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.


Topics - Duke64

Pages: 1 ... 3 4 [5] 6 7 ... 12
41
First off this is not an official port of the original mp level that's why I call it a user map. I made this map from the SP version in T2EX. Caves-1 is my favorite mp map on Turok 2 so I know it very well the placements in mp and all. I even launched the original to confirm my placements.







*I have added all the portals in, and they transport you to the correct places. I removed one portal because I think its a useless portal its on the high cliff. Which you can just jump no need for a portal.

*All weapons and health placements are in spot. Based on the PC mp version. One shotgun added.

*I added a new portal where you would normally have to climb a long wall to get up. I put a portal to transport you up quickly where that plasma rifle is instead of climbing. (But this was just a see how it goes thing)

*I left the Whispers Talisman particles where they were (I kind of like the look of them)

*Doors and certain actors don't work in mp. So by default I made the wooden gates and the sliding rock door stay up at all times.

*I will be going over this with Vis and other classic T2mp players after release also.

Download: https://turoksanctum.com/download/caves-1/

42
Other Games / Strafe
« on: May 11, 2017, 06:19:33 PM »
Anyone playing this? How do you like it so far if so? Or are you interested in playing? I bought it its not really my style but I still had some fun I don't know about the price for it though. It just seems a bit off the models are funny like very indie imo such ragdoll. But I think that was on purpose I suppose but still. Painkiller is 20$ this is not a 20$ game imo. I would feel better at 12$ I do like the characters grunts and its fast pace action.

Steam Page: http://store.steampowered.com/app/442780/STRAFE/

I changed the setting and turned on 'Make Strafe Worse' and I really liked it better this way.

Normal:


Make Strafe Worse:



Made a quick video ;)





43
Turok 08 / Turok 08 screenshots
« on: May 06, 2017, 02:48:11 AM »
Someones playing in 4k (RedFogsx)













44
Other Games / Project Warlock
« on: April 26, 2017, 08:54:46 PM »
Well this is an indie game I kind of been following. Looks interesting to me. Right up my alley! It just got added to Steam greenlight anyone who likes classic FPS games may like this.

Steam Greenlight: http://steamcommunity.com/sharedfiles/filedetails/?id=913539936







So go give it a thumbs up on Greenlight ;)


45
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

46
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
}

47
Turok Sanctum / Admins/Mods for Turok Sanctum
« on: April 09, 2017, 12:46:35 AM »
I'm looking for some people to help with the site and help manage. Very serious inquires only please! I need you to wake up breathing I AM TUROK. I do not want to be the only person who can operate...if a mod/map needs to be updated and things like this. I'm doing a lot of investigating to find the best way that can be useful at any turn. Anyways, I am looking for people to help. PM me or use contact form on sanctum. Here is the contact form at the sanctum: https://turoksanctum.com/contact-us/ But as I said feel very free to use the PM messenger here on the forum. 

Open slots:

Author: Will be able to make posts and reviews and edit them.

Editor: Will have full charge of every post made including admins posts and acces to uploads and everything an author has also (grammar freak? mr know it all hheh)

Administrator Will have charge of everything including what gets uploaded access to very important files. Pretty much able to do everything I can....


I won't select these right away there are definitely requirements okay. This is in time future actions. But if you're interested you might want to get an early start on letting me know.

48
Turok Sanctum / Turok Sanctum Published
« on: April 07, 2017, 11:28:51 PM »


Welcome to the Turok Sanctum. Here you will find maps, mods, and reviews for Turok Games which were originally developed and published by Iguana and Acclaim. Now there are remastered versions made on the KEX engine from Kaiser and Nightdive Studios. This website is strictly reserved for mod/map storage and a review base for Turok user content we do not own any rights to the games and the creators should be rightfully credited. I would also support original Turok mods here. -This goes for all- Depending on what’s in your mods depends on if we can host or not. We will not support freeware versions here.

The site is bare bones at the moment and is strictly a preview and WIP. Things will grow things will change if you have any suggestions please feel free to let me know of them. If there are any edits needed to be made on the site let me know also. If you want to be called by a different name I listed you as let me know. If you want to include your real name as well let me know.

Check the site here: https://turoksanctum.com/

49
Other Games / PREY (Game Series)
« on: March 25, 2017, 11:17:24 PM »

(Pic I made for fb group)

So I know others here like this game too? We can talk about Prey here with the new game coming too. I actually like the main character in Prey 2006 a lot xD He is a bad ass too. Its one of the few games I actually wrote a review for also, so read that to figure out what Prey is if you don't know.

Prey 2006 Review: https://duke64nukem.com/2016/06/05/prey-review/

I also made a facebook group for this game. The game it has a rather small following for the classic. The new one is probably already more popular before release simply because the promo tools these days.

Facebook page: https://www.facebook.com/groups/393174627695207/

Anyways, the new one looks cool but I wish they would give it a name. Not just Prey. Should be called something a long the lines of "Prey: Reborn" or some kind of name representing what we may experience. Don't just call it Prey that is lazy and not creative. I know what Prey is already I have it right here already. I look forward to the game but why can't they have a name??

The new one won't be as good as the old one. Tommy and Talon are awesome and the game even has an editor and a decent mp.

Speaking of the editor I messed around in it before lol didn't get deep into it but wanted to make a mp map. I played the mp lately with someone through Qtracker it was still fun even with just 2 players.

My map mess around xD


Well the new Prey game is coming soon though seems like it could be good but for me its going to be tough to place it next to the original. But that doesn't mean I'm not looknig forward to it its just a minor pick here.

Store page for the new Prey game http://store.steampowered.com/app/480490/

Message to Devs of the new one lol:

xD I think we all know which one will be better after said and done. So give it a new name I can't really appreciate re using names again and changing it completely :o



I always called him Turok's cousin Tommy kicks ass.





50
READ FIRST! Turok 2 Modding Get Started Basic Guide: https://turoksanctum.com/turok-2-modding-get-started-basic-guide/
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Modding Guides:

How to mod a Mp map into the game and launch it on the server: https://duke64nukem.com/2017/03/30/turok-2-mapping-mod-guide-how-to-get-a-mp-map-modded-into-the-game/

Edit Crosshair Guide(Behemoth): http://www.turokforums.com/turok-2-seeds-of-evil-moddingmapping/please-standby-wip-board/msg10324/#msg10324

Setting up Secondary Fire on weapons Guide: https://turoksanctum.com/secondary-fire-weapons-guide/
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Editor Guides:

Using the Editor Get Started Going over the interface and more basics: https://duke64nukem.com/2017/05/09/turok-2-editor-basics-and-lets-build-a-room-guide/

Creating a Jumpad in the editor: https://duke64nukem.com/2017/04/22/turok-2-soe-mapping-editor-guide-creating-a-jump-pad/

Video Guide Let's Build a Room:


Some actors are missing in the editor some of these include a few ammo and weapon actors, very easy way around that here: https://turoksanctum.com/turok-2-soe-editor-weapons-and-ammo-singleobjecttype/

Creating a Door Turok 2 editor: https://turoksanctum.com/turok-2-editor-kex-studio-how-to-make-a-door/

Creating a Local portal/teleport: https://turoksanctum.com/turok-2-creating-a-local-teleport/


Pages: 1 ... 3 4 [5] 6 7 ... 12
SimplePortal 2.3.6 © 2008-2014, SimplePortal