rendered paste body#define ANIM_IDLE 0
// neutral jump (straight up, not jumping forward of backward
#define ANIM_JUMP 1
#define ANIM_CROUCH 2
// blocking while standing
#define ANIM_BLOCKHIGH 3
// blocking while crouching
#define ANIM_BLOCKLOW 4
// while standing, damaged high/low..
#define ANIM_DAMAGEHIGH 5
#define ANIM_DAMAGELOW 6
// for reference:
//prefix S = standing, prefix C = crouching, prefix J = jumping
//suffix LP = light punch, MP = medium punch, HP = heavy punch
//suffix LK = light kick, MK = medium kick, HK = heavy kick
#define ANIM_SLP 7
#define ANIM_SMP 8
#define ANIM_SHP 9
#define ANIM_SLK 10
#define ANIM_SMK 11
#define ANIM_SHK 12
// ANIM_WALKBACK is just a reversal of ANIM_WALKFORWARD in code, so no need to make a whole new animation for it
#define ANIM_WALKFORWARD 13
#define ANIM_WALKBACK 14
#define ANIM_CLP 15
#define ANIM_CMP 16
#define ANIM_CHP 17
#define ANIM_CLK 18
#define ANIM_CMK 19
#define ANIM_CHK 20
// damaged while crouching
#define ANIM_DAMAGECROUCH 21
#define ANIM_SPECIAL_A 22
#define ANIM_SPECIAL_B 23
#define ANIM_SPECIAL_C 24
#define ANIM_SPECIAL_D 25
// ground throw move (air throws are covered under SPECIAL_X)
#define ANIM_THROW 26
#define ANIM_JUMPFORWARD 27
#define ANIM_JUMPBACK 28
#define ANIM_JUMPPUNCH 29
#define ANIM_JUMPKICK 30