2STRING(BOTH_LK_ST_S_T_SB_1_W),     //super break I won
00952 //Special cases for same saber style vs. each other (won't fit in nice 5-anim size lists above)
00953         ENUM2STRING(BOTH_LK_S_S_S_L_2),         //lock if I'm using single vs. a single and other intitiated
00954         ENUM2STRING(BOTH_LK_S_S_T_L_2),         //lock if I'm using single vs. a single and other initiated
00955         ENUM2STRING(BOTH_LK_DL_DL_S_L_2),       //lock if I'm using dual vs. dual and other initiated
00956         ENUM2STRING(BOTH_LK_DL_DL_T_L_2),       //lock if I'm using dual vs. dual and other initiated
00957         ENUM2STRING(BOTH_LK_ST_ST_S_L_2),       //lock if I'm using staff vs. a staff and other initiated
00958         ENUM2STRING(BOTH_LK_ST_ST_T_L_2),       //lock if I'm using staff vs. a staff and other initiated
00959 //===End Saber locks==================================================================
00960         ENUM2STRING(BOTH_BF2RETURN),    //#
00961         ENUM2STRING(BOTH_BF2BREAK),     //#
00962         ENUM2STRING(BOTH_BF2LOCK),      //#
00963         ENUM2STRING(BOTH_BF1RETURN),    //#
00964         ENUM2STRING(BOTH_BF1BREAK),     //#
00965         ENUM2STRING(BOTH_BF1LOCK),      //#
00966         ENUM2STRING(BOTH_CWCIRCLE_R2__R_S1),    //#
00967         ENUM2STRING(BOTH_CCWCIRCLE_R2__L_S1),   //#
00968         ENUM2STRING(BOTH_CWCIRCLE_A2__L__R),    //#
00969         ENUM2STRING(BOTH_CCWCIRCLE_A2__R__L),   //#
00970         ENUM2STRING(BOTH_CWCIRCLEBREAK),        //#
00971         ENUM2STRING(BOTH_CCWCIRCLEBREAK),       //#
00972         ENUM2STRING(BOTH_CWCIRCLELOCK), //#
00973         ENUM2STRING(BOTH_CCWCIRCLELOCK),        //#
00974         //other saber anims/attacks
00975         ENUM2STRING(BOTH_SABERFAST_STANCE),
00976         ENUM2STRING(BOTH_SABERSLOW_STANCE),
00977         ENUM2STRING(BOTH_SABERDUAL_STANCE),
00978         ENUM2STRING(BOTH_SABERSTAFF_STANCE),
00979         ENUM2STRING(BOTH_A2_STABBACK1),         //# Stab saber backward
00980         ENUM2STRING(BOTH_ATTACK_BACK),          //# Swing around backwards and attack
00981         ENUM2STRING(BOTH_JUMPFLIPSLASHDOWN1),//#
00982         ENUM2STRING(BOTH_JUMPFLIPSTABDOWN),//#
00983         ENUM2STRING(BOTH_FORCELEAP2_T__B_),//#
00984         ENUM2STRING(BOTH_LUNGE2_B__T_),//#
00985         ENUM2STRING(BOTH_CROUCHATTACKBACK1),//#
00986         //New specials for JKA:
00987         ENUM2STRING(BOTH_JUMPATTACK6),//#
00988         ENUM2STRING(BOTH_JUMPATTACK7),//#
00989         ENUM2STRING(BOTH_SPINATTACK6),//#
00990         ENUM2STRING(BOTH_SPINATTACK7),//#
00991         ENUM2STRING(BOTH_S1_S6),//#     From stand1 to saberdual stance - turning on your dual sabers
00992         ENUM2STRING(BOTH_S6_S1),//#     From dualstaff stance to stand1 - turning off your dual sabers
00993         ENUM2STRING(BOTH_S1_S7),//#     From stand1 to saberstaff stance - turning on your saberstaff
00994         ENUM2STRING(BOTH_S7_S1),//#     From saberstaff stance to stand1 - turning off your saberstaff
00995         ENUM2STRING(BOTH_FORCELONGLEAP_START),
00996         ENUM2STRING(BOTH_FORCELONGLEAP_ATTACK),
00997         ENUM2STRING(BOTH_FORCELONGLEAP_LAND),
00998         ENUM2STRING(BOTH_FORCEWALLRUNFLIP_START),
00999         ENUM2STRING(BOTH_FORCEWALLRUNFLIP_END),
01000         ENUM2STRING(BOTH_FORCEWALLRUNFLIP_ALT),
01001         ENUM2STRING(BOTH_FORCEWALLREBOUND_FORWARD),
01002         ENUM2STRING(BOTH_FORCEWALLREBOUND_LEFT),
01003         ENUM2STRING(BOTH_FORCEWALLREBOUND_BACK),
01004         ENUM2STRING(BOTH_FORCEWALLREBOUND_RIGHT),
01005         ENUM2STRING(BOTH_FORCEWALLHOLD_FORWARD),
01006         ENUM2STRING(BOTH_FORCEWALLHOLD_LEFT),
01007         ENUM2STRING(BOTH_FORCEWALLHOLD_BACK),
01008         ENUM2STRING(BOTH_FORCEWALLHOLD_RIGHT),
01009         ENUM2STRING(BOTH_FORCEWALLRELEASE_FORWARD),
01010         ENUM2STRING(BOTH_FORCEWALLRELEASE_LEFT),
01011         ENUM2STRING(BOTH_FORCEWALLRELEASE_BACK),
01012         ENUM2STRING(BOTH_FORCEWALLRELEASE_RIGHT),
01013         ENUM2STRING(BOTH_A7_KICK_F),
01014         ENUM2STRING(BOTH_A7_KICK_B),
01015         ENUM2STRING(BOTH_A7_KICK_R),
01016         ENUM2STRING(BOTH_A7_KICK_L),
01017         ENUM2STRING(BOTH_A7_KICK_S),
01018         ENUM2STRING(BOTH_A7_KICK_BF),
01019         ENUM2STRING(BOTH_A7_KICK_BF_STOP),
01020         ENUM2STRING(BOTH_A7_KICK_RL),
01021         ENUM2STRING(BOTH_A7_KICK_F_AIR),
01022         ENUM2STRING(BOTH_A7_KICK_B_AIR),
01023         ENUM2STRING(BOTH_A7_KICK_R_AIR),
01024         ENUM2STRING(BOTH_A7_KICK_L_AIR),
01025         ENUM2STRING(BOTH_FLIP_ATTACK7),
01026         ENUM2STRING(BOTH_FLIP_HOLD7),
01027         ENUM2STRING(BOTH_FLIP_LAND),
01028         ENUM2STRING(BOTH_PULL_IMPALE_STAB),
01029         ENUM2STRING(BOTH_PULL_IMPALE_SWING),
01030         ENUM2STRING(BOTH_PULLED_INAIR_B),
01031         ENUM2STRING(BOTH_PULLED_INAIR_F),
01032         ENUM2STRING(BOTH_STABDOWN),
01033         ENUM2STRING(BOTH_STABDOWN_STAFF),
01034         ENUM2STRING(BOTH_STABDOWN_DUAL),
01035         ENUM2STRING(BOTH_A6_SABERPROTECT),
01036         ENUM2STRING(BOTH_A7_SOULCAL),
01037         ENUM2STRING(BOTH_A1_SPECIAL),
01038         ENUM2STRING(BOTH_A2_SPECIAL),
01039         ENUM2STRING(BOTH_A3_SPECIAL),
01040         ENUM2STRING(BOTH_ROLL_STAB),
01041 
01042         //# #sep ENUM2STRING(BOTH_ STANDING
01043         ENUM2STRING(BOTH_STAND1),                       //# Standing idle, no weapon, hands down
01044         ENUM2STRING(BOTH_STAND1IDLE1),          //# Random standing idle
01045         ENUM2STRING(BOTH_STAND2),                       //# Standing idle with a saber
01046         ENUM2STRING(BOTH_STAND2IDLE1),          //# Random standing idle
01047         ENUM2STRING(BOTH_STAND2IDLE2),
01048         ENUM2STRING(BOTH_STAND3),                       //# Standing idle with 2-handed weapon
01049         ENUM2STRING(BOTH_STAND3IDLE1),          //# Random standing idle
01050         ENUM2STRING(BOTH_STAND4),                       //# hands clasp behind back
01051         ENUM2STRING(BOTH_STAND5),                       //# standing idle, no weapon, hand down, back straight
01052         ENUM2STRING(BOTH_STAND5IDLE1),          //# Random standing idle
01053         ENUM2STRING(BOTH_STAND6),                       //# one handed), gun at side), relaxed stand
01054         ENUM2STRING(BOTH_STAND8),                       //# both hands on hips (male)
01055         ENUM2STRING(BOTH_STAND1TO2),                    //# Transition from stand1 to stand2
01056         ENUM2STRING(BOTH_STAND2TO1),                    //# Transition from stand2 to stand1
01057         ENUM2STRING(BOTH_STAND2TO4),                    //# Transition from stand2 to stand4
01058         ENUM2STRING(BOTH_STAND4TO2),                    //# Transition from stand4 to stand2
01059         ENUM2STRING(BOTH_STAND4TOATTACK2),      //# relaxed stand to 1-handed pistol ready
01060         ENUM2STRING(BOTH_STANDUP2),                     //# Luke standing up from his meditation platform (cin # 37)
01061         ENUM2STRING(BOTH_STAND5TOSIT3),         //# transition from stand 5 to sit 3
01062         ENUM2STRING(BOTH_STAND1TOSTAND5),       //# Transition from stand1 to stand5
01063         ENUM2STRING(BOTH_STAND5TOSTAND1),       //# Transition from stand5 to stand1
01064         ENUM2STRING(BOTH_STAND5TOAIM),          //# Transition of Kye aiming his gun at Desann (cin #9) 
01065         ENUM2STRING(BOTH_STAND5STARTLEDLOOKLEFT),       //# Kyle turning to watch the bridge drop (cin #9) 
01066         ENUM2STRING(BOTH_STARTLEDLOOKLEFTTOSTAND5),     //# Kyle returning to stand 5 from watching the bridge drop (cin #9) 
01067         ENUM2STRING(BOTH_STAND5TOSTAND8),       //# Transition from stand5 to stand8
01068         ENUM2STRING(BOTH_STAND7TOSTAND8),       //# Tavion putting hands on back of chair (cin #11)
01069         ENUM2STRING(BOTH_STAND8TOSTAND5),       //# Transition from stand8 to stand5
01070         ENUM2STRING(BOTH_STAND9),                       //# Kyle's standing idle, no weapon, hands down
01071         ENUM2STRING(BOTH_STAND9IDLE1),          //# Kyle's random standing idle
01072         ENUM2STRING(BOTH_STAND5SHIFTWEIGHT),    //# Weightshift from stand5 to side and back to stand5
01073         ENUM2STRING(BOTH_STAND5SHIFTWEIGHTSTART),       //# From stand5 to side
01074         ENUM2STRING(BOTH_STAND5SHIFTWEIGHTSTOP),                //# From side to stand5
01075         ENUM2STRING(BOTH_STAND5TURNLEFTSTART),          //# Start turning left from stand5
01076         ENUM2STRING(BOTH_STAND5TURNLEFTSTOP),           //# Stop turning left from stand5
01077         ENUM2STRING(BOTH_STAND5TURNRIGHTSTART),         //# Start turning right from stand5
01078         ENUM2STRING(BOTH_STAND5TURNRIGHTSTOP),          //# Stop turning right from stand5
01079         ENUM2STRING(BOTH_STAND5LOOK180LEFTSTART),       //# Start looking over left shoulder (cin #17)
01080         ENUM2STRING(BOTH_STAND5LOOK180LEFTSTOP),        //# Stop looking over left shoulder (cin #17)
01081 
01082         ENUM2STRING(BOTH_CONSOLE1START),        //# typing at a console
01083         ENUM2STRING(BOTH_CONSOLE1),                     //# typing at a console
01084         ENUM2STRING(BOTH_CONSOLE1STOP),         //# typing at a console
01085         ENUM2STRING(BOTH_CONSOLE2START),        //# typing at a console with comm link in hand (cin #5) 
01086         ENUM2STRING(BOTH_CONSOLE2),                     //# typing at a console with comm link in hand (cin #5) 
01087         ENUM2STRING(BOTH_CONSOLE2STOP),         //# typing at a console with comm link in hand (cin #5) 
01088         ENUM2STRING(BOTH_CONSOLE2HOLDCOMSTART), //# lean in to type at console while holding comm link in hand (cin #5) 
01089         ENUM2STRING(BOTH_CONSOLE2HOLDCOMSTOP),  //# lean away after typing at console while holding comm link in hand (cin #5) 
01090 
01091         ENUM2STRING(BOTH_GUARD_LOOKAROUND1),    //# Cradling weapon and looking around
01092         ENUM2STRING(BOTH_GUARD_IDLE1),          //# Cradling weapon and standing
01093         ENUM2STRING(BOTH_GESTURE1),                     //# Generic gesture), non-specific
01094         ENUM2STRING(BOTH_GESTURE2),                     //# Generic gesture), non-specific
01095         ENUM2STRING(BOTH_WALK1TALKCOMM1),       //# Talking into coom link while walking
01096         ENUM2STRING(BOTH_TALK1),                        //# Generic talk anim
01097         ENUM2STRING(BOTH_TALK2),                        //# Generic talk anim
01098         ENUM2STRING(BOTH_TALKCOMM1START),       //# Start talking into a comm link
01099         ENUM2STRING(BOTH_TALKCOMM1),            //# Talking into a comm link
01100         ENUM2STRING(BOTH_TALKCOMM1STOP),        //# Stop talking into a comm link
01101         ENUM2STRING(BOTH_TALKGESTURE1),         //# Generic talk anim
01102 
01103         ENUM2STRING(BOTH_HEADTILTLSTART),               //# Head tilt to left
01104         ENUM2STRING(BOTH_HEADTILTLSTOP),                //# Head tilt to left
01105         ENUM2STRING(BOTH_HEADTILTRSTART),               //# Head tilt to right
01106         ENUM2STRING(BOTH_HEADTILTRSTOP),                //# Head tilt to right
01107         ENUM2STRING(BOTH_HEADNOD),                              //# Head shake YES
01108         ENUM2STRING(BOTH_HEADSHAKE),                    //# Head shake NO
01109         ENUM2STRING(BOTH_SIT2HEADTILTLSTART),   //# Head tilt to left from seated position 2
01110         ENUM2STRING(BOTH_SIT2HEADTILTLSTOP),    //# Head tilt to left from seated position 2
01111 
01112         ENUM2STRING(BOTH_REACH1START),          //# Monmothma reaching for crystal
01113         ENUM2STRING(BOTH_REACH1STOP),           //# Monmothma reaching for crystal
01114 
01115         ENUM2STRING(BOTH_COME_ON1),                             //# Jan gesturing to Kyle (cin #32a)
01116         ENUM2STRING(BOTH_STEADYSELF1),                  //# Jan trying to keep footing (cin #32a) Kyle (cin#5)
01117         ENUM2STRING(BOTH_STEADYSELF1END),               //# Return hands to side from STEADSELF1 Kyle (cin#5)
01118         ENUM2STRING(BOTH_SILENCEGESTURE1),              //# Luke silencing Kyle with a raised hand (cin #37)
01119         ENUM2STRING(BOTH_REACHFORSABER1),               //# Luke holding hand out for Kyle's saber (cin #37)
01120         ENUM2STRING(BOTH_SABERKILLER1),                 //# Tavion about to strike Jan with saber (cin #9)
01121         ENUM2STRING(BOTH_SABERKILLEE1),                 //# Jan about to be struck by Tavion with saber (cin #9)
01122         ENUM2STRING(BOTH_HUGGER1),                              //# Kyle hugging Jan (cin #29)
01123         ENUM2STRING(BOTH_HUGGERSTOP1),                  //# Kyle stop hugging Jan but don't let her go (cin #29)
01124         ENUM2STRING(BOTH_HUGGEE1),                              //# Jan being hugged (cin #29)
01125         ENUM2STRING(BOTH_HUGGEESTOP1),                  //# Jan stop being hugged but don't let go (cin #29)
01126 
01127         ENUM2STRING(BOTH_SABERTHROW1START),             //# Desann throwing his light saber (cin #26)
01128         ENUM2STRING(BOTH_SABERTHROW1STOP),              //# Desann throwing his light saber (cin #26)
01129         ENUM2STRING(BOTH_SABERTHROW2START),             //# Kyle throwing his light saber (cin #32)
01130         ENUM2STRING(BOTH_SABERTHROW2STOP),              //# Kyle throwing his light saber (cin #32)
01131 
01132         //# #sep ENUM2STRING(BOTH_ SITTING/CROUCHING
01133         ENUM2STRING(BOTH_SIT1),                         //# Normal chair sit.
01134         ENUM2STRING(BOTH_SIT2),                         //# Lotus position.
01135         ENUM2STRING(BOTH_SIT3),                         //# Sitting in tired position), elbows on knees
01136 
01137         ENUM2STRING(BOTH_SIT2TOSTAND5),         //# Transition from sit 2 to stand 5
01138         ENUM2STRING(BOTH_STAND5TOSIT2),         //# Transition from stand 5 to sit 2
01139         ENUM2STRING(BOTH_SIT2TOSIT4),           //# Trans from sit2 to sit4 (cin #12) Luke leaning back from lotus position.
01140         ENUM2STRING(BOTH_SIT3TOSTAND5),         //# transition from sit 3 to stand 5
01141 
01142         ENUM2STRING(BOTH_CROUCH1),                      //# Transition from standing to crouch
01143         ENUM2STRING(BOTH_CROUCH1IDLE),          //# Crouching idle
01144         ENUM2STRING(BOTH_CROUCH1WALK),          //# Walking while crouched
01145         ENUM2STRING(BOTH_CROUCH1WALKBACK),      //# Walking while crouched
01146         ENUM2STRING(BOTH_UNCROUCH1),                    //# Transition from crouch to standing
01147         ENUM2STRING(BOTH_CROUCH2TOSTAND1),      //# going from crouch2 to stand1
01148         ENUM2STRING(BOTH_CROUCH3),                      //# Desann crouching down to Kyle (cin 9)
01149         ENUM2STRING(BOTH_UNCROUCH3),                    //# Desann uncrouching down to Kyle (cin 9)
01150         ENUM2STRING(BOTH_CROUCH4),                      //# Slower version of crouch1 for cinematics
01151         ENUM2STRING(BOTH_UNCROUCH4),            //# Slower version of uncrouch1 for cinematics
01152 
01153         ENUM2STRING(BOTH_GUNSIT1),                      //# sitting on an emplaced gun.
01154 
01155         // Swoop Vehicle animations.
01156         //* #sep BOTH_ SWOOP ANIMS
01157         ENUM2STRING(BOTH_VS_MOUNT_L),                   //# Mount from left             
01158         ENUM2STRING(BOTH_VS_DISMOUNT_L),                //# Dismount to left            
01159         ENUM2STRING(BOTH_VS_MOUNT_R),                   //# Mount from  right (symmetry)                
01160         ENUM2STRING(BOTH_VS_DISMOUNT_R),                //# Dismount to  right (symmetry)               
01161 
01162         ENUM2STRING(BOTH_VS_MOUNTJUMP_L),               //#
01163         ENUM2STRING(BOTH_VS_MOUNTTHROW),                //# Land on an occupied vehicle & throw off current pilot
01164         ENUM2STRING(BOTH_VS_MOUNTTHROW_L),              //# Land on an occupied vehicle & throw off current pilot
01165         ENUM2STRING(BOTH_VS_MOUNTTHROW_R),              //# Land on an occupied vehicle & throw off current pilot
01166         ENUM2STRING(BOTH_VS_MOUNTTHROWEE),              //# Current pilot getting thrown off by another guy
01167                                 
01168         ENUM2STRING(BOTH_VS_LOOKLEFT),                  //# Turn & Look behind and to the left (no weapon)              
01169         ENUM2STRING(BOTH_VS_LOOKRIGHT),                 //# Turn & Look behind and to the right (no weapon)             
01170 
01171         ENUM2STRING(BOTH_VS_TURBO),                             //# Hit The Turbo Button
01172 
01173         ENUM2STRING(BOTH_VS_REV),                               //# Player looks back as swoop reverses         
01174 
01175         ENUM2STRING(BOTH_VS_AIR),                               //# Player stands up when swoop is airborn              
01176         ENUM2STRING(BOTH_VS_AIR_G),                             //# "" with Gun
01177         ENUM2STRING(BOTH_VS_AIR_SL),                    //# "" with Saber Left
01178         ENUM2STRING(BOTH_VS_AIR_SR),                    //# "" with Saber Right
01179 
01180         ENUM2STRING(BOTH_VS_LAND),                              //# Player bounces down when swoop lands                
01181         ENUM2STRING(BOTH_VS_LAND_G),                    //#  "" with Gun
01182         ENUM2STRING(BOTH_VS_LAND_SL),                   //#  "" with Saber Left
01183         ENUM2STRING(BOTH_VS_LAND_SR),                   //#  "" with Saber Right
01184 
01185         ENUM2STRING(BOTH_VS_IDLE),                              //# Sit
01186         ENUM2STRING(BOTH_VS_IDLE_G),                    //# Sit (gun)
01187         ENUM2STRING(BOTH_VS_IDLE_SL),                   //# Sit (saber left)            
01188         ENUM2STRING(BOTH_VS_IDLE_SR),                   //# Sit (saber right)           
01189 
01190         ENUM2STRING(BOTH_VS_LEANL),                             //# Lean left
01191         ENUM2STRING(BOTH_VS_LEANL_G),                   //# Lean left (gun)             
01192         ENUM2STRING(BOTH_VS_LEANL_SL),                  //# Lean left (saber left)              
01193         ENUM2STRING(BOTH_VS_LEANL_SR),                  //# Lean left (saber right)             
01194 
01195         ENUM2STRING(BOTH_VS_LEANR),                             //# Lean right          
01196         ENUM2STRING(BOTH_VS_LEANR_G),                   //# Lean right (gun)            
01197         ENUM2STRING(BOTH_VS_LEANR_SL),                  //# Lean right (saber left)             
01198         ENUM2STRING(BOTH_VS_LEANR_SR),                  //# Lean right (saber right)            
01199                                 
01200         ENUM2STRING(BOTH_VS_ATL_S),                             //# Attack left with saber              
01201         ENUM2STRING(BOTH_VS_ATR_S),                             //# Attack right with saber             
01202         ENUM2STRING(BOTH_VS_ATR_TO_L_S),                //# Attack toss saber from right to left hand
01203         ENUM2STRING(BOTH_VS_ATL_TO_R_S),                //# Attack toss saber from left to right hand
01204         ENUM2STRING(BOTH_VS_ATR_G),                             //# Attack right with gun (90)          
01205         ENUM2STRING(BOTH_VS_ATL_G),                             //# Attack left with gun (90)           
01206         ENUM2STRING(BOTH_VS_ATF_G),                             //# Attack forward with gun             
01207 
01208         ENUM2STRING(BOTH_VS_PAIN1),                             //# Pain                
01209 
01210         // Added 12/04/02 by Aurelio.
01211         //* #sep BOTH_ TAUNTAUN ANIMS
01212         ENUM2STRING(BOTH_VT_MOUNT_L),                   //# Mount from left     
01213         ENUM2STRING(BOTH_VT_MOUNT_R),                   //# Mount from right    
01214         ENUM2STRING(BOTH_VT_MOUNT_B),                   //# Mount from air, behind
01215         ENUM2STRING(BOTH_VT_DISMOUNT),                  //# Dismount for tauntaun
01216         ENUM2STRING(BOTH_VT_DISMOUNT_L),                //# Dismount to tauntauns left  
01217         ENUM2STRING(BOTH_VT_DISMOUNT_R),                //# Dismount to tauntauns right (symmetry)      
01218 
01219         ENUM2STRING(BOTH_VT_WALK_FWD),                  //# Walk forward        
01220         ENUM2STRING(BOTH_VT_WALK_REV),                  //# Walk backward       
01221         ENUM2STRING(BOTH_VT_WALK_FWD_L),                //# walk lean left
01222         ENUM2STRING(BOTH_VT_WALK_FWD_R),                //# walk lean right
01223         ENUM2STRING(BOTH_VT_RUN_FWD),                   //# Run forward 
01224         ENUM2STRING(BOTH_VT_RUN_REV),                   //# Look backwards while running (not weapon specific)  
01225         ENUM2STRING(BOTH_VT_RUN_FWD_L),                 //# run lean left
01226         ENUM2STRING(BOTH_VT_RUN_FWD_R),                 //# run lean right
01227 
01228         ENUM2STRING(BOTH_VT_SLIDEF),                    //# Tauntaun slides forward with abrupt stop    
01229         ENUM2STRING(BOTH_VT_AIR),                               //# Tauntaun jump       
01230         ENUM2STRING(BOTH_VT_ATB),                               //# Tauntaun tail swipe 
01231         ENUM2STRING(BOTH_VT_PAIN1),                             //# Pain        
01232         ENUM2STRING(BOTH_VT_DEATH1),                    //# Die 
01233         ENUM2STRING(BOTH_VT_STAND),                             //# Stand still and breath      
01234         ENUM2STRING(BOTH_VT_BUCK),                              //# Tauntaun bucking loop animation     
01235 
01236         ENUM2STRING(BOTH_VT_LAND),                              //# Player bounces down when tauntaun lands     
01237         ENUM2STRING(BOTH_VT_TURBO),                             //# Hit The Turbo Button
01238         ENUM2STRING(BOTH_VT_IDLE_SL),                   //# Sit (saber left)            
01239         ENUM2STRING(BOTH_VT_IDLE_SR),                   //# Sit (saber right)           
01240         ENUM2STRING(BOTH_VT_IDLE),                              //# Sit with no weapon selected 
01241         ENUM2STRING(BOTH_VT_IDLE1),                             //# Sit with no weapon selected 
01242         ENUM2STRING(BOTH_VT_IDLE_S),                    //# Sit with saber selected     
01243         ENUM2STRING(BOTH_VT_IDLE_G),                    //# Sit with gun selected       
01244         ENUM2STRING(BOTH_VT_IDLE_T),                    //# Sit with thermal grenade selected
01245 
01246         ENUM2STRING(BOTH_VT_ATL_S),                             //# Attack left with saber      
01247         ENUM2STRING(BOTH_VT_ATR_S),                             //# Attack right with saber     
01248         ENUM2STRING(BOTH_VT_ATR_TO_L_S),                //# Attack toss saber from right to left hand
01249         ENUM2STRING(BOTH_VT_ATL_TO_R_S),                //# Attack toss saber from left to right hand
01250         ENUM2STRING(BOTH_VT_ATR_G),                             //# Attack right with gun (90)  
01251         ENUM2STRING(BOTH_VT_ATL_G),                             //# Attack left with gun (90)   
01252         ENUM2STRING(BOTH_VT_ATF_G),                             //# Attack forward with gun     
01253 
01254 
01255         // Added 2/26/02 by Aurelio.
01256         //* #sep BOTH_ FIGHTER ANIMS
01257         ENUM2STRING( BOTH_GEARS_OPEN ),
01258         ENUM2STRING( BOTH_GEARS_CLOSE ),
01259         ENUM2STRING( BOTH_WINGS_OPEN ),
01260         ENUM2STRING( BOTH_WINGS_CLOSE ),
01261 
01263 
01264         ENUM2STRING(BOTH_DEATH14_UNGRIP),       //# Desann's end death (cin #35)
01265         ENUM2STRING(BOTH_DEATH14_SITUP),        //# Tavion sitting up after having been thrown (cin #23)
01266         ENUM2STRING(BOTH_KNEES1),                       //# Tavion on her knees
01267         ENUM2STRING(BOTH_KNEES2),                       //# Tavion on her knees looking down
01268         ENUM2STRING(BOTH_KNEES2TO1),            //# Transition of KNEES2 to KNEES1
01269 
01270         //# #sep ENUM2STRING(BOTH_ MOVING
01271         ENUM2STRING(BOTH_WALK1),                                //# Normal walk
01272         ENUM2STRING(BOTH_WALK2),                                //# Normal walk
01273         ENUM2STRING(BOTH_WALK_STAFF),           //# Walk with saberstaff turned on
01274         ENUM2STRING(BOTH_WALKBACK_STAFF),       //# Walk backwards with saberstaff turned on
01275         ENUM2STRING(BOTH_WALK_DUAL),                    //# Walk with dual turned on
01276         ENUM2STRING(BOTH_WALKBACK_DUAL),                //# Walk backwards with dual turned on
01277         ENUM2STRING(BOTH_WALK5),                                //# Tavion taunting Kyle (cin 22)
01278         ENUM2STRING(BOTH_WALK6),                                //# Slow walk for Luke (cin 12)
01279         ENUM2STRING(BOTH_WALK7),                                //# Fast walk
01280         ENUM2STRING(BOTH_RUN1),                         //# Full run
01281         ENUM2STRING(BOTH_RUN1START),                    //# Start into full run1
01282         ENUM2STRING(BOTH_RUN1STOP),                     //# Stop from full run1
01283         ENUM2STRING(BOTH_RUN2),                         //# Full run
01284         ENUM2STRING(BOTH_RUN1TORUN2),           //# Wampa run anim transition
01285         ENUM2STRING(BOTH_RUN2TORUN1),           //# Wampa run anim transition
01286         ENUM2STRING(BOTH_RUN4),                         //# Jawa run
01287         ENUM2STRING(BOTH_RUN_STAFF),                    //# Run with saberstaff turned on
01288         ENUM2STRING(BOTH_RUNBACK_STAFF),                //# Run backwards with saberstaff turned on
01289         ENUM2STRING(BOTH_RUN_DUAL),                     //# Run with dual turned on
01290         ENUM2STRING(BOTH_RUNBACK_DUAL),         //# Run backwards with dual turned on
01291         ENUM2STRING(BOTH_STRAFE_LEFT1),         //# Sidestep left), should loop
01292         ENUM2STRING(BOTH_STRAFE_RIGHT1),                //# Sidestep right), should loop
01293         ENUM2STRING(BOTH_RUNSTRAFE_LEFT1),      //# Sidestep left), should loop
01294         ENUM2STRING(BOTH_RUNSTRAFE_RIGHT1),     //# Sidestep right), should loop
01295         ENUM2STRING(BOTH_TURN_LEFT1),           //# Turn left), should loop
01296         ENUM2STRING(BOTH_TURN_RIGHT1),          //# Turn right), should loop
01297         ENUM2STRING(BOTH_TURNSTAND1),           //# Turn from STAND1 position
01298         ENUM2STRING(BOTH_TURNSTAND2),           //# Turn from STAND2 position
01299         ENUM2STRING(BOTH_TURNSTAND3),           //# Turn from STAND3 position
01300         ENUM2STRING(BOTH_TURNSTAND4),           //# Turn from STAND4 position
01301         ENUM2STRING(BOTH_TURNSTAND5),           //# Turn from STAND5 position
01302         ENUM2STRING(BOTH_TURNCROUCH1),          //# Turn from CROUCH1 position
01303 
01304         ENUM2STRING(BOTH_WALKBACK1),                    //# Walk1 backwards
01305         ENUM2STRING(BOTH_WALKBACK2),                    //# Walk2 backwards
01306         ENUM2STRING(BOTH_RUNBACK1),                     //# Run1 backwards
01307         ENUM2STRING(BOTH_RUNBACK2),                     //# Run1 backwards
01308         
01309         //# #sep BOTH_ JUMPING
01310         ENUM2STRING(BOTH_JUMP1),                                //# Jump - wind-up and leave ground
01311         ENUM2STRING(BOTH_INAIR1),                       //# In air loop (from jump)
01312         ENUM2STRING(BOTH_LAND1),                                //# Landing (from in air loop)
01313         ENUM2STRING(BOTH_LAND2),                                //# Landing Hard (from a great height)
01314 
01315         ENUM2STRING(BOTH_JUMPBACK1),                    //# Jump backwards - wind-up and leave ground
01316         ENUM2STRING(BOTH_INAIRBACK1),           //# In air loop (from jump back)
01317         ENUM2STRING(BOTH_LANDBACK1),                    //# Landing backwards(from in air loop)
01318 
01319         ENUM2STRING(BOTH_JUMPLEFT1),                    //# Jump left - wind-up and leave ground
01320         ENUM2STRING(BOTH_INAIRLEFT1),           //# In air loop (from jump left)
01321         ENUM2STRING(BOTH_LANDLEFT1),                    //# Landing left(from in air loop)
01322 
01323         ENUM2STRING(BOTH_JUMPRIGHT1),           //# Jump right - wind-up and leave ground
01324         ENUM2STRING(BOTH_INAIRRIGHT1),          //# In air loop (from jump right)
01325         ENUM2STRING(BOTH_LANDRIGHT1),           //# Landing right(from in air loop)
01326 
01327         ENUM2STRING(BOTH_FORCEJUMP1),                           //# Jump - wind-up and leave ground
01328         ENUM2STRING(BOTH_FORCEINAIR1),                  //# In air loop (from jump)
01329         ENUM2STRING(BOTH_FORCELAND1),                           //# Landing (from in air loop)
01330 
01331         ENUM2STRING(BOTH_FORCEJUMPBACK1),                       //# Jump backwards - wind-up and leave ground
01332         ENUM2STRING(BOTH_FORCEINAIRBACK1),              //# In air loop (from jump back)
01333         ENUM2STRING(BOTH_FORCELANDBACK1),                       //# Landing backwards(from in air loop)
01334 
01335         ENUM2STRING(BOTH_FORCEJUMPLEFT1),                       //# Jump left - wind-up and leave ground
01336         ENUM2STRING(BOTH_FORCEINAIRLEFT1),              //# In air loop (from jump left)
01337         ENUM2STRING(BOTH_FORCELANDLEFT1),                       //# Landing left(from in air loop)
01338 
01339         ENUM2STRING(BOTH_FORCEJUMPRIGHT1),              //# Jump right - wind-up and leave ground
01340         ENUM2STRING(BOTH_FORCEINAIRRIGHT1),             //# In air loop (from jump right)
01341         ENUM2STRING(BOTH_FORCELANDRIGHT1),              //# Landing right(from in air loop)
01342         //# #sep BOTH_ ACROBATICS
01343         ENUM2STRING(BOTH_FLIP_F),                       //# Flip forward
01344         ENUM2STRING(BOTH_FLIP_B),                       //# Flip backwards
01345         ENUM2STRING(BOTH_FLIP_L),                       //# Flip left
01346         ENUM2STRING(BOTH_FLIP_R),                       //# Flip right
01347 
01348         ENUM2STRING(BOTH_ROLL_F),                       //# Roll forward
01349         ENUM2STRING(BOTH_ROLL_B),                       //# Roll backward
01350         ENUM2STRING(BOTH_ROLL_L),                       //# Roll left
01351         ENUM2STRING(BOTH_ROLL_R),                       //# Roll right
01352 
01353         ENUM2STRING(BOTH_HOP_F),                                //# quickstep forward
01354         ENUM2STRING(BOTH_HOP_B),                                //# quickstep backwards
01355         ENUM2STRING(BOTH_HOP_L),                                //# quickstep left
01356         ENUM2STRING(BOTH_HOP_R),                                //# quickstep right
01357 
01358         ENUM2STRING(BOTH_DODGE_FL),                     //# lean-dodge forward left
01359         ENUM2STRING(BOTH_DODGE_FR),                     //# lean-dodge forward right
01360         ENUM2STRING(BOTH_DODGE_BL),                     //# lean-dodge backwards left
01361         ENUM2STRING(BOTH_DODGE_BR),                     //# lean-dodge backwards right
01362         ENUM2STRING(BOTH_DODGE_L),                      //# lean-dodge left
01363         ENUM2STRING(BOTH_DODGE_R),                      //# lean-dodge right
01364         ENUM2STRING(BOTH_DODGE_HOLD_FL),                        //# lean-dodge pose forward left
01365         ENUM2STRING(BOTH_DODGE_HOLD_FR),                        //# lean-dodge pose forward right
01366         ENUM2STRING(BOTH_DODGE_HOLD_BL),                        //# lean-dodge pose backwards left
01367         ENUM2STRING(BOTH_DODGE_HOLD_BR),                        //# lean-dodge pose backwards right
01368         ENUM2STRING(BOTH_DODGE_HOLD_L),                 //# lean-dodge pose left
01369         ENUM2STRING(BOTH_DODGE_HOLD_R),                 //# lean-dodge pose right
01370 
01371         //MP taunt anims
01372         ENUM2STRING(BOTH_ENGAGETAUNT),
01373         ENUM2STRING(BOTH_BOW),
01374         ENUM2STRING(BOTH_MEDITATE),
01375         ENUM2STRING(BOTH_MEDITATE_END),
01376         ENUM2STRING(BOTH_SHOWOFF_FAST),
01377         ENUM2STRING(BOTH_SHOWOFF_MEDIUM),
01378         ENUM2STRING(BOTH_SHOWOFF_STRONG),
01379         ENUM2STRING(BOTH_SHOWOFF_DUAL),
01380         ENUM2STRING(BOTH_SHOWOFF_STAFF),
01381         ENUM2STRING(BOTH_VICTORY_FAST),
01382         ENUM2STRING(BOTH_VICTORY_MEDIUM),
01383         ENUM2STRING(BOTH_VICTORY_STRONG),
01384         ENUM2STRING(BOTH_VICTORY_DUAL),
01385         ENUM2STRING(BOTH_VICTORY_STAFF),
01386         //other saber/acro anims
01387         ENUM2STRING(BOTH_ARIAL_LEFT),           //# 
01388         ENUM2STRING(BOTH_ARIAL_RIGHT),          //# 
01389         ENUM2STRING(BOTH_CARTWHEEL_LEFT),       //# 
01390         ENUM2STRING(BOTH_CARTWHEEL_RIGHT),      //# 
01391         ENUM2STRING(BOTH_FLIP_LEFT),                    //# 
01392         ENUM2STRING(BOTH_FLIP_BACK1),           //# 
01393         ENUM2STRING(BOTH_FLIP_BACK2),           //# 
01394         ENUM2STRING(BOTH_FLIP_BACK3),           //# 
01395         ENUM2STRING(BOTH_BUTTERFLY_LEFT),       //# 
01396         ENUM2STRING(BOTH_BUTTERFLY_RIGHT),      //# 
01397         ENUM2STRING(BOTH_WALL_RUN_RIGHT),       //# 
01398         ENUM2STRING(BOTH_WALL_RUN_RIGHT_FLIP),//#
01399         ENUM2STRING(BOTH_WALL_RUN_RIGHT_STOP),//# 
01400         ENUM2STRING(BOTH_WALL_RUN_LEFT),                //# 
01401         ENUM2STRING(BOTH_WALL_RUN_LEFT_FLIP),//#
01402         ENUM2STRING(BOTH_WALL_RUN_LEFT_STOP),//# 
01403         ENUM2STRING(BOTH_WALL_FLIP_RIGHT),      //# 
01404         ENUM2STRING(BOTH_WALL_FLIP_LEFT),       //# 
01405         ENUM2STRING(BOTH_KNOCKDOWN1),           //# knocked backwards
01406         ENUM2STRING(BOTH_KNOCKDOWN2),           //# knocked backwards hard
01407         ENUM2STRING(BOTH_KNOCKDOWN3),           //#     knocked forwards
01408         ENUM2STRING(BOTH_KNOCKDOWN4),           //# knocked backwards from crouch
01409         ENUM2STRING(BOTH_KNOCKDOWN5),           //# dupe of 3 - will be removed
01410         ENUM2STRING(BOTH_GETUP1),                       //#
01411         ENUM2STRING(BOTH_GETUP2),                       //#
01412         ENUM2STRING(BOTH_GETUP3),                       //#
01413         ENUM2STRING(BOTH_GETUP4),                       //#
01414         ENUM2STRING(BOTH_GETUP5),                       //#
01415         ENUM2STRING(BOTH_GETUP_CROUCH_F1),      //#
01416         ENUM2STRING(BOTH_GETUP_CROUCH_B1),      //#
01417         ENUM2STRING(BOTH_FORCE_GETUP_F1),       //#
01418         ENUM2STRING(BOTH_FORCE_GETUP_F2),       //#
01419         ENUM2STRING(BOTH_FORCE_GETUP_B1),       //#
01420         ENUM2STRING(BOTH_FORCE_GETUP_B2),       //#
01421         ENUM2STRING(BOTH_FORCE_GETUP_B3),       //#
01422         ENUM2STRING(BOTH_FORCE_GETUP_B4),       //#
01423         ENUM2STRING(BOTH_FORCE_GETUP_B5),       //#
01424         ENUM2STRING(BOTH_FORCE_GETUP_B6),       //#
01425         ENUM2STRING(BOTH_GETUP_BROLL_B),        //#
01426         ENUM2STRING(BOTH_GETUP_BROLL_F),        //#
01427         ENUM2STRING(BOTH_GETUP_BROLL_L),        //#
01428         ENUM2STRING(BOTH_GETUP_BROLL_R),        //#
01429         ENUM2STRING(BOTH_GETUP_FROLL_B),        //#
01430         ENUM2STRING(BOTH_GETUP_FROLL_F),        //#
01431         ENUM2STRING(BOTH_GETUP_FROLL_L),        //#
01432         ENUM2STRING(BOTH_GETUP_FROLL_R),        //#
01433         ENUM2STRING(BOTH_WALL_FLIP_BACK1),      //#
01434         ENUM2STRING(BOTH_WALL_FLIP_BACK2),      //#
01435         ENUM2STRING(BOTH_SPIN1),                                //#
01436         ENUM2STRING(BOTH_CEILING_CLING),                //# clinging to ceiling
01437         ENUM2STRING(BOTH_CEILING_DROP),         //# dropping from ceiling cling
01438 
01439         //TESTING
01440         ENUM2STRING(BOTH_FJSS_TR_BL),           //# jump spin slash tr to bl
01441         ENUM2STRING(BOTH_FJSS_TL_BR),           //# jump spin slash bl to tr
01442         ENUM2STRING(BOTH_RIGHTHANDCHOPPEDOFF),//#
01443         ENUM2STRING(BOTH_DEFLECTSLASH__R__L_FIN),//#
01444         ENUM2STRING(BOTH_BASHED1),//#
01445         ENUM2STRING(BOTH_ARIAL_F1),//#
01446         ENUM2STRING(BOTH_BUTTERFLY_FR1),//#
01447         ENUM2STRING(BOTH_BUTTERFLY_FL1),//#
01448 
01449         //NEW SABER/JEDI/FORCE ANIMS
01450         ENUM2STRING(BOTH_BACK_FLIP_UP), //# back flip up Bonus Animation!!!!    
01451         ENUM2STRING(BOTH_LOSE_SABER),   //# player losing saber (pulled from hand by force pull 4 - Kyle?)
01452         ENUM2STRING(BOTH_STAFF_TAUNT),  //# taunt saberstaff                    
01453         ENUM2STRING(BOTH_DUAL_TAUNT),           //# taunt dual
01454         ENUM2STRING(BOTH_A6_FB),                                //# dual attack front/back              
01455         ENUM2STRING(BOTH_A6_LR),                                //# dual attack left/right
01456         ENUM2STRING(BOTH_A7_HILT),                      //# saber knock (alt + stand still)
01457         //Alora                 
01458         ENUM2STRING(BOTH_ALORA_SPIN),           //#jump spin attack     death ballet    
01459         ENUM2STRING(BOTH_ALORA_FLIP_1),         //# gymnast move 1              
01460         ENUM2STRING(BOTH_ALORA_FLIP_2),         //# gymnast move 2              
01461         ENUM2STRING(BOTH_ALORA_FLIP_3),         //# gymnast move3               
01462         ENUM2STRING(BOTH_ALORA_FLIP_B),         //# gymnast move back           
01463         ENUM2STRING(BOTH_ALORA_SPIN_THROW),     //# dual saber throw            
01464         ENUM2STRING(BOTH_ALORA_SPIN_SLASH),     //# spin slash  special bonus animation!! :)    
01465         ENUM2STRING(BOTH_ALORA_TAUNT),          //# special taunt
01466         //Rosh (Kothos battle)                  
01467         ENUM2STRING(BOTH_ROSH_PAIN),    //# hurt animation (exhausted)          
01468         ENUM2STRING(BOTH_ROSH_HEAL),    //# healed/rejuvenated          
01469         //Tavion                        
01470         ENUM2STRING(BOTH_TAVION_SCEPTERGROUND), //# stabbing ground with sith sword shoots electricity everywhere
01471         ENUM2STRING(BOTH_TAVION_SWORDPOWER),//# Tavion doing the He-Man(tm) thing
01472         ENUM2STRING(BOTH_SCEPTER_START),        //#Point scepter and attack start
01473         ENUM2STRING(BOTH_SCEPTER_HOLD), //#Point scepter and attack hold
01474         ENUM2STRING(BOTH_SCEPTER_STOP), //#Point scepter and attack stop
01475         //Kyle Boss                     
01476         ENUM2STRING(BOTH_KYLE_GRAB),            //# grab
01477         ENUM2STRING(BOTH_KYLE_MISS),            //# miss
01478         ENUM2STRING(BOTH_KYLE_PA_1),            //# hold 1
01479         ENUM2STRING(BOTH_PLAYER_PA_1),  //# player getting held 1
01480         ENUM2STRING(BOTH_KYLE_PA_2),            //# hold 2
01481         ENUM2STRING(BOTH_PLAYER_PA_2),  //# player getting held 2
01482         ENUM2STRING(BOTH_PLAYER_PA_FLY),        //# player getting knocked back from punch at end of hold 1
01483         ENUM2STRING(BOTH_KYLE_PA_3),            //# hold 3
01484         ENUM2STRING(BOTH_PLAYER_PA_3),  //# player getting held 3
01485         ENUM2STRING(BOTH_PLAYER_PA_3_FLY),//# player getting thrown at end of hold 3
01486         //Rancor
01487         ENUM2STRING(BOTH_BUCK_RIDER),   //# Rancor bucks when someone is on him
01488         //WAMPA Grabbing enemy
01489         ENUM2STRING(BOTH_HOLD_START),   //#
01490         ENUM2STRING(BOTH_HOLD_MISS),    //#
01491         ENUM2STRING(BOTH_HOLD_IDLE),    //#
01492         ENUM2STRING(BOTH_HOLD_END),     //#
01493         ENUM2STRING(BOTH_HOLD_ATTACK),  //#
01494         ENUM2STRING(BOTH_HOLD_SNIFF),   //# Sniff the guy you're holding
01495         ENUM2STRING(BOTH_HOLD_DROP),            //# just drop 'em
01496         //BEING GRABBED BY WAMPA
01497         ENUM2STRING(BOTH_GRABBED),      //#
01498         ENUM2STRING(BOTH_RELEASED),     //#
01499         ENUM2STRING(BOTH_HANG_IDLE),    //#
01500         ENUM2STRING(BOTH_HANG_ATTACK),  //#
01501         ENUM2STRING(BOTH_HANG_PAIN),    //#
01502 
01503         //# #sep BOTH_ MISC MOVEMENT
01504         ENUM2STRING(BOTH_HIT1),                         //# Kyle hit by crate in cin #9
01505         ENUM2STRING(BOTH_LADDER_UP1),           //# Climbing up a ladder with rungs at 16 unit intervals
01506         ENUM2STRING(BOTH_LADDER_DWN1),          //# Climbing down a ladder with rungs at 16 unit intervals
01507         ENUM2STRING(BOTH_LADDER_IDLE),          //#     Just sitting on the ladder
01508 
01509         //# #sep ENUM2STRING(BOTH_ FLYING IDLE
01510         ENUM2STRING(BOTH_FLY_SHIELDED),         //# For sentry droid, shields in
01511 
01512         //# #sep BOTH_ SWIMMING
01513         ENUM2STRING(BOTH_SWIM_IDLE1),           //# Swimming Idle 1
01514         ENUM2STRING(BOTH_SWIMFORWARD),          //# Swim forward loop
01515         ENUM2STRING(BOTH_SWIMBACKWARD),         //# Swim backward loop
01516         
01517         //# #sep ENUM2STRING(BOTH_ LYING
01518         ENUM2STRING(BOTH_SLEEP1),                       //# laying on back-rknee up-rhand on torso
01519         ENUM2STRING(BOTH_SLEEP6START),          //# Kyle leaning back to sleep (cin 20)
01520         ENUM2STRING(BOTH_SLEEP6STOP),           //# Kyle waking up and shaking his head (cin 21)
01521         ENUM2STRING(BOTH_SLEEP1GETUP),          //# alarmed and getting up out of sleep1 pose to stand
01522         ENUM2STRING(BOTH_SLEEP1GETUP2),         //# 
01523 
01524         ENUM2STRING(BOTH_CHOKE1START),          //# tavion in force grip choke
01525         ENUM2STRING(BOTH_CHOKE1STARTHOLD),              //# loop of tavion in force grip choke
01526         ENUM2STRING(BOTH_CHOKE1),                       //# tavion in force grip choke
01527 
01528         ENUM2STRING(BOTH_CHOKE2),                       //# tavion recovering from force grip choke
01529         ENUM2STRING(BOTH_CHOKE3),                       //# left-handed choke (for people still holding a weapon)
01530 
01531         //# #sep ENUM2STRING(BOTH_ HUNTER-SEEKER BOT-SPECIFIC
01532         ENUM2STRING(BOTH_POWERUP1),                     //# Wakes up
01533 
01534         ENUM2STRING(BOTH_TURNON),                       //# Protocol Droid wakes up
01535         ENUM2STRING(BOTH_TURNOFF),                      //# Protocol Droid shuts off
01536         ENUM2STRING(BOTH_BUTTON1),                      //# Single button push with right hand
01537         ENUM2STRING(BOTH_BUTTON2),                      //# Single button push with left finger
01538         ENUM2STRING(BOTH_BUTTON_HOLD),          //# Single button hold with left hand
01539         ENUM2STRING(BOTH_BUTTON_RELEASE),       //# Single button release with left hand
01540 
01541         //# JEDI-SPECIFIC
01542         //# #sep BOTH_ FORCE ANIMS
01543         ENUM2STRING(BOTH_RESISTPUSH),                   //# plant yourself to resist force push/pulls.
01544         ENUM2STRING(BOTH_FORCEPUSH),                    //# Use off-hand to do force power.
01545         ENUM2STRING(BOTH_FORCEPULL),                    //# Use off-hand to do force power.
01546         ENUM2STRING(BOTH_MINDTRICK1),                   //# Use off-hand to do mind trick
01547         ENUM2STRING(BOTH_MINDTRICK2),                   //# Use off-hand to do distraction
01548         ENUM2STRING(BOTH_FORCELIGHTNING),               //# Use off-hand to do lightning
01549         ENUM2STRING(BOTH_FORCELIGHTNING_START), //# Use off-hand to do lightning - start
01550         ENUM2STRING(BOTH_FORCELIGHTNING_HOLD),  //# Use off-hand to do lightning - hold
01551         ENUM2STRING(BOTH_FORCELIGHTNING_RELEASE),//# Use off-hand to do lightning - release
01552         ENUM2STRING(BOTH_FORCEHEAL_START),              //# Healing meditation pose start
01553         ENUM2STRING(BOTH_FORCEHEAL_STOP),               //# Healing meditation pose end
01554         ENUM2STRING(BOTH_FORCEHEAL_QUICK),              //# Healing meditation gesture
01555         ENUM2STRING(BOTH_SABERPULL),                    //# Use off-hand to do force power.
01556         ENUM2STRING(BOTH_FORCEGRIP1),                   //# force-gripping (no anim?)
01557         ENUM2STRING(BOTH_FORCEGRIP3),                   //# force-gripping (right-hand)
01558         ENUM2STRING(BOTH_FORCEGRIP3THROW),              //# throwing while force-gripping (right hand)
01559         ENUM2STRING(BOTH_FORCEGRIP_HOLD),       //# Use off-hand to do grip - hold
01560         ENUM2STRING(BOTH_FORCEGRIP_RELEASE),//# Use off-hand to do grip - release
01561         ENUM2STRING(BOTH_TOSS1),                                //# throwing to left after force gripping
01562         ENUM2STRING(BOTH_TOSS2),                                //# throwing to right after force gripping
01563         //NEW force anims for JKA:
01564         ENUM2STRING(BOTH_FORCE_RAGE),
01565         ENUM2STRING(BOTH_FORCE_2HANDEDLIGHTNING),
01566         ENUM2STRING(BOTH_FORCE_2HANDEDLIGHTNING_START),
01567         ENUM2STRING(BOTH_FORCE_2HANDEDLIGHTNING_HOLD),
01568         ENUM2STRING(BOTH_FORCE_2HANDEDLIGHTNING_RELEASE),
01569         ENUM2STRING(BOTH_FORCE_DRAIN),
01570         ENUM2STRING(BOTH_FORCE_DRAIN_START),
01571         ENUM2STRING(BOTH_FORCE_DRAIN_HOLD),
01572         ENUM2STRING(BOTH_FORCE_DRAIN_RELEASE),
01573         ENUM2STRING(BOTH_FORCE_DRAIN_GRAB_START),
01574         ENUM2STRING(BOTH_FORCE_DRAIN_GRAB_HOLD),
01575         ENUM2STRING(BOTH_FORCE_DRAIN_GRAB_END),
01576         ENUM2STRING(BOTH_FORCE_DRAIN_GRABBED),
01577         ENUM2STRING(BOTH_FORCE_ABSORB),
01578         ENUM2STRING(BOTH_FORCE_ABSORB_START),
01579         ENUM2STRING(BOTH_FORCE_ABSORB_END),
01580         ENUM2STRING(BOTH_FORCE_PROTECT),
01581         ENUM2STRING(BOTH_FORCE_PROTECT_FAST),
01582 
01583         ENUM2STRING(BOTH_WIND),
01584 
01585         ENUM2STRING(BOTH_STAND_TO_KNEEL),
01586         ENUM2STRING(BOTH_KNEEL_TO_STAND),
01587 
01588         ENUM2STRING(BOTH_TUSKENATTACK1),
01589         ENUM2STRING(BOTH_TUSKENATTACK2),
01590         ENUM2STRING(BOTH_TUSKENATTACK3),
01591         ENUM2STRING(BOTH_TUSKENLUNGE1),
01592         ENUM2STRING(BOTH_TUSKENTAUNT1),
01593 
01594         ENUM2STRING(BOTH_COWER1_START),         //# cower start
01595         ENUM2STRING(BOTH_COWER1),                       //# cower loop
01596         ENUM2STRING(BOTH_COWER1_STOP),          //# cower stop
01597         ENUM2STRING(BOTH_SONICPAIN_START),
01598         ENUM2STRING(BOTH_SONICPAIN_HOLD),
01599         ENUM2STRING(BOTH_SONICPAIN_END),
01600 
01601         //new anim slots per Jarrod's request
01602         ENUM2STRING(BOTH_STAND10),
01603         ENUM2STRING(BOTH_STAND10_TALK1),
01604         ENUM2STRING(BOTH_STAND10_TALK2),
01605         ENUM2STRING(BOTH_STAND10TOSTAND1),
01606 
01607         ENUM2STRING(BOTH_STAND1_TALK1),
01608         ENUM2STRING(BOTH_STAND1_TALK2),
01609         ENUM2STRING(BOTH_STAND1_TALK3),
01610 
01611         ENUM2STRING(BOTH_SIT4),
01612         ENUM2STRING(BOTH_SIT5),
01613         ENUM2STRING(BOTH_SIT5_TALK1),
01614         ENUM2STRING(BOTH_SIT5_TALK2),
01615         ENUM2STRING(BOTH_SIT5_TALK3),
01616 
01617         ENUM2STRING(BOTH_SIT6),
01618         ENUM2STRING(BOTH_SIT7),
01619         //=================================================
01620         //ANIMS IN WHICH ONLY THE UPPER OBJECTS ARE IN MD3
01621         //=================================================
01622         //# #sep ENUM2STRING(TORSO_ WEAPON-RELATED
01623         ENUM2STRING(TORSO_DROPWEAP1),           //# Put weapon away
01624         ENUM2STRING(TORSO_DROPWEAP4),           //# Put weapon away
01625         ENUM2STRING(TORSO_RAISEWEAP1),          //# Draw Weapon
01626         ENUM2STRING(TORSO_RAISEWEAP4),          //# Draw Weapon
01627         ENUM2STRING(TORSO_WEAPONREADY1),                //# Ready to fire stun baton
01628         ENUM2STRING(TORSO_WEAPONREADY2),                //# Ready to fire one-handed blaster pistol
01629         ENUM2STRING(TORSO_WEAPONREADY3),                //# Ready to fire blaster rifle
01630         ENUM2STRING(TORSO_WEAPONREADY4),                //# Ready to fire sniper rifle
01631         ENUM2STRING(TORSO_WEAPONREADY10),       //# Ready to fire thermal det
01632         ENUM2STRING(TORSO_WEAPONIDLE2),         //# Holding one-handed blaster
01633         ENUM2STRING(TORSO_WEAPONIDLE3),         //# Holding blaster rifle
01634         ENUM2STRING(TORSO_WEAPONIDLE4),         //# Holding sniper rifle
01635         ENUM2STRING(TORSO_WEAPONIDLE10),                //# Holding thermal det
01636 
01637         //# #sep ENUM2STRING(TORSO_ USING NON-WEAPON OBJECTS
01638 
01639         //# #sep ENUM2STRING(TORSO_ MISC
01640         ENUM2STRING(TORSO_SURRENDER_START),     //# arms up
01641         ENUM2STRING(TORSO_SURRENDER_STOP),      //# arms back down
01642         ENUM2STRING(TORSO_CHOKING1),                    //# TEMP
01643 
01644         ENUM2STRING(TORSO_HANDSIGNAL1),
01645         ENUM2STRING(TORSO_HANDSIGNAL2),
01646         ENUM2STRING(TORSO_HANDSIGNAL3),
01647         ENUM2STRING(TORSO_HANDSIGNAL4),
01648         ENUM2STRING(TORSO_HANDSIGNAL5),
01649 
01650         //=================================================
01651         //ANIMS IN WHICH ONLY THE LOWER OBJECTS ARE IN MD3
01652         //=================================================
01653         //# #sep Legs-only anims
01654         ENUM2STRING(LEGS_TURN1),                                //# What legs do when you turn your lower body to match your upper body facing
01655         ENUM2STRING(LEGS_TURN2),                                //# Leg turning from stand2
01656         ENUM2STRING(LEGS_LEAN_LEFT1),           //# Lean left
01657         ENUM2STRING(LEGS_LEAN_RIGHT1),          //# Lean Right
01658         ENUM2STRING(LEGS_CHOKING1),                     //# TEMP
01659         ENUM2STRING(LEGS_LEFTUP1),                      //# On a slope with left foot 4 higher than right
01660         ENUM2STRING(LEGS_LEFTUP2),                      //# On a slope with left foot 8 higher than right
01661         ENUM2STRING(LEGS_LEFTUP3),                      //# On a slope with left foot 12 higher than right
01662         ENUM2STRING(LEGS_LEFTUP4),                      //# On a slope with left foot 16 higher than right
01663         ENUM2STRING(LEGS_LEFTUP5),                      //# On a slope with left foot 20 higher than right
01664         ENUM2STRING(LEGS_RIGHTUP1),                     //# On a slope with RIGHT foot 4 higher than left
01665         ENUM2STRING(LEGS_RIGHTUP2),                     //# On a slope with RIGHT foot 8 higher than left
01666         ENUM2STRING(LEGS_RIGHTUP3),                     //# On a slope with RIGHT foot 12 higher than left
01667         ENUM2STRING(LEGS_RIGHTUP4),                     //# On a slope with RIGHT foot 16 higher than left
01668         ENUM2STRING(LEGS_RIGHTUP5),                     //# On a slope with RIGHT foot 20 higher than left
01669         ENUM2STRING(LEGS_S1_LUP1),
01670         ENUM2STRING(LEGS_S1_LUP2),
01671         ENUM2STRING(LEGS_S1_LUP3),
01672         ENUM2STRING(LEGS_S1_LUP4),
01673         ENUM2STRING(LEGS_S1_LUP5),
01674         ENUM2STRING(LEGS_S1_RUP1),
01675         ENUM2STRING(LEGS_S1_RUP2),
01676         ENUM2STRING(LEGS_S1_RUP3),
01677         ENUM2STRING(LEGS_S1_RUP4),
01678         ENUM2STRING(LEGS_S1_RUP5),
01679         ENUM2STRING(LEGS_S3_LUP1),
01680         ENUM2STRING(LEGS_S3_LUP2),
01681         ENUM2STRING(LEGS_S3_LUP3),
01682         ENUM2STRING(LEGS_S3_LUP4),
01683         ENUM2STRING(LEGS_S3_LUP5),
01684         ENUM2STRING(LEGS_S3_RUP1),
01685         ENUM2STRING(LEGS_S3_RUP2),
01686         ENUM2STRING(LEGS_S3_RUP3),
01687         ENUM2STRING(LEGS_S3_RUP4),
01688         ENUM2STRING(LEGS_S3_RUP5),
01689         ENUM2STRING(LEGS_S4_LUP1),
01690         ENUM2STRING(LEGS_S4_LUP2),
01691         ENUM2STRING(LEGS_S4_LUP3),
01692         ENUM2STRING(LEGS_S4_LUP4),
01693         ENUM2STRING(LEGS_S4_LUP5),
01694         ENUM2STRING(LEGS_S4_RUP1),
01695         ENUM2STRING(LEGS_S4_RUP2),
01696         ENUM2STRING(LEGS_S4_RUP3),
01697         ENUM2STRING(LEGS_S4_RUP4),
01698         ENUM2STRING(LEGS_S4_RUP5),
01699         ENUM2STRING(LEGS_S5_LUP1),
01700         ENUM2STRING(LEGS_S5_LUP2),
01701         ENUM2STRING(LEGS_S5_LUP3),
01702         ENUM2STRING(LEGS_S5_LUP4),
01703         ENUM2STRING(LEGS_S5_LUP5),
01704         ENUM2STRING(LEGS_S5_RUP1),
01705         ENUM2STRING(LEGS_S5_RUP2),
01706         ENUM2STRING(LEGS_S5_RUP3),
01707         ENUM2STRING(LEGS_S5_RUP4),
01708         ENUM2STRING(LEGS_S5_RUP5),
01709         ENUM2STRING(LEGS_S6_LUP1),
01710         ENUM2STRING(LEGS_S6_LUP2),
01711         ENUM2STRING(LEGS_S6_LUP3),
01712         ENUM2STRING(LEGS_S6_LUP4),
01713         ENUM2STRING(LEGS_S6_LUP5),
01714         ENUM2STRING(LEGS_S6_RUP1),
01715         ENUM2STRING(LEGS_S6_RUP2),
01716         ENUM2STRING(LEGS_S6_RUP3),
01717         ENUM2STRING(LEGS_S6_RUP4),
01718         ENUM2STRING(LEGS_S6_RUP5),
01719         ENUM2STRING(LEGS_S7_LUP1),
01720         ENUM2STRING(LEGS_S7_LUP2),
01721         ENUM2STRING(LEGS_S7_LUP3),
01722         ENUM2STRING(LEGS_S7_LUP4),
01723         ENUM2STRING(LEGS_S7_LUP5),
01724         ENUM2STRING(LEGS_S7_RUP1),
01725         ENUM2STRING(LEGS_S7_RUP2),
01726         ENUM2STRING(LEGS_S7_RUP3),
01727         ENUM2STRING(LEGS_S7_RUP4),
01728         ENUM2STRING(LEGS_S7_RUP5),
01729 
01730         //New anim as per Jarrod's request
01731         ENUM2STRING(LEGS_TURN180),
01732 
01733         //======================================================
01734         //cinematic anims
01735         //======================================================
01736         //# #sep BOTH_ CINEMATIC-ONLY
01737         ENUM2STRING(BOTH_CIN_1),                //# Level specific cinematic 1
01738         ENUM2STRING(BOTH_CIN_2),                //# Level specific cinematic 2
01739         ENUM2STRING(BOTH_CIN_3),                //# Level specific cinematic 3
01740         ENUM2STRING(BOTH_CIN_4),                //# Level specific cinematic 4
01741         ENUM2STRING(BOTH_CIN_5),                //# Level specific cinematic 5
01742         ENUM2STRING(BOTH_CIN_6),                //# Level specific cinematic 6
01743         ENUM2STRING(BOTH_CIN_7),                //# Level specific cinematic 7
01744         ENUM2STRING(BOTH_CIN_8),                //# Level specific cinematic 8
01745         ENUM2STRING(BOTH_CIN_9),                //# Level specific cinematic 9
01746         ENUM2STRING(BOTH_CIN_10),               //# Level specific cinematic 10
01747         ENUM2STRING(BOTH_CIN_11),               //# Level specific cinematic 11
01748         ENUM2STRING(BOTH_CIN_12),               //# Level specific cinematic 12
01749         ENUM2STRING(BOTH_CIN_13),               //# Level specific cinematic 13
01750         ENUM2STRING(BOTH_CIN_14),               //# Level specific cinematic 14
01751         ENUM2STRING(BOTH_CIN_15),               //# Level specific cinematic 15
01752         ENUM2STRING(BOTH_CIN_16),               //# Level specific cinematic 16
01753         ENUM2STRING(BOTH_CIN_17),               //# Level specific cinematic 17
01754         ENUM2STRING(BOTH_CIN_18),               //# Level specific cinematic 18
01755         ENUM2STRING(BOTH_CIN_19),               //# Level specific cinematic 19
01756         ENUM2STRING(BOTH_CIN_20),               //# Level specific cinematic 20
01757         ENUM2STRING(BOTH_CIN_21),               //# Level specific cinematic 21
01758         ENUM2STRING(BOTH_CIN_22),               //# Level specific cinematic 22
01759         ENUM2STRING(BOTH_CIN_23),               //# Level specific cinematic 23
01760         ENUM2STRING(BOTH_CIN_24),               //# Level specific cinematic 24
01761         ENUM2STRING(BOTH_CIN_25),               //# Level specific cinematic 25
01762 
01763         ENUM2STRING(BOTH_CIN_26),               //# Level specific cinematic
01764         ENUM2STRING(BOTH_CIN_27),               //# Level specific cinematic
01765         ENUM2STRING(BOTH_CIN_28),               //# Level specific cinematic
01766         ENUM2STRING(BOTH_CIN_29),               //# Level specific cinematic
01767         ENUM2STRING(BOTH_CIN_30),               //# Level specific cinematic
01768         ENUM2STRING(BOTH_CIN_31),               //# Level specific cinematic
01769         ENUM2STRING(BOTH_CIN_32),               //# Level specific cinematic
01770         ENUM2STRING(BOTH_CIN_33),               //# Level specific cinematic
01771         ENUM2STRING(BOTH_CIN_34),               //# Level specific cinematic
01772         ENUM2STRING(BOTH_CIN_35),               //# Level specific cinematic
01773         ENUM2STRING(BOTH_CIN_36),               //# Level specific cinematic
01774         ENUM2STRING(BOTH_CIN_37),               //# Level specific cinematic
01775         ENUM2STRING(BOTH_CIN_38),               //# Level specific cinematic
01776         ENUM2STRING(BOTH_CIN_39),               //# Level specific cinematic
01777         ENUM2STRING(BOTH_CIN_40),               //# Level specific cinematic
01778         ENUM2STRING(BOTH_CIN_41),               //# Level specific cinematic
01779         ENUM2STRING(BOTH_CIN_42),               //# Level specific cinematic
01780         ENUM2STRING(BOTH_CIN_43),               //# Level specific cinematic
01781         ENUM2STRING(BOTH_CIN_44),               //# Level specific cinematic
01782         ENUM2STRING(BOTH_CIN_45),               //# Level specific cinematic
01783         ENUM2STRING(BOTH_CIN_46),               //# Level specific cinematic
01784         ENUM2STRING(BOTH_CIN_47),               //# Level specific cinematic
01785         ENUM2STRING(BOTH_CIN_48),               //# Level specific cinematic
01786         ENUM2STRING(BOTH_CIN_49),               //# Level specific cinematic
01787         ENUM2STRING(BOTH_CIN_50),               //# Level specific cinematic
01788                                                                                 
01789         //must be terminated
01790         NULL,-1
01791 };
01792 #endif  // _XBOX / _UI