All pastes #2071583 Raw Edit

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#2071583 ·published 2011-05-29 12:40 UTC
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#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