Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Duke64

Pages: 1 ... 69 70 [71] 72 73 ... 167
701
Turok 2 Seeds of Evil / Re: Turok 2 EX Turok 2 remaster 2017
« on: April 16, 2017, 11:31:01 PM »
I was testing with OBS and I had the settings off pretty bad turns out I had to turn up the bitrate more to get rid of the fuzz but well they're still good videos and fun game :)
I decided to upload these on my Turok Forum yt account heh :)

Abyssal on my team?? Team Rok Match



Two more videos of same night coming lol....

Last Turok Standing.



Rok Mix:



I have fixed OBS and found a better setting so next time they should be high quality again. I usually would use fraps or dxtory but just experimenting.

702
Turok General Discussion / Re: Turok Art/Photoshop
« on: April 16, 2017, 07:32:36 PM »
I don't know lol happy Easter xD


703
Turok Dinosaur Hunter Modding/Mapping / Re: [Release] Turok+ v1.3
« on: April 14, 2017, 02:32:44 PM »
Hey looks like 64 already updated the file on Turok Sanctum also :)

Yes I did, as soon as I came across the post. Glad to still see you working on this Smoke gj.

704
Turok 2 Seeds of Evil / Re: Turok 2 EX Turok 2 remaster 2017
« on: April 14, 2017, 12:21:50 PM »


                                               :)

That was you in the pic Vis xD just before I sent a Razorwind to you lol afk kill

705
This was shared and written by Samuel Villarreal (Kaiser):

Source: http://steamcommunity.com/app/405830/discussions/1/135514376585804085/

Kaiser's Gist Link ) https://gist.githubusercontent.com/svkaiser/1dac41cb70fa1ddf39be2bda4b464c6d/raw/b8ddcad75227ea207a09f459a430abdb13260558/gistfile1.txt

//
// Turok 2 EX Model and Animation Format Specifications
//
// Samuel 'Kaiser' Villarreal (svkaiser---at---gmail.com)
// Revised: 04/13/17
//

//-----------------------------------------------------------------------------
//
// What is this document for?
//
//-----------------------------------------------------------------------------

This technical document is targeted towards users with programming expirence as
well as expirence with 3D modeling tools and writing plugins for them.

//-----------------------------------------------------------------------------
//
// Static Mesh Format
//
//-----------------------------------------------------------------------------

Model files (.STATICMESH) are simple binary files that are read in a linear fashion.
The information below details the data, byte count and additional notes.

name                bytes           notes   
---------------------------------------------------------
version             4 (int)         always 2
bounding box min    12 (3 floats)   not used (leave as zeros)
bounding box max    12 (3 floats)   not used (leave as zeros)
surface count       4 (int)         each surface is a draw call

for nSurface count loop:
-----------------------
material file       string          (zero terminated)
triangle count      4 (int)         stored as nTriangles / 3. multiply by 3 when reading from model file

for nTriangle count loop:
-----------------------
indice index        2 (int16)
exit nTriangle loop

vertex count        4 (int)

for nVertex count loop:
-----------------------
xyz                 12 (3 floats)
uv coords           8 (2 floats)    when read in TurokEX, the y coordinate is always read as 1.0f - UV.y   
normals             12 (3 floats)

exit nSurface loop


//-----------------------------------------------------------------------------
//
// Skinned Mesh Format
//
//-----------------------------------------------------------------------------

Skinned mesh files (.SKINNEDMESH) are simple binary files that are read in a linear fashion.
The information below details the data, byte count and additional notes.

name                        bytes           notes   
---------------------------------------------------------
version                     4  (int)        always 3
bounding box min            12 (3 floats)   
bounding box max            12 (3 floats)   
head track start node       1  (1 byte)
head track end node         1  (1 byte)
head track track factor     1  (1 byte)
node count                  4               nodes are also referred as joints/bone

for nNode count loop:
-----------------------
nChild nodes                4               if <= 0, then continue loop

for nChildren loop:
-----------------------
bone index                  2

end nChildren loop
end nNode count loop

The following are information per bone. Each bone has a hitbox and various other properties.
See the information below for more information on the bone symbol/impact/flag types

for nNode count loop:
-----------------------
bone box min                12 (3 floats)   
bone box max                12 (3 floats)   
bone impact type            1  (1 byte)
bone symbol flags           1  (1 byte)
bone parent index           1  (1 byte)
bone damage scalar          4  (float)      range between 0.0 and 1.0
bone flags                  4
end nNode count loop

hotpoint group count        4               ignored/unused in kex
hot point count             4

A hotpoint defines a location on the skinned mesh where to play particle effects (brain goo, blood gushing, etc)

for nHotpoint count loop:
-----------------------
origin                      12 (3 floats)   in local model space
flags                       4
bone ID                     2               which bone to associate this hotpoint to
particle effect id 1        2               if value reads 0xFFFF then it will deal damage
particle effect id 2        2               if effect ID 1 reads 0xFFFF then it will deal damage based on what's provided for this field
end nHotpoint count loop

layers                      4               ignored in kex
surface count               4               each surface is a draw call

for nSurface count loop
-----------------------
material file               string          (zero terminated)

begin while loop:
-----------------------
triangle index              2               if 0xFFFF then break
end nSurface count loop

vertex count                4

for nVertex count loop
-----------------------
xyz                         12 (3 floats)
uv coords                   8 (2 floats)    when read in TurokEX, the y coordinate is always read as 1.0f - UV.y   
normals                     12 (3 floats)
joint index                 2 (int16)
end nVertex count loop

//-----------------------------------------------------------------------------
//
// Bone Symbol Defines
//
//-----------------------------------------------------------------------------

Bone symbols are bit flags that describes the nature of that bone. Several attributes are packed together:

Bits 1 - 2: Bone type (head, arm, leg, etc)
Bits 3: Bone side (left side, right side)
Bits 4 - 6: Node count (unused in kex)
Bits 7 - 8: Node part (shoulder, hip, hand, neck, upper/lower torso, etc)

//-----------------------------------------------------------------------------
//
// Bone Flags
//
//-----------------------------------------------------------------------------

Bone flags specify whatever or not this bone should be interacted depending on attached models, such as
don't do collision if head has been blown off, etc. Each bit represents the attached model index. If that
bit is 1 then that bone can be interacted with that attached model.

//-----------------------------------------------------------------------------
//
// Bone Impact Types
//
//-----------------------------------------------------------------------------

0 - Default
1 - Water
2 - Metal
3 - Stone
4 - Flesh
5 - Creature Flesh
6 - Water Flesh
7 - Lava
8 - Slime
9 - Forcefield


//-----------------------------------------------------------------------------
//
// Bone Symbol C++ Defines
//
//-----------------------------------------------------------------------------

#define NODE_TYPE_BASE_OFFSET   0

//----------

#define NODE_TYPE_MASK          (0x03 << NODE_TYPE_BASE_OFFSET)
#define NODE_TYPE_OFFSET        (0 + NODE_TYPE_BASE_OFFSET)

#define NODE_TYPE_BODY          (0 << NODE_TYPE_OFFSET)
#define NODE_TYPE_HEAD          (1 << NODE_TYPE_OFFSET)
#define NODE_TYPE_ARM           (2 << NODE_TYPE_OFFSET)
#define NODE_TYPE_LEG           (3 << NODE_TYPE_OFFSET)

//----------

#define NODE_SIDE_MASK          (0x04 << NODE_TYPE_BASE_OFFSET)
#define NODE_SIDE_OFFSET        (2 + NODE_TYPE_BASE_OFFSET)

#define NODE_SIDE_LEFT          (0 << NODE_SIDE_OFFSET)
#define NODE_SIDE_RIGHT         (1 << NODE_SIDE_OFFSET)

//----------

#define NODE_COUNT_MASK         (0x38 << NODE_TYPE_BASE_OFFSET)
#define NODE_COUNT_OFFSET       (3 + NODE_TYPE_BASE_OFFSET)

#define NODE_COUNT_1            (0 << NODE_COUNT_OFFSET)
#define NODE_COUNT_2            (1 << NODE_COUNT_OFFSET)
#define NODE_COUNT_3            (2 << NODE_COUNT_OFFSET)
#define NODE_COUNT_4            (3 << NODE_COUNT_OFFSET)
#define NODE_COUNT_5            (4 << NODE_COUNT_OFFSET)
#define NODE_COUNT_6            (5 << NODE_COUNT_OFFSET)
#define NODE_COUNT_7            (6 << NODE_COUNT_OFFSET)
#define NODE_COUNT_8            (7 << NODE_COUNT_OFFSET)

//----------

#define NODE_PART_MASK          (0xC0 << NODE_TYPE_BASE_OFFSET)
#define NODE_PART_OFFSET        (6 + NODE_TYPE_BASE_OFFSET)

#define NODE_PART_1             (0 << NODE_PART_OFFSET)
#define NODE_PART_2             (1 << NODE_PART_OFFSET)
#define NODE_PART_3             (2 << NODE_PART_OFFSET)
#define NODE_PART_4             (3 << NODE_PART_OFFSET)

#define NODE_PART_SHOULDER      NODE_PART_1
#define NODE_PART_UPPER_ARM     NODE_PART_2
#define NODE_PART_LOWER_ARM     NODE_PART_3
#define NODE_PART_HAND          NODE_PART_4

#define NODE_PART_HIP           NODE_PART_1
#define NODE_PART_UPPER_LEG     NODE_PART_2
#define NODE_PART_LOWER_LEG     NODE_PART_3
#define NODE_PART_FOOT          NODE_PART_4

#define NODE_PART_SKULL         NODE_PART_1
#define NODE_PART_FACE          NODE_PART_2
#define NODE_PART_CHIN          NODE_PART_3
#define NODE_PART_NECK          NODE_PART_4

#define NODE_PART_ROOT          NODE_PART_1
#define NODE_PART_UPPER_TORSO   NODE_PART_2
#define NODE_PART_LOWER_TORSO   NODE_PART_3
#define NODE_PART_PELVIS        NODE_PART_4


//-----------------------------------------------------------------------------
//
// Hotpoint Flags
//
//-----------------------------------------------------------------------------

If an actor has a RenderMesh Component, it can set a hotpoint flag. When this flag is
set, it checks against all hotpoints in the skinned mesh model for any flags matching
the render mesh's hotpoint flag. If set, then that hotpoint will activate.

Example of enabling a hotpoint in a script:

self.RenderMeshComponent().ToggleHotPoint(20, true);

In the engine, this is equivalent to setting (1 << 20) on the render mesh's hotpoint flag.
It then scans all hotpoints via "if((hotpoint.flags & renderMeshHotpointFlag) != 0). If true
then the hotpoint will activate (or deactivate).

NOTE: Bit (1 << 6) is reserved for the cerebral bore effect and will be toggled directly by
the game engine.

The following bits apply additional damage on the owning actor:

Bit (1 << 23) - Deal 5 damage per frame
Bit (1 << 24) - Deal 10 damage per frame
Bit (1 << 25) - Deal 15 damage per frame
Bit (1 << 26) - Deal 20 damage per frame


//-----------------------------------------------------------------------------
//
// Animation Format
//
//-----------------------------------------------------------------------------

Animation files (.ANIM) are simple binary files that are read in a linear fashion.
The information below details the data, byte count and additional notes.

name                        bytes           notes   
---------------------------------------------------------
version                     4 (int)         always 1
anim block count            4 (int)

for nAnimBlock count loop
-----------------------
anim ID                     4 (int)         each anim ID has a special purpose and is used for special behaviors
frame count                 4 (int)
num node indexes            4 (int)
num nodes                   4 (int)
num translations            4 (int)
num rotations               4 (int)
num keyframe actions        4 (int)
frame scale                 4 (float)
blend length                2
blend start                 2
blend end                   2
anim speed                  4 (float)
loop frame                  2

Node index count should match the node count of the model using this animation

for node indexes loop
-----------------------
translation index           2 (int16)
rotation index              2 (int16)
end node indexes loop

The following is just a table for the 'binding' pose or default pose

for num nodes loop
-----------------------
initial translation         12 (3 floats)
initial rotation            16 (4 floats)
end num nodes loop

Create a float array based on frame count. This is used to physically rotate the actor playing this animation.

for num frames loop
-----------------------
yaw offsets                 4 (float)
end num frames loop

Create a translation table for every nTranslation. Each table should contain (vector3 * nFrames). This
table will be referenced by the node index table

for nTranslation loop
-----------------------
for nFrame count loop
-----------------------
translation                 12 (3 floats)

end nFrame count loop
end nTranslation loop

Create a rotation table for every nRotation. Each table should contain (vector4 * nFrames). This
table will be referenced by the node index table

for nRotation loop
-----------------------
for nFrame count loop
-----------------------
rotation                    16 (quaternion (4 floats))

end nFrame count loop
end nRotation loop

for nKeyFrame action loop
-----------------------
frame                       2               which frame this event occurs on
eventType                   2
joint                       2               which bone this event is associated with
offset                      12 (3 floats)   local-space offset vector
args                        32 (8 floats)

end nKeyFrame action loop

end nAnimBlock count loop

//-----------------------------------------------------------------------------
//
// Animation KeyFrame Event Types
//
//-----------------------------------------------------------------------------

0 - Play Sound (arg1 - sound ID)
1 - Spawn Particle (arg1 - particle ID)
2 - Inflict Normal Damage (arg1 - damage amount, arg2 - damage radius, arg3 - not used, arg4 - blood spray x, arg5 - blood spray y, arg6 - blood spray z)
3 - Inflict Normal Radial Damage (arg1 - damage amount, arg2 - damage radius, arg3 - not used, arg4 - blood spray x, arg5 - blood spray y, arg6 - blood spray z)
4 - Same as 3
5 - Unused/unknown
6 - Clear block status on sector/region
7 - Set block status on sector/region
8 - Same as 1
9 - Apply flash to player's hud (arg1 - alpha, arg2 - red, arg3 - green, arg4 - blue, arg5 - attack time, arg6 - sustain time, arg7 - decay time)
10 - Spawn trails (NOT IMPLEMENTED, was also unfinished from the original game)
11 - Fires weapon projectile (arg1 - particle ID)
12 - Apply sinewave screen shake (arg1 - x axis, arg2 - y axis, arg3 - z axis, arg4 - radius)
13 - Apply random screen shake (arg1 - x axis, arg2 - y axis, arg3 - z axis, arg4 - radius)
14 - Display text (NOT IMPLEMENTED, was also unfinished from the original game)
15 - Same as 3
16 - Same as 3
17 - Same as 3 except it deals explosive damage
18 - Same as 3 except it deals explosive damage
19 - Same as 3 except it deals extreme damage
20 - Same as 3 except it deals extreme damage
21 - Apply gamepad rumble (NOT IMPLEMENTED IN KEX ENGINE)
22 - User/script event
23 - Same as 0
24 - Same as 1
25 - Same as 3 except it deals explosion damage only if target is on the ground
26 - Turn on RenderMesh hotpoint (arg1 - hotpoint bit)
27 - Turn off RenderMesh hotpoint (arg1 - hotpoint bit)
28 - Spawns an actor (arg1 - actor type ID, arg2 - scale)
29 - Play sound based on material (arg1 - sound ID, arg2 - surface impact type ID)
30 - Plays a voice (arg1 - voice ID)
31 - Plays a looping sound (arg1 - sound ID)
32 - Stops a looping sound (arg1 - sound ID to stop)

// custom events for kex
33 - Nuke Explosion (arg1 - radius/damage, arg2 - damage radius, arg3 - not used, arg4 - blood spray x, arg5 - blood spray y, arg6 - blood spray z)
34 - Delete Actor

//-----------------------------------------------------------------------------
//
// Animation IDs
//
//-----------------------------------------------------------------------------

ANIM_GROUND_IDLE1 = 1,
ANIM_GROUND_IDLE2 = 2,
ANIM_GROUND_IDLE3 = 3,
ANIM_GROUND_IDLE4 = 4,
ANIM_GROUND_IDLE5 = 5,
ANIM_AIR_IDLE1 = 10,
ANIM_AIR_IDLE2 = 11,
ANIM_AIR_IDLE3 = 12,
ANIM_AIR_IDLE4 = 13,
ANIM_AIR_IDLE5 = 14,
ANIM_UNDERWATER_IDLE1 = 20,
ANIM_UNDERWATER_IDLE2 = 21,
ANIM_UNDERWATER_IDLE3 = 22,
ANIM_UNDERWATER_IDLE4 = 23,
ANIM_UNDERWATER_IDLE5 = 24,
ANIM_CEILING_IDLE1 = 30,
ANIM_CEILING_IDLE2 = 31,
ANIM_CEILING_IDLE3 = 32,
ANIM_CEILING_IDLE4 = 33,
ANIM_CEILING_IDLE5 = 34,
ANIM_LEFT_WALL_IDLE1 = 40,
ANIM_LEFT_WALL_IDLE2 = 41,
ANIM_LEFT_WALL_IDLE3 = 42,
ANIM_LEFT_WALL_IDLE4 = 43,
ANIM_LEFT_WALL_IDLE5 = 44,
ANIM_RIGHT_WALL_IDLE1 = 50,
ANIM_RIGHT_WALL_IDLE2 = 51,
ANIM_RIGHT_WALL_IDLE3 = 52,
ANIM_RIGHT_WALL_IDLE4 = 53,
ANIM_RIGHT_WALL_IDLE5 = 54,
ANIM_GROUND_INTERACTIVE_IDLE1 = 100,
ANIM_GROUND_INTERACTIVE_IDLE2 = 101,
ANIM_GROUND_INTERACTIVE_IDLE3 = 102,
ANIM_GROUND_INTERACTIVE_IDLE4 = 103,
ANIM_GROUND_INTERACTIVE_IDLE5 = 104,
ANIM_AIR_INTERACTIVE_IDLE1 = 110,
ANIM_AIR_INTERACTIVE_IDLE2 = 111,
ANIM_AIR_INTERACTIVE_IDLE3 = 112,
ANIM_AIR_INTERACTIVE_IDLE4 = 113,
ANIM_AIR_INTERACTIVE_IDLE5 = 114,
ANIM_UNDERWATER_INTERACTIVE_IDLE1 = 120,
ANIM_UNDERWATER_INTERACTIVE_IDLE2 = 121,
ANIM_UNDERWATER_INTERACTIVE_IDLE3 = 122,
ANIM_UNDERWATER_INTERACTIVE_IDLE4 = 123,
ANIM_UNDERWATER_INTERACTIVE_IDLE5 = 124,
ANIM_GROUND_ALERT1 = 200,
ANIM_GROUND_ALERT2 = 201,
ANIM_GROUND_ALERT3 = 202,
ANIM_GROUND_ALERT4 = 203,
ANIM_GROUND_ALERT5 = 204,
ANIM_AIR_ALERT1 = 210,
ANIM_AIR_ALERT2 = 211,
ANIM_AIR_ALERT3 = 212,
ANIM_AIR_ALERT4 = 213,
ANIM_AIR_ALERT5 = 214,
ANIM_UNDERWATER_ALERT1 = 220,
ANIM_UNDERWATER_ALERT2 = 221,
ANIM_UNDERWATER_ALERT3 = 222,
ANIM_UNDERWATER_ALERT4 = 223,
ANIM_UNDERWATER_ALERT5 = 224,
ANIM_GROUND_TAKE_COVER1 = 300,
ANIM_GROUND_TAKE_COVER2 = 301,
ANIM_GROUND_TAKE_COVER3 = 302,
ANIM_GROUND_TAKE_COVER4 = 303,
ANIM_GROUND_TAKE_COVER5 = 304,
ANIM_AIR_TAKE_COVER1 = 310,
ANIM_AIR_TAKE_COVER2 = 311,
ANIM_AIR_TAKE_COVER3 = 312,
ANIM_AIR_TAKE_COVER4 = 313,
ANIM_AIR_TAKE_COVER5 = 314,
ANIM_UNDERWATER_TAKE_COVER1 = 320,
ANIM_UNDERWATER_TAKE_COVER2 = 321,
ANIM_UNDERWATER_TAKE_COVER3 = 322,
ANIM_UNDERWATER_TAKE_COVER4 = 323,
ANIM_UNDERWATER_TAKE_COVER5 = 324,
ANIM_GROUND_TO_AIR = 1000,
ANIM_GROUND_TO_UNDERWATER = 1010,
ANIM_GROUND_TO_CEILING = 1020,
ANIM_AIR_TO_GROUND = 1100,
ANIM_AIR_TO_UNDERWATER = 1110,
ANIM_UNDERWATER_TO_GROUND = 1200,
ANIM_UNDERWATER_TO_AIR = 1210,
ANIM_CEILING_TO_GROUND = 1300,
ANIM_LEFT_WALL_TO_AIR = 1400,
ANIM_LEFT_WALL_TO_GROUND = 1410,
ANIM_LEFT_WALL_TO_CEILING = 1420,
ANIM_RIGHT_WALL_TO_AIR = 1500,
ANIM_RIGHT_WALL_TO_GROUND = 1510,
ANIM_RIGHT_WALL_TO_CEILING = 1520,
ANIM_GROUND_MOVE_SLOW1 = 2000,
ANIM_GROUND_MOVE_SLOW2 = 2001,
ANIM_GROUND_MOVE_SLOW3 = 2002,
ANIM_GROUND_MOVE_SLOW4 = 2003,
ANIM_GROUND_MOVE_SLOW5 = 2004,
ANIM_GROUND_MOVE1 = 2010,
ANIM_GROUND_MOVE2 = 2011,
ANIM_GROUND_MOVE3 = 2012,
ANIM_GROUND_MOVE4 = 2013,
ANIM_GROUND_MOVE5 = 2014,
ANIM_GROUND_BACKWARDS_MOVE1 = 2015,
ANIM_GROUND_BACKWARDS_MOVE2 = 2016,
ANIM_GROUND_BACKWARDS_MOVE3 = 2017,
ANIM_GROUND_BACKWARDS_MOVE4 = 2018,
ANIM_GROUND_BACKWARDS_MOVE5 = 2019,
ANIM_GROUND_MOVE_FAST1 = 2020,
ANIM_GROUND_MOVE_FAST2 = 2021,
ANIM_GROUND_MOVE_FAST3 = 2022,
ANIM_GROUND_MOVE_FAST4 = 2023,
ANIM_GROUND_MOVE_FAST5 = 2024,
ANIM_GROUND_JUMP1 = 2030,
ANIM_GROUND_JUMP2 = 2031,
ANIM_GROUND_JUMP3 = 2032,
ANIM_GROUND_JUMP4 = 2033,
ANIM_GROUND_JUMP5 = 2034,
ANIM_GROUND_LAND1 = 2040,
ANIM_GROUND_LAND2 = 2041,
ANIM_GROUND_LAND3 = 2042,
ANIM_GROUND_LAND4 = 2043,
ANIM_GROUND_LAND5 = 2044,
ANIM_GROUND_SIDE_STEP_LEFT1 = 2050,
ANIM_GROUND_SIDE_STEP_LEFT2 = 2051,
ANIM_GROUND_SIDE_STEP_LEFT3 = 2052,
ANIM_GROUND_SIDE_STEP_LEFT4 = 2053,
ANIM_GROUND_SIDE_STEP_LEFT5 = 2054,
ANIM_GROUND_SIDE_STEP_RIGHT1 = 2060,
ANIM_GROUND_SIDE_STEP_RIGHT2 = 2061,
ANIM_GROUND_SIDE_STEP_RIGHT3 = 2062,
ANIM_GROUND_SIDE_STEP_RIGHT4 = 2063,
ANIM_GROUND_SIDE_STEP_RIGHT5 = 2064,
ANIM_AIR_MOVE_SLOW1 = 2100,
ANIM_AIR_MOVE_SLOW2 = 2101,
ANIM_AIR_MOVE_SLOW3 = 2102,
ANIM_AIR_MOVE_SLOW4 = 2103,
ANIM_AIR_MOVE_SLOW5 = 2104,
ANIM_AIR_MOVE1 = 2110,
ANIM_AIR_MOVE2 = 2111,
ANIM_AIR_MOVE3 = 2112,
ANIM_AIR_MOVE4 = 2113,
ANIM_AIR_MOVE5 = 2114,
ANIM_AIR_MOVE_FAST1 = 2120,
ANIM_AIR_MOVE_FAST2 = 2121,
ANIM_AIR_MOVE_FAST3 = 2122,
ANIM_AIR_MOVE_FAST4 = 2123,
ANIM_AIR_MOVE_FAST5 = 2124,
ANIM_UNDERWATER_MOVE_SLOW1 = 2200,
ANIM_UNDERWATER_MOVE_SLOW2 = 2201,
ANIM_UNDERWATER_MOVE_SLOW3 = 2202,
ANIM_UNDERWATER_MOVE_SLOW4 = 2203,
ANIM_UNDERWATER_MOVE_SLOW5 = 2204,
ANIM_UNDERWATER_MOVE1 = 2210,
ANIM_UNDERWATER_MOVE2 = 2211,
ANIM_UNDERWATER_MOVE3 = 2212,
ANIM_UNDERWATER_MOVE4 = 2213,
ANIM_UNDERWATER_MOVE5 = 2214,
ANIM_UNDERWATER_BACKWARDS_MOVE1 = 2215,
ANIM_UNDERWATER_BACKWARDS_MOVE2 = 2216,
ANIM_UNDERWATER_BACKWARDS_MOVE3 = 2217,
ANIM_UNDERWATER_BACKWARDS_MOVE4 = 2218,
ANIM_UNDERWATER_BACKWARDS_MOVE5 = 2219,
ANIM_UNDERWATER_MOVE_FAST1 = 2220,
ANIM_UNDERWATER_MOVE_FAST2 = 2221,
ANIM_UNDERWATER_MOVE_FAST3 = 2222,
ANIM_UNDERWATER_MOVE_FAST4 = 2223,
ANIM_UNDERWATER_MOVE_FAST5 = 2224,
ANIM_CEILING_MOVE_SLOW1 = 2300,
ANIM_CEILING_MOVE1 = 2310,
ANIM_CEILING_MOVE_FAST1 = 2320,
ANIM_LEFT_WALL_MOVE_SLOW1 = 2400,
ANIM_LEFT_WALL_MOVE1 = 2410,
ANIM_LEFT_WALL_MOVE_FAST1 = 2420,
ANIM_RIGHT_WALL_MOVE_SLOW1 = 2500,
ANIM_RIGHT_WALL_MOVE1 = 2510,
ANIM_RIGHT_WALL_MOVE_FAST1 = 2520,
ANIM_GROUND_CRAWL_IDLE1 = 2600,
ANIM_GROUND_CRAWL_IDLE2 = 2601,
ANIM_GROUND_CRAWL_IDLE3 = 2602,
ANIM_GROUND_CRAWL_IDLE4 = 2603,
ANIM_GROUND_CRAWL_IDLE5 = 2604,
ANIM_GROUND_CRAWL1 = 2610,
ANIM_GROUND_CRAWL2 = 2611,
ANIM_GROUND_CRAWL3 = 2612,
ANIM_GROUND_CRAWL4 = 2613,
ANIM_GROUND_CRAWL5 = 2614,
ANIM_GROUND_BACKWARDS_CRAWL1 = 2615,
ANIM_GROUND_BACKWARDS_CRAWL2 = 2616,
ANIM_GROUND_BACKWARDS_CRAWL3 = 2617,
ANIM_GROUND_BACKWARDS_CRAWL4 = 2618,
ANIM_GROUND_BACKWARDS_CRAWL5 = 2619,
ANIM_CLIMB_IDLE1 = 2620,
ANIM_CLIMB_IDLE2 = 2621,
ANIM_CLIMB_IDLE3 = 2622,
ANIM_CLIMB_IDLE4 = 2623,
ANIM_CLIMB_IDLE5 = 2624,
ANIM_CLIMB1 = 2630,
ANIM_CLIMB2 = 2631,
ANIM_CLIMB3 = 2632,
ANIM_CLIMB4 = 2633,
ANIM_CLIMB5 = 2634,
ANIM_GROUND_FLEE1 = 2700,
ANIM_GROUND_FLEE2 = 2701,
ANIM_GROUND_FLEE3 = 2702,
ANIM_GROUND_FLEE4 = 2703,
ANIM_GROUND_FLEE5 = 2704,
ANIM_AIR_FLEE1 = 2710,
ANIM_AIR_FLEE2 = 2711,
ANIM_AIR_FLEE3 = 2712,
ANIM_AIR_FLEE4 = 2713,
ANIM_AIR_FLEE5 = 2714,
ANIM_UNDERWATER_FLEE1 = 2720,
ANIM_UNDERWATER_FLEE2 = 2721,
ANIM_UNDERWATER_FLEE3 = 2722,
ANIM_UNDERWATER_FLEE4 = 2723,
ANIM_UNDERWATER_FLEE5 = 2724,
ANIM_GROUND_IDLE1_TURNL90 = 2900,
ANIM_GROUND_IDLE2_TURNL90 = 2901,
ANIM_GROUND_IDLE3_TURNL90 = 2902,
ANIM_GROUND_IDLE4_TURNL90 = 2903,
ANIM_GROUND_IDLE5_TURNL90 = 2904,
ANIM_GROUND_IDLE1_TURNR90 = 2910,
ANIM_GROUND_IDLE2_TURNR90 = 2911,
ANIM_GROUND_IDLE3_TURNR90 = 2912,
ANIM_GROUND_IDLE4_TURNR90 = 2913,
ANIM_GROUND_IDLE5_TURNR90 = 2914,
ANIM_GROUND_MOVE_SLOW1_TURNL90 = 3000,
ANIM_GROUND_MOVE_SLOW2_TURNL90 = 3001,
ANIM_GROUND_MOVE_SLOW3_TURNL90 = 3002,
ANIM_GROUND_MOVE_SLOW4_TURNL90 = 3003,
ANIM_GROUND_MOVE_SLOW5_TURNL90 = 3004,
ANIM_GROUND_MOVE_SLOW1_TURNR90 = 3010,
ANIM_GROUND_MOVE_SLOW2_TURNR90 = 3011,
ANIM_GROUND_MOVE_SLOW3_TURNR90 = 3012,
ANIM_GROUND_MOVE_SLOW4_TURNR90 = 3013,
ANIM_GROUND_MOVE_SLOW5_TURNR90 = 3014,
ANIM_GROUND_MOVE_SLOW1_TURN180 = 3020,
ANIM_GROUND_MOVE_SLOW2_TURN180 = 3021,
ANIM_GROUND_MOVE_SLOW3_TURN180 = 3022,
ANIM_GROUND_MOVE_SLOW4_TURN180 = 3023,
ANIM_GROUND_MOVE_SLOW5_TURN180 = 3024,
ANIM_GROUND_MOVE1_TURNL90 = 3100,
ANIM_GROUND_MOVE2_TURNL90 = 3101,
ANIM_GROUND_MOVE3_TURNL90 = 3102,
ANIM_GROUND_MOVE4_TURNL90 = 3103,
ANIM_GROUND_MOVE5_TURNL90 = 3104,
ANIM_GROUND_MOVE1_TURNR90 = 3110,
ANIM_GROUND_MOVE2_TURNR90 = 3111,
ANIM_GROUND_MOVE3_TURNR90 = 3112,
ANIM_GROUND_MOVE4_TURNR90 = 3113,
ANIM_GROUND_MOVE5_TURNR90 = 3114,
ANIM_GROUND_MOVE1_TURN180 = 3120,
ANIM_GROUND_MOVE2_TURN180 = 3121,
ANIM_GROUND_MOVE3_TURN180 = 3122,
ANIM_GROUND_MOVE4_TURN180 = 3123,
ANIM_GROUND_MOVE5_TURN180 = 3124,
ANIM_GROUND_MOVE_FAST1_TURNL90 = 3200,
ANIM_GROUND_MOVE_FAST2_TURNL90 = 3201,
ANIM_GROUND_MOVE_FAST3_TURNL90 = 3202,
ANIM_GROUND_MOVE_FAST4_TURNL90 = 3203,
ANIM_GROUND_MOVE_FAST5_TURNL90 = 3204,
ANIM_GROUND_MOVE_FAST1_TURNR90 = 3210,
ANIM_GROUND_MOVE_FAST2_TURNR90 = 3211,
ANIM_GROUND_MOVE_FAST3_TURNR90 = 3212,
ANIM_GROUND_MOVE_FAST4_TURNR90 = 3213,
ANIM_GROUND_MOVE_FAST5_TURNR90 = 3214,
ANIM_GROUND_MOVE_FAST1_TURN180 = 3220,
ANIM_GROUND_MOVE_FAST2_TURN180 = 3221,
ANIM_GROUND_MOVE_FAST3_TURN180 = 3222,
ANIM_GROUND_MOVE_FAST4_TURN180 = 3223,
ANIM_GROUND_MOVE_FAST5_TURN180 = 3224,
ANIM_UNDERWATER_MOVE_SLOW1_TURNL90 = 3300,
ANIM_UNDERWATER_MOVE_SLOW1_TURNR90 = 3310,
ANIM_UNDERWATER_MOVE_SLOW1_TURN180 = 3320,
ANIM_UNDERWATER_MOVE1_TURNL90 = 3400,
ANIM_UNDERWATER_MOVE2_TURNL90 = 3401,
ANIM_UNDERWATER_MOVE3_TURNL90 = 3402,
ANIM_UNDERWATER_MOVE4_TURNL90 = 3403,
ANIM_UNDERWATER_MOVE5_TURNL90 = 3404,
ANIM_UNDERWATER_MOVE1_TURNR90 = 3410,
ANIM_UNDERWATER_MOVE2_TURNR90 = 3411,
ANIM_UNDERWATER_MOVE3_TURNR90 = 3412,
ANIM_UNDERWATER_MOVE4_TURNR90 = 3413,
ANIM_UNDERWATER_MOVE5_TURNR90 = 3414,
ANIM_UNDERWATER_MOVE1_TURN180 = 3420,
ANIM_UNDERWATER_MOVE2_TURN180 = 3421,
ANIM_UNDERWATER_MOVE3_TURN180 = 3422,
ANIM_UNDERWATER_MOVE4_TURN180 = 3423,
ANIM_UNDERWATER_MOVE5_TURN180 = 3424,
ANIM_UNDERWATER_MOVE_FAST1_TURNL90 = 3500,
ANIM_UNDERWATER_MOVE_FAST1_TURNR90 = 3510,
ANIM_UNDERWATER_MOVE_FAST1_TURN180 = 3520,
ANIM_AIR_MOVE_SLOW1_TURNL90 = 3600,
ANIM_AIR_MOVE_SLOW1_TURNR90 = 3610,
ANIM_AIR_MOVE_SLOW1_TURN180 = 3620,
ANIM_AIR_MOVE1_TURNL90 = 3700,
ANIM_AIR_MOVE2_TURNL90 = 3701,
ANIM_AIR_MOVE3_TURNL90 = 3702,
ANIM_AIR_MOVE4_TURNL90 = 3703,
ANIM_AIR_MOVE5_TURNL90 = 3704,
ANIM_AIR_MOVE1_TURNR90 = 3710,
ANIM_AIR_MOVE2_TURNR90 = 3711,
ANIM_AIR_MOVE3_TURNR90 = 3712,
ANIM_AIR_MOVE4_TURNR90 = 3713,
ANIM_AIR_MOVE5_TURNR90 = 3714,
ANIM_AIR_MOVE1_TURN180 = 3720,
ANIM_AIR_MOVE2_TURN180 = 3721,
ANIM_AIR_MOVE3_TURN180 = 3722,
ANIM_AIR_MOVE4_TURN180 = 3723,
ANIM_AIR_MOVE5_TURN180 = 3724,
ANIM_MOVE_FAST1_TURNL90 = 3800,
ANIM_MOVE_FAST1_TURNR90 = 3810,
ANIM_MOVE_FAST1_TURN180 = 3820,
ANIM_GROUND_ATTACK_COMBAT1 = 4000,
ANIM_GROUND_ATTACK_COMBAT2 = 4001,
ANIM_GROUND_ATTACK_COMBAT3 = 4002,
ANIM_GROUND_ATTACK_COMBAT4 = 4003,
ANIM_GROUND_ATTACK_COMBAT5 = 4004,
ANIM_AIR_ATTACK_COMBAT1 = 4010,
ANIM_AIR_ATTACK_COMBAT2 = 4011,
ANIM_AIR_ATTACK_COMBAT3 = 4012,
ANIM_AIR_ATTACK_COMBAT4 = 4013,
ANIM_AIR_ATTACK_COMBAT5 = 4014,
ANIM_UNDERWATER_ATTACK_COMBAT1 = 4020,
ANIM_UNDERWATER_ATTACK_COMBAT2 = 4021,
ANIM_UNDERWATER_ATTACK_COMBAT3 = 4022,
ANIM_UNDERWATER_ATTACK_COMBAT4 = 4023,
ANIM_UNDERWATER_ATTACK_COMBAT5 = 4024,
ANIM_CEILING_ATTACK_COMBAT1 = 4030,
ANIM_CEILING_ATTACK_COMBAT2 = 4031,
ANIM_CEILING_ATTACK_COMBAT3 = 4032,
ANIM_CEILING_ATTACK_COMBAT4 = 4033,
ANIM_CEILING_ATTACK_COMBAT5 = 4034,
ANIM_LEFT_WALL_ATTACK_COMBAT1 = 4040,
ANIM_LEFT_WALL_ATTACK_COMBAT2 = 4041,
ANIM_LEFT_WALL_ATTACK_COMBAT3 = 4042,
ANIM_LEFT_WALL_ATTACK_COMBAT4 = 4043,
ANIM_LEFT_WALL_ATTACK_COMBAT5 = 4044,
ANIM_RIGHT_WALL_ATTACK_COMBAT1 = 4050,
ANIM_RIGHT_WALL_ATTACK_COMBAT2 = 4051,
ANIM_RIGHT_WALL_ATTACK_COMBAT3 = 4052,
ANIM_RIGHT_WALL_ATTACK_COMBAT4 = 4053,
ANIM_RIGHT_WALL_ATTACK_COMBAT5 = 4054,
ANIM_GROUND_ATTACK_LEAP1 = 4100,
ANIM_GROUND_ATTACK_LEAP2 = 4101,
ANIM_GROUND_ATTACK_LEAP3 = 4102,
ANIM_GROUND_ATTACK_LEAP4 = 4103,
ANIM_GROUND_ATTACK_LEAP5 = 4104,
ANIM_AIR_ATTACK_LEAP1 = 4110,
ANIM_AIR_ATTACK_LEAP2 = 4111,
ANIM_AIR_ATTACK_LEAP3 = 4112,
ANIM_AIR_ATTACK_LEAP4 = 4113,
ANIM_AIR_ATTACK_LEAP5 = 4114,
ANIM_UNDERWATER_ATTACK_LEAP1 = 4120,
ANIM_UNDERWATER_ATTACK_LEAP2 = 4121,
ANIM_UNDERWATER_ATTACK_LEAP3 = 4122,
ANIM_UNDERWATER_ATTACK_LEAP4 = 4123,
ANIM_UNDERWATER_ATTACK_LEAP5 = 4124,
ANIM_CEILING_ATTACK_LEAP1 = 4130,
ANIM_CEILING_ATTACK_LEAP2 = 4131,
ANIM_CEILING_ATTACK_LEAP3 = 4132,
ANIM_CEILING_ATTACK_LEAP4 = 4133,
ANIM_CEILING_ATTACK_LEAP5 = 4134,
ANIM_LEFT_WALL_ATTACK_LEAP1 = 4140,
ANIM_LEFT_WALL_ATTACK_LEAP2 = 4141,
ANIM_LEFT_WALL_ATTACK_LEAP3 = 4142,
ANIM_LEFT_WALL_ATTACK_LEAP4 = 4143,
ANIM_LEFT_WALL_ATTACK_LEAP5 = 4144,
ANIM_RIGHT_WALL_ATTACK_LEAP1 = 4150,
ANIM_RIGHT_WALL_ATTACK_LEAP2 = 4151,
ANIM_RIGHT_WALL_ATTACK_LEAP3 = 4152,
ANIM_RIGHT_WALL_ATTACK_LEAP4 = 4153,
ANIM_RIGHT_WALL_ATTACK_LEAP5 = 4154,
ANIM_GROUND_ATTACK_DART1 = 4200,
ANIM_GROUND_ATTACK_DART2 = 4201,
ANIM_GROUND_ATTACK_DART3 = 4202,
ANIM_GROUND_ATTACK_DART4 = 4203,
ANIM_GROUND_ATTACK_DART5 = 4204,
ANIM_AIR_ATTACK_DART1 = 4210,
ANIM_AIR_ATTACK_DART2 = 4211,
ANIM_AIR_ATTACK_DART3 = 4212,
ANIM_AIR_ATTACK_DART4 = 4213,
ANIM_AIR_ATTACK_DART5 = 4214,
ANIM_UNDERWATER_ATTACK_DART1 = 4220,
ANIM_UNDERWATER_ATTACK_DART2 = 4221,
ANIM_UNDERWATER_ATTACK_DART3 = 4222,
ANIM_UNDERWATER_ATTACK_DART4 = 4223,
ANIM_UNDERWATER_ATTACK_DART5 = 4224,
ANIM_CEILING_ATTACK_DART1 = 4230,
ANIM_CEILING_ATTACK_DART2 = 4231,
ANIM_CEILING_ATTACK_DART3 = 4232,
ANIM_CEILING_ATTACK_DART4 = 4233,
ANIM_CEILING_ATTACK_DART5 = 4234,
ANIM_LEFT_WALL_ATTACK_DART1 = 4240,
ANIM_LEFT_WALL_ATTACK_DART2 = 4241,
ANIM_LEFT_WALL_ATTACK_DART3 = 4242,
ANIM_LEFT_WALL_ATTACK_DART4 = 4243,
ANIM_LEFT_WALL_ATTACK_DART5 = 4244,
ANIM_RIGHT_WALL_ATTACK_DART1 = 4250,
ANIM_RIGHT_WALL_ATTACK_DART2 = 4251,
ANIM_RIGHT_WALL_ATTACK_DART3 = 4252,
ANIM_RIGHT_WALL_ATTACK_DART4 = 4253,
ANIM_RIGHT_WALL_ATTACK_DART5 = 4254,
ANIM_GROUND_ATTACK_PROJECTILE1 = 4300,
ANIM_GROUND_ATTACK_PROJECTILE2 = 4301,
ANIM_GROUND_ATTACK_PROJECTILE3 = 4302,
ANIM_GROUND_ATTACK_PROJECTILE4 = 4303,
ANIM_GROUND_ATTACK_PROJECTILE5 = 4304,
ANIM_AIR_ATTACK_PROJECTILE1 = 4310,
ANIM_AIR_ATTACK_PROJECTILE2 = 4311,
ANIM_AIR_ATTACK_PROJECTILE3 = 4312,
ANIM_AIR_ATTACK_PROJECTILE4 = 4313,
ANIM_AIR_ATTACK_PROJECTILE5 = 4314,
ANIM_UNDERWATER_ATTACK_PROJECTILE1 = 4320,
ANIM_UNDERWATER_ATTACK_PROJECTILE2 = 4321,
ANIM_UNDERWATER_ATTACK_PROJECTILE3 = 4322,
ANIM_UNDERWATER_ATTACK_PROJECTILE4 = 4323,
ANIM_UNDERWATER_ATTACK_PROJECTILE5 = 4324,
ANIM_CEILING_ATTACK_PROJECTILE1 = 4330,
ANIM_CEILING_ATTACK_PROJECTILE2 = 4331,
ANIM_CEILING_ATTACK_PROJECTILE3 = 4332,
ANIM_CEILING_ATTACK_PROJECTILE4 = 4333,
ANIM_CEILING_ATTACK_PROJECTILE5 = 4334,
ANIM_LEFT_WALL_ATTACK_PROJECTILE1 = 4340,
ANIM_LEFT_WALL_ATTACK_PROJECTILE2 = 4341,
ANIM_LEFT_WALL_ATTACK_PROJECTILE3 = 4342,
ANIM_LEFT_WALL_ATTACK_PROJECTILE4 = 4343,
ANIM_LEFT_WALL_ATTACK_PROJECTILE5 = 4344,
ANIM_RIGHT_WALL_ATTACK_PROJECTILE1 = 4350,
ANIM_RIGHT_WALL_ATTACK_PROJECTILE2 = 4351,
ANIM_RIGHT_WALL_ATTACK_PROJECTILE3 = 4352,
ANIM_RIGHT_WALL_ATTACK_PROJECTILE4 = 4353,
ANIM_RIGHT_WALL_ATTACK_PROJECTILE5 = 4354,
ANIM_GROUND_ATTACK_WEAPON1 = 4400,
ANIM_GROUND_ATTACK_WEAPON2 = 4401,
ANIM_GROUND_ATTACK_WEAPON3 = 4402,
ANIM_GROUND_ATTACK_WEAPON4 = 4403,
ANIM_GROUND_ATTACK_WEAPON5 = 4404,
ANIM_GROUND_CRAWL_ATTACK_WEAPON1 = 4405,
ANIM_GROUND_CRAWL_ATTACK_WEAPON2 = 4406,
ANIM_GROUND_CRAWL_ATTACK_WEAPON3 = 4407,
ANIM_GROUND_CRAWL_ATTACK_WEAPON4 = 4408,
ANIM_GROUND_CRAWL_ATTACK_WEAPON5 = 4409,
ANIM_AIR_ATTACK_WEAPON1 = 4410,
ANIM_AIR_ATTACK_WEAPON2 = 4411,
ANIM_AIR_ATTACK_WEAPON3 = 4412,
ANIM_AIR_ATTACK_WEAPON4 = 4413,
ANIM_AIR_ATTACK_WEAPON5 = 4414,
ANIM_UNDERWATER_ATTACK_WEAPON1 = 4420,
ANIM_UNDERWATER_ATTACK_WEAPON2 = 4421,
ANIM_UNDERWATER_ATTACK_WEAPON3 = 4422,
ANIM_UNDERWATER_ATTACK_WEAPON4 = 4423,
ANIM_UNDERWATER_ATTACK_WEAPON5 = 4424,
ANIM_CEILING_ATTACK_WEAPON1 = 4430,
ANIM_CEILING_ATTACK_WEAPON2 = 4431,
ANIM_CEILING_ATTACK_WEAPON3 = 4432,
ANIM_CEILING_ATTACK_WEAPON4 = 4433,
ANIM_CEILING_ATTACK_WEAPON5 = 4434,
ANIM_LEFT_WALL_ATTACK_WEAPON1 = 4440,
ANIM_LEFT_WALL_ATTACK_WEAPON2 = 4441,
ANIM_LEFT_WALL_ATTACK_WEAPON3 = 4442,
ANIM_LEFT_WALL_ATTACK_WEAPON4 = 4443,
ANIM_LEFT_WALL_ATTACK_WEAPON5 = 4444,
ANIM_RIGHT_WALL_ATTACK_WEAPON1 = 4450,
ANIM_RIGHT_WALL_ATTACK_WEAPON2 = 4451,
ANIM_RIGHT_WALL_ATTACK_WEAPON3 = 4452,
ANIM_RIGHT_WALL_ATTACK_WEAPON4 = 4453,
ANIM_RIGHT_WALL_ATTACK_WEAPON5 = 4454,
ANIM_GROUND_LOOPING_ATTACK_WEAPON1 = 4500,
ANIM_GROUND_LOOPING_ATTACK_WEAPON2 = 4501,
ANIM_GROUND_LOOPING_ATTACK_WEAPON3 = 4502,
ANIM_GROUND_LOOPING_ATTACK_WEAPON4 = 4503,
ANIM_GROUND_LOOPING_ATTACK_WEAPON5 = 4504,
ANIM_AIR_LOOPING_ATTACK_WEAPON1 = 4510,
ANIM_AIR_LOOPING_ATTACK_WEAPON2 = 4511,
ANIM_AIR_LOOPING_ATTACK_WEAPON3 = 4512,
ANIM_AIR_LOOPING_ATTACK_WEAPON4 = 4513,
ANIM_AIR_LOOPING_ATTACK_WEAPON5 = 4514,
ANIM_UNDERWATER_LOOPING_ATTACK_WEAPON1 = 4520,
ANIM_UNDERWATER_LOOPING_ATTACK_WEAPON2 = 4521,
ANIM_UNDERWATER_LOOPING_ATTACK_WEAPON3 = 4522,
ANIM_UNDERWATER_LOOPING_ATTACK_WEAPON4 = 4523,
ANIM_UNDERWATER_LOOPING_ATTACK_WEAPON5 = 4524,
ANIM_CEILING_LOOPING_ATTACK_WEAPON1 = 4530,
ANIM_CEILING_LOOPING_ATTACK_WEAPON2 = 4531,
ANIM_CEILING_LOOPING_ATTACK_WEAPON3 = 4532,
ANIM_CEILING_LOOPING_ATTACK_WEAPON4 = 4533,
ANIM_CEILING_LOOPING_ATTACK_WEAPON5 = 4534,
ANIM_LEFT_WALL_LOOPING_ATTACK_WEAPON1 = 4540,
ANIM_LEFT_WALL_LOOPING_ATTACK_WEAPON2 = 4541,
ANIM_LEFT_WALL_LOOPING_ATTACK_WEAPON3 = 4542,
ANIM_LEFT_WALL_LOOPING_ATTACK_WEAPON4 = 4543,
ANIM_LEFT_WALL_LOOPING_ATTACK_WEAPON5 = 4544,
ANIM_RIGHT_WALL_LOOPING_ATTACK_WEAPON1 = 4550,
ANIM_RIGHT_WALL_LOOPING_ATTACK_WEAPON2 = 4551,
ANIM_RIGHT_WALL_LOOPING_ATTACK_WEAPON3 = 4552,
ANIM_RIGHT_WALL_LOOPING_ATTACK_WEAPON4 = 4553,
ANIM_RIGHT_WALL_LOOPING_ATTACK_WEAPON5 = 4554,
ANIM_GROUND_COMBO_END1 = 5000,
ANIM_GROUND_COMBO_END2 = 5001,
ANIM_GROUND_COMBO_END3 = 5002,
ANIM_GROUND_COMBO_END4 = 5003,
ANIM_GROUND_COMBO_END5 = 5004,
ANIM_AIR_COMBO_END1 = 5010,
ANIM_AIR_COMBO_END2 = 5011,
ANIM_AIR_COMBO_END3 = 5012,
ANIM_AIR_COMBO_END4 = 5013,
ANIM_AIR_COMBO_END5 = 5014,
ANIM_UNDERWATER_COMBO_END1 = 5020,
ANIM_UNDERWATER_COMBO_END2 = 5021,
ANIM_UNDERWATER_COMBO_END3 = 5022,
ANIM_UNDERWATER_COMBO_END4 = 5023,
ANIM_UNDERWATER_COMBO_END5 = 5024,
ANIM_GROUND_DEFEND_PUFFUP = 6000,
ANIM_AIR_DEFEND_PUFFUP = 6010,
ANIM_UNDERWATER_DEFEND_PUFFUP = 6020,
ANIM_GROUND_DEATH_NORMAL1 = 7000,
ANIM_GROUND_DEATH_NORMAL2 = 7001,
ANIM_GROUND_DEATH_NORMAL3 = 7002,
ANIM_GROUND_DEATH_NORMAL4 = 7003,
ANIM_GROUND_DEATH_NORMAL5 = 7004,
ANIM_GROUND_DEATH_CRAWL_NORMAL1 = 7005,
ANIM_GROUND_DEATH_CRAWL_NORMAL2 = 7006,
ANIM_GROUND_DEATH_CRAWL_NORMAL3 = 7007,
ANIM_GROUND_DEATH_CRAWL_NORMAL4 = 7008,
ANIM_GROUND_DEATH_CRAWL_NORMAL5 = 7009,
ANIM_AIR_DEATH_NORMAL1 = 7010,
ANIM_AIR_DEATH_NORMAL2 = 7011,
ANIM_AIR_DEATH_NORMAL3 = 7012,
ANIM_AIR_DEATH_NORMAL4 = 7013,
ANIM_AIR_DEATH_NORMAL5 = 7014,
ANIM_UNDERWATER_DEATH_NORMAL1_DYING = 7020,
ANIM_UNDERWATER_DEATH_NORMAL2_DYING = 7021,
ANIM_UNDERWATER_DEATH_NORMAL3_DYING = 7022,
ANIM_UNDERWATER_DEATH_NORMAL4_DYING = 7023,
ANIM_UNDERWATER_DEATH_NORMAL5_DYING = 7024,
ANIM_UNDERWATER_DEATH_NORMAL1_SINKING = 7030,
ANIM_UNDERWATER_DEATH_NORMAL2_SINKING = 7031,
ANIM_UNDERWATER_DEATH_NORMAL3_SINKING = 7032,
ANIM_UNDERWATER_DEATH_NORMAL4_SINKING = 7033,
ANIM_UNDERWATER_DEATH_NORMAL5_SINKING = 7034,
ANIM_UNDERWATER_DEATH_NORMAL1_ON_BED = 7040,
ANIM_UNDERWATER_DEATH_NORMAL2_ON_BED = 7041,
ANIM_UNDERWATER_DEATH_NORMAL3_ON_BED = 7042,
ANIM_UNDERWATER_DEATH_NORMAL4_ON_BED = 7043,
ANIM_UNDERWATER_DEATH_NORMAL5_ON_BED = 7044,
ANIM_GROUND_DEATH_VIOLENT1 = 7100,
ANIM_GROUND_DEATH_VIOLENT2 = 7101,
ANIM_GROUND_DEATH_VIOLENT3 = 7102,
ANIM_GROUND_DEATH_VIOLENT4 = 7103,
ANIM_GROUND_DEATH_VIOLENT5 = 7104,
ANIM_AIR_DEATH_VIOLENT1 = 7110,
ANIM_AIR_DEATH_VIOLENT2 = 7111,
ANIM_AIR_DEATH_VIOLENT3 = 7112,
ANIM_AIR_DEATH_VIOLENT4 = 7113,
ANIM_AIR_DEATH_VIOLENT5 = 7114,
ANIM_UNDERWATER_DEATH_VIOLENT1 = 7120,
ANIM_UNDERWATER_DEATH_VIOLENT2 = 7121,
ANIM_UNDERWATER_DEATH_VIOLENT3 = 7122,
ANIM_UNDERWATER_DEATH_VIOLENT4 = 7123,
ANIM_UNDERWATER_DEATH_VIOLENT5 = 7124,
ANIM_GROUND_DEATH_EXPLOSIVE1 = 7200,
ANIM_GROUND_DEATH_EXPLOSIVE2 = 7201,
ANIM_GROUND_DEATH_EXPLOSIVE3 = 7202,
ANIM_GROUND_DEATH_EXPLOSIVE4 = 7203,
ANIM_GROUND_DEATH_EXPLOSIVE5 = 7204,
ANIM_GROUND_DEATH_EXPLOSIVE_LAND1 = 7205,
ANIM_GROUND_DEATH_EXPLOSIVE_LAND2 = 7206,
ANIM_GROUND_DEATH_EXPLOSIVE_LAND3 = 7207,
ANIM_GROUND_DEATH_EXPLOSIVE_LAND4 = 7208,
ANIM_GROUND_DEATH_EXPLOSIVE_LAND5 = 7209,
ANIM_AIR_DEATH_EXPLOSIVE1 = 7210,
ANIM_AIR_DEATH_EXPLOSIVE2 = 7211,
ANIM_AIR_DEATH_EXPLOSIVE3 = 7212,
ANIM_AIR_DEATH_EXPLOSIVE4 = 7213,
ANIM_AIR_DEATH_EXPLOSIVE5 = 7214,
ANIM_UNDERWATER_DEATH_EXPLOSIVE1 = 7220,
ANIM_UNDERWATER_DEATH_EXPLOSIVE2 = 7221,
ANIM_UNDERWATER_DEATH_EXPLOSIVE3 = 7222,
ANIM_UNDERWATER_DEATH_EXPLOSIVE4 = 7223,
ANIM_UNDERWATER_DEATH_EXPLOSIVE5 = 7224,
ANIM_DEATH_EXTREME1_PART1 = 7300,
ANIM_DEATH_EXTREME1_PART2 = 7301,
ANIM_DEATH_EXTREME2_PART1 = 7305,
ANIM_DEATH_EXTREME2_PART2 = 7306,
ANIM_DEATH_EXTREME3_PART1 = 7310,
ANIM_DEATH_EXTREME3_PART2 = 7311,
ANIM_DEATH_EXTREME4_PART1 = 7315,
ANIM_DEATH_EXTREME4_PART2 = 7316,
ANIM_DEATH_EXTREME5_PART1 = 7320,
ANIM_DEATH_EXTREME5_PART2 = 7321,
ANIM_DEATH_PFM1 = 7325,
ANIM_DEATH_PFM2 = 7326,
ANIM_DEATH_PFM3 = 7327,
ANIM_DEATH_PFM4 = 7328,
ANIM_DEATH_PFM5 = 7329,
ANIM_DEATH_HEAD_BLOWN_OFF1 = 7335,
ANIM_DEATH_HEAD_BLOWN_OFF2 = 7336,
ANIM_DEATH_HEAD_BLOWN_OFF3 = 7337,
ANIM_DEATH_HEAD_BLOWN_OFF4 = 7338,
ANIM_DEATH_HEAD_BLOWN_OFF5 = 7339,
ANIM_DEATH_LEFT_ARM_BLOWN_OFF1 = 7345,
ANIM_DEATH_LEFT_ARM_BLOWN_OFF2 = 7346,
ANIM_DEATH_LEFT_ARM_BLOWN_OFF3 = 7347,
ANIM_DEATH_LEFT_ARM_BLOWN_OFF4 = 7348,
ANIM_DEATH_LEFT_ARM_BLOWN_OFF5 = 7349,
ANIM_DEATH_RIGHT_ARM_BLOWN_OFF1 = 7355,
ANIM_DEATH_RIGHT_ARM_BLOWN_OFF2 = 7356,
ANIM_DEATH_RIGHT_ARM_BLOWN_OFF3 = 7357,
ANIM_DEATH_RIGHT_ARM_BLOWN_OFF4 = 7358,
ANIM_DEATH_RIGHT_ARM_BLOWN_OFF5 = 7359,
ANIM_DEATH_BLINDED = 7365,
ANIM_DEATH_LAVA1 = 7400,
ANIM_DEATH_LAVA2 = 7401,
ANIM_DEATH_LAVA3 = 7402,
ANIM_DEATH_LAVA4 = 7403,
ANIM_DEATH_LAVA5 = 7404,
ANIM_GROUND_DEATH_MOVING1 = 7500,
ANIM_GROUND_DEATH_MOVING2 = 7501,
ANIM_GROUND_DEATH_MOVING3 = 7502,
ANIM_GROUND_DEATH_MOVING4 = 7503,
ANIM_GROUND_DEATH_MOVING5 = 7504,
ANIM_GROUND_DEATH_BACKWARDS_MOVING1 = 7505,
ANIM_GROUND_DEATH_BACKWARDS_MOVING2 = 7506,
ANIM_GROUND_DEATH_BACKWARDS_MOVING3 = 7507,
ANIM_GROUND_DEATH_BACKWARDS_MOVING4 = 7508,
ANIM_GROUND_DEATH_BACKWARDS_MOVING5 = 7509,
ANIM_AIR_DEATH_MOVING1 = 7510,
ANIM_AIR_DEATH_MOVING2 = 7511,
ANIM_AIR_DEATH_MOVING3 = 7512,
ANIM_AIR_DEATH_MOVING4 = 7513,
ANIM_AIR_DEATH_MOVING5 = 7514,
ANIM_UNDERWATER_DEATH_MOVING1 = 7520,
ANIM_UNDERWATER_DEATH_MOVING2 = 7521,
ANIM_UNDERWATER_DEATH_MOVING3 = 7522,
ANIM_UNDERWATER_DEATH_MOVING4 = 7523,
ANIM_UNDERWATER_DEATH_MOVING5 = 7524,
ANIM_GROUND_EVADE_LEFT1 = 8000,
ANIM_GROUND_EVADE_LEFT2 = 8001,
ANIM_GROUND_EVADE_LEFT3 = 8002,
ANIM_GROUND_EVADE_LEFT4 = 8003,
ANIM_GROUND_EVADE_LEFT5 = 8004,
ANIM_AIR_EVADE_LEFT1 = 8010,
ANIM_AIR_EVADE_LEFT2 = 8011,
ANIM_AIR_EVADE_LEFT3 = 8012,
ANIM_AIR_EVADE_LEFT4 = 8013,
ANIM_AIR_EVADE_LEFT5 = 8014,
ANIM_UNDERWATER_EVADE_LEFT1 = 8020,
ANIM_UNDERWATER_EVADE_LEFT2 = 8021,
ANIM_UNDERWATER_EVADE_LEFT3 = 8022,
ANIM_UNDERWATER_EVADE_LEFT4 = 8023,
ANIM_UNDERWATER_EVADE_LEFT5 = 8024,
ANIM_GROUND_EVADE_RIGHT1 = 8100,
ANIM_GROUND_EVADE_RIGHT2 = 8101,
ANIM_GROUND_EVADE_RIGHT3 = 8102,
ANIM_GROUND_EVADE_RIGHT4 = 8103,
ANIM_GROUND_EVADE_RIGHT5 = 8104,
ANIM_AIR_EVADE_RIGHT1 = 8110,
ANIM_AIR_EVADE_RIGHT2 = 8111,
ANIM_AIR_EVADE_RIGHT3 = 8112,
ANIM_AIR_EVADE_RIGHT4 = 8113,
ANIM_AIR_EVADE_RIGHT5 = 8114,
ANIM_UNDERWATER_EVADE_RIGHT1 = 8120,
ANIM_UNDERWATER_EVADE_RIGHT2 = 8121,
ANIM_UNDERWATER_EVADE_RIGHT3 = 8122,
ANIM_UNDERWATER_EVADE_RIGHT4 = 8123,
ANIM_UNDERWATER_EVADE_RIGHT5 = 8124,
ANIM_GROUND_EVADE_JUMP1 = 8200,
ANIM_GROUND_EVADE_JUMP2 = 8201,
ANIM_GROUND_EVADE_JUMP3 = 8202,
ANIM_GROUND_EVADE_JUMP4 = 8203,
ANIM_GROUND_EVADE_JUMP5 = 8204,
ANIM_AIR_EVADE_JUMP1 = 8210,
ANIM_AIR_EVADE_JUMP2 = 8211,
ANIM_AIR_EVADE_JUMP3 = 8212,
ANIM_AIR_EVADE_JUMP4 = 8213,
ANIM_AIR_EVADE_JUMP5 = 8214,
ANIM_UNDERWATER_EVADE_JUMP1 = 8220,
ANIM_UNDERWATER_EVADE_JUMP2 = 8221,
ANIM_UNDERWATER_EVADE_JUMP3 = 8222,
ANIM_UNDERWATER_EVADE_JUMP4 = 8223,
ANIM_UNDERWATER_EVADE_JUMP5 = 8224,
ANIM_GROUND_EVADE_SHIELD1 = 8300,
ANIM_GROUND_EVADE_SHIELD2 = 8301,
ANIM_GROUND_EVADE_SHIELD3 = 8302,
ANIM_GROUND_EVADE_SHIELD4 = 8303,
ANIM_GROUND_EVADE_SHIELD5 = 8304,
ANIM_AIR_EVADE_SHIELD1 = 8310,
ANIM_AIR_EVADE_SHIELD2 = 8311,
ANIM_AIR_EVADE_SHIELD3 = 8312,
ANIM_AIR_EVADE_SHIELD4 = 8313,
ANIM_AIR_EVADE_SHIELD5 = 8314,
ANIM_UNDERWATER_EVADE_SHIELD1 = 8320,
ANIM_UNDERWATER_EVADE_SHIELD2 = 8321,
ANIM_UNDERWATER_EVADE_SHIELD3 = 8322,
ANIM_UNDERWATER_EVADE_SHIELD4 = 8323,
ANIM_UNDERWATER_EVADE_SHIELD5 = 8324,
ANIM_GROUND_REACTION_EXPLOSION = 9000,
ANIM_AIR_REACTION_EXPLOSION = 9010,
ANIM_UNDERWATER_REACTION_EXPLOSION = 9020,
ANIM_GROUND_REACTION_BLINDED = 9100,
ANIM_AIR_REACTION_BLINDED = 9110,
ANIM_UNDERWATER_REACTION_BLINDED = 9120,
ANIM_GROUND_REACTION_SHOCKED = 9200,
ANIM_AIR_REACTION_SHOCKED = 9210,
ANIM_UNDERWATER_REACTION_SHOCKED = 9220,
ANIM_GROUND_REACTION_BORE_CLUNK = 9230,
ANIM_AIR_REACTION_BORE_CLUNK = 9240,
ANIM_UNDERWATER_REACTION_BORE_CLUNK = 9250,
ANIM_GROUND_REACTION_FALL_DOWN = 9300,
ANIM_AIR_REACTION_FALL_DOWN = 9310,
ANIM_UNDERWATER_REACTION_FALL_DOWN = 9320,
ANIM_GROUND_REACTION_GETUP = 9400,
ANIM_AIR_REACTION_GETUP = 9410,
ANIM_UNDERWATER_REACTION_GETUP = 9420,
ANIM_GROUND_SNATCHED = 9500,
ANIM_AIR_SNATCHED = 9510,
ANIM_UNDERWATER_SNATCHED = 9520,
ANIM_GROUND_WOUNDED_LEFT_ARM1 = 9600,
ANIM_GROUND_WOUNDED_LEFT_ARM2 = 9601,
ANIM_GROUND_WOUNDED_LEFT_ARM3 = 9602,
ANIM_GROUND_WOUNDED_LEFT_ARM4 = 9603,
ANIM_GROUND_WOUNDED_LEFT_ARM5 = 9604,
ANIM_AIR_WOUNDED_LEFT_ARM1 = 9610,
ANIM_AIR_WOUNDED_LEFT_ARM2 = 9611,
ANIM_AIR_WOUNDED_LEFT_ARM3 = 9612,
ANIM_AIR_WOUNDED_LEFT_ARM4 = 9613,
ANIM_AIR_WOUNDED_LEFT_ARM5 = 9614,
ANIM_UNDERWATER_WOUNDED_LEFT_ARM1 = 9620,
ANIM_UNDERWATER_WOUNDED_LEFT_ARM2 = 9621,
ANIM_UNDERWATER_WOUNDED_LEFT_ARM3 = 9622,
ANIM_UNDERWATER_WOUNDED_LEFT_ARM4 = 9623,
ANIM_UNDERWATER_WOUNDED_LEFT_ARM5 = 9624,
ANIM_GROUND_WOUNDED_RIGHT_ARM1 = 9630,
ANIM_GROUND_WOUNDED_RIGHT_ARM2 = 9631,
ANIM_GROUND_WOUNDED_RIGHT_ARM3 = 9632,
ANIM_GROUND_WOUNDED_RIGHT_ARM4 = 9633,
ANIM_GROUND_WOUNDED_RIGHT_ARM5 = 9634,
ANIM_AIR_WOUNDED_RIGHT_ARM1 = 9640,
ANIM_AIR_WOUNDED_RIGHT_ARM2 = 9641,
ANIM_AIR_WOUNDED_RIGHT_ARM3 = 9642,
ANIM_AIR_WOUNDED_RIGHT_ARM4 = 9643,
ANIM_AIR_WOUNDED_RIGHT_ARM5 = 9644,
ANIM_UNDERWATER_WOUNDED_RIGHT_ARM1 = 9650,
ANIM_UNDERWATER_WOUNDED_RIGHT_ARM2 = 9651,
ANIM_UNDERWATER_WOUNDED_RIGHT_ARM3 = 9652,
ANIM_UNDERWATER_WOUNDED_RIGHT_ARM4 = 9653,
ANIM_UNDERWATER_WOUNDED_RIGHT_ARM5 = 9654,
ANIM_GROUND_PICKUP_THROW_OBJECT = 10000,
ANIM_AIR_PICKUP_THROW_OBJECT = 10010,
ANIM_UNDERWATER_PICKUP_THROW_OBJECT = 10020,
ANIM_GROUND_DROP_OBJECT = 10100,
ANIM_AIR_DROP_OBJECT = 10110,
ANIM_UNDERWATER_DROP_OBJECT = 10120,
ANIM_AMBUSH1 = 11000,
ANIM_AMBUSH2 = 11001,
ANIM_AMBUSH3 = 11002,
ANIM_AMBUSH4 = 11003,
ANIM_AMBUSH5 = 11004,
ANIM_AMBUSH6 = 11005,
ANIM_AMBUSH7 = 11006,
ANIM_AMBUSH8 = 11007,
ANIM_AMBUSH1_NO_GRAVITY = 11020,
ANIM_AMBUSH2_NO_GRAVITY = 11021,
ANIM_AMBUSH3_NO_GRAVITY = 11022,
ANIM_AMBUSH4_NO_GRAVITY = 11023,
ANIM_AMBUSH5_NO_GRAVITY = 11024,
ANIM_AMBUSH6_NO_GRAVITY = 11025,
ANIM_AMBUSH7_NO_GRAVITY = 11026,
ANIM_AMBUSH8_NO_GRAVITY = 11027,
ANIM_AMBUSH1_IDLE = 11030,
ANIM_AMBUSH1_TRIGGERED = 11031,
ANIM_AMBUSH2_IDLE = 11040,
ANIM_AMBUSH2_TRIGGERED = 11041,
ANIM_AMBUSH3_IDLE = 11050,
ANIM_AMBUSH3_TRIGGERED = 11051,
ANIM_AMBUSH4_IDLE = 11060,
ANIM_AMBUSH4_TRIGGERED = 11061,
ANIM_AMBUSH5_IDLE = 11070,
ANIM_AMBUSH5_TRIGGERED = 11071,
ANIM_ABSOLUTE1 = 11100,
ANIM_ABSOLUTE2 = 11101,
ANIM_ABSOLUTE3 = 11102,
ANIM_ABSOLUTE4 = 11103,
ANIM_ABSOLUTE5 = 11104,
ANIM_ABSOLUTE6 = 11105,
ANIM_ABSOLUTE7 = 11106,
ANIM_ABSOLUTE8 = 11107,
ANIM_TELEPORT_IN = 11200,
ANIM_TELEPORT_OUT = 11210,
ANIM_REGENERATE = 11220,
ANIM_CLOAK_ACTIVATE = 11230,
ANIM_JOYPAD_TEST_IDLE = 11299,
ANIM_PAD1_U_JPAD = 11300,
ANIM_PAD1_D_JPAD = 11301,
ANIM_PAD1_L_JPAD = 11302,
ANIM_PAD1_R_JPAD = 11303,
ANIM_PAD1_U_CBUTTONS = 11304,
ANIM_PAD1_D_CBUTTONS = 11305,
ANIM_PAD1_L_CBUTTONS = 11306,
ANIM_PAD1_R_CBUTTONS = 11307,
ANIM_PAD1_L_TRIG = 11308,
ANIM_PAD1_R_TRIG = 11309,
ANIM_PAD1_Z_TRIG = 11310,
ANIM_PAD1_A_BUTTON = 11311,
ANIM_PAD1_B_BUTTON = 11312,
ANIM_PAD2_U_JPAD = 11400,
ANIM_PAD2_D_JPAD = 11401,
ANIM_PAD2_L_JPAD = 11402,
ANIM_PAD2_R_JPAD = 11403,
ANIM_PAD2_U_CBUTTONS = 11404,
ANIM_PAD2_D_CBUTTONS = 11405,
ANIM_PAD2_L_CBUTTONS = 11406,
ANIM_PAD2_R_CBUTTONS = 11407,
ANIM_PAD2_L_TRIG = 11408,
ANIM_PAD2_R_TRIG = 11409,
ANIM_PAD2_Z_TRIG = 11410,
ANIM_PAD2_A_BUTTON = 11411,
ANIM_PAD2_B_BUTTON = 11412,
ANIM_PAD3_U_JPAD = 11500,
ANIM_PAD3_D_JPAD = 11501,
ANIM_PAD3_L_JPAD = 11502,
ANIM_PAD3_R_JPAD = 11503,
ANIM_PAD3_U_CBUTTONS = 11504,
ANIM_PAD3_D_CBUTTONS = 11505,
ANIM_PAD3_L_CBUTTONS = 11506,
ANIM_PAD3_R_CBUTTONS = 11507,
ANIM_PAD3_L_TRIG = 11508,
ANIM_PAD3_R_TRIG = 11509,
ANIM_PAD3_Z_TRIG = 11510,
ANIM_PAD3_A_BUTTON = 11511,
ANIM_PAD3_B_BUTTON = 11512,
ANIM_THROWABLE_IDLE = 12000,
ANIM_THROWABLE_BEING_PICKED_UP = 12010,
ANIM_THROWABLE_FLYING = 12020,
ANIM_TURRET_ACTIVATE = 12130,
ANIM_TURRET_IDLE = 12100,
ANIM_TURRET_FIRE = 12110,
ANIM_TURRET_DEATH = 12120,
ANIM_WPN_ENTER = 20000,
ANIM_WPN_EXIT  = 20010,
ANIM_WPN_LASTAMMOEXIT = 20020,
ANIM_WPN_IDLE = 20100,
ANIM_WPN_RUN = 20110,
ANIM_WPN_CHARGE = 20200,
ANIM_WPN_ATK1 = 20210,
ANIM_WPN_ATK2 = 20220,
ANIM_WPN_ATK3 = 20230,
ANIM_WPN_ATK4 = 20240,
ANIM_WPN_FIREOUT = 20249,
ANIM_WPN_UNDERWATER_ENTER = 20300,
ANIM_WPN_UNDERWATER_EXIT = 20310,
ANIM_WPN_UNDERWATER_LASTAMMOEXIT = 20320,
ANIM_WPN_UNDERWATER_IDLE = 20400,
ANIM_WPN_UNDERWATER_SWIM = 20410,
ANIM_WPN_UNDERWATER_CHARGE = 20500,
ANIM_WPN_UNDERWATER_ATK1 = 20510,
ANIM_WPN_UNDERWATER_ATK2 = 20520,
ANIM_WPN_UNDERWATER_ATK3 = 20530,
ANIM_WPN_UNDERWATER_ATK4 = 20240,
ANIM_DOOR_OPEN = 21010,
ANIM_DOOR_CLOSE = 21020,
ANIM_PLATFORM_WAIT = 21100,
ANIM_PLATFORM_GO = 21110,
ANIM_PLATFORM_CRUMBLE = 21120,
ANIM_PLATFORM_COLLAPSE = 21130,
ANIM_PLATFORM_SINK = 21140,
ANIM_PLATFORM_VANISH = 21150,
ANIM_GENERATOR_WAIT = 21200,
ANIM_GENERATOR_PRODUCE = 21210,
ANIM_DESTRUCTIBLE_IDLE1 = 21300,
ANIM_DESTRUCTIBLE_IDLE2 = 21301,
ANIM_DESTRUCTIBLE_IDLE3 = 21302,
ANIM_DESTRUCTIBLE_IDLE4 = 21303,
ANIM_DESTRUCTIBLE_IDLE5 = 21304,
ANIM_DESTRUCTIBLE_IDLE6 = 21305,
ANIM_DESTRUCTIBLE_IDLE7 = 21306,
ANIM_DESTRUCTIBLE_IDLE8 = 21307,
ANIM_DESTRUCTIBLE_IDLE9 = 21308,
ANIM_DESTRUCTIBLE_IDLE10 = 21309,
ANIM_DESTRUCTIBLE_GO1 = 21310,
ANIM_DESTRUCTIBLE_GO2 = 21311,
ANIM_DESTRUCTIBLE_GO3 = 21312,
ANIM_DESTRUCTIBLE_GO4 = 21313,
ANIM_DESTRUCTIBLE_GO5 = 21314,
ANIM_DESTRUCTIBLE_GO6 = 21315,
ANIM_DESTRUCTIBLE_GO7 = 21316,
ANIM_DESTRUCTIBLE_GO8 = 21317,
ANIM_DESTRUCTIBLE_GO9 = 21318,
ANIM_DESTRUCTIBLE_GO10 = 21319,
ANIM_ACTION_IDLE1 = 21400,
ANIM_ACTION_IDLE2 = 21401,
ANIM_ACTION_IDLE3 = 21402,
ANIM_ACTION_IDLE4 = 21403,
ANIM_ACTION_IDLE5 = 21404,
ANIM_ACTION_IDLE6 = 21405,
ANIM_ACTION_IDLE7 = 21406,
ANIM_ACTION_IDLE8 = 21407,
ANIM_ACTION_IDLE9 = 21408,
ANIM_ACTION_IDLE10 = 21409,
ANIM_ACTION_GO1 = 21410,
ANIM_ACTION_GO2 = 21411,
ANIM_ACTION_GO3 = 21412,
ANIM_ACTION_GO4 = 21413,
ANIM_ACTION_GO5 = 21414,
ANIM_ACTION_GO6 = 21415,
ANIM_ACTION_GO7 = 21416,
ANIM_ACTION_GO8 = 21417,
ANIM_ACTION_GO9 = 21418,
ANIM_ACTION_GO10 = 21419,
ANIM_INTER_ANIM1 = 21500,
ANIM_INTER_ANIM2 = 21501,
ANIM_INTER_ANIM3 = 21502,
ANIM_INTER_ANIM4 = 21503,
ANIM_INTER_ANIM5 = 21504,
ANIM_INTER_ANIM6 = 21505,
ANIM_INTER_ANIM7 = 21506,
ANIM_INTER_ANIM8 = 21507,
ANIM_INTER_ANIM9 = 21508,
ANIM_INTER_ANIM10 = 21509,
ANIM_INTER_ANIM11 = 21520,
ANIM_INTER_ANIM12 = 21521,
ANIM_INTER_ANIM13 = 21522,
ANIM_INTER_ANIM14 = 21523,
ANIM_INTER_ANIM15 = 21524,
ANIM_INTER_ANIM16 = 21525,
ANIM_INTER_ANIM17 = 21526,
ANIM_INTER_ANIM18 = 21527,
ANIM_INTER_ANIM19 = 21528,
ANIM_INTER_ANIM20 = 21529

706
This was shared and written by Samuel Villarreal (Kaiser):

Source: http://steamcommunity.com/app/405820/discussions/1/135514376585626037/

Kaiser's Gist Link ) https://gist.githubusercontent.com/svkaiser/0d64663480f46a0ec1e0b20ea8f02907/raw/3fd73db97af55fe6dc204c8047ea6d01db477f77/gistfile1.txt

//
// Turok EX Model and Animation Format Specifications
//
// Samuel 'Kaiser' Villarreal (svkaiser---at---gmail.com)
// Revised: 04/13/17
//

//-----------------------------------------------------------------------------
//
// What is this document for?
//
//-----------------------------------------------------------------------------

This technical document is targeted towards users with programming expirence as
well as expirence with 3D modeling tools and writing plugins for them.

//-----------------------------------------------------------------------------
//
// Model Format
//
//-----------------------------------------------------------------------------

Model files (.BIN) are simple binary files that are read in a linear fashion.
The information below details the data, byte count and additional notes.


name                bytes           notes   
---------------------------------------------------------
version             4 (int)         always 1
bounding box min    12 (3 floats)   always 0 for non-animating models
bounding box max    12 (3 floats)   always 0 for non-animating models
node count          4 (int)         always 1 for non-animating models


for (node count) loop:
-----------------------
child count         4 (int)         number of child node indexes for recursion
variant count       4 (int)         variant count should be the same for all nodes
object count        4 (int)         total number of unique models for this node (bare hands, hand w/Axe, etc)


for (child count) loop:
-----------------------
child index         2 (int16)       index to the next child node
exit (child count) loop

for (variant table count) loop:
-----------------------
variation index     2 (int16)       see below for more information about variants
exit (variant table count) loop

for (object count) count loop:
-----------------------
surface count       4 (int)

for (surface count) loop:
-----------------------
material file       string          (zero terminated)
triangle count      4 (int)         stored as nTriangles / 3. multiply by 3 when reading from model file

for (triangle count) loop:
-----------------------
indice index        2 (int16)
exit (triangle count) loop

vertex count        4 (int)

for (vertex count) loop:
-----------------------
xyz                 12 (3 floats)
uv coords           8 (2 floats)    when read in TurokEX, the y coordinate is always read as 1.0f - UV.y   
normals             12 (3 floats)
exit (vertex count) loop

exit nSurface loop

exit (object count) loop

exit nNode loop


Each node can have several alternative models which variant indexes can define which ones to show based on the actor's
variant ID setting in the level. The variant table contains a list of indexes to that object to display based on the
actor's variation ID. Example, if the table contains values of 2, 1, 3, 0, 4 and the actor has a variation ID set to 2
then it will lookup the entry at that index, which will be 3. This will dictate which object model to display for that node.

Surfaces are geometry with a unique material thats issued as a single draw call.

It is not required to compute the bounding box information for static models (leave all zeros).


//-----------------------------------------------------------------------------
//
// Animation Format
//
//-----------------------------------------------------------------------------

Animation files (.BIN) are simple binary files that are read in a linear fashion.
The information below details the data, byte count and additional notes.

name                        bytes           notes   
---------------------------------------------------------
version                     4 (int)         always 1
anim block count            4 (int)

for nAnimBlock count loop
-----------------------
anim ID                     4 (int)         each anim ID has a special purpose and is used for special behaviors
frame count                 4 (int)
num node indexes            4 (int)
num nodes                   4 (int)
num translations            4 (int)
num rotations               4 (int)
num keyframe actions        4 (int)

marker                      4 (int)

if (marker == 1) then read:
blend length                2 (int16)
loop frame                  2 (int16)
end if

Node index count should match the node count of the model using this animation

for node indexes loop
-----------------------
translation index           2 (int16)
rotation index              2 (int16)
end node indexes loop

The following is just a table for the 'binding' pose or default pose

for num nodes loop
-----------------------
initial translation         12 (3 floats)
initial rotation            16 (4 floats)
end num nodes loop

Create a float array based on frame count. This is used to physically rotate the actor playing this animation.

for num frames loop
-----------------------
yaw offsets                 4 (float)
end num frames loop

Create a translation table for every nTranslation. Each table should contain (vector3 * nFrames). This
table will be referenced by the node index table

for nTranslation loop
-----------------------
for nFrame count loop
-----------------------
translation                 12 (3 floats)

end nFrame count loop
end nTranslation loop

Create a rotation table for every nRotation. Each table should contain (vector4 * nFrames). This
table will be referenced by the node index table

for nRotation loop
-----------------------
for nFrame count loop
-----------------------
rotation                    16 (quaternion (4 floats))

end nFrame count loop
end nRotation loop

for nKeyFrame action loop
-----------------------
eventType                   4 (int)
frame                       4 (int)         which frame this event occurs on
args                        16 (4 floats)

end nKeyFrame action loop

end nAnimBlock count loop


//-----------------------------------------------------------------------------
//
// Keyframe Event Types
// Any other types the engine will consider them scripted/user defined
//
//-----------------------------------------------------------------------------

55  - Play footstep sound
232 - Disable blocking sector (args: 0 - unused, 1 - x offset, 2 - y offset, 3 - z offset)
233 - Enable blocking sector (args: 0 - unused, 1 - x offset, 2 - y offset, 3 - z offset)
248 - Play sound (args: 0 - SoundID, 1 - x offset, 2 - y offset, 3 - z offset)
407 - Removes actor
900 - Spawn particle (args: 0 - Particle ID, 1 - x offset, 2 - y offset, 3 - z offset)

Note: All xyz offsets are based on local model space, not world space


//-----------------------------------------------------------------------------
//
// Animation Type IDs
// The following is taken from the animation.txt script file
//
//-----------------------------------------------------------------------------

enum turokAnimations
{
    // ai movement/turning
    anim_aiStanding                     = 0,
    anim_aiWalking,
    anim_aiRunning,
    anim_aiTurn_L_Stand,
    anim_aiTurn_R_Stand,
    anim_aiTurn_B_Stand                 = 6,
    anim_aiTurn_L_Walk,
    anim_aiTurn_R_Walk,
    anim_aiTurn_B_Walk,
    anim_aiTurn_L_Run,
    anim_aiTurn_R_Run,
    anim_aiTurn_B_Run,
   
    anim_aiLostSight,
    anim_aiReach,
   
    anim_aiDodgeRight                   = 15,
    anim_aiDodgeLeft,
    anim_aiDodgeCrouch,
   
    // ai melee
    anim_aiMelee1                       = 18,
    anim_aiMelee2,
    anim_aiMelee3,
    anim_aiMelee4,
    anim_aiMelee5,
    anim_aiMelee6,
    anim_aiMelee7                       = 25,
    anim_aiMelee8,
    anim_aiMelee9,
    anim_aiMelee10                      = 54,
    anim_aiMelee11,
    anim_aiMelee12,
    anim_aiMelee13,
    anim_aiMelee14,
   
    anim_stun1                          = 28,
    anim_stun2,
   
    // ai death knockback
    anim_aiDeathKnockback1              = 30,
    anim_aiDeathKnockback2,
    anim_aiDeathKnockback3,
    anim_aiDeathKnockback4,
   
    // ai death
    anim_aiDeathStand                   = 34,
    anim_aiDeathViolent,
    anim_aiDeathRunning                 = 37,
   
    anim_trexRoar,
   
    anim_activate                       = 200,
   
    // ai specific
    anim_aiPurlinSpawnDrop              = 205,
   
    // swimming
    anim_aiSwim1                        = 2500,
    anim_aiSwim2,
    anim_aiSwim3,
    anim_aiSwim4,
    anim_aiSwim5,
    anim_aiSwim6,
    anim_aiSwim7,
    anim_aiSwim8,
    anim_aiSwim9,
    anim_aiSwim10,
    anim_aiSwim11,
   
    // doors
    anim_doorIdle                       = 2600,
    anim_doorOpen,
    anim_doorClose,
   
    // traps
    anim_trapIdle,
    anim_trapActivate,
   
    // mantis statue
    anim_mantisStatueIdle,
    anim_mantisStatueTrigger,
   
    // lifts
    anim_liftRaise,
    anim_liftLower,
   
    // timer
    anim_timerIdle,
    anim_timerStart,
   
    anim_mantisWallIdle,
    anim_mantisWallCollapseOutward,
    anim_mantisWallCollapseInward,
   
    // laser wall
    anim_laserWallStart                 = 2623,
    anim_laserWallGo                    = 2624,
    anim_laserWallStop                  = 2625,
   
    // destructibles
    anim_destructibleIdle               = 2626,
    anim_destructibleDeath,
   
    // mantis key
    anim_mantisKeyIdle                  = 2637,
    anim_mantisKeyLower,
    anim_mantisKeyRaise,
   
    // ai grunt
    anim_aiGruntStandAlt                = 129,
    anim_aiGruntWalkAlt,
    anim_aiGruntRunAlt,
    anim_aiGruntTurn_L_StandAlt,
    anim_aiGruntTurn_R_StandAlt,
    anim_aiGruntTurn_B_StandAlt,
    anim_aiGruntTurn_L_WalkAlt,
    anim_aiGruntTurn_R_WalkAlt,
    anim_aiGruntTurn_B_WalkAlt,
    anim_aiGruntTurn_L_RunAlt,
    anim_aiGruntTurn_R_RunAlt,
    anim_aiGruntTurn_B_RunAlt,
   
    anim_aiAltMelee1                    = 2700,
    anim_aiAltMelee2,
    anim_aiAltMelee3,
    anim_aiAltMelee4,
    anim_aiAltMelee5,
    anim_aiAltMelee6,
    anim_aiAltMelee7,
    anim_aiAltMelee8,
    anim_aiAltMelee9,
    anim_aiAltMelee10,
    anim_aiAltMelee11,
    anim_aiAltMelee12,
    anim_aiAltMelee13,
    anim_aiAltMelee14,
   
    anim_aiGruntDeathStandAlt           = 143,
    anim_aiGruntDeathViolentAlt,
    anim_aiGruntDeathRunningAlt,
   
    // ai range attack
    anim_aiRangeAttack1                 = 24,
    anim_aiRangeAttack2                 = 59,
    anim_aiRangeAttack3                 = 121,
    anim_aiRangeAttack4,
    anim_aiRangeAttack5,
    anim_aiRangeAttack6,
    anim_aiRangeAttack7                 = 141,
    anim_aiRangeAttack8,
    anim_aiRangeAttack9                 = 150,
    anim_aiRangeAttack10,
   
    // ai teleport
    anim_aiTeleportIn                   = 2550,
    anim_aiTeleportOut,
   
    // mantis animations
    anim_mantisCeilingIdle              = 62,
    anim_mantisGroundIdle,
    anim_mantisWallRightIdle,
    anim_mantisWallLeftIdle,
    anim_mantisLostSight,
    anim_mantisCeilingStandTurnLeft,
    anim_mantisCeilingStandTurnRight,
    anim_mantisGroundStandTurnRight,
    anim_mantisGroundStandTurnLeft,
    anim_mantisWake,
    anim_mantisDeath,
    anim_mantisSlowAttack,
    anim_mantisPain,
    anim_mantisCeilingForward,
    anim_mantisGroundForward,
    anim_mantisCeilingToGround,
    anim_mantisGroundToAir,
    anim_mantisAirLoop,
    anim_mantisAirToGround,
    anim_mantisGroundToCeiling          = 82,
    anim_mantisGroundToRightWall,
    anim_mantisGroundToLeftWall         = 87,
    anim_mantisRightWallToCeiling       = 91,
    anim_mantisRightWallToGround,
    anim_mantisRightWallToAir,
    anim_mantisRightWallToAirLoop,
    anim_mantisAirToLeftWall,
    anim_mantisLeftWallToCeiling        = 97,
    anim_mantisLeftWallToGround,
    anim_mantisLeftWallToAir,
    anim_mantisLeftWallToAirLoop,
    anim_mantisAirToRightWall,
    anim_mantisAttackGround1            = 103,
    anim_mantisAttackCeiling1,
    anim_mantisAttackCeiling2,
    anim_mantisAttackGround2,
    anim_mantisAttackRightWall1,
    anim_mantisAttackRightWall2,
    anim_mantisAttackLeftWall1,
    anim_mantisAttackLeftWall2,
    anim_mantisAttackGroundMelee,
    anim_mantisChargeForward            = 114,
    anim_mantisDamageBack,
    anim_mantisDamageRight,
    anim_mantisDamageLeft,
    anim_mantisInvokeCeiling,
    anim_mantisInvokeRightWall,
    anim_mantisInvokeLeftWall,
   
    // player weapons
    anim_weaponIdle                     = 39,
    anim_weaponWalk,
    anim_weaponRun,
    anim_weaponAttack1,
    anim_weaponAttack2,
    anim_weaponAttack3,
    anim_weaponFire,
    anim_weaponFireCharged,
    anim_weaponSwapIn,
    anim_weaponSwapOut,
    anim_weaponFireLoop,
    anim_weaponAttackUnderwater         = 250,
    anim_weaponIdleUnderwater,
    anim_weaponFireBowNoAmmo            = 2000,
   
    anim_turokIsNom                     = 201,
    anim_campaingerRage                 = 202,
    anim_event03                        = 203,
    anim_event04                        = 204,
    anim_event05                        = 205,
    anim_event06                        = 206,
    anim_event07                        = 207,
    anim_event08                        = 208,
    anim_event09                        = 209,
    anim_event10                        = 210,
    anim_trexGulp                       = 230,
   
    // event animations
    anim_special_event01                = 2801,
    anim_special_event02                = 2802,
    anim_special_event03                = 2803,
    anim_special_event04                = 2804,
    anim_campaingerCrumble              = 2805,
    anim_longHunterTaunt                = 2808,
    anim_player_acquire_key             = 2810,
    anim_player_jump                    = 2815,
    anim_player_panic                   = 2816,
    anim_player_idle                    = 2817,
    anim_player_exit                    = 2818,
    anim_player_run                     = 2819,
    anim_player_surface                 = 2820,
   
    anim_aiWounded                      = 2900,
    anim_aiTurn_L_Wound,
    anim_aiTurn_R_Wound,
    anim_aiTurn_B_Wound
}

707
Turok 2 Seeds of Evil / Re: Turok 2 EX Turok 2 remaster 2017
« on: April 14, 2017, 12:26:53 AM »

708
So, if I wanted to change the track that plays in the oblivion portals, where it says overrideMusic = 1, I would need to replace that number 1 with say 21?

Am I on the right track or did I miss something?

That's correct yep that should do it. That would play totem2.ogg or 17.flac

Music 21
{
    file    "music/n64/totem2.ogg"
    alt     "music/pc/Iguana Entertainment - 17.flac"
}

709
xD yeah I forgot about that I did that ;) When I typed it I just had to make it bold lol.

I plan to add more into the place I hope to have a few more mods up there on the weekend hope heh.

710
So, which folder(s) control which songs/tracks play during the cinematics?

Already looked at the cinemas folder but I can't find what I'm looking for.

Go into the cinema text files there is a place to override music.  You have to place a number there you get the specific number by looking into musicinfo.txt (inside defs)


Pages: 1 ... 69 70 [71] 72 73 ... 167
SimplePortal 2.3.6 © 2008-2014, SimplePortal