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