1 #include "Directories.h"
2 #include "Font_Control.h"
3 #include "Soldier_Control.h"
4 #include "Animation_Control.h"
5 #include "Animation_Data.h"
6 #include "FileMan.h"
7 #include "Weapons.h"
8 #include "Message.h"
9 #include "Structure.h"
10 #include "WorldDef.h"
11 #include "WorldMan.h"
12 #include "Rotting_Corpses.h"
13 #include "Points.h"
14 #include "ContentManager.h"
15 #include "GameInstance.h"
16 #include "Logger.h"
17 
18 // Defines for Anim inst reading, taken from orig Jagged
19 #define ANIMFILENAME						BINARYDATADIR "/ja2bin.dat"
20 
21 #define EMPTY_INDEX						999
22 
23 
24 struct ANIMSUBTYPE
25 {
26 	UINT16 usAnimState;
27 	UINT16 usAnimationSurfaces[4];
28 };
29 
30 
31 //Block for anim file
32 UINT16	gusAnimInst[MAX_ANIMATIONS][MAX_FRAMES_PER_ANIM];
33 
34 // OK, this array contains definitions for random animations based on bodytype, total # allowed, and what is in their hand....
35 RANDOM_ANI_DEF	gRandomAnimDefs[TOTALBODYTYPES][MAX_RANDOM_ANIMS_PER_BODYTYPE];
36 
37 
38 const ANIMCONTROLTYPE gAnimControl[NUMANIMATIONSTATES] =
39 {
40 	// NAME,                           MOVE, FLAGS                                                                                                                                                                    SPEED, HEIGHT,      END_HEIGHT
41 	{"WALKING",                        1.6f, ANIM_MOVING | ANIM_TURNING | ANIM_NORESTART | ANIM_RAISE_WEAPON | ANIM_VARIABLE_EFFORT,                                                                                      0, ANIM_STAND,  ANIM_STAND}, //WALKING
42 	{"STANDING",                       0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_RAISE_WEAPON | ANIM_VARIABLE_EFFORT | ANIM_BREATH,                                                    0, ANIM_STAND,  ANIM_STAND}, //Breathing
43 	{"KNEEL DOWN",                     0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NOMOVE_MARKER | ANIM_STANCECHANGEANIM | ANIM_NOCHANGE_WEAPON | ANIM_MIN_EFFORT,                                                       90, ANIM_STAND,  ANIM_CROUCH}, //KNEEL DOWN
44 	{"CROUCHED",                       0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_RAISE_WEAPON | ANIM_NO_EFFORT | ANIM_BREATH,                                                                           0, ANIM_CROUCH, ANIM_CROUCH}, //CROUCHING
45 	{"KNEEL UP",                       0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NOMOVE_MARKER | ANIM_STANCECHANGEANIM | ANIM_NOCHANGE_WEAPON | ANIM_MIN_EFFORT,                                                       90, ANIM_CROUCH, ANIM_STAND}, //KNEEL UP
46 	{"SWAT",                           2.2f, ANIM_MOVING | ANIM_TURNING | ANIM_NORESTART | ANIM_RAISE_WEAPON | ANIM_LIGHT_EFFORT,                                                                                         0, ANIM_CROUCH, ANIM_CROUCH}, //SWAT
47 	{"RUN",                            2.6f, ANIM_MOVING | ANIM_TURNING | ANIM_NORESTART | ANIM_RAISE_WEAPON | ANIM_MODERATE_EFFORT,                                                                                      0, ANIM_STAND,  ANIM_STAND}, //RUN
48 	{"PRONE DOWN",                     0.0f, ANIM_STATIONARY | ANIM_NOMOVE_MARKER | ANIM_STANCECHANGEANIM | ANIM_NOCHANGE_WEAPON | ANIM_MIN_EFFORT,                                                                     100, ANIM_CROUCH, ANIM_PRONE}, //PRONE DOWN
49 	{"CRAWL",                          0.8f, ANIM_MOVING | ANIM_TURNING | ANIM_NORESTART | ANIM_RAISE_WEAPON | ANIM_MODERATE_EFFORT,                                                                                      0, ANIM_PRONE,  ANIM_PRONE}, //CRAWL
50 	{"PRONE UP",                       0.0f, ANIM_STATIONARY | ANIM_NOMOVE_MARKER | ANIM_STANCECHANGEANIM | ANIM_NOCHANGE_WEAPON | ANIM_MIN_EFFORT,                                                                     100, ANIM_PRONE,  ANIM_CROUCH}, //PRONE UP
51 	{"PRONE",                          0.0f, ANIM_STATIONARY | ANIM_FASTTURN | ANIM_RAISE_WEAPON | ANIM_NO_EFFORT | ANIM_BREATH,                                                                                          0, ANIM_PRONE,  ANIM_PRONE}, //PRONE BREATHING
52 	{"READY AIM (R) STAND",            0.0f, ANIM_OK_CHARGE_AP_FOR_TURN | ANIM_NORESTART | ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_RAISE_WEAPON | ANIM_MIN_EFFORT,                                          0, ANIM_STAND,  ANIM_STAND}, //READY_RIFLE_STAND
53 	{"AIM (R) STAND",                  0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FIREREADY | ANIM_FASTTURN | ANIM_RAISE_WEAPON | ANIM_LIGHT_EFFORT,                                                                   250, ANIM_STAND,  ANIM_STAND}, //AIM_RIFLE_STAND
54 	{"SHOOT (R) STAND",                0.0f, ANIM_NORESTART | ANIM_STATIONARY | ANIM_TURNING | ANIM_RAISE_WEAPON | ANIM_LIGHT_EFFORT | ANIM_FIRE | ANIM_RT_NONINTERRUPT,                                                100, ANIM_STAND,  ANIM_STAND}, //SHOOT_RIFLE_STAND
55 	{"END RIFLE STAND",                0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_RAISE_WEAPON | ANIM_NOCHANGE_PENDINGCOUNT | ANIM_MIN_EFFORT,                                                                          80, ANIM_STAND,  ANIM_STAND}, //END_RIFLE_STAND
56 	{"CROUCH TO SWAT",                 1.3f, ANIM_MOVING | ANIM_TURNING | ANIM_LIGHT_EFFORT,                                                                                                                             40, ANIM_CROUCH, ANIM_CROUCH}, //FROM CROUCH TO SWAT
57 	{"SWAT TO CROUCH",                 0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_LIGHT_EFFORT,                                                                                                                         40, ANIM_CROUCH, ANIM_CROUCH}, //FROM SWAT TO CROUCH
58 	{"FLYBACK HIT",                    1.6f, ANIM_SPECIALMOVE | ANIM_HITSTART | ANIM_HITFINISH | ANIM_NONINTERRUPT | ANIM_NOSHOW_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_IGNORE_AUTOSTANCE,                80, ANIM_STAND,  ANIM_PRONE}, //FLYBACK HIT ANIMATION
59 	{"READY (R) PRONE",                0.0f, ANIM_OK_CHARGE_AP_FOR_TURN | ANIM_NORESTART | ANIM_STATIONARY | ANIM_TURNING| ANIM_RAISE_WEAPON | ANIM_MIN_EFFORT,                                                         150, ANIM_PRONE,  ANIM_PRONE}, //READY_RIFLE_PRONE
60 	{"AIM (R) PRONE",                  0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FIREREADY | ANIM_FASTTURN| ANIM_RAISE_WEAPON | ANIM_LIGHT_EFFORT,                                                                    250, ANIM_PRONE,  ANIM_PRONE}, //AIM_RIFLE_PRONE
61 	{"SHOOT (R) PRONE",                0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_RAISE_WEAPON | ANIM_LIGHT_EFFORT | ANIM_FIRE | ANIM_RT_NONINTERRUPT,                                                                 100, ANIM_PRONE,  ANIM_PRONE}, //SHOOT_RIFLE_PRONE
62 	{"END (R) AIM PRONE",              0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_RAISE_WEAPON | ANIM_NOCHANGE_PENDINGCOUNT | ANIM_MIN_EFFORT,                                                                         150, ANIM_PRONE,  ANIM_PRONE}, //END_RIFLE_PRONE
63 	{"DEATH TWITCH ONE",               0.0f, ANIM_STATIONARY | ANIM_NOSHOW_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                                                              100, ANIM_PRONE,  ANIM_PRONE}, //DEATH TWITCH ONE
64 	{"GENERIC HIT STAND",              0.0f, ANIM_STATIONARY | ANIM_HITSTART | ANIM_TURNING | ANIM_NONINTERRUPT | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_IGNORE_AUTOSTANCE,                                       130, ANIM_STAND,  ANIM_STAND}, //GENERIC_HIT STANDING
65 	{"FLYBACK HIT w/B",                1.6f, ANIM_SPECIALMOVE | ANIM_HITSTART | ANIM_HITFINISH | ANIM_NONINTERRUPT | ANIM_NOSHOW_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_IGNORE_AUTOSTANCE,                80, ANIM_PRONE,  ANIM_PRONE}, //FLYBACK HIT ANIMATION W/ BLOOD
66 	{"FLYBACK HIT DEATH",              0.0f, ANIM_STATIONARY | ANIM_NONINTERRUPT | ANIM_NOSHOW_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                                          120, ANIM_PRONE,  ANIM_PRONE}, //FLYBACK HIT DEATH
67 	{"READY (R) CROUCH",               0.0f, ANIM_OK_CHARGE_AP_FOR_TURN | ANIM_NORESTART | ANIM_STATIONARY | ANIM_TURNING | ANIM_RAISE_WEAPON | ANIM_MIN_EFFORT,                                                        150, ANIM_CROUCH, ANIM_CROUCH}, //READY_RIFLE_CROUCH
68 	{"AIM (R) CROUCH",                 0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FIREREADY | ANIM_FASTTURN | ANIM_RAISE_WEAPON | ANIM_LIGHT_EFFORT,                                                                   250, ANIM_CROUCH, ANIM_CROUCH}, //AIM_RIFLE_CROUCH
69 	{"SHOOT (R) CROUCH",               0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_RAISE_WEAPON | ANIM_LIGHT_EFFORT | ANIM_FIRE | ANIM_RT_NONINTERRUPT,                                                                 100, ANIM_CROUCH, ANIM_CROUCH}, //SHOOT_RIFLE_CROUCH
70 	{"END (R) CROUCH",                 0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_RAISE_WEAPON | ANIM_NOCHANGE_PENDINGCOUNT | ANIM_MIN_EFFORT,                                                                         150, ANIM_CROUCH, ANIM_CROUCH}, //END_RIFLE_CROUCH
71 	{"FALLBACK HIT STAND",             1.6f, ANIM_SPECIALMOVE | ANIM_NONINTERRUPT | ANIM_HITFINISH | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_IGNORE_AUTOSTANCE,                                                    130, ANIM_STAND,  ANIM_PRONE}, //FALLBACK HIT STANDING
72 	{"ROOLOVER",                       0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                                                                    100, ANIM_PRONE,  ANIM_PRONE}, //ROLLOVER
73 	{"CLIMBROOF",                      0.0f, ANIM_NONINTERRUPT | ANIM_NORESTART | ANIM_STATIONARY | ANIM_NOSHOW_MARKER | ANIM_MODERATE_EFFORT | ANIM_LOWER_WEAPON,                                                       30, ANIM_STAND,  ANIM_CROUCH}, //CLIMBROOF
74 	{"FALL",                           0.0f, ANIM_NONINTERRUPT | ANIM_STATIONARY | ANIM_HITFINISH | ANIM_NOSHOW_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_IGNORE_AUTOSTANCE,                                 60, ANIM_STAND,  ANIM_PRONE}, //FALL
75 	{"GETUP FROM ROLLOVER",            0.0f, ANIM_STATIONARY | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                                                                                   100, ANIM_PRONE,  ANIM_STAND}, //GETUP FROM ROLLOVER
76 	{"CLIMBDOWNROOF",                  0.0f, ANIM_NONINTERRUPT | ANIM_NORESTART | ANIM_STATIONARY | ANIM_NOSHOW_MARKER | ANIM_MODERATE_EFFORT | ANIM_LOWER_WEAPON,                                                       30, ANIM_CROUCH, ANIM_STAND}, //CLIMBDOWNROOF
77 	{"FALL FORWARD ROOF",              0.0f, ANIM_NONINTERRUPT | ANIM_STATIONARY | ANIM_HITFINISH | ANIM_NOSHOW_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_IGNORE_AUTOSTANCE,                                 60, ANIM_STAND,  ANIM_PRONE}, //FALL FORWARD
78 	{"BELLY DEATHHIT NB",              0.0f, ANIM_STATIONARY | ANIM_HITWHENDOWN | ANIM_NONINTERRUPT | ANIM_NOSHOW_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                       100, ANIM_PRONE,  ANIM_PRONE}, //GENERIC HIT DEATHTWICH NO BLOOD
79 	{"BELLY DEATHHIT B",               0.0f, ANIM_STATIONARY | ANIM_HITWHENDOWN | ANIM_NONINTERRUPT | ANIM_NOSHOW_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                       100, ANIM_PRONE,  ANIM_PRONE}, //GENERIC HIT DEATHTWICH BLOOD
80 	{"FALLBACK DEATHHIT NB",           0.0f, ANIM_STATIONARY | ANIM_HITWHENDOWN | ANIM_NONINTERRUPT | ANIM_NOSHOW_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                       100, ANIM_PRONE,  ANIM_PRONE}, //FALLBACK HIT DEATHTWICH NO BLOOD
81 	{"FALLBACK DEATHHIT B",            0.0f, ANIM_STATIONARY | ANIM_HITWHENDOWN | ANIM_NONINTERRUPT | ANIM_NOSHOW_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                       100, ANIM_PRONE,  ANIM_PRONE}, //FALLBACK HIT DEATHTWICH BLOOD
82 	{"BELLY HIT DEATH",                0.0f, ANIM_STATIONARY | ANIM_NONINTERRUPT | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                                                               120, ANIM_PRONE,  ANIM_PRONE}, //GENERIC HIT DEATH
83 	{"FALLBACK HIT DEATH",             0.0f, ANIM_STATIONARY | ANIM_NONINTERRUPT | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                                                               120, ANIM_PRONE,  ANIM_PRONE}, //FALLBACK HIT DEATH
84 	{"GENERIC HIT CROUCH",             0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_HITSTART | ANIM_NONINTERRUPT | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                                 80, ANIM_CROUCH, ANIM_CROUCH}, //GENERIC HIT CROUCHED
85 	{"STAND BURST SHOOT",              0.0f, ANIM_NORESTART | ANIM_STATIONARY | ANIM_TURNING | ANIM_RAISE_WEAPON | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_FIRE,                                                100, ANIM_STAND,  ANIM_STAND}, //STAND BURST
86 	{"STAND BUTST HIT",                0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_HITSTART | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_IGNORE_AUTOSTANCE,                                                            80, ANIM_STAND,  ANIM_STAND}, //STANDING BURST HIT
87 	{"FALL FROM STAND",                0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NONINTERRUPT | ANIM_HITFINISH | ANIM_NOMOVE_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                          120, ANIM_STAND,  ANIM_PRONE}, //FALL FORWARD FROM HIT STAND
88 	{"FALL FROM CROUCH",               0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NONINTERRUPT | ANIM_HITFINISH | ANIM_NOMOVE_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                          120, ANIM_CROUCH, ANIM_PRONE}, //FALL FORWARD FROM HIT CROUCH
89 	{"END FALL F CROUCH",              0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NONINTERRUPT | ANIM_HITFINISH | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                               120, ANIM_PRONE,  ANIM_PRONE}, //END FALL FORWARD FROM HIT CROUCH
90 	{"GENERIC HIT PRONE",              0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_HITSTART | ANIM_NONINTERRUPT | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                                 80, ANIM_PRONE,  ANIM_PRONE}, //GENERIC HIT PRONE
91 	{"PRONE HIT DEATH",                0.0f, ANIM_STATIONARY | ANIM_NONINTERRUPT | ANIM_NOSHOW_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                                          120, ANIM_PRONE,  ANIM_PRONE}, //PRONE HIT DEATH
92 	{"PRONE LAY FROM HIT",             0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NONINTERRUPT | ANIM_HITFINISH | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                               160, ANIM_PRONE,  ANIM_PRONE}, //PRONE LAY FROM HIT
93 	{"PRONE DEATHHIT NB",              0.0f, ANIM_STATIONARY | ANIM_HITWHENDOWN | ANIM_NONINTERRUPT | ANIM_NOSHOW_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                       100, ANIM_PRONE,  ANIM_PRONE}, //PRONE HIT DEATHTWICH NO BLOOD
94 	{"PRONE DEATHHIT B",               0.0f, ANIM_STATIONARY | ANIM_HITWHENDOWN | ANIM_NONINTERRUPT | ANIM_NOSHOW_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                       100, ANIM_PRONE,  ANIM_PRONE}, //PRONE HIT DEATHTWICH BLOOD
95 	{"FEMADMON BREATHING",             0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                                                   100, ANIM_STAND,  ANIM_STAND}, //FEMALE MONSTER BREATHING
96 	{"FEMADMON WALKING",               2.5f, ANIM_MOVING | ANIM_TURNING | ANIM_NORESTART | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON,                                                                                     30, ANIM_STAND,  ANIM_STAND}, //FEMALE MONSTER BREATHING
97 	{"FEMADMON ATTACK",                2.5f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON,                                                                                 70, ANIM_STAND,  ANIM_STAND}, //FEMALE MONSTER ATTACK
98 	{"FLYBACK HIT DEATH STOP",         0.0f, ANIM_STATIONARY | ANIM_HITSTOP | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                                                                    120, ANIM_PRONE,  ANIM_PRONE},
99 	{"BELLY HIT DEATH STOP",           0.0f, ANIM_STATIONARY | ANIM_HITSTOP | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                                                                    120, ANIM_PRONE,  ANIM_PRONE},
100 	{"FALLBACK HIT DEATH STOP",        0.0f, ANIM_STATIONARY | ANIM_HITSTOP | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                                                                    120, ANIM_PRONE,  ANIM_PRONE},
101 	{"PRONE HIT DEATH STOP",           0.0f, ANIM_STATIONARY | ANIM_HITSTOP | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                                                                    120, ANIM_PRONE,  ANIM_PRONE},
102 	{"FLYBACK HIT STOP",               0.0f, ANIM_STATIONARY | ANIM_HITSTOP | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                                                                     70, ANIM_PRONE,  ANIM_PRONE},
103 	{"FALLBACK HIT STOP",              0.0f, ANIM_STATIONARY | ANIM_HITSTOP | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                                                                    350, ANIM_PRONE,  ANIM_PRONE},
104 	{"FALLOFF STOP",                   0.0f, ANIM_STATIONARY | ANIM_HITSTOP | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                                                                    350, ANIM_PRONE,  ANIM_PRONE},
105 	{"FALLOFF FORWARD HIT STOP",       0.0f, ANIM_STATIONARY | ANIM_HITSTOP | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                                                                    350, ANIM_PRONE,  ANIM_PRONE},
106 	{"FALLFORWARD HIT STOP",           0.0f, ANIM_STATIONARY | ANIM_HITSTOP | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                                                                    650, ANIM_PRONE,  ANIM_PRONE},
107 	{"PRONE_LAYFROMHIT STOP",          0.0f, ANIM_STATIONARY | ANIM_HITSTOP | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                                                                     70, ANIM_PRONE,  ANIM_PRONE},
108 	{"HOP FENCE",                      0.0f, ANIM_NOCHANGE_PENDINGCOUNT | ANIM_NORESTART | ANIM_STATIONARY | ANIM_NOSHOW_MARKER | ANIM_MODERATE_EFFORT | ANIM_LOWER_WEAPON | ANIM_NONINTERRUPT,                          50, ANIM_STAND,  ANIM_CROUCH},
109 	{"FEMMONS HIT",                    0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_HITSTART | ANIM_NONINTERRUPT | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                                 80, ANIM_STAND,  ANIM_STAND}, //GENERIC HIT CROUCHED
110 	{"FEMMONS DIE",                    0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NONINTERRUPT | ANIM_HITFINISH | ANIM_NOMOVE_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                           80, ANIM_STAND,  ANIM_PRONE}, //FALL FORWARD FROM HIT STAND
111 	{"FEMMONS DIE STOP",               0.0f, ANIM_STATIONARY | ANIM_HITSTOP | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                                                                    350, ANIM_PRONE,  ANIM_PRONE}, //FALL FORWARD FROM HIT STAND
112 	{"PUNCH BREATH",                   0.0f, ANIM_NORESTART | ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_FIREREADY | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON,                              150, ANIM_STAND,  ANIM_STAND}, //Breathing
113 	{"PUNCH",                          0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_NORESTART,                                                                                    70, ANIM_STAND,  ANIM_STAND}, //Punch
114 	{"NOTHING_STAND",                  0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                                   150, ANIM_STAND,  ANIM_STAND}, //Breathing
115 	{"JFK HIT DEATH",                  0.0f, ANIM_STATIONARY | ANIM_NONINTERRUPT | ANIM_HITSTART | ANIM_HITFINISH | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                              160, ANIM_STAND,  ANIM_PRONE}, //JFK HIT DEATH
116 	{"JFK HIT DEATH STOP",             0.0f, ANIM_STATIONARY | ANIM_HITSTOP | ANIM_NOSHOW_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                                               120, ANIM_PRONE,  ANIM_PRONE},
117 	{"JFK DEATHHIT B",                 0.0f, ANIM_STATIONARY | ANIM_HITWHENDOWN | ANIM_NONINTERRUPT | ANIM_NOSHOW_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                       100, ANIM_PRONE,  ANIM_PRONE},
118 	{"STAND BURST SPREAD",             0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_LIGHT_EFFORT,                                                                                                                        100, ANIM_STAND,  ANIM_STAND}, //STAND BURST
119 	{"FALLOFF DEATH",                  0.0f, ANIM_STATIONARY | ANIM_NONINTERRUPT | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                                                               120, ANIM_PRONE,  ANIM_PRONE}, //FALLOFF DEATH
120 	{"FALLOFF DEATH STOP",             0.0f, ANIM_STATIONARY | ANIM_HITSTOP | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                                                                    120, ANIM_PRONE,  ANIM_PRONE}, //FALLOFF DEATH STOP
121 	{"FALLOFF TWITCH BLOOD",           0.0f, ANIM_STATIONARY | ANIM_HITWHENDOWN | ANIM_NONINTERRUPT | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                                            120, ANIM_PRONE,  ANIM_PRONE}, //FALLOFF TWITCHB
122 	{"FALLOFF TWITCH NOBLOOD",         0.0f, ANIM_STATIONARY | ANIM_HITWHENDOWN | ANIM_NONINTERRUPT | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                                            120, ANIM_PRONE,  ANIM_PRONE}, //FALLOFF TWITCH NB
123 	{"FALLOFF FORWARD DEATH",          0.0f, ANIM_STATIONARY | ANIM_NONINTERRUPT | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                                                               120, ANIM_PRONE,  ANIM_PRONE}, //FALLOFF FORWARD DEATH
124 	{"FALLOFF FORWARD DEATH STOP",     0.0f, ANIM_STATIONARY | ANIM_HITSTOP | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                                                                    120, ANIM_PRONE,  ANIM_PRONE}, //FALLOFF FORWARD DEATH STOP
125 	{"FALLOFF FORWARD TWITCH BLOOD",   0.0f, ANIM_STATIONARY | ANIM_HITWHENDOWN | ANIM_NONINTERRUPT | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                                            120, ANIM_PRONE,  ANIM_PRONE}, //FALLOFF FORWARD TWITCHB
126 	{"FALLOFF FORWARD TWITCH NOBLOOD", 0.0f, ANIM_STATIONARY | ANIM_HITWHENDOWN | ANIM_NONINTERRUPT | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                                            120, ANIM_PRONE,  ANIM_PRONE}, //FALLOFF TWITCH NB
127 	{"OPEN DOOR",                      0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT,                                                                    70, ANIM_STAND,  ANIM_STAND}, //OPEN DOOR
128 	{"OPEN STRUCT",                    0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT,                                                                    70, ANIM_STAND,  ANIM_STAND}, //OPEN STRUCT
129 	{"PICKUP ITEM",                    0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT,                                                                   100, ANIM_STAND,  ANIM_STAND}, //OPEN STRUCT
130 	{"DROP ITEM",                      0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT,                                                                   100, ANIM_STAND,  ANIM_STAND}, //DROP ITEM
131 	{"SLICE",                          0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LIGHT_EFFORT,                                                                                        70, ANIM_STAND,  ANIM_STAND}, //SLICE
132 	{"STAB",                           0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LIGHT_EFFORT,                                                                                        70, ANIM_STAND,  ANIM_STAND}, //STAB
133 	{"CROUCH STAB",                    0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LIGHT_EFFORT,                                                                                        70, ANIM_CROUCH, ANIM_CROUCH}, //CROUCH STAB
134 	{"START AID",                      0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT,                                                90, ANIM_CROUCH, ANIM_CROUCH}, //START GIVING AID
135 	{"GIVING AID",                     0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LIGHT_EFFORT,                                                                                       120, ANIM_CROUCH, ANIM_CROUCH}, //GIVING AID
136 	{"END AID",                        0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_RAISE_WEAPON | ANIM_NO_EFFORT | ANIM_NOCHANGE_PENDINGCOUNT,                                          90, ANIM_CROUCH, ANIM_CROUCH}, //END GIVING AID
137 	{"DODGE ONE",                      0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                                    40, ANIM_STAND,  ANIM_STAND}, //DODGE ONE
138 	{"FATCIV ASS SCRATCH",             0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_NO_EFFORT,                                                                                          110, ANIM_STAND,  ANIM_STAND}, //FATCIV_ASSSCRATCH
139 	{"READY AIM (DW) STAND",           0.0f, ANIM_OK_CHARGE_AP_FOR_TURN | ANIM_NORESTART | ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_LIGHT_EFFORT,                                                          150, ANIM_STAND,  ANIM_STAND}, //READY_RIFLE_STAND
140 	{"AIM (DW) STAND",                 0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FIREREADY | ANIM_FASTTURN | ANIM_LIGHT_EFFORT,                                                                                       250, ANIM_STAND,  ANIM_STAND}, //AIM_RIFLE_STAND
141 	{"SHOOT (DW) STAND",               0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_LIGHT_EFFORT | ANIM_FIRE,                                                                                                            150, ANIM_STAND,  ANIM_STAND}, //SHOOT_RIFLE_STAND
142 	{"END DUAL STAND",                 0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NOCHANGE_PENDINGCOUNT | ANIM_LIGHT_EFFORT,                                                                                           150, ANIM_STAND,  ANIM_STAND}, //END_RIFLE_STAND
143 	{"RAISE RIFLE",                    0.0f, ANIM_STATIONARY | ANIM_NOMOVE_MARKER | ANIM_NOCHANGE_WEAPON | ANIM_NO_EFFORT,                                                                                               70, ANIM_STAND,  ANIM_STAND}, //RAISE RIFLE
144 	{"LOWER RIFLE",                    0.0f, ANIM_STATIONARY | ANIM_NOMOVE_MARKER | ANIM_NOCHANGE_WEAPON | ANIM_NO_EFFORT,                                                                                               70, ANIM_STAND,  ANIM_STAND}, //LOWER RIFLE
145 	{"BOD BLOW",                       0.0f, ANIM_STATIONARY | ANIM_NOMOVE_MARKER | ANIM_NO_EFFORT | ANIM_NONINTERRUPT | ANIM_NOCHANGE_WEAPON | ANIM_IGNORE_AUTOSTANCE,                                                 200, ANIM_STAND,  ANIM_STAND}, //BOD BLOW
146 	{"THROW ITEM",                     0.0f, ANIM_STATIONARY | ANIM_NOMOVE_MARKER | ANIM_NONINTERRUPT | ANIM_MIN_EFFORT,                                                                                                 80, ANIM_STAND,  ANIM_STAND}, //THROW ITEM
147 	{"LOB ITEM",                       0.0f, ANIM_STATIONARY | ANIM_NOMOVE_MARKER | ANIM_NONINTERRUPT | ANIM_MIN_EFFORT,                                                                                                 80, ANIM_STAND,  ANIM_STAND}, //LOB ITEM
148 	{"MONSTER_STATIONARY",             0.0f, ANIM_STATIONARY | ANIM_NOMOVE_MARKER | ANIM_NO_EFFORT | ANIM_BREATH,                                                                                                       100, ANIM_STAND,  ANIM_STAND}, //QUEEN MONSTER STATIONARY
149 	{"CROUCHED BURST SHOOT",           0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_LIGHT_EFFORT | ANIM_FIRE,                                                                                                            100, ANIM_CROUCH, ANIM_CROUCH}, //CROUCHED BURST
150 	{"PRONE BURST SHOOT",              0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_LIGHT_EFFORT | ANIM_FIRE,                                                                                                            100, ANIM_PRONE,  ANIM_PRONE}, //PRONE BURST
151 	{"NOT USED 1",                     0.9f, ANIM_MOVING | ANIM_TURNING | ANIM_NORESTART | ANIM_NO_EFFORT,                                                                                                               20, ANIM_STAND,  ANIM_STAND}, //180
152 	{"BIG GUY FLEX",                   0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_MERCIDLE | ANIM_NO_EFFORT,                                                                                                           150, ANIM_STAND,  ANIM_STAND}, //BIG GUY FLEX
153 	{"BIG GUY STRECH",                 0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_MERCIDLE | ANIM_NO_EFFORT,                                                                                                           110, ANIM_STAND,  ANIM_STAND}, //BIG GUY STRECH
154 	{"BIG GUY SHOE DUST",              0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_MERCIDLE | ANIM_NOCHANGE_WEAPON | ANIM_NO_EFFORT,                                                                                     90, ANIM_STAND,  ANIM_STAND}, //BIG GUY SOEDUST
155 	{"BIG GUY HEAD TURN",              0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_MERCIDLE | ANIM_NOCHANGE_WEAPON | ANIM_NO_EFFORT,                                                                                    180, ANIM_STAND,  ANIM_STAND}, //BIG GUY HEADTURN
156 	{"MINI GIRL STOCKING",             0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NO_EFFORT,                                                                                                                           120, ANIM_STAND,  ANIM_STAND}, //MINI GIRL STOCKING
157 	{"GIVE ITEM",                      0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT,                                                                   110, ANIM_STAND,  ANIM_STAND}, //GIVE ITEM
158 	{"CLIMB MOUNTAIN",                 0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_NOSHOW_MARKER | ANIM_MODERATE_EFFORT,                                                                50, ANIM_STAND,  ANIM_CROUCH}, //CLIMB MOUNTIAIN
159 	{"COW EATING",                     0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NO_EFFORT,                                                                                                                           200, ANIM_STAND,  ANIM_STAND},
160 	{"COW HIT",                        0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_HITSTART | ANIM_NONINTERRUPT | ANIM_NO_EFFORT,                                                                                       150, ANIM_STAND,  ANIM_STAND}, //COW HIT
161 	{"COW DIE",                        0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NONINTERRUPT | ANIM_HITFINISH | ANIM_NOMOVE_MARKER | ANIM_NO_EFFORT,                                                                 150, ANIM_STAND,  ANIM_PRONE}, //COW DIE
162 	{"COW DIE STOP",                   0.0f, ANIM_STATIONARY | ANIM_HITSTOP | ANIM_NO_EFFORT,                                                                                                                           350, ANIM_PRONE,  ANIM_PRONE}, //COW DIE STOP
163 	{"WATER HIT",                      0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_HITSTART | ANIM_NONINTERRUPT | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                                 80, ANIM_STAND,  ANIM_STAND}, //WATER HIT
164 	{"WATER DIE",                      0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NONINTERRUPT | ANIM_HITFINISH | ANIM_NOMOVE_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                          160, ANIM_STAND,  ANIM_PRONE}, //WATER DIE
165 	{"WATER DIE STOP",                 0.0f, ANIM_STATIONARY | ANIM_HITSTOP | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                                                                    340, ANIM_PRONE,  ANIM_PRONE}, //WATER DIE STOP
166 	{"CROW WALK",                      1.6f, ANIM_MOVING | ANIM_TURNING | ANIM_NORESTART | ANIM_LIGHT_EFFORT,                                                                                                            80, ANIM_STAND,  ANIM_STAND},
167 	{"CROW TAKEOFF",                   1.6f, ANIM_MOVING | ANIM_TURNING | ANIM_NORESTART | ANIM_NO_EFFORT,                                                                                                               80, ANIM_STAND,  ANIM_STAND},
168 	{"CROW LAND",                      1.6f, ANIM_MOVING | ANIM_TURNING | ANIM_NORESTART | ANIM_NO_EFFORT,                                                                                                               80, ANIM_STAND,  ANIM_STAND},
169 	{"CROW FLY",                       0.5f, ANIM_SPECIALMOVE | ANIM_MOVING | ANIM_TURNING | ANIM_NORESTART | ANIM_LIGHT_EFFORT,                                                                                         20, ANIM_STAND,  ANIM_STAND},
170 	{"CROW EAT",                       0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_MIN_EFFORT,                                                                                                          80, ANIM_STAND,  ANIM_STAND},
171 	{"HELIDROP",                       0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_NOSHOW_MARKER | ANIM_NO_EFFORT,                                                                                      60, ANIM_STAND,  ANIM_CROUCH},
172 	{"FEM CLEAN",                      0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_MERCIDLE | ANIM_NOCHANGE_WEAPON | ANIM_NO_EFFORT,                                                                                    110, ANIM_STAND,  ANIM_STAND},
173 	{"FEM KICKSN",                     0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_MERCIDLE | ANIM_NOCHANGE_WEAPON | ANIM_NO_EFFORT,                                                                                    110, ANIM_STAND,  ANIM_STAND},
174 	{"FEM LOOK",                       0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_MERCIDLE | ANIM_NOCHANGE_WEAPON | ANIM_NO_EFFORT,                                                                                    180, ANIM_STAND,  ANIM_STAND},
175 	{"FEM WIPE",                       0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_MERCIDLE | ANIM_NOCHANGE_WEAPON | ANIM_NO_EFFORT,                                                                                    110, ANIM_STAND,  ANIM_STAND},
176 	{"REG SQUISH",                     0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_MERCIDLE | ANIM_NOCHANGE_WEAPON | ANIM_NO_EFFORT,                                                                                    110, ANIM_STAND,  ANIM_STAND},
177 	{"REG PULL",                       0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_MERCIDLE | ANIM_NOCHANGE_WEAPON | ANIM_NO_EFFORT,                                                                                    110, ANIM_STAND,  ANIM_STAND},
178 	{"REG SPIT",                       0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_MERCIDLE | ANIM_NOCHANGE_WEAPON | ANIM_NO_EFFORT,                                                                                    130, ANIM_STAND,  ANIM_STAND},
179 	{"KID YOYO",                       0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NO_EFFORT,                                                                                                                           140, ANIM_STAND,  ANIM_STAND},
180 	{"KID ARMPIT",                     0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NO_EFFORT,                                                                                                                            70, ANIM_STAND,  ANIM_STAND},
181 	{"ADULT MONSTER CLOSE ATTACK",     0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON,                                                             70, ANIM_STAND,  ANIM_STAND},
182 	{"ADULT MONSTER SPIT ATTACK",      0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON,                                                             70, ANIM_STAND,  ANIM_STAND},
183 	{"ADULT MONSTER BEGIN EATING",     0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_NO_EFFORT,                                                                                       70, ANIM_STAND,  ANIM_STAND},
184 	{"ADULT MONSTER EATING",           0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_LIGHT_EFFORT,                                                                                                        70, ANIM_STAND,  ANIM_STAND},
185 	{"ADULT MONSTER END EATING",       0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_NO_EFFORT,                                                                                       70, ANIM_STAND,  ANIM_STAND},
186 	{"BLOODCAT RUN",                   5.4f, ANIM_MOVING | ANIM_TURNING | ANIM_NORESTART | ANIM_MODERATE_EFFORT,                                                                                                         50, ANIM_STAND,  ANIM_STAND}, //RUN
187 	{"BLOODCAT BEGIN READY",           0.0f, ANIM_OK_CHARGE_AP_FOR_TURN | ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_NO_EFFORT,                                                                              70, ANIM_STAND,  ANIM_STAND}, //
188 	{"BLOODCAT READY",                 0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_NO_EFFORT,                                                                                                          130, ANIM_STAND,  ANIM_STAND},
189 	{"BLOODCAT END READY",             0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_NO_EFFORT,                                                                                                           70, ANIM_STAND,  ANIM_STAND},
190 	{"BLOODCAT HIT",                   0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_HITSTART | ANIM_NONINTERRUPT | ANIM_NO_EFFORT,                                                                                       110, ANIM_STAND,  ANIM_STAND}, //CAT HIT
191 	{"BLOODCAT DIE",                   0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NONINTERRUPT | ANIM_HITFINISH | ANIM_NOMOVE_MARKER,                                                                                  110, ANIM_STAND,  ANIM_PRONE}, //CAT DIE
192 	{"BLOODCAT DIE STOP",              0.0f, ANIM_STATIONARY | ANIM_HITSTOP | ANIM_NO_EFFORT,                                                                                                                           100, ANIM_PRONE,  ANIM_PRONE}, //CAT DIE STOP
193 	{"BLOODCAT SWIPE",                 0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_MIN_EFFORT,                                                                                      70, ANIM_STAND,  ANIM_STAND},
194 	{"NINJA GOTO BREATH",              0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON,                                             70, ANIM_STAND,  ANIM_STAND},
195 	{"NINJA BREATH",                   0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON,                                                                                                   0, ANIM_STAND,  ANIM_STAND},
196 	{"NINJA LOWKICK",                  0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NONINTERRUPT | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_NORESTART,                                                             50, ANIM_STAND,  ANIM_STAND},
197 	{"NINJA PUNCH",                    0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NONINTERRUPT | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_NORESTART,                                                             50, ANIM_STAND,  ANIM_STAND},
198 	{"NINJA SPIN KICK",                0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NONINTERRUPT | ANIM_MODERATE_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_NORESTART,                                                          70, ANIM_STAND,  ANIM_STAND},
199 	{"END OPEN DOOR",                  0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_MIN_EFFORT,                                                                     100, ANIM_STAND,  ANIM_STAND}, //END OPEN DOOR
200 	{"END OPEN LOCKED DOOR",           0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_LOWER_WEAPON | ANIM_MIN_EFFORT,                                                 100, ANIM_STAND,  ANIM_STAND}, //END OPEN LOCKED DOOR
201 	{"KICK DOOR",                      0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT,                                                                    70, ANIM_STAND,  ANIM_STAND}, //KICK DOOR
202 	{"CLOSE DOOR",                     0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_MIN_EFFORT,                                                                     100, ANIM_STAND,  ANIM_STAND}, //KICK DOOR
203 	{"HIT STAND RIFLE",                0.0f, ANIM_STATIONARY | ANIM_HITSTART | ANIM_TURNING | ANIM_NONINTERRUPT | ANIM_NOCHANGE_WEAPON | ANIM_NO_EFFORT,                                                                150, ANIM_STAND,  ANIM_STAND}, //HIT STANDING RIFLE
204 	{"DEEP WATER TREAD",               0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NOCHANGE_WEAPON | ANIM_MODERATE_EFFORT,                                                                                              200, ANIM_STAND,  ANIM_STAND}, //DEEP WATER TREAD
205 	{"DEEP WATER SWIM",                1.3f, ANIM_MOVING | ANIM_TURNING | ANIM_NORESTART | ANIM_NOCHANGE_WEAPON | ANIM_MODERATE_EFFORT,                                                                                 160, ANIM_STAND,  ANIM_STAND}, //DEEP WATER SWIM
206 	{"DEEP WATER HIT",                 0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_HITSTART | ANIM_NONINTERRUPT | ANIM_NO_EFFORT,                                                                                       100, ANIM_STAND,  ANIM_STAND}, //DEEP WATER HIT
207 	{"DEEP WATER DIE",                 0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NONINTERRUPT | ANIM_HITFINISH | ANIM_NOMOVE_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                          210, ANIM_STAND,  ANIM_PRONE}, //DEEP WATER DIE
208 	{"DEEP WATER DIE STOPPING",        0.0f, ANIM_STATIONARY | ANIM_NONINTERRUPT | ANIM_HITSTOP | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                                                340, ANIM_PRONE,  ANIM_PRONE}, //DEEP WATER DIE STOPPING
209 	{"DEEP WATER DIE STOP",            0.0f, ANIM_STATIONARY | ANIM_HITSTOP | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                                                                    340, ANIM_PRONE,  ANIM_PRONE}, //DEEP WATER DIE STOP
210 	{"LOW TO DEEP WATER",              0.0f, ANIM_STATIONARY | ANIM_NOCHANGE_WEAPON | ANIM_NO_EFFORT,                                                                                                                   100, ANIM_STAND,  ANIM_STAND}, //WATER TRANSITION
211 	{"DEEP TO LOW WATER",              0.0f, ANIM_STATIONARY | ANIM_NOCHANGE_WEAPON | ANIM_NO_EFFORT,                                                                                                                   100, ANIM_STAND,  ANIM_STAND}, //WATER TRANSITION
212 	{"GOTO SLEEP",                     0.0f, ANIM_STATIONARY | ANIM_LOWER_WEAPON | ANIM_NONINTERRUPT| ANIM_NO_EFFORT,                                                                                                   100, ANIM_CROUCH, ANIM_PRONE}, //GOTO SLEEP
213 	{"SLEEPING",                       0.0f, ANIM_STATIONARY | ANIM_NOCHANGE_WEAPON | ANIM_NO_EFFORT,                                                                                                                  2000, ANIM_PRONE,  ANIM_PRONE}, //SLEEP
214 	{"WAKEUP",                         0.0f, ANIM_STATIONARY | ANIM_RAISE_WEAPON | ANIM_NO_EFFORT,                                                                                                                      100, ANIM_PRONE,  ANIM_CROUCH}, //WAKEUP
215 	{"SHOOT (R) STAND LOW",            0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_RAISE_WEAPON | ANIM_LIGHT_EFFORT | ANIM_FIRE,                                                                                        100, ANIM_STAND,  ANIM_STAND}, //SHOOT_RIFLE_STAND LOW
216 	{"BURST SHOOT (R) STAND LOW",      0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_RAISE_WEAPON | ANIM_LIGHT_EFFORT | ANIM_FIRE,                                                                                        100, ANIM_STAND,  ANIM_STAND}, //SHOOT_RIFLE_STAND LOW
217 	{"LARVAE BREATH",                  0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                                                   250, ANIM_STAND,  ANIM_STAND}, //LARVAE Breathing
218 	{"LARVAE HIT",                     0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_HITSTART | ANIM_NONINTERRUPT | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                                 80, ANIM_STAND,  ANIM_STAND}, //GENERIC HIT CROUCHED
219 	{"LARVAE DIE",                     0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NONINTERRUPT | ANIM_HITFINISH | ANIM_NOMOVE_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                           80, ANIM_STAND,  ANIM_PRONE}, //FALL FORWARD FROM HIT STAND
220 	{"LARVAE DIE STOP",                0.0f, ANIM_STATIONARY | ANIM_HITSTOP | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                                                                    350, ANIM_PRONE,  ANIM_PRONE}, //FALL FORWARD FROM HIT STAND
221 	{"LARVAE WALKING",                 0.5f, ANIM_MOVING | ANIM_TURNING | ANIM_NORESTART | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON,                                                                                    110, ANIM_STAND,  ANIM_STAND}, //FEMALE MONSTER BREATHING
222 	{"INFANT HIT",                     0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_HITSTART | ANIM_NONINTERRUPT | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                                 80, ANIM_STAND,  ANIM_STAND}, //GENERIC HIT CROUCHED
223 	{"INFANT DIE",                     0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NONINTERRUPT | ANIM_HITFINISH | ANIM_NOMOVE_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                           80, ANIM_STAND,  ANIM_PRONE}, //FALL FORWARD FROM HIT STAND
224 	{"INFANT DIE STOP",                0.0f, ANIM_STATIONARY | ANIM_HITSTOP | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                                                                    350, ANIM_PRONE,  ANIM_PRONE}, //FALL FORWARD FROM HIT STAND
225 	{"INFANT MONSTER SPIT ATTACK",     0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON,                                                             70, ANIM_STAND,  ANIM_STAND},
226 	{"INFANT MONSTER BEGIN EATING",    0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                                70, ANIM_STAND,  ANIM_STAND},
227 	{"INFANT MONSTER EATING",          0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON,                                                                                120, ANIM_STAND,  ANIM_STAND},
228 	{"INFANT MONSTER END EATING",      0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                                70, ANIM_STAND,  ANIM_STAND},
229 	{"ADULT MONSTER UP",               0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                               130, ANIM_STAND,  ANIM_STAND},
230 	{"ADULT MONSTER JUMP",             0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                               110, ANIM_STAND,  ANIM_STAND},
231 	{"UNJAM STANDING",                 0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NOCHANGE_WEAPON | ANIM_MIN_EFFORT,                                                                                   150, ANIM_STAND,  ANIM_STAND}, //UNJAM STANDING
232 	{"UNJAM CROUCH",                   0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NOCHANGE_WEAPON | ANIM_MIN_EFFORT,                                                                                   150, ANIM_CROUCH, ANIM_CROUCH}, //UNJAM CROUCH
233 	{"UNJAM PRONE",                    0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NOCHANGE_WEAPON | ANIM_MIN_EFFORT,                                                                                   150, ANIM_PRONE,  ANIM_PRONE}, //UNJAM PRONE
234 	{"UNJAM STAND DWEL",               0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NOCHANGE_WEAPON | ANIM_MIN_EFFORT,                                                                                   150, ANIM_STAND,  ANIM_STAND}, //UNJAM STAND DWEL
235 	{"UNJAM STAND LOW",                0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NOCHANGE_WEAPON | ANIM_MIN_EFFORT,                                                                                   150, ANIM_STAND,  ANIM_STAND}, //UNJAM STAND LOW
236 	{"READY AIM (DW) CROUCH",          0.0f, ANIM_OK_CHARGE_AP_FOR_TURN | ANIM_NORESTART | ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_LIGHT_EFFORT,                                                          150, ANIM_CROUCH, ANIM_CROUCH}, //READY_RIFLE_CROUCH
237 	{"AIM (DW) CROUCH",                0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FIREREADY | ANIM_FASTTURN | ANIM_LIGHT_EFFORT,                                                                                       250, ANIM_CROUCH, ANIM_CROUCH}, //AIM_RIFLE_CROUCH
238 	{"SHOOT (DW) CROUCH",              0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_LIGHT_EFFORT | ANIM_FIRE,                                                                                                            150, ANIM_CROUCH, ANIM_CROUCH}, //SHOOT_RIFLE_CROUCH
239 	{"END DUAL CROUCH",                0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NOCHANGE_PENDINGCOUNT | ANIM_LIGHT_EFFORT,                                                                                           150, ANIM_CROUCH, ANIM_CROUCH}, //END_RIFLE_STAND
240 	{"UNJAM CROUCH DWEL",              0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NOCHANGE_WEAPON | ANIM_MIN_EFFORT,                                                                                   150, ANIM_CROUCH, ANIM_CROUCH}, //UNJAM CROUCH DWEL
241 	{"GET ADJACENT ITEM",              0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT,                                                                   100, ANIM_STAND,  ANIM_STAND}, //GET ADJACENT ITEM
242 	{"CUTTING FENCE",                  0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT,                                                90, ANIM_CROUCH, ANIM_CROUCH}, //CUTTING FENCE
243 	{"CRIPPLE BEG",                    0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_MERCIDLE | ANIM_NOCHANGE_WEAPON | ANIM_NO_EFFORT,                                                                                    110, ANIM_STAND,  ANIM_STAND},
244 	{"CRIPPLE HIT",                    0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_HITSTART | ANIM_NONINTERRUPT | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                                 80, ANIM_STAND,  ANIM_STAND}, //CRIPPLE HIT
245 	{"CRIPPLE DIE",                    0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NONINTERRUPT | ANIM_HITFINISH | ANIM_NOMOVE_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                           80, ANIM_STAND,  ANIM_PRONE}, //CRIPPLE DIE
246 	{"CRIPPLE DIE STOP",               0.0f, ANIM_STATIONARY | ANIM_HITSTOP | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                                                                    350, ANIM_PRONE,  ANIM_PRONE}, //CRIPPLE DIE STOP
247 	{"CRIPPLE FLYBACK DIE",            0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NONINTERRUPT | ANIM_HITFINISH | ANIM_NOMOVE_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                           80, ANIM_STAND,  ANIM_PRONE}, //CRIPPLE FLYBACK DIE
248 	{"CRIPPLE FLYBACK DIE STOP",       0.0f, ANIM_STATIONARY | ANIM_HITSTOP | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                                                                    350, ANIM_PRONE,  ANIM_PRONE}, //CRIPPLE FLYBACK DIE STOP
249 	{"CRIPPLE KICK",                   0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NONINTERRUPT | ANIM_NOMOVE_MARKER | ANIM_MIN_EFFORT | ANIM_NOCHANGE_WEAPON,                                                           80, ANIM_STAND,  ANIM_STAND}, //CRIPPLE KICK
250 	{"INJURED TRANSITION",             0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NONINTERRUPT | ANIM_NOMOVE_MARKER | ANIM_MIN_EFFORT | ANIM_NOCHANGE_WEAPON,                                                           80, ANIM_STAND,  ANIM_STAND}, //INJURED TRANSITION
251 	{"THROW KNIFE",                    0.0f, ANIM_STATIONARY | ANIM_NOMOVE_MARKER | ANIM_NONINTERRUPT | ANIM_MIN_EFFORT,                                                                                                 50, ANIM_STAND,  ANIM_STAND}, //THROW KNIFE
252 	{"KNIFE BREATH",                   0.0f, ANIM_NORESTART | ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_FIREREADY | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON,                              150, ANIM_STAND,  ANIM_STAND}, //Breathing
253 	{"KNIFE GOTO BREATH",              0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_FIREREADY | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_NONINTERRUPT,                           150, ANIM_STAND,  ANIM_STAND}, //Breathing
254 	{"KNIFE END BREATH",               0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_FIREREADY | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_NONINTERRUPT,                           150, ANIM_STAND,  ANIM_STAND}, //Breathing
255 	{"ROBOT HIT",                      0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_HITSTART | ANIM_NONINTERRUPT | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                                 80, ANIM_STAND,  ANIM_STAND}, //ROBOT HIT
256 	{"ROBOT DIE",                      0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NONINTERRUPT | ANIM_HITFINISH | ANIM_NOMOVE_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                           80, ANIM_STAND,  ANIM_PRONE}, //ROBOT DIE
257 	{"ROBOT DIE STOP",                 0.0f, ANIM_STATIONARY | ANIM_HITSTOP | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                                                                    350, ANIM_PRONE,  ANIM_PRONE}, //ROBOT DIE STOP
258 	{"Catch Standing",                 0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_FIREREADY | ANIM_LIGHT_EFFORT | ANIM_LOWER_WEAPON,                                                   80, ANIM_STAND,  ANIM_STAND}, //Catch Standing
259 	{"Catch Crouched",                 0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_FIREREADY | ANIM_LIGHT_EFFORT | ANIM_LOWER_WEAPON,                                                   80, ANIM_CROUCH, ANIM_CROUCH}, //Catch Crouched
260 	{"PLANT BOMB",                     0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT,                                                                   120, ANIM_STAND,  ANIM_STAND}, //PLANT BOMB
261 	{"Use Remote",                     0.0f, ANIM_NORESTART | ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_FIREREADY | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_NONINTERRUPT,           80, ANIM_STAND,  ANIM_STAND}, //Use remote
262 	{"START Cower",                    0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_FIREREADY | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_NONINTERRUPT | ANIM_IGNORE_AUTOSTANCE,   80, ANIM_STAND,  ANIM_CROUCH}, //COWER
263 	{"Cowering",                       0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_FIREREADY | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_IGNORE_AUTOSTANCE,                       80, ANIM_CROUCH, ANIM_CROUCH}, //COWER
264 	{"End Cower",                      0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_FIREREADY | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_IGNORE_AUTOSTANCE,                       80, ANIM_CROUCH, ANIM_STAND}, //END COWER
265 	{"STEAL ITEM",                     0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT,                                                                   110, ANIM_STAND,  ANIM_STAND}, //STEAL ITEM
266 	{"LAUNCH ROCKET",                  0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LIGHT_EFFORT,                                                                                       110, ANIM_STAND,  ANIM_STAND}, //LAUNCH ROCKET
267 	{"CIV ALT DIE",                    0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NONINTERRUPT | ANIM_HITFINISH | ANIM_NOMOVE_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                           80, ANIM_STAND,  ANIM_PRONE}, //CIV ALT DIE
268 	{"SHOOT MORTAR",                   0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT,                                                                   110, ANIM_CROUCH, ANIM_CROUCH}, //SHOOT MORTAR
269 	{"CROW_DIE",                       0.0f, ANIM_STATIONARY | ANIM_NONINTERRUPT | ANIM_FASTTURN | ANIM_NORESTART | ANIM_NOCHANGE_WEAPON | ANIM_LIGHT_EFFORT,                                                           130, ANIM_STAND,  ANIM_STAND}, //CROW DIE
270 	{"SIDE STEPPING",                  0.4f, ANIM_MOVING | ANIM_NORESTART | ANIM_RAISE_WEAPON | ANIM_VARIABLE_EFFORT,                                                                                                    50, ANIM_STAND,  ANIM_STAND}, //SIDE STEPPING
271 	{"WALK BACKWARDS",                 1.4f, ANIM_MOVING | ANIM_NORESTART | ANIM_RAISE_WEAPON | ANIM_VARIABLE_EFFORT | ANIM_TURNING,                                                                                    110, ANIM_STAND,  ANIM_STAND}, //WALK BACKWARDS
272 	{"BEGIN OPEN STRUCT",              0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT,                                                70, ANIM_STAND,  ANIM_STAND}, //OPEN STRUCT
273 	{"END OPEN STRUCT",                0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT,                                                70, ANIM_STAND,  ANIM_STAND}, //END STRUCT
274 	{"END OPEN LOCKED STRUCT",         0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT,                                                70, ANIM_STAND,  ANIM_STAND}, //END OPEN LOCKED
275 	{"LOW PUNCH",                      0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                                                                     70, ANIM_CROUCH, ANIM_CROUCH}, //Punch LOw
276 	{"SHOOT (P) STAND LOW",            0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_RAISE_WEAPON | ANIM_LIGHT_EFFORT | ANIM_FIRE,                                                                                        100, ANIM_STAND,  ANIM_STAND}, //SHOOT_PISTOL_STAND LOW
277 	{"DECAPITATE",                     0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LIGHT_EFFORT | ANIM_NONINTERRUPT,                                                                    70, ANIM_CROUCH, ANIM_CROUCH}, //DECAPITATE
278 	{"BLOODCAT BITE",                  0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_MIN_EFFORT,                                                                                      70, ANIM_STAND,  ANIM_STAND},
279 	{"BIGMERC S NECK",                 0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_MERCIDLE | ANIM_NOCHANGE_WEAPON | ANIM_NO_EFFORT,                                                                                    110, ANIM_STAND,  ANIM_STAND},
280 	{"BIGMERC CROUCH TRANS INTO",      0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NOMOVE_MARKER | ANIM_STANCECHANGEANIM | ANIM_RAISE_WEAPON | ANIM_MIN_EFFORT,                                                          90, ANIM_STAND,  ANIM_CROUCH}, //CROUCH TRANSITION
281 	{"BIGMERC CROUCH TRANS OUTOF",     0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NOMOVE_MARKER | ANIM_STANCECHANGEANIM | ANIM_RAISE_WEAPON | ANIM_MIN_EFFORT,                                                          90, ANIM_CROUCH, ANIM_STAND}, //CROUCH TRANSITION
282 	{"GOTO PATIENT",                   0.0f, ANIM_STATIONARY | ANIM_FASTTURN | ANIM_NOCHANGE_WEAPON | ANIM_NO_EFFORT,                                                                                                  1000, ANIM_PRONE,  ANIM_PRONE}, //GOTO PATIENT
283 	{"BEING PATIENT",                  0.0f, ANIM_STATIONARY | ANIM_FASTTURN | ANIM_NOCHANGE_WEAPON | ANIM_NO_EFFORT,                                                                                                  1000, ANIM_PRONE,  ANIM_PRONE}, //BEING PATIENT
284 	{"GOTO DOCTOR",                    0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT,                                                90, ANIM_CROUCH, ANIM_CROUCH}, //GOTO DOCTOR
285 	{"BEING DOCTOR",                   0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LIGHT_EFFORT,                                                                                       120, ANIM_CROUCH, ANIM_CROUCH}, //BEING DOCTOR
286 	{"END DOCTOR",                     0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_RAISE_WEAPON | ANIM_NO_EFFORT | ANIM_NOCHANGE_PENDINGCOUNT,                                          90, ANIM_CROUCH, ANIM_CROUCH}, //ENDING DOCTOR
287 	{"GOTO REPAIRMAN",                 0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT,                                                90, ANIM_CROUCH, ANIM_CROUCH}, //GOTO REPAIRMAN
288 	{"BEING REPAIRMAN",                0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LIGHT_EFFORT,                                                                                       120, ANIM_CROUCH, ANIM_CROUCH}, //BEING REPAIRMAN
289 	{"END REPAIRMAN",                  0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_RAISE_WEAPON | ANIM_NO_EFFORT | ANIM_NOCHANGE_PENDINGCOUNT,                                          90, ANIM_CROUCH, ANIM_CROUCH}, //ENDING REPAIRMAN
290 	{"FALL INTO PIT",                  0.0f, ANIM_STATIONARY | ANIM_NONINTERRUPT | ANIM_HITFINISH | ANIM_NOSHOW_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                          60, ANIM_STAND,  ANIM_PRONE}, //FALL INTO PIT
291 	{"ROBOT WALKING",                  1.5f, ANIM_MOVING | ANIM_TURNING | ANIM_NORESTART | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON,                                                                                     80, ANIM_STAND,  ANIM_STAND}, //ROBOT WALK
292 	{"ROBOT SHOOT",                    0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_RAISE_WEAPON | ANIM_LIGHT_EFFORT | ANIM_FIRE,                                                                                        100, ANIM_STAND,  ANIM_STAND}, //ROBOT SHOOT
293 	{"QUEEN HIT",                      0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_HITSTART | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                                                    200, ANIM_STAND,  ANIM_STAND}, //QUEEN HIT
294 	{"QUEEN DIE",                      0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_HITFINISH | ANIM_NOMOVE_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                              120, ANIM_STAND,  ANIM_PRONE}, //QUEEN DIE
295 	{"QUEEN DIE STOP",                 0.0f, ANIM_STATIONARY | ANIM_HITSTOP | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                                                                    350, ANIM_PRONE,  ANIM_PRONE}, //QUEEN DIE STOP
296 	{"QUEEN INTO READY",               0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_NO_EFFORT,                                                                                                          130, ANIM_STAND,  ANIM_STAND},
297 	{"QUEEN READY",                    0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_NO_EFFORT,                                                                                                          130, ANIM_STAND,  ANIM_STAND},
298 	{"QUEEN END READY",                0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_NO_EFFORT,                                                                                                          130, ANIM_STAND,  ANIM_STAND},
299 	{"QUEEN CALL",                     0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_NO_EFFORT,                                                                                                          130, ANIM_STAND,  ANIM_STAND},
300 	{"QUEEN MONSTER SPIT ATTACK",      0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON,                                                            130, ANIM_STAND,  ANIM_STAND},
301 	{"QUEEN MONSTER SWIPE ATTACK",     0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON,                                                            130, ANIM_STAND,  ANIM_STAND},
302 	{"RELOAD ROBOT",                   0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT,                                                70, ANIM_CROUCH, ANIM_CROUCH}, //RELOAD ROBOT
303 	{"Catch Standing",                 0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_FIREREADY | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_NONINTERRUPT,                            80, ANIM_STAND,  ANIM_STAND}, //End Catch Standing
304 	{"Catch Crouched",                 0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_FIREREADY | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_NONINTERRUPT,                            80, ANIM_CROUCH, ANIM_CROUCH}, //End Catch Crouched
305 	{"RADIO",                          0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_NO_EFFORT,                                                                                                          130, ANIM_STAND,  ANIM_STAND},
306 	{"CROUCH RADIO",                   0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_NO_EFFORT,                                                                                                          130, ANIM_CROUCH, ANIM_CROUCH},
307 	{"TANK SHOOT",                     0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NOCHANGE_WEAPON | ANIM_LIGHT_EFFORT | ANIM_FIRE,                                                                                     200, ANIM_STAND,  ANIM_STAND}, //TANK SHOOT
308 	{"TANK BURST",                     0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NOCHANGE_WEAPON | ANIM_LIGHT_EFFORT | ANIM_FIRE,                                                                                     100, ANIM_STAND,  ANIM_STAND}, //TANK SHOOT
309 	{"QUEEN SLAP",                     0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON,                                                                120, ANIM_STAND,  ANIM_STAND}, //Queen Slap
310 	{"SLAP HIT",                       0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON,                                                                 70, ANIM_STAND,  ANIM_STAND}, //Slap hit
311 	{"GET BLOOD",                      0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT,                                                70, ANIM_CROUCH, ANIM_CROUCH}, //GET BLOOD
312 	{"VEHICLE DIE",                    0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_NOCHANGE_WEAPON | ANIM_LIGHT_EFFORT,                                            150, ANIM_STAND,  ANIM_STAND}, //VEHICLE DIE
313 	{"QUEEN FRUSTRATED SLAP",          0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON,                                                                120, ANIM_STAND,  ANIM_STAND}, //Queen Frustrated Slap
314 	{"FIRE FIRE",                      0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_NOCHANGE_WEAPON | ANIM_LIGHT_EFFORT | ANIM_IGNORE_AUTOSTANCE,                   150, ANIM_STAND,  ANIM_STAND}, //SOLDIER BRUN
315 	{"AI TRIGGER",                     0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT,                                                                    70, ANIM_STAND,  ANIM_STAND}, //AI TRIGGER
316 	{"MONSTERMELT",                    0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NONINTERRUPT | ANIM_HITFINISH | ANIM_NOMOVE_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                           80, ANIM_PRONE,  ANIM_PRONE}, //MONSTER MELT
317 	{"MERC INJURED IDLE ANIM",         0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_MERCIDLE | ANIM_NOCHANGE_WEAPON | ANIM_NO_EFFORT,                                                                                    110, ANIM_STAND,  ANIM_STAND},
318 	{"END INJURED WALK",               0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NOMOVE_MARKER | ANIM_MIN_EFFORT | ANIM_NOCHANGE_WEAPON,                                                                               80, ANIM_STAND,  ANIM_STAND}, //INJURED TRANSITION
319 	{"PASS OBJECT",                    0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT,                                                                   110, ANIM_STAND,  ANIM_STAND}, //PASS OBJECT
320 	{"ADJACENT DROP OBJECT",           0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT,                                                                   110, ANIM_STAND,  ANIM_STAND}, //ADJACENT DROP OBJECT
321 	{"READY AIM (DW) PRONE",           0.0f, ANIM_NORESTART | ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_LIGHT_EFFORT,                                                                                       150, ANIM_PRONE,  ANIM_PRONE}, //READY_RIFLE_PRONE
322 	{"AIM (DW) PRONE",                 0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FIREREADY | ANIM_FASTTURN | ANIM_LIGHT_EFFORT,                                                                                       250, ANIM_PRONE,  ANIM_PRONE}, //AIM_RIFLE_PRONE
323 	{"SHOOT (DW) PRONE",               0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_LIGHT_EFFORT | ANIM_FIRE,                                                                                                            150, ANIM_PRONE,  ANIM_PRONE}, //SHOOT_RIFLE_PRONE
324 	{"END DUAL PRONE",                 0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NOCHANGE_PENDINGCOUNT | ANIM_LIGHT_EFFORT,                                                                                           150, ANIM_PRONE,  ANIM_PRONE}, //END_RIFLE_PRONE
325 	{"UNJAM PRONE DWEL",               0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NOCHANGE_WEAPON | ANIM_MIN_EFFORT,                                                                                   150, ANIM_PRONE,  ANIM_PRONE}, //UNJAM PRONE DWEL
326 	{"PICK LOCK",                      0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT,                                                                    70, ANIM_STAND,  ANIM_STAND}, //PICK LOCK
327 	{"OPEN DOOR CROUCHED",             0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT,                                                                    70, ANIM_CROUCH, ANIM_CROUCH}, //OPEN DOOR CROUCHED
328 	{"BEGIN OPEN STRUCT CROUCHED",     0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT,                                                                    70, ANIM_CROUCH, ANIM_CROUCH}, //BEGIN OPENSTRUCT CROUCHED
329 	{"CLOSE DOOR CROUCHED",            0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT,                                                                    70, ANIM_CROUCH, ANIM_CROUCH}, //CLOSE DOOR CROUCHED
330 	{"OPEN STRUCT CROUCHED",           0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT,                                                                    70, ANIM_CROUCH, ANIM_CROUCH}, //OPEN STRUCT CROUCHED
331 	{"END OPEN DOOR CROUCHED",         0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT,                                                                    70, ANIM_CROUCH, ANIM_CROUCH}, //END OPEN DOOR CROUCHED
332 	{"END OPENSTRUCT CROUCHED",        0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT,                                                                    70, ANIM_CROUCH, ANIM_CROUCH}, //END OPENSTRUCT CROUCHED
333 	{"END OPNE LOCKED DOOR CR",        0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT,                                                                    70, ANIM_CROUCH, ANIM_CROUCH}, //END OPEN LOCKED DOOR CROUCHED
334 	{"END OPEN STRUCT LOCKED CR",      0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT,                                                                    70, ANIM_CROUCH, ANIM_CROUCH}, //END OPEN STRUCT LOCKED CR
335 	{"DRUNK IDLE",                     0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_MERCIDLE | ANIM_NOCHANGE_WEAPON | ANIM_NO_EFFORT,                                                                                    170, ANIM_STAND,  ANIM_STAND},
336 	{"CROWBAR",                        0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_NORESTART,                                                                                    70, ANIM_STAND,  ANIM_STAND}, //CROWBAR
337 	{"COWER HIT",                      1.6f, ANIM_HITSTART | ANIM_HITFINISH | ANIM_NONINTERRUPT | ANIM_NOSHOW_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_IGNORE_AUTOSTANCE,                                   80, ANIM_CROUCH, ANIM_CROUCH}, //COWER HIT ANIMATION
338 	{"BLOODCAT WALKING BACKWARDS",     1.2f, ANIM_MOVING | ANIM_TURNING | ANIM_NORESTART | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON,                                                                                     30, ANIM_STAND,  ANIM_STAND}, //BLOODCAT WALK BACKWARDS
339 	{"MONSTER WALKING BACKWARDS",      2.5f, ANIM_MOVING | ANIM_TURNING | ANIM_NORESTART | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON,                                                                                     30, ANIM_STAND,  ANIM_STAND}, //CREATURE WALK BACKWARDS
340 	{"KID SKIPPING",                   2.0f, ANIM_MOVING | ANIM_TURNING | ANIM_NORESTART | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON,                                                                                     70, ANIM_STAND,  ANIM_STAND}, //KID SKIPPING
341 	{"STAND BURST SHOOT",              0.0f, ANIM_NORESTART | ANIM_STATIONARY | ANIM_TURNING | ANIM_RAISE_WEAPON | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_FIRE,                                                100, ANIM_STAND,  ANIM_STAND}, //STAND BURST
342 	{"Attach String",                  0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT,                                                70, ANIM_CROUCH, ANIM_CROUCH}, //Attach string
343 	{"SWAT BACKWARDS",                 1.4f, ANIM_MOVING | ANIM_NORESTART | ANIM_LIGHT_EFFORT | ANIM_TURNING,                                                                                                           110, ANIM_CROUCH, ANIM_CROUCH}, //SWAT BACKWARDS
344 	{"JUMP OVER",                      3.6f, ANIM_SPECIALMOVE | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_MODERATE_EFFORT | ANIM_TURNING,                                                                               110, ANIM_STAND,  ANIM_STAND}, //JUMP OVER BLOCKING PERSON
345 	{"REFUEL VEHICLE",                 0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT,                                                70, ANIM_CROUCH, ANIM_CROUCH}, //REFUEL VEHICLE
346 	{"ROBOT CAMERA",                   0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_RAISE_WEAPON | ANIM_VARIABLE_EFFORT | ANIM_BREATH,                                                    0, ANIM_STAND,  ANIM_STAND}, //Robot camera not moving
347 	{"CRIPPLE OPEN DOOR",              0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LIGHT_EFFORT,                                                                                        70, ANIM_STAND,  ANIM_STAND}, //CRIPPLE OPEN DOOR
348 	{"CRIPPLE CLOSE DOOR",             0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_MIN_EFFORT,                                                                                         100, ANIM_STAND,  ANIM_STAND}, //CRIPPLE CLOSE DOOR
349 	{"END OPEN DOOR",                  0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_MIN_EFFORT,                                                                                         100, ANIM_STAND,  ANIM_STAND}, //CRIPPLE END OPEN DOOR
350 	{"END OPEN LOCKED DOOR",           0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_MIN_EFFORT,                                                                     100, ANIM_STAND,  ANIM_STAND}, //CRIPPLE END OPEN LOCKED DOOR
351 	{"CROUCH PICK LOCK",               0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT,                                                                    70, ANIM_CROUCH, ANIM_CROUCH} //CROUCH PICK LOCK
352 };
353 
354 
355 const ANI_SPEED_DEF gubAnimWalkSpeeds[TOTALBODYTYPES] =
356 {
357 	{  -5, 1.6f },// REGMALE
358 	{ -10, 1.6f },// BIGMALE
359 	{  -5, 1.6f },// STOCKYMALE
360 	{ -15, 1.6f },// REGFEMALE
361 	{   0, 1.6f },// ADULTMONSTER
362 	{   0, 1.6f },// ADULTMONSTER
363 	{   0, 1.6f },// ADULTMONSTER
364 	{   0, 1.6f },// ADULTMONSTER
365 	{   0, 1.6f },// ADULTMONSTER
366 	{   0, 2.2f },// INFANT
367 	{   0, 1.6f },// QUEEN MONSTER
368 	{  40, 1.3f },// FATCIV
369 	{  10, 1.3f },// MANCIV
370 	{ -10, 1.3f },// MINICIV
371 	{ -10, 1.3f },// DRESSCIV
372 	{ -20, 1.6f },// HAT KID
373 	{ -20, 1.6f },// NOHAT KID
374 	{ -20, 1.6f },// CRIPPLE
375 	{  60, 0.9f },// COW
376 	{  20, 1.6f },// CROW
377 	{   0, 1.2f },// BLOOD CAT
378 	{  20, 1.1f },// ROBOT1
379 	{ -10, 4.0f },// HUMVEE
380 
381 	{ -10, 4.0f },// TANK_NW
382 	{ -10, 4.0f },// TANK_NE
383 	{ -10, 4.0f },// ELDORADO
384 	{ -10, 4.0f },// ICECREAMTRUCK
385 	{ -10, 4.0f },// JEEP
386 };
387 
388 
389 const ANI_SPEED_DEF gubAnimRunSpeeds[TOTALBODYTYPES] =
390 {
391 	{   0, 2.6f },// REGMALE
392 	{   5, 2.6f },// BIGMALE
393 	{   0, 2.6f },// STOCKYMALE
394 	{ -10, 2.6f },// REGFEMALE
395 	{   0, 2.6f },// ADULTMONSTER
396 	{   0, 2.6f },// ADULTMONSTER
397 	{   0, 2.6f },// ADULTMONSTER
398 	{   0, 2.6f },// ADULTMONSTER
399 	{   0, 2.6f },// ADULTMONSTER
400 	{   0, 2.6f },// ADULTMONSTER
401 	{   0, 2.8f },// INFANT
402 	{  10, 2.3f },// FATCIV
403 	{ -10, 2.3f },// MANCIV
404 	{ -20, 2.3f },// MINICIV
405 	{ -30, 2.3f },// DRESSCIV
406 	{ -40, 2.6f },// HAT KID
407 	{ -40, 2.6f },// NOHAT KID
408 	{ -20, 2.3f },// CRIPPLE
409 	{  30, 2.0f },// COW
410 };
411 
412 
413 // Really only the first mercs are using any of these values....
414 const ANI_SPEED_DEF gubAnimSwatSpeeds[TOTALBODYTYPES] =
415 {
416 	{   0, 2.2f }, // REGMALE
417 	{  20, 2.2f }, // BIGMALE
418 	{   0, 2.2f }, // STOCKYMALE
419 	{ -10, 2.2f }  // REGFEMALE
420 };
421 
422 // Really only the first mercs are using any of these values....
423 const ANI_SPEED_DEF gubAnimCrawlSpeeds[TOTALBODYTYPES] =
424 {
425 	{   0, 0.8f }, // REGMALE
426 	{  20, 0.8f }, // BIGMALE
427 	{   0, 0.8f }, // STOCKYMALE
428 	{ -10, 0.8f }  // REGFEMALE
429 };
430 
431 
432 UINT16 gusNothingBreath[] =
433 {
434 	RGMNOTHING_STD,
435 	BGMNOTHING_STD,
436 	RGMNOTHING_STD,
437 	RGFNOTHING_STD,
438 };
439 
440 
441 static UINT16 gubAnimSurfaceIndex[TOTALBODYTYPES][NUMANIMATIONSTATES];
442 UINT16 gubAnimSurfaceMidWaterSubIndex[TOTALBODYTYPES][NUMANIMATIONSTATES][2];
443 UINT16 gubAnimSurfaceItemSubIndex[TOTALBODYTYPES][NUMANIMATIONSTATES];
444 UINT16 gubAnimSurfaceCorpseID[TOTALBODYTYPES][NUMANIMATIONSTATES];
445 
446 
447 static const ANIMSUBTYPE gRifleInjuredSub   = { WALKING,  { RGMHURTWALKINGR,  BGMHURTWALKINGR,  RGMHURTWALKINGR,  RGFHURTWALKINGR } };
448 static const ANIMSUBTYPE gNothingInjuredSub = { WALKING,  { RGMHURTWALKINGN,  BGMHURTWALKINGN,  RGMHURTWALKINGN,  RGFHURTWALKINGN } };
449 static const ANIMSUBTYPE gDoubleHandledSub  = { STANDING, { RGMDBLBREATH,     BGMDBLBREATH,     RGMDBLBREATH,     RGFDBLBREATH    } };
450 
451 
InitAnimationSurfacesPerBodytype()452 void InitAnimationSurfacesPerBodytype( )
453 {
454 	INT32 cnt1, cnt2;
455 
456 	// Should be set to a non-init values
457 	for ( cnt1 = 0; cnt1 < TOTALBODYTYPES; cnt1 ++ )
458 	{
459 		for ( cnt2 = 0; cnt2 < NUMANIMATIONSTATES; cnt2 ++ )
460 		{
461 			gubAnimSurfaceIndex[cnt1][cnt2] = INVALID_ANIMATION;
462 			gubAnimSurfaceItemSubIndex[cnt1][cnt2] = INVALID_ANIMATION;
463 			gubAnimSurfaceMidWaterSubIndex[cnt1][cnt2][0] = INVALID_ANIMATION;
464 			gubAnimSurfaceMidWaterSubIndex[cnt1][cnt2][1] = INVALID_ANIMATION;
465 			gubAnimSurfaceCorpseID[cnt1][cnt2] = NO_CORPSE;
466 		}
467 	}
468 	for (auto& i : gRandomAnimDefs)
469 	{
470 		std::fill(std::begin(i), std::end(i), RANDOM_ANI_DEF{});
471 	}
472 
473 
474 	// REGULAR MALE GUY
475 	gubAnimSurfaceIndex[REGMALE][WALKING] = RGMBASICWALKING;
476 	gubAnimSurfaceIndex[REGMALE][STANDING] = RGMSTANDING;
477 	gubAnimSurfaceIndex[REGMALE][KNEEL_DOWN] = RGMCROUCHING;
478 	gubAnimSurfaceIndex[REGMALE][CROUCHING] = RGMCROUCHING;
479 	gubAnimSurfaceIndex[REGMALE][KNEEL_UP] = RGMCROUCHING;
480 	gubAnimSurfaceIndex[REGMALE][SWATTING] = RGMSNEAKING;
481 	gubAnimSurfaceIndex[REGMALE][RUNNING] = RGMRUNNING;
482 	gubAnimSurfaceIndex[REGMALE][PRONE_DOWN] = RGMPRONE;
483 	gubAnimSurfaceIndex[REGMALE][CRAWLING] = RGMPRONE;
484 	gubAnimSurfaceIndex[REGMALE][PRONE_UP] = RGMPRONE;
485 	gubAnimSurfaceIndex[REGMALE][PRONE] = RGMPRONE;
486 	gubAnimSurfaceIndex[REGMALE][READY_RIFLE_STAND] = RGMSTANDAIM;
487 	gubAnimSurfaceIndex[REGMALE][AIM_RIFLE_STAND] = RGMSTANDAIM;
488 	gubAnimSurfaceIndex[REGMALE][SHOOT_RIFLE_STAND] = RGMSTANDAIM;
489 	gubAnimSurfaceIndex[REGMALE][END_RIFLE_STAND] = RGMSTANDAIM;
490 	gubAnimSurfaceIndex[REGMALE][START_SWAT] = RGMSNEAKING;
491 	gubAnimSurfaceIndex[REGMALE][END_SWAT] = RGMSNEAKING;
492 	gubAnimSurfaceIndex[REGMALE][FLYBACK_HIT] = RGMHITHARD;
493 	gubAnimSurfaceIndex[REGMALE][READY_RIFLE_PRONE] = RGMPRONE;
494 	gubAnimSurfaceIndex[REGMALE][AIM_RIFLE_PRONE] = RGMPRONE;
495 	gubAnimSurfaceIndex[REGMALE][SHOOT_RIFLE_PRONE] = RGMPRONE;
496 	gubAnimSurfaceIndex[REGMALE][END_RIFLE_PRONE] = RGMPRONE;
497 	gubAnimSurfaceIndex[REGMALE][FALLBACK_DEATHTWICH] = RGMHITHARD;
498 	gubAnimSurfaceIndex[REGMALE][GENERIC_HIT_STAND] = RGMHITSTAND;
499 	gubAnimSurfaceIndex[REGMALE][FLYBACK_HIT_BLOOD_STAND] = RGMHITHARDBLOOD;
500 	gubAnimSurfaceIndex[REGMALE][FLYBACK_HIT_DEATH] = RGMHITHARD;
501 	gubAnimSurfaceIndex[REGMALE][READY_RIFLE_CROUCH] = RGMCROUCHAIM;
502 	gubAnimSurfaceIndex[REGMALE][AIM_RIFLE_CROUCH] = RGMCROUCHAIM;
503 	gubAnimSurfaceIndex[REGMALE][SHOOT_RIFLE_CROUCH] = RGMCROUCHAIM;
504 	gubAnimSurfaceIndex[REGMALE][END_RIFLE_CROUCH] = RGMCROUCHAIM;
505 	gubAnimSurfaceIndex[REGMALE][FALLBACK_HIT_STAND] = RGMHITFALLBACK;
506 	gubAnimSurfaceIndex[REGMALE][ROLLOVER] = RGMROLLOVER;
507 	gubAnimSurfaceIndex[REGMALE][CLIMBUPROOF] = RGMCLIMBROOF;
508 	gubAnimSurfaceIndex[REGMALE][FALLOFF] = RGMFALL;
509 	gubAnimSurfaceIndex[REGMALE][GETUP_FROM_ROLLOVER] = RGMPRONE;
510 	gubAnimSurfaceIndex[REGMALE][CLIMBDOWNROOF] = RGMCLIMBROOF;
511 	gubAnimSurfaceIndex[REGMALE][FALLFORWARD_ROOF] = RGMFALLF;
512 	gubAnimSurfaceIndex[REGMALE][GENERIC_HIT_DEATHTWITCHNB] = RGMHITSTAND;
513 	gubAnimSurfaceIndex[REGMALE][GENERIC_HIT_DEATHTWITCHB] = RGMHITSTAND;
514 	gubAnimSurfaceIndex[REGMALE][FALLBACK_HIT_DEATHTWITCHNB] = RGMHITFALLBACK;
515 	gubAnimSurfaceIndex[REGMALE][FALLBACK_HIT_DEATHTWITCHB] = RGMHITFALLBACK;
516 	gubAnimSurfaceIndex[REGMALE][GENERIC_HIT_DEATH] = RGMHITSTAND;
517 	gubAnimSurfaceIndex[REGMALE][FALLBACK_HIT_DEATH] = RGMHITFALLBACK;
518 	gubAnimSurfaceIndex[REGMALE][GENERIC_HIT_CROUCH] = RGMHITCROUCH;
519 	gubAnimSurfaceIndex[REGMALE][STANDING_BURST] = RGMSTANDAIM;
520 	gubAnimSurfaceIndex[REGMALE][STANDING_BURST_HIT] = RGMHITHARD;
521 	gubAnimSurfaceIndex[REGMALE][GENERIC_HIT_DEATH] = RGMHITSTAND;
522 	gubAnimSurfaceIndex[REGMALE][FALLFORWARD_FROMHIT_STAND] = RGMHITSTAND;
523 	gubAnimSurfaceIndex[REGMALE][FALLFORWARD_FROMHIT_STAND] = RGMHITSTAND;
524 	gubAnimSurfaceIndex[REGMALE][FALLFORWARD_FROMHIT_CROUCH] = RGMHITCROUCH;
525 	gubAnimSurfaceIndex[REGMALE][ENDFALLFORWARD_FROMHIT_CROUCH] = RGMHITSTAND;
526 	gubAnimSurfaceIndex[REGMALE][GENERIC_HIT_PRONE] = RGMHITPRONE;
527 	gubAnimSurfaceIndex[REGMALE][PRONE_HIT_DEATH] = RGMHITPRONE;
528 	gubAnimSurfaceIndex[REGMALE][PRONE_LAY_FROMHIT] = RGMHITPRONE;
529 	gubAnimSurfaceIndex[REGMALE][PRONE_HIT_DEATHTWITCHNB] = RGMHITPRONE;
530 	gubAnimSurfaceIndex[REGMALE][PRONE_HIT_DEATHTWITCHB] = RGMHITPRONE;
531 	gubAnimSurfaceIndex[REGMALE][FLYBACK_HITDEATH_STOP] = RGMHITHARD;
532 	gubAnimSurfaceIndex[REGMALE][FALLFORWARD_HITDEATH_STOP] = RGMHITSTAND;
533 	gubAnimSurfaceIndex[REGMALE][FALLBACK_HITDEATH_STOP] = RGMHITFALLBACK;
534 	gubAnimSurfaceIndex[REGMALE][PRONE_HITDEATH_STOP] = RGMHITPRONE;
535 	gubAnimSurfaceIndex[REGMALE][FLYBACKHIT_STOP] = RGMHITHARD;
536 	gubAnimSurfaceIndex[REGMALE][FALLBACKHIT_STOP] = RGMHITFALLBACK;
537 	gubAnimSurfaceIndex[REGMALE][FALLOFF_STOP] = RGMFALL;
538 	gubAnimSurfaceIndex[REGMALE][FALLOFF_FORWARD_STOP] = RGMFALLF;
539 	gubAnimSurfaceIndex[REGMALE][STAND_FALLFORWARD_STOP] = RGMHITSTAND;
540 	gubAnimSurfaceIndex[REGMALE][PRONE_LAYFROMHIT_STOP] = RGMHITPRONE;
541 	gubAnimSurfaceIndex[REGMALE][HOPFENCE] = RGMHOPFENCE;
542 	gubAnimSurfaceIndex[REGMALE][PUNCH_BREATH] = RGMPUNCH;
543 	gubAnimSurfaceIndex[REGMALE][PUNCH] = RGMPUNCH;
544 	gubAnimSurfaceIndex[REGMALE][NOTHING_STAND] = RGMNOTHING_STD;
545 	gubAnimSurfaceIndex[REGMALE][JFK_HITDEATH] = RGMDIE_JFK;
546 	gubAnimSurfaceIndex[REGMALE][JFK_HITDEATH_STOP] = RGMDIE_JFK;
547 	gubAnimSurfaceIndex[REGMALE][JFK_HITDEATH_TWITCHB] = RGMDIE_JFK;
548 	gubAnimSurfaceIndex[REGMALE][FIRE_STAND_BURST_SPREAD] = RGMSTANDAIM;
549 	gubAnimSurfaceIndex[REGMALE][FALLOFF_DEATH] = RGMFALL;
550 	gubAnimSurfaceIndex[REGMALE][FALLOFF_DEATH_STOP] = RGMFALL;
551 	gubAnimSurfaceIndex[REGMALE][FALLOFF_TWITCHB] = RGMFALL;
552 	gubAnimSurfaceIndex[REGMALE][FALLOFF_TWITCHNB] = RGMFALL;
553 	gubAnimSurfaceIndex[REGMALE][FALLOFF_FORWARD_DEATH] = RGMFALLF;
554 	gubAnimSurfaceIndex[REGMALE][FALLOFF_FORWARD_DEATH_STOP] = RGMFALLF;
555 	gubAnimSurfaceIndex[REGMALE][FALLOFF_FORWARD_TWITCHB] = RGMFALLF;
556 	gubAnimSurfaceIndex[REGMALE][FALLOFF_FORWARD_TWITCHNB] = RGMFALLF;
557 	gubAnimSurfaceIndex[REGMALE][OPEN_DOOR] = RGMOPEN;
558 	gubAnimSurfaceIndex[REGMALE][OPEN_STRUCT] = RGMOPEN;
559 	gubAnimSurfaceIndex[REGMALE][PICKUP_ITEM] = RGMPICKUP;
560 	gubAnimSurfaceIndex[REGMALE][DROP_ITEM] = RGMPICKUP;
561 	gubAnimSurfaceIndex[REGMALE][SLICE] = RGMSLICE;
562 	gubAnimSurfaceIndex[REGMALE][STAB] = RGMSTAB;
563 	gubAnimSurfaceIndex[REGMALE][CROUCH_STAB] = RGMCSTAB;
564 	gubAnimSurfaceIndex[REGMALE][START_AID] = RGMMEDIC;
565 	gubAnimSurfaceIndex[REGMALE][GIVING_AID] = RGMMEDIC;
566 	gubAnimSurfaceIndex[REGMALE][END_AID] = RGMMEDIC;
567 	gubAnimSurfaceIndex[REGMALE][DODGE_ONE] = RGMDODGE;
568 	gubAnimSurfaceIndex[REGMALE][READY_DUAL_STAND] = RGMSTANDDWALAIM;
569 	gubAnimSurfaceIndex[REGMALE][AIM_DUAL_STAND] = RGMSTANDDWALAIM;
570 	gubAnimSurfaceIndex[REGMALE][SHOOT_DUAL_STAND] = RGMSTANDDWALAIM;
571 	gubAnimSurfaceIndex[REGMALE][END_DUAL_STAND] = RGMSTANDDWALAIM;
572 	gubAnimSurfaceIndex[REGMALE][RAISE_RIFLE] = RGMRAISE;
573 	gubAnimSurfaceIndex[REGMALE][LOWER_RIFLE] = RGMRAISE;
574 	gubAnimSurfaceIndex[REGMALE][BODYEXPLODING] = BODYEXPLODE;
575 	gubAnimSurfaceIndex[REGMALE][THROW_ITEM] = RGMTHROW;
576 	gubAnimSurfaceIndex[REGMALE][LOB_ITEM] = RGMLOB;
577 	gubAnimSurfaceIndex[REGMALE][CROUCHED_BURST] = RGMCROUCHAIM;
578 	gubAnimSurfaceIndex[REGMALE][PRONE_BURST] = RGMPRONE;
579 	gubAnimSurfaceIndex[REGMALE][GIVE_ITEM] = RGMOPEN;
580 	gubAnimSurfaceIndex[REGMALE][CLIMB_CLIFF] = RGMMCLIMB;
581 	gubAnimSurfaceIndex[REGMALE][CLIMB_CLIFF] = RGMMCLIMB;
582 	gubAnimSurfaceIndex[REGMALE][WATER_HIT] = RGMWATER_DIE;
583 	gubAnimSurfaceIndex[REGMALE][WATER_DIE] = RGMWATER_DIE;
584 	gubAnimSurfaceIndex[REGMALE][WATER_DIE_STOP] = RGMWATER_DIE;
585 	gubAnimSurfaceIndex[REGMALE][HELIDROP] = RGMHELIDROP;
586 	gubAnimSurfaceIndex[REGMALE][FEM_LOOK] = RGM_LOOK;
587 	gubAnimSurfaceIndex[REGMALE][REG_SQUISH] = RGM_SQUISH;
588 	gubAnimSurfaceIndex[REGMALE][REG_PULL] = RGM_PULL;
589 	gubAnimSurfaceIndex[REGMALE][REG_SPIT] = RGM_SPIT;
590 	gubAnimSurfaceIndex[REGMALE][NINJA_GOTOBREATH] = RGMLOWKICK;
591 	gubAnimSurfaceIndex[REGMALE][NINJA_BREATH] = RGMLOWKICK;
592 	gubAnimSurfaceIndex[REGMALE][NINJA_LOWKICK] = RGMLOWKICK;
593 	gubAnimSurfaceIndex[REGMALE][NINJA_PUNCH] = RGMNPUNCH;
594 	gubAnimSurfaceIndex[REGMALE][NINJA_SPINKICK] = RGMSPINKICK;
595 	gubAnimSurfaceIndex[REGMALE][END_OPEN_DOOR] = RGMOPEN;
596 	gubAnimSurfaceIndex[REGMALE][END_OPEN_LOCKED_DOOR] = RGMOPEN;
597 	gubAnimSurfaceIndex[REGMALE][KICK_DOOR] = RGMKICKDOOR;
598 	gubAnimSurfaceIndex[REGMALE][CLOSE_DOOR] = RGMOPEN;
599 	gubAnimSurfaceIndex[REGMALE][RIFLE_STAND_HIT] = RGMRHIT;
600 	gubAnimSurfaceIndex[REGMALE][DEEP_WATER_TRED] = RGMDEEPWATER_TRED;
601 	gubAnimSurfaceIndex[REGMALE][DEEP_WATER_SWIM] = RGMDEEPWATER_SWIM;
602 	gubAnimSurfaceIndex[REGMALE][DEEP_WATER_HIT] = RGMDEEPWATER_DIE;
603 	gubAnimSurfaceIndex[REGMALE][DEEP_WATER_DIE] = RGMDEEPWATER_DIE;
604 	gubAnimSurfaceIndex[REGMALE][DEEP_WATER_DIE_STOPPING] = RGMWATER_DIE;
605 	gubAnimSurfaceIndex[REGMALE][DEEP_WATER_DIE_STOP] = RGMWATER_DIE;
606 	gubAnimSurfaceIndex[REGMALE][LOW_TO_DEEP_WATER] = RGMWATER_TRANS;
607 	gubAnimSurfaceIndex[REGMALE][DEEP_TO_LOW_WATER] = RGMWATER_TRANS;
608 	gubAnimSurfaceIndex[REGMALE][GOTO_SLEEP] = RGMSLEEP;
609 	gubAnimSurfaceIndex[REGMALE][SLEEPING] = RGMSLEEP;
610 	gubAnimSurfaceIndex[REGMALE][WKAEUP_FROM_SLEEP] = RGMSLEEP;
611 	gubAnimSurfaceIndex[REGMALE][FIRE_LOW_STAND] = RGMSHOOT_LOW;
612 	gubAnimSurfaceIndex[REGMALE][FIRE_BURST_LOW_STAND] = RGMSHOOT_LOW;
613 	gubAnimSurfaceIndex[REGMALE][STANDING_SHOOT_UNJAM] = RGMSTANDAIM;
614 	gubAnimSurfaceIndex[REGMALE][CROUCH_SHOOT_UNJAM] = RGMCROUCHAIM;
615 	gubAnimSurfaceIndex[REGMALE][PRONE_SHOOT_UNJAM] = RGMPRONE;
616 	gubAnimSurfaceIndex[REGMALE][STANDING_SHOOT_DWEL_UNJAM] = RGMSTANDDWALAIM;
617 	gubAnimSurfaceIndex[REGMALE][STANDING_SHOOT_LOW_UNJAM] = RGMSHOOT_LOW;
618 	gubAnimSurfaceIndex[REGMALE][READY_DUAL_CROUCH] = RGMCDBLSHOT;
619 	gubAnimSurfaceIndex[REGMALE][AIM_DUAL_CROUCH] = RGMCDBLSHOT;
620 	gubAnimSurfaceIndex[REGMALE][SHOOT_DUAL_CROUCH] = RGMCDBLSHOT;
621 	gubAnimSurfaceIndex[REGMALE][END_DUAL_CROUCH] = RGMCDBLSHOT;
622 	gubAnimSurfaceIndex[REGMALE][CROUCH_SHOOT_DWEL_UNJAM] = RGMCDBLSHOT;
623 	gubAnimSurfaceIndex[REGMALE][ADJACENT_GET_ITEM] = RGMOPEN;
624 	gubAnimSurfaceIndex[REGMALE][CUTTING_FENCE] = RGMMEDIC;
625 	gubAnimSurfaceIndex[REGMALE][FROM_INJURED_TRANSITION] = RGMHURTTRANS;
626 	gubAnimSurfaceIndex[REGMALE][THROW_KNIFE] = RGMTHROWKNIFE;
627 	gubAnimSurfaceIndex[REGMALE][KNIFE_BREATH] = RGMBREATHKNIFE;
628 	gubAnimSurfaceIndex[REGMALE][KNIFE_GOTOBREATH] = RGMBREATHKNIFE;
629 	gubAnimSurfaceIndex[REGMALE][KNIFE_ENDBREATH] = RGMBREATHKNIFE;
630 	gubAnimSurfaceIndex[REGMALE][CATCH_STANDING] = RGMOPEN;
631 	gubAnimSurfaceIndex[REGMALE][CATCH_CROUCHED] = RGMMEDIC;
632 	gubAnimSurfaceIndex[REGMALE][PLANT_BOMB] = RGMPICKUP;
633 	gubAnimSurfaceIndex[REGMALE][USE_REMOTE] = RGMOPEN;
634 	gubAnimSurfaceIndex[REGMALE][START_COWER] = RGMCOWER;
635 	gubAnimSurfaceIndex[REGMALE][COWERING] = RGMCOWER;
636 	gubAnimSurfaceIndex[REGMALE][END_COWER] = RGMCOWER;
637 	gubAnimSurfaceIndex[REGMALE][STEAL_ITEM] = RGMOPEN;
638 	gubAnimSurfaceIndex[REGMALE][SHOOT_ROCKET] = RGMROCKET;
639 	gubAnimSurfaceIndex[REGMALE][SHOOT_MORTAR] = RGMMORTAR;
640 	gubAnimSurfaceIndex[REGMALE][SIDE_STEP] = RGMSIDESTEP;
641 	gubAnimSurfaceIndex[REGMALE][WALK_BACKWARDS] = RGMBASICWALKING;
642 	gubAnimSurfaceIndex[REGMALE][BEGIN_OPENSTRUCT] = RGMOPEN;
643 	gubAnimSurfaceIndex[REGMALE][END_OPENSTRUCT] = RGMOPEN;
644 	gubAnimSurfaceIndex[REGMALE][END_OPENSTRUCT_LOCKED] = RGMOPEN;
645 	gubAnimSurfaceIndex[REGMALE][PUNCH_LOW] = RGMPUNCHLOW;
646 	gubAnimSurfaceIndex[REGMALE][PISTOL_SHOOT_LOW] = RGMPISTOLSHOOTLOW;
647 	gubAnimSurfaceIndex[REGMALE][DECAPITATE] = RGMCSTAB;
648 	gubAnimSurfaceIndex[REGMALE][GOTO_PATIENT] = RGMHITPRONE;
649 	gubAnimSurfaceIndex[REGMALE][BEING_PATIENT] = RGMHITPRONE;
650 	gubAnimSurfaceIndex[REGMALE][GOTO_DOCTOR] = RGMMEDIC;
651 	gubAnimSurfaceIndex[REGMALE][BEING_DOCTOR] = RGMMEDIC;
652 	gubAnimSurfaceIndex[REGMALE][END_DOCTOR] = RGMMEDIC;
653 	gubAnimSurfaceIndex[REGMALE][GOTO_REPAIRMAN] = RGMMEDIC;
654 	gubAnimSurfaceIndex[REGMALE][BEING_REPAIRMAN] = RGMMEDIC;
655 	gubAnimSurfaceIndex[REGMALE][END_REPAIRMAN] = RGMMEDIC;
656 	gubAnimSurfaceIndex[REGMALE][FALL_INTO_PIT] = RGMFALL;
657 	gubAnimSurfaceIndex[REGMALE][RELOAD_ROBOT] = RGMMEDIC;
658 	gubAnimSurfaceIndex[REGMALE][END_CATCH] = RGMOPEN;
659 	gubAnimSurfaceIndex[REGMALE][END_CROUCH_CATCH] = RGMMEDIC;
660 	gubAnimSurfaceIndex[REGMALE][AI_RADIO] = RGMRADIO;
661 	gubAnimSurfaceIndex[REGMALE][AI_CR_RADIO] = RGMCRRADIO;
662 	gubAnimSurfaceIndex[REGMALE][SLAP_HIT] = RGMHITSTAND;
663 	gubAnimSurfaceIndex[REGMALE][TAKE_BLOOD_FROM_CORPSE] = RGMMEDIC;
664 	gubAnimSurfaceIndex[REGMALE][CHARIOTS_OF_FIRE] = RGMBURN;
665 	gubAnimSurfaceIndex[REGMALE][AI_PULL_SWITCH] = RGMOPEN;
666 	gubAnimSurfaceIndex[REGMALE][MERC_HURT_IDLE_ANIM] = RGMHURTSTANDINGR;
667 	gubAnimSurfaceIndex[REGMALE][END_HURT_WALKING] = RGMHURTSTANDINGR;
668 	gubAnimSurfaceIndex[REGMALE][PASS_OBJECT] = RGMOPEN;
669 	gubAnimSurfaceIndex[REGMALE][DROP_ADJACENT_OBJECT] = RGMOPEN;
670 	gubAnimSurfaceIndex[REGMALE][READY_DUAL_PRONE] = RGMDWPRONE;
671 	gubAnimSurfaceIndex[REGMALE][AIM_DUAL_PRONE] = RGMDWPRONE;
672 	gubAnimSurfaceIndex[REGMALE][SHOOT_DUAL_PRONE] = RGMDWPRONE;
673 	gubAnimSurfaceIndex[REGMALE][END_DUAL_PRONE] = RGMDWPRONE;
674 	gubAnimSurfaceIndex[REGMALE][PRONE_SHOOT_DWEL_UNJAM] = RGMDWPRONE;
675 	gubAnimSurfaceIndex[REGMALE][PICK_LOCK] = RGMOPEN;
676 	gubAnimSurfaceIndex[REGMALE][OPEN_DOOR_CROUCHED] = RGMMEDIC;
677 	gubAnimSurfaceIndex[REGMALE][BEGIN_OPENSTRUCT_CROUCHED] = RGMMEDIC;
678 	gubAnimSurfaceIndex[REGMALE][CLOSE_DOOR_CROUCHED] = RGMMEDIC;
679 	gubAnimSurfaceIndex[REGMALE][OPEN_STRUCT_CROUCHED] = RGMMEDIC;
680 	gubAnimSurfaceIndex[REGMALE][END_OPEN_DOOR_CROUCHED] = RGMMEDIC;
681 	gubAnimSurfaceIndex[REGMALE][END_OPENSTRUCT_CROUCHED] = RGMMEDIC;
682 	gubAnimSurfaceIndex[REGMALE][END_OPEN_LOCKED_DOOR_CROUCHED] = RGMMEDIC;
683 	gubAnimSurfaceIndex[REGMALE][END_OPENSTRUCT_LOCKED_CROUCHED] = RGMMEDIC;
684 	gubAnimSurfaceIndex[REGMALE][DRUNK_IDLE] = RGMDRUNK;
685 	gubAnimSurfaceIndex[REGMALE][CROWBAR_ATTACK] = RGMCROWBAR;
686 	gubAnimSurfaceIndex[REGMALE][CRIPPLE_KICKOUT] = CRIPCIVKICK;
687 	gubAnimSurfaceIndex[REGMALE][ATTACH_CAN_TO_STRING] = RGMMEDIC;
688 	gubAnimSurfaceIndex[REGMALE][SWAT_BACKWARDS] = RGMSNEAKING;
689 	gubAnimSurfaceIndex[REGMALE][JUMP_OVER_BLOCKING_PERSON] = RGMJUMPOVER;
690 	gubAnimSurfaceIndex[REGMALE][REFUEL_VEHICLE] = RGMMEDIC;
691 	gubAnimSurfaceIndex[REGMALE][LOCKPICK_CROUCHED] = RGMMEDIC;
692 
693 
694 	gubAnimSurfaceMidWaterSubIndex[REGMALE][STANDING][0] = RGMWATER_R_STD;
695 	gubAnimSurfaceMidWaterSubIndex[REGMALE][WALKING][0] = RGMWATER_R_WALK;
696 	gubAnimSurfaceMidWaterSubIndex[REGMALE][RUNNING][0] = RGMWATER_R_WALK;
697 	gubAnimSurfaceMidWaterSubIndex[REGMALE][READY_RIFLE_STAND][0] = RGMWATER_R_AIM;
698 	gubAnimSurfaceMidWaterSubIndex[REGMALE][AIM_RIFLE_STAND][0] = RGMWATER_R_AIM;
699 	gubAnimSurfaceMidWaterSubIndex[REGMALE][SHOOT_RIFLE_STAND][0] = RGMWATER_R_AIM;
700 	gubAnimSurfaceMidWaterSubIndex[REGMALE][END_RIFLE_STAND][0] = RGMWATER_R_AIM;
701 	gubAnimSurfaceMidWaterSubIndex[REGMALE][STANDING_BURST][0] = RGMWATER_R_AIM;
702 	gubAnimSurfaceMidWaterSubIndex[REGMALE][FIRE_STAND_BURST_SPREAD][0] = RGMWATER_R_AIM;
703 	gubAnimSurfaceMidWaterSubIndex[REGMALE][STANDING][1] = RGMWATER_N_STD;
704 	gubAnimSurfaceMidWaterSubIndex[REGMALE][WALKING][1] = RGMWATER_N_WALK;
705 	gubAnimSurfaceMidWaterSubIndex[REGMALE][RUNNING][1] = RGMWATER_N_WALK;
706 	gubAnimSurfaceMidWaterSubIndex[REGMALE][READY_RIFLE_STAND][1] = RGMWATER_N_AIM;
707 	gubAnimSurfaceMidWaterSubIndex[REGMALE][AIM_RIFLE_STAND][1] = RGMWATER_N_AIM;
708 	gubAnimSurfaceMidWaterSubIndex[REGMALE][SHOOT_RIFLE_STAND][1] = RGMWATER_N_AIM;
709 	gubAnimSurfaceMidWaterSubIndex[REGMALE][END_RIFLE_STAND][1] = RGMWATER_N_AIM;
710 	gubAnimSurfaceMidWaterSubIndex[REGMALE][STANDING_BURST][1] = RGMWATER_N_AIM;
711 	gubAnimSurfaceMidWaterSubIndex[REGMALE][FIRE_STAND_BURST_SPREAD][1] = RGMWATER_N_AIM;
712 	gubAnimSurfaceMidWaterSubIndex[REGMALE][READY_DUAL_STAND][1] = RGMWATER_DBLSHT;
713 	gubAnimSurfaceMidWaterSubIndex[REGMALE][AIM_DUAL_STAND][1] = RGMWATER_DBLSHT;
714 	gubAnimSurfaceMidWaterSubIndex[REGMALE][SHOOT_DUAL_STAND][1] = RGMWATER_DBLSHT;
715 	gubAnimSurfaceMidWaterSubIndex[REGMALE][END_DUAL_STAND][1] = RGMWATER_DBLSHT;
716 	gubAnimSurfaceMidWaterSubIndex[REGMALE][STANDING_SHOOT_UNJAM][0] = RGMWATER_R_AIM;
717 	gubAnimSurfaceMidWaterSubIndex[REGMALE][STANDING_SHOOT_UNJAM][1] = RGMWATER_N_AIM;
718 	gubAnimSurfaceMidWaterSubIndex[REGMALE][THROW_ITEM][0] = RGMWATERTHROW;
719 	gubAnimSurfaceMidWaterSubIndex[REGMALE][THROW_ITEM][1] = RGMWATERTHROW;
720 	gubAnimSurfaceMidWaterSubIndex[REGMALE][LOB_ITEM][0] = RGMWATERTHROW;
721 	gubAnimSurfaceMidWaterSubIndex[REGMALE][LOB_ITEM][1] = RGMWATERTHROW;
722 
723 
724 	//Setup some random stuff
725 	gRandomAnimDefs[REGMALE][0].ubHandRestriction = RANDOM_ANIM_RIFLEINHAND;
726 	gRandomAnimDefs[REGMALE][0].sAnimID = REG_SPIT;
727 	gRandomAnimDefs[REGMALE][0].ubStartRoll = 0;
728 	gRandomAnimDefs[REGMALE][0].ubEndRoll = 3;
729 	gRandomAnimDefs[REGMALE][0].ubFlags = RANDOM_ANIM_CASUAL;
730 	gRandomAnimDefs[REGMALE][0].ubAnimHeight = ANIM_STAND;
731 
732 	gRandomAnimDefs[REGMALE][1].ubHandRestriction = RANDOM_ANIM_NOTHINGINHAND;
733 	gRandomAnimDefs[REGMALE][1].sAnimID = REG_SQUISH;
734 	gRandomAnimDefs[REGMALE][1].ubStartRoll = 10;
735 	gRandomAnimDefs[REGMALE][1].ubEndRoll = 13;
736 	gRandomAnimDefs[REGMALE][1].ubFlags = RANDOM_ANIM_CASUAL;
737 	gRandomAnimDefs[REGMALE][1].ubAnimHeight = ANIM_STAND;
738 
739 	gRandomAnimDefs[REGMALE][2].ubHandRestriction = RANDOM_ANIM_RIFLEINHAND;
740 	gRandomAnimDefs[REGMALE][2].sAnimID = FEM_LOOK;
741 	gRandomAnimDefs[REGMALE][2].ubStartRoll = 20;
742 	gRandomAnimDefs[REGMALE][2].ubEndRoll = 23;
743 	gRandomAnimDefs[REGMALE][2].ubFlags = 0;
744 	gRandomAnimDefs[REGMALE][2].ubAnimHeight = ANIM_STAND;
745 
746 	gRandomAnimDefs[REGMALE][3].ubHandRestriction = RANDOM_ANIM_NOTHINGINHAND;
747 	gRandomAnimDefs[REGMALE][3].sAnimID = REG_PULL;
748 	gRandomAnimDefs[REGMALE][3].ubStartRoll = 30;
749 	gRandomAnimDefs[REGMALE][3].ubEndRoll = 33;
750 	gRandomAnimDefs[REGMALE][3].ubFlags = 0;
751 	gRandomAnimDefs[REGMALE][3].ubAnimHeight = ANIM_STAND;
752 
753 	gRandomAnimDefs[REGMALE][4].ubHandRestriction = RANDOM_ANIM_IRRELEVENTINHAND;
754 	gRandomAnimDefs[REGMALE][4].sAnimID = MERC_HURT_IDLE_ANIM;
755 	gRandomAnimDefs[REGMALE][4].ubStartRoll = 40;
756 	gRandomAnimDefs[REGMALE][4].ubEndRoll = 100;
757 	gRandomAnimDefs[REGMALE][4].ubFlags = RANDOM_ANIM_INJURED;
758 	gRandomAnimDefs[REGMALE][4].ubAnimHeight = ANIM_STAND;
759 
760 	gRandomAnimDefs[REGMALE][5].ubHandRestriction = RANDOM_ANIM_IRRELEVENTINHAND;
761 	gRandomAnimDefs[REGMALE][5].sAnimID = DRUNK_IDLE;
762 	gRandomAnimDefs[REGMALE][5].ubStartRoll = 40;
763 	gRandomAnimDefs[REGMALE][5].ubEndRoll = 100;
764 	gRandomAnimDefs[REGMALE][5].ubFlags = RANDOM_ANIM_DRUNK;
765 	gRandomAnimDefs[REGMALE][5].ubAnimHeight = ANIM_STAND;
766 
767 
768 	gubAnimSurfaceItemSubIndex[REGMALE][STANDING] = RGMPISTOLBREATH;
769 	gubAnimSurfaceItemSubIndex[REGMALE][WALKING] = RGMNOTHING_WALK;
770 	gubAnimSurfaceItemSubIndex[REGMALE][RUNNING] = RGMNOTHING_RUN;
771 	gubAnimSurfaceItemSubIndex[REGMALE][SWATTING] = RGMNOTHING_SWAT;
772 	gubAnimSurfaceItemSubIndex[REGMALE][START_SWAT] = RGMNOTHING_SWAT;
773 	gubAnimSurfaceItemSubIndex[REGMALE][END_SWAT] = RGMNOTHING_SWAT;
774 	gubAnimSurfaceItemSubIndex[REGMALE][KNEEL_DOWN] = RGMNOTHING_CROUCH;
775 	gubAnimSurfaceItemSubIndex[REGMALE][CROUCHING] = RGMNOTHING_CROUCH;
776 	gubAnimSurfaceItemSubIndex[REGMALE][KNEEL_UP] = RGMNOTHING_CROUCH;
777 	gubAnimSurfaceItemSubIndex[REGMALE][READY_RIFLE_STAND] = RGMHANDGUN_S_SHOT;
778 	gubAnimSurfaceItemSubIndex[REGMALE][AIM_RIFLE_STAND] = RGMHANDGUN_S_SHOT;
779 	gubAnimSurfaceItemSubIndex[REGMALE][SHOOT_RIFLE_STAND] = RGMHANDGUN_S_SHOT;
780 	gubAnimSurfaceItemSubIndex[REGMALE][END_RIFLE_STAND] = RGMHANDGUN_S_SHOT;
781 	gubAnimSurfaceItemSubIndex[REGMALE][STANDING_BURST] = RGMHANDGUN_S_SHOT;
782 	gubAnimSurfaceItemSubIndex[REGMALE][FIRE_STAND_BURST_SPREAD] = RGMHANDGUN_S_SHOT;
783 	gubAnimSurfaceItemSubIndex[REGMALE][READY_RIFLE_CROUCH] = RGMHANDGUN_C_SHOT;
784 	gubAnimSurfaceItemSubIndex[REGMALE][AIM_RIFLE_CROUCH] = RGMHANDGUN_C_SHOT;
785 	gubAnimSurfaceItemSubIndex[REGMALE][SHOOT_RIFLE_CROUCH] = RGMHANDGUN_C_SHOT;
786 	gubAnimSurfaceItemSubIndex[REGMALE][END_RIFLE_CROUCH] = RGMHANDGUN_C_SHOT;
787 	gubAnimSurfaceItemSubIndex[REGMALE][PRONE_DOWN] = RGMHANDGUN_PRONE;
788 	gubAnimSurfaceItemSubIndex[REGMALE][CRAWLING] = RGMHANDGUN_PRONE;
789 	gubAnimSurfaceItemSubIndex[REGMALE][PRONE_UP] = RGMHANDGUN_PRONE;
790 	gubAnimSurfaceItemSubIndex[REGMALE][PRONE] = RGMHANDGUN_PRONE;
791 	gubAnimSurfaceItemSubIndex[REGMALE][READY_RIFLE_PRONE] = RGMHANDGUN_PRONE;
792 	gubAnimSurfaceItemSubIndex[REGMALE][AIM_RIFLE_PRONE] = RGMHANDGUN_PRONE;
793 	gubAnimSurfaceItemSubIndex[REGMALE][SHOOT_RIFLE_PRONE] = RGMHANDGUN_PRONE;
794 	gubAnimSurfaceItemSubIndex[REGMALE][END_RIFLE_PRONE] = RGMHANDGUN_PRONE;
795 	gubAnimSurfaceItemSubIndex[REGMALE][GETUP_FROM_ROLLOVER] = RGMHANDGUN_PRONE;
796 	gubAnimSurfaceItemSubIndex[REGMALE][STANDING_SHOOT_UNJAM] = RGMHANDGUN_S_SHOT;
797 	gubAnimSurfaceItemSubIndex[REGMALE][CROUCH_SHOOT_UNJAM] = RGMHANDGUN_C_SHOT;
798 	gubAnimSurfaceItemSubIndex[REGMALE][PRONE_SHOOT_UNJAM] = RGMHANDGUN_PRONE;
799 	gubAnimSurfaceItemSubIndex[REGMALE][FIRE_BURST_LOW_STAND] = RGMPISTOLSHOOTLOW;
800 	gubAnimSurfaceItemSubIndex[REGMALE][FIRE_LOW_STAND] = RGMPISTOLSHOOTLOW;
801 	gubAnimSurfaceItemSubIndex[REGMALE][CROUCHED_BURST] = RGMHANDGUN_C_SHOT;
802 	gubAnimSurfaceItemSubIndex[REGMALE][PRONE_BURST] = RGMHANDGUN_PRONE;
803 	gubAnimSurfaceItemSubIndex[REGMALE][MERC_HURT_IDLE_ANIM] = RGMHURTSTANDINGN;
804 	gubAnimSurfaceItemSubIndex[REGMALE][END_HURT_WALKING] = RGMHURTSTANDINGN;
805 	gubAnimSurfaceItemSubIndex[REGMALE][WALK_BACKWARDS] = RGMNOTHING_WALK;
806 	gubAnimSurfaceItemSubIndex[REGMALE][DRUNK_IDLE] = RGMPISTOLDRUNK;
807 
808 
809 	gubAnimSurfaceCorpseID[REGMALE][GENERIC_HIT_DEATH] = SMERC_FWD;
810 	gubAnimSurfaceCorpseID[REGMALE][FALLBACK_HIT_DEATH] = SMERC_BCK;
811 	gubAnimSurfaceCorpseID[REGMALE][PRONE_HIT_DEATH] = SMERC_PRN;
812 	gubAnimSurfaceCorpseID[REGMALE][WATER_DIE] = SMERC_WTR;
813 	gubAnimSurfaceCorpseID[REGMALE][FLYBACK_HIT_DEATH] = SMERC_DHD;
814 	gubAnimSurfaceCorpseID[REGMALE][JFK_HITDEATH] = SMERC_JFK;
815 	gubAnimSurfaceCorpseID[REGMALE][FALLOFF_DEATH] = SMERC_FALL;
816 	gubAnimSurfaceCorpseID[REGMALE][FALLOFF_FORWARD_DEATH] = SMERC_FALLF;
817 	gubAnimSurfaceCorpseID[REGMALE][FLYBACK_HIT] = SMERC_DHD;
818 	gubAnimSurfaceCorpseID[REGMALE][GENERIC_HIT_DEATHTWITCHNB] = SMERC_FWD;
819 	gubAnimSurfaceCorpseID[REGMALE][FALLFORWARD_FROMHIT_STAND] = SMERC_FWD;
820 	gubAnimSurfaceCorpseID[REGMALE][ENDFALLFORWARD_FROMHIT_CROUCH] = SMERC_FWD;
821 	gubAnimSurfaceCorpseID[REGMALE][FALLBACK_HIT_STAND] = SMERC_BCK;
822 	gubAnimSurfaceCorpseID[REGMALE][FALLBACK_HIT_DEATHTWITCHNB] = SMERC_BCK;
823 	gubAnimSurfaceCorpseID[REGMALE][PRONE_HIT_DEATHTWITCHNB] = SMERC_PRN;
824 	gubAnimSurfaceCorpseID[REGMALE][PRONE_LAY_FROMHIT] = SMERC_PRN;
825 	gubAnimSurfaceCorpseID[REGMALE][FALLOFF] = SMERC_FALLF;
826 	gubAnimSurfaceCorpseID[REGMALE][FALLFORWARD_ROOF] = SMERC_FALL;
827 	gubAnimSurfaceCorpseID[REGMALE][FLYBACKHIT_STOP] = SMERC_DHD;
828 	gubAnimSurfaceCorpseID[REGMALE][STAND_FALLFORWARD_STOP] = SMERC_FWD;
829 	gubAnimSurfaceCorpseID[REGMALE][FALLBACKHIT_STOP] = SMERC_BCK;
830 	gubAnimSurfaceCorpseID[REGMALE][PRONE_LAYFROMHIT_STOP] = SMERC_PRN;
831 	gubAnimSurfaceCorpseID[REGMALE][CHARIOTS_OF_FIRE] = BURNT_DEAD;
832 	gubAnimSurfaceCorpseID[REGMALE][BODYEXPLODING] = EXPLODE_DEAD;
833 
834 
835 	// BIG MALE GUY
836 	gubAnimSurfaceIndex[BIGMALE][WALKING] = BGMWALKING;
837 	gubAnimSurfaceIndex[BIGMALE][STANDING] = BGMSTANDING;
838 	gubAnimSurfaceIndex[BIGMALE][KNEEL_DOWN] = BGMCROUCHING;
839 	gubAnimSurfaceIndex[BIGMALE][CROUCHING] = BGMCROUCHING;
840 	gubAnimSurfaceIndex[BIGMALE][KNEEL_UP] = BGMCROUCHING;
841 	gubAnimSurfaceIndex[BIGMALE][SWATTING] = BGMSNEAKING;
842 	gubAnimSurfaceIndex[BIGMALE][RUNNING] = BGMRUNNING;
843 	gubAnimSurfaceIndex[BIGMALE][PRONE_DOWN] = BGMPRONE;
844 	gubAnimSurfaceIndex[BIGMALE][CRAWLING] = BGMPRONE;
845 	gubAnimSurfaceIndex[BIGMALE][PRONE_UP] = BGMPRONE;
846 	gubAnimSurfaceIndex[BIGMALE][PRONE] = BGMPRONE;
847 	gubAnimSurfaceIndex[BIGMALE][READY_RIFLE_STAND] = BGMSTANDAIM2;
848 	gubAnimSurfaceIndex[BIGMALE][AIM_RIFLE_STAND] = BGMSTANDAIM2;
849 	gubAnimSurfaceIndex[BIGMALE][SHOOT_RIFLE_STAND] = BGMSTANDAIM2;
850 	gubAnimSurfaceIndex[BIGMALE][END_RIFLE_STAND] = BGMSTANDAIM2;
851 	gubAnimSurfaceIndex[BIGMALE][START_SWAT] = BGMSNEAKING;
852 	gubAnimSurfaceIndex[BIGMALE][END_SWAT] = BGMSNEAKING;
853 	gubAnimSurfaceIndex[BIGMALE][FLYBACK_HIT] = BGMHITHARD;
854 	gubAnimSurfaceIndex[BIGMALE][READY_RIFLE_PRONE] = BGMPRONE;
855 	gubAnimSurfaceIndex[BIGMALE][AIM_RIFLE_PRONE] = BGMPRONE;
856 	gubAnimSurfaceIndex[BIGMALE][SHOOT_RIFLE_PRONE] = BGMPRONE;
857 	gubAnimSurfaceIndex[BIGMALE][END_RIFLE_PRONE] = BGMPRONE;
858 	gubAnimSurfaceIndex[BIGMALE][FALLBACK_DEATHTWICH] = BGMHITHARD;
859 	gubAnimSurfaceIndex[BIGMALE][GENERIC_HIT_STAND] = BGMHITSTAND;
860 	gubAnimSurfaceIndex[BIGMALE][FLYBACK_HIT_BLOOD_STAND] = BGMHITHARDBLOOD;
861 	gubAnimSurfaceIndex[BIGMALE][FLYBACK_HIT_DEATH] = BGMHITHARD;
862 	gubAnimSurfaceIndex[BIGMALE][READY_RIFLE_CROUCH] = BGMCROUCHAIM;
863 	gubAnimSurfaceIndex[BIGMALE][AIM_RIFLE_CROUCH] = BGMCROUCHAIM;
864 	gubAnimSurfaceIndex[BIGMALE][SHOOT_RIFLE_CROUCH] = BGMCROUCHAIM;
865 	gubAnimSurfaceIndex[BIGMALE][END_RIFLE_CROUCH] = BGMCROUCHAIM;
866 	gubAnimSurfaceIndex[BIGMALE][FALLBACK_HIT_STAND] = BGMHITFALLBACK;
867 	gubAnimSurfaceIndex[BIGMALE][ROLLOVER] = BGMROLLOVER;
868 	gubAnimSurfaceIndex[BIGMALE][CLIMBUPROOF] = BGMCLIMBROOF;
869 	gubAnimSurfaceIndex[BIGMALE][FALLOFF] = BGMFALL;
870 	gubAnimSurfaceIndex[BIGMALE][GETUP_FROM_ROLLOVER] = BGMPRONE;
871 	gubAnimSurfaceIndex[BIGMALE][CLIMBDOWNROOF] = BGMCLIMBROOF;
872 	gubAnimSurfaceIndex[BIGMALE][FALLFORWARD_ROOF] = BGMFALLF;
873 	gubAnimSurfaceIndex[BIGMALE][GENERIC_HIT_DEATHTWITCHNB] = BGMHITSTAND;
874 	gubAnimSurfaceIndex[BIGMALE][GENERIC_HIT_DEATHTWITCHB] = BGMHITSTAND;
875 	gubAnimSurfaceIndex[BIGMALE][FALLBACK_HIT_DEATHTWITCHNB] = BGMHITFALLBACK;
876 	gubAnimSurfaceIndex[BIGMALE][FALLBACK_HIT_DEATHTWITCHB] = BGMHITFALLBACK;
877 	gubAnimSurfaceIndex[BIGMALE][GENERIC_HIT_DEATH] = BGMHITSTAND;
878 	gubAnimSurfaceIndex[BIGMALE][FALLBACK_HIT_DEATH] = BGMHITFALLBACK;
879 	gubAnimSurfaceIndex[BIGMALE][GENERIC_HIT_CROUCH] = BGMHITCROUCH;
880 	gubAnimSurfaceIndex[BIGMALE][STANDING_BURST] = BGMSTANDAIM2;
881 	gubAnimSurfaceIndex[BIGMALE][STANDING_BURST_HIT] = BGMHITHARD;
882 	gubAnimSurfaceIndex[BIGMALE][GENERIC_HIT_DEATH] = BGMHITSTAND;
883 	gubAnimSurfaceIndex[BIGMALE][FALLFORWARD_FROMHIT_STAND] = BGMHITSTAND;
884 	gubAnimSurfaceIndex[BIGMALE][FALLFORWARD_FROMHIT_STAND] = BGMHITSTAND;
885 	gubAnimSurfaceIndex[BIGMALE][FALLFORWARD_FROMHIT_CROUCH] = BGMHITCROUCH;
886 	gubAnimSurfaceIndex[BIGMALE][ENDFALLFORWARD_FROMHIT_CROUCH] = BGMHITSTAND;
887 	gubAnimSurfaceIndex[BIGMALE][GENERIC_HIT_PRONE] = BGMHITPRONE;
888 	gubAnimSurfaceIndex[BIGMALE][PRONE_HIT_DEATH] = BGMHITPRONE;
889 	gubAnimSurfaceIndex[BIGMALE][PRONE_LAY_FROMHIT] = BGMHITPRONE;
890 	gubAnimSurfaceIndex[BIGMALE][PRONE_HIT_DEATHTWITCHNB] = BGMHITPRONE;
891 	gubAnimSurfaceIndex[BIGMALE][PRONE_HIT_DEATHTWITCHB] = BGMHITPRONE;
892 	gubAnimSurfaceIndex[BIGMALE][FLYBACK_HITDEATH_STOP] = BGMHITHARD;
893 	gubAnimSurfaceIndex[BIGMALE][FALLFORWARD_HITDEATH_STOP] = BGMHITSTAND;
894 	gubAnimSurfaceIndex[BIGMALE][FALLBACK_HITDEATH_STOP] = BGMHITFALLBACK;
895 	gubAnimSurfaceIndex[BIGMALE][PRONE_HITDEATH_STOP] = BGMHITPRONE;
896 	gubAnimSurfaceIndex[BIGMALE][FLYBACKHIT_STOP] = BGMHITHARD;
897 	gubAnimSurfaceIndex[BIGMALE][FALLBACKHIT_STOP] = BGMHITFALLBACK;
898 	gubAnimSurfaceIndex[BIGMALE][FALLOFF_STOP] = BGMFALL;
899 	gubAnimSurfaceIndex[BIGMALE][FALLOFF_FORWARD_STOP] = BGMFALLF;
900 	gubAnimSurfaceIndex[BIGMALE][STAND_FALLFORWARD_STOP] = BGMHITSTAND;
901 	gubAnimSurfaceIndex[BIGMALE][PRONE_LAYFROMHIT_STOP] = BGMHITPRONE;
902 	gubAnimSurfaceIndex[BIGMALE][HOPFENCE] = BGMHOPFENCE;
903 	gubAnimSurfaceIndex[BIGMALE][PUNCH_BREATH] = BGMPUNCH;
904 	gubAnimSurfaceIndex[BIGMALE][PUNCH] = BGMPUNCH;
905 	gubAnimSurfaceIndex[BIGMALE][NOTHING_STAND] = BGMNOTHING_STD;
906 	gubAnimSurfaceIndex[BIGMALE][JFK_HITDEATH] = BGMDIE_JFK;
907 	gubAnimSurfaceIndex[BIGMALE][JFK_HITDEATH_STOP] = BGMDIE_JFK;
908 	gubAnimSurfaceIndex[BIGMALE][JFK_HITDEATH_TWITCHB] = BGMDIE_JFK;
909 	gubAnimSurfaceIndex[BIGMALE][FIRE_STAND_BURST_SPREAD] = BGMSTANDAIM2;
910 	gubAnimSurfaceIndex[BIGMALE][FALLOFF_DEATH] = BGMFALL;
911 	gubAnimSurfaceIndex[BIGMALE][FALLOFF_DEATH_STOP] = BGMFALL;
912 	gubAnimSurfaceIndex[BIGMALE][FALLOFF_TWITCHB] = BGMFALL;
913 	gubAnimSurfaceIndex[BIGMALE][FALLOFF_TWITCHNB] = BGMFALL;
914 	gubAnimSurfaceIndex[BIGMALE][FALLOFF_FORWARD_DEATH] = BGMFALLF;
915 	gubAnimSurfaceIndex[BIGMALE][FALLOFF_FORWARD_DEATH_STOP] = BGMFALLF;
916 	gubAnimSurfaceIndex[BIGMALE][FALLOFF_FORWARD_TWITCHB] = BGMFALLF;
917 	gubAnimSurfaceIndex[BIGMALE][FALLOFF_FORWARD_TWITCHNB] = BGMFALLF;
918 	gubAnimSurfaceIndex[BIGMALE][OPEN_STRUCT] = BGMOPEN;
919 	gubAnimSurfaceIndex[BIGMALE][OPEN_DOOR] = BGMOPEN;
920 	gubAnimSurfaceIndex[BIGMALE][PICKUP_ITEM] = BGMPICKUP;
921 	gubAnimSurfaceIndex[BIGMALE][DROP_ITEM] = BGMPICKUP;
922 	gubAnimSurfaceIndex[BIGMALE][SLICE] = BGMSLICE;
923 	gubAnimSurfaceIndex[BIGMALE][STAB] = BGMSTAB;
924 	gubAnimSurfaceIndex[BIGMALE][CROUCH_STAB] = BGMCSTAB;
925 	gubAnimSurfaceIndex[BIGMALE][START_AID] = BGMMEDIC;
926 	gubAnimSurfaceIndex[BIGMALE][GIVING_AID] = BGMMEDIC;
927 	gubAnimSurfaceIndex[BIGMALE][END_AID] = BGMMEDIC;
928 	gubAnimSurfaceIndex[BIGMALE][DODGE_ONE] = BGMDODGE;
929 	gubAnimSurfaceIndex[BIGMALE][READY_DUAL_STAND] = BGMSTANDDWALAIM;
930 	gubAnimSurfaceIndex[BIGMALE][AIM_DUAL_STAND] = BGMSTANDDWALAIM;
931 	gubAnimSurfaceIndex[BIGMALE][SHOOT_DUAL_STAND] = BGMSTANDDWALAIM;
932 	gubAnimSurfaceIndex[BIGMALE][END_DUAL_STAND] = BGMSTANDDWALAIM;
933 	gubAnimSurfaceIndex[BIGMALE][RAISE_RIFLE] = BGMRAISE;
934 	gubAnimSurfaceIndex[BIGMALE][LOWER_RIFLE] = BGMRAISE;
935 	gubAnimSurfaceIndex[BIGMALE][THROW_ITEM] = BGMTHROW;
936 	gubAnimSurfaceIndex[BIGMALE][LOB_ITEM] = BGMLOB;
937 	gubAnimSurfaceIndex[BIGMALE][BODYEXPLODING] = BODYEXPLODE;
938 	gubAnimSurfaceIndex[BIGMALE][CROUCHED_BURST] = BGMCROUCHAIM;
939 	gubAnimSurfaceIndex[BIGMALE][PRONE_BURST] = BGMPRONE;
940 	gubAnimSurfaceIndex[BIGMALE][BIGBUY_FLEX] = BGMFLEX;
941 	gubAnimSurfaceIndex[BIGMALE][BIGBUY_STRECH] = BGMSTRECH;
942 	gubAnimSurfaceIndex[BIGMALE][BIGBUY_SHOEDUST] = BGMSHOEDUST;
943 	gubAnimSurfaceIndex[BIGMALE][BIGBUY_HEADTURN] = BGMHEADTURN;
944 	gubAnimSurfaceIndex[BIGMALE][GIVE_ITEM] = BGMOPEN;
945 	gubAnimSurfaceIndex[BIGMALE][WATER_HIT] = BGMWATER_DIE;
946 	gubAnimSurfaceIndex[BIGMALE][WATER_DIE] = BGMWATER_DIE;
947 	gubAnimSurfaceIndex[BIGMALE][WATER_DIE_STOP] = BGMWATER_DIE;
948 	gubAnimSurfaceIndex[BIGMALE][HELIDROP] = BGMHELIDROP;
949 	gubAnimSurfaceIndex[BIGMALE][END_OPEN_DOOR] = BGMOPEN;
950 	gubAnimSurfaceIndex[BIGMALE][END_OPEN_LOCKED_DOOR] = BGMOPEN;
951 	gubAnimSurfaceIndex[BIGMALE][KICK_DOOR] = BGMKICKDOOR;
952 	gubAnimSurfaceIndex[BIGMALE][CLOSE_DOOR] = BGMOPEN;
953 	gubAnimSurfaceIndex[BIGMALE][RIFLE_STAND_HIT] = BGMRHIT;
954 	gubAnimSurfaceIndex[BIGMALE][DEEP_WATER_TRED] = BGMDEEPWATER_TRED;
955 	gubAnimSurfaceIndex[BIGMALE][DEEP_WATER_SWIM] = BGMDEEPWATER_SWIM;
956 	gubAnimSurfaceIndex[BIGMALE][DEEP_WATER_HIT] = BGMDEEPWATER_DIE;
957 	gubAnimSurfaceIndex[BIGMALE][DEEP_WATER_DIE] = BGMDEEPWATER_DIE;
958 	gubAnimSurfaceIndex[BIGMALE][DEEP_WATER_DIE_STOPPING] = BGMWATER_DIE;
959 	gubAnimSurfaceIndex[BIGMALE][DEEP_WATER_DIE_STOP] = BGMWATER_DIE;
960 	gubAnimSurfaceIndex[BIGMALE][LOW_TO_DEEP_WATER] = BGMWATER_TRANS;
961 	gubAnimSurfaceIndex[BIGMALE][DEEP_TO_LOW_WATER] = BGMWATER_TRANS;
962 	gubAnimSurfaceIndex[BIGMALE][GOTO_SLEEP] = BGMSLEEP;
963 	gubAnimSurfaceIndex[BIGMALE][SLEEPING] = BGMSLEEP;
964 	gubAnimSurfaceIndex[BIGMALE][WKAEUP_FROM_SLEEP] = BGMSLEEP;
965 	gubAnimSurfaceIndex[BIGMALE][FIRE_LOW_STAND] = BGMSHOOT_LOW;
966 	gubAnimSurfaceIndex[BIGMALE][FIRE_BURST_LOW_STAND] = BGMSHOOT_LOW;
967 	gubAnimSurfaceIndex[BIGMALE][STANDING_SHOOT_UNJAM] = BGMSTANDAIM;
968 	gubAnimSurfaceIndex[BIGMALE][CROUCH_SHOOT_UNJAM] = BGMCROUCHAIM;
969 	gubAnimSurfaceIndex[BIGMALE][PRONE_SHOOT_UNJAM] = BGMPRONE;
970 	gubAnimSurfaceIndex[BIGMALE][STANDING_SHOOT_DWEL_UNJAM] = BGMSTANDDWALAIM;
971 	gubAnimSurfaceIndex[BIGMALE][STANDING_SHOOT_LOW_UNJAM] = BGMSHOOT_LOW;
972 	gubAnimSurfaceIndex[BIGMALE][READY_DUAL_CROUCH] = BGMCDBLSHOT;
973 	gubAnimSurfaceIndex[BIGMALE][AIM_DUAL_CROUCH] = BGMCDBLSHOT;
974 	gubAnimSurfaceIndex[BIGMALE][SHOOT_DUAL_CROUCH] = BGMCDBLSHOT;
975 	gubAnimSurfaceIndex[BIGMALE][END_DUAL_CROUCH] = BGMCDBLSHOT;
976 	gubAnimSurfaceIndex[BIGMALE][CROUCH_SHOOT_DWEL_UNJAM] = BGMCDBLSHOT;
977 	gubAnimSurfaceIndex[BIGMALE][ADJACENT_GET_ITEM] = BGMOPEN;
978 	gubAnimSurfaceIndex[BIGMALE][CUTTING_FENCE] = BGMMEDIC;
979 	gubAnimSurfaceIndex[BIGMALE][FROM_INJURED_TRANSITION] = BGMHURTTRANS;
980 	gubAnimSurfaceIndex[BIGMALE][THROW_KNIFE] = BGMTHROWKNIFE;
981 	gubAnimSurfaceIndex[BIGMALE][KNIFE_BREATH] = BGMBREATHKNIFE;
982 	gubAnimSurfaceIndex[BIGMALE][KNIFE_GOTOBREATH] = BGMBREATHKNIFE;
983 	gubAnimSurfaceIndex[BIGMALE][KNIFE_ENDBREATH] = BGMBREATHKNIFE;
984 	gubAnimSurfaceIndex[BIGMALE][CATCH_STANDING] = BGMOPEN;
985 	gubAnimSurfaceIndex[BIGMALE][CATCH_CROUCHED] = BGMMEDIC;
986 	gubAnimSurfaceIndex[BIGMALE][PLANT_BOMB] = BGMPICKUP;
987 	gubAnimSurfaceIndex[BIGMALE][USE_REMOTE] = BGMOPEN;
988 	gubAnimSurfaceIndex[BIGMALE][START_COWER] = BGMCOWER;
989 	gubAnimSurfaceIndex[BIGMALE][COWERING] = BGMCOWER;
990 	gubAnimSurfaceIndex[BIGMALE][END_COWER] = BGMCOWER;
991 	gubAnimSurfaceIndex[BIGMALE][STEAL_ITEM] = BGMOPEN;
992 	gubAnimSurfaceIndex[BIGMALE][SHOOT_ROCKET] = BGMROCKET;
993 	gubAnimSurfaceIndex[BIGMALE][SHOOT_MORTAR] = BGMMORTAR;
994 	gubAnimSurfaceIndex[BIGMALE][SIDE_STEP] = BGMSIDESTEP;
995 	gubAnimSurfaceIndex[BIGMALE][WALK_BACKWARDS] = BGMWALKING;
996 	gubAnimSurfaceIndex[BIGMALE][BEGIN_OPENSTRUCT] = BGMOPEN;
997 	gubAnimSurfaceIndex[BIGMALE][END_OPENSTRUCT] = BGMOPEN;
998 	gubAnimSurfaceIndex[BIGMALE][END_OPENSTRUCT_LOCKED] = BGMOPEN;
999 	gubAnimSurfaceIndex[BIGMALE][PUNCH_LOW] = BGMPUNCHLOW;
1000 	gubAnimSurfaceIndex[BIGMALE][PISTOL_SHOOT_LOW] = BGMPISTOLSHOOTLOW;
1001 	gubAnimSurfaceIndex[BIGMALE][DECAPITATE] = BGMCSTAB;
1002 	gubAnimSurfaceIndex[BIGMALE][BIGMERC_IDLE_NECK] = BGMIDLENECK;
1003 	gubAnimSurfaceIndex[BIGMALE][BIGMERC_CROUCH_TRANS_INTO] = BGMCROUCHTRANS;
1004 	gubAnimSurfaceIndex[BIGMALE][BIGMERC_CROUCH_TRANS_OUTOF] = BGMCROUCHTRANS;
1005 	gubAnimSurfaceIndex[BIGMALE][GOTO_PATIENT] = BGMHITPRONE;
1006 	gubAnimSurfaceIndex[BIGMALE][BEING_PATIENT] = BGMHITPRONE;
1007 	gubAnimSurfaceIndex[BIGMALE][GOTO_DOCTOR] = BGMMEDIC;
1008 	gubAnimSurfaceIndex[BIGMALE][BEING_DOCTOR] = BGMMEDIC;
1009 	gubAnimSurfaceIndex[BIGMALE][END_DOCTOR] = BGMMEDIC;
1010 	gubAnimSurfaceIndex[BIGMALE][GOTO_REPAIRMAN] = BGMMEDIC;
1011 	gubAnimSurfaceIndex[BIGMALE][BEING_REPAIRMAN] = BGMMEDIC;
1012 	gubAnimSurfaceIndex[BIGMALE][END_REPAIRMAN] = BGMMEDIC;
1013 	gubAnimSurfaceIndex[BIGMALE][FALL_INTO_PIT] = BGMFALL;
1014 	gubAnimSurfaceIndex[BIGMALE][RELOAD_ROBOT] = BGMMEDIC;
1015 	gubAnimSurfaceIndex[BIGMALE][END_CATCH] = BGMOPEN;
1016 	gubAnimSurfaceIndex[BIGMALE][END_CROUCH_CATCH] = BGMMEDIC;
1017 	gubAnimSurfaceIndex[BIGMALE][AI_RADIO] = BGMRADIO;
1018 	gubAnimSurfaceIndex[BIGMALE][AI_CR_RADIO] = BGMCRRADIO;
1019 	gubAnimSurfaceIndex[BIGMALE][TAKE_BLOOD_FROM_CORPSE] = BGMMEDIC;
1020 	gubAnimSurfaceIndex[BIGMALE][CHARIOTS_OF_FIRE] = RGMBURN;
1021 	gubAnimSurfaceIndex[BIGMALE][AI_PULL_SWITCH] = BGMOPEN;
1022 	gubAnimSurfaceIndex[BIGMALE][MERC_HURT_IDLE_ANIM] = BGMHURTSTANDINGR;
1023 	gubAnimSurfaceIndex[BIGMALE][END_HURT_WALKING] = BGMHURTSTANDINGR;
1024 	gubAnimSurfaceIndex[BIGMALE][PASS_OBJECT] = BGMOPEN;
1025 	gubAnimSurfaceIndex[BIGMALE][DROP_ADJACENT_OBJECT] = BGMOPEN;
1026 	gubAnimSurfaceIndex[BIGMALE][READY_DUAL_PRONE] = BGMDWPRONE;
1027 	gubAnimSurfaceIndex[BIGMALE][AIM_DUAL_PRONE] = BGMDWPRONE;
1028 	gubAnimSurfaceIndex[BIGMALE][SHOOT_DUAL_PRONE] = BGMDWPRONE;
1029 	gubAnimSurfaceIndex[BIGMALE][END_DUAL_PRONE] = BGMDWPRONE;
1030 	gubAnimSurfaceIndex[BIGMALE][PRONE_SHOOT_DWEL_UNJAM] = BGMDWPRONE;
1031 	gubAnimSurfaceIndex[BIGMALE][PICK_LOCK] = BGMOPEN;
1032 	gubAnimSurfaceIndex[BIGMALE][OPEN_DOOR_CROUCHED] = BGMMEDIC;
1033 	gubAnimSurfaceIndex[BIGMALE][BEGIN_OPENSTRUCT_CROUCHED] = BGMMEDIC;
1034 	gubAnimSurfaceIndex[BIGMALE][CLOSE_DOOR_CROUCHED] = BGMMEDIC;
1035 	gubAnimSurfaceIndex[BIGMALE][OPEN_STRUCT_CROUCHED] = BGMMEDIC;
1036 	gubAnimSurfaceIndex[BIGMALE][END_OPEN_DOOR_CROUCHED] = BGMMEDIC;
1037 	gubAnimSurfaceIndex[BIGMALE][END_OPENSTRUCT_CROUCHED] = BGMMEDIC;
1038 	gubAnimSurfaceIndex[BIGMALE][END_OPEN_LOCKED_DOOR_CROUCHED] = BGMMEDIC;
1039 	gubAnimSurfaceIndex[BIGMALE][END_OPENSTRUCT_LOCKED_CROUCHED] = BGMMEDIC;
1040 	gubAnimSurfaceIndex[BIGMALE][DRUNK_IDLE] = BGMDRUNK;
1041 	gubAnimSurfaceIndex[BIGMALE][CROWBAR_ATTACK] = BGMCROWBAR;
1042 	gubAnimSurfaceIndex[BIGMALE][ATTACH_CAN_TO_STRING] = BGMMEDIC;
1043 	gubAnimSurfaceIndex[BIGMALE][SWAT_BACKWARDS] = BGMSNEAKING;
1044 	gubAnimSurfaceIndex[BIGMALE][JUMP_OVER_BLOCKING_PERSON] = BGMJUMPOVER;
1045 	gubAnimSurfaceIndex[BIGMALE][REFUEL_VEHICLE] = BGMMEDIC;
1046 	gubAnimSurfaceIndex[BIGMALE][LOCKPICK_CROUCHED] = BGMMEDIC;
1047 
1048 
1049 	gubAnimSurfaceItemSubIndex[BIGMALE][STANDING] = BGMPISTOLBREATH;
1050 	gubAnimSurfaceItemSubIndex[BIGMALE][WALKING] = BGMNOTHING_WALK;
1051 	gubAnimSurfaceItemSubIndex[BIGMALE][RUNNING] = BGMNOTHING_RUN;
1052 	gubAnimSurfaceItemSubIndex[BIGMALE][SWATTING] = BGMNOTHING_SWAT;
1053 	gubAnimSurfaceItemSubIndex[BIGMALE][START_SWAT] = BGMNOTHING_SWAT;
1054 	gubAnimSurfaceItemSubIndex[BIGMALE][END_SWAT] = BGMNOTHING_SWAT;
1055 	gubAnimSurfaceItemSubIndex[BIGMALE][KNEEL_DOWN] = BGMNOTHING_CROUCH;
1056 	gubAnimSurfaceItemSubIndex[BIGMALE][CROUCHING] = BGMNOTHING_CROUCH;
1057 	gubAnimSurfaceItemSubIndex[BIGMALE][KNEEL_UP] = BGMNOTHING_CROUCH;
1058 	gubAnimSurfaceItemSubIndex[BIGMALE][READY_RIFLE_STAND] = BGMHANDGUN_S_SHOT;
1059 	gubAnimSurfaceItemSubIndex[BIGMALE][AIM_RIFLE_STAND] = BGMHANDGUN_S_SHOT;
1060 	gubAnimSurfaceItemSubIndex[BIGMALE][SHOOT_RIFLE_STAND] = BGMHANDGUN_S_SHOT;
1061 	gubAnimSurfaceItemSubIndex[BIGMALE][END_RIFLE_STAND] = BGMHANDGUN_S_SHOT;
1062 	gubAnimSurfaceItemSubIndex[BIGMALE][STANDING_BURST] = BGMHANDGUN_S_SHOT;
1063 	gubAnimSurfaceItemSubIndex[BIGMALE][FIRE_STAND_BURST_SPREAD] = BGMHANDGUN_S_SHOT;
1064 	gubAnimSurfaceItemSubIndex[BIGMALE][READY_RIFLE_CROUCH] = BGMHANDGUN_C_SHOT;
1065 	gubAnimSurfaceItemSubIndex[BIGMALE][AIM_RIFLE_CROUCH] = BGMHANDGUN_C_SHOT;
1066 	gubAnimSurfaceItemSubIndex[BIGMALE][SHOOT_RIFLE_CROUCH] = BGMHANDGUN_C_SHOT;
1067 	gubAnimSurfaceItemSubIndex[BIGMALE][END_RIFLE_CROUCH] = BGMHANDGUN_C_SHOT;
1068 	gubAnimSurfaceItemSubIndex[BIGMALE][PRONE_DOWN] = BGMHANDGUN_PRONE;
1069 	gubAnimSurfaceItemSubIndex[BIGMALE][CRAWLING] = BGMHANDGUN_PRONE;
1070 	gubAnimSurfaceItemSubIndex[BIGMALE][PRONE_UP] = BGMHANDGUN_PRONE;
1071 	gubAnimSurfaceItemSubIndex[BIGMALE][PRONE] = BGMHANDGUN_PRONE;
1072 	gubAnimSurfaceItemSubIndex[BIGMALE][READY_RIFLE_PRONE] = BGMHANDGUN_PRONE;
1073 	gubAnimSurfaceItemSubIndex[BIGMALE][AIM_RIFLE_PRONE] = BGMHANDGUN_PRONE;
1074 	gubAnimSurfaceItemSubIndex[BIGMALE][SHOOT_RIFLE_PRONE] = BGMHANDGUN_PRONE;
1075 	gubAnimSurfaceItemSubIndex[BIGMALE][END_RIFLE_PRONE] = BGMHANDGUN_PRONE;
1076 	gubAnimSurfaceItemSubIndex[BIGMALE][GETUP_FROM_ROLLOVER] = BGMHANDGUN_PRONE;
1077 	gubAnimSurfaceItemSubIndex[BIGMALE][STANDING_SHOOT_UNJAM] = BGMHANDGUN_S_SHOT;
1078 	gubAnimSurfaceItemSubIndex[BIGMALE][CROUCH_SHOOT_UNJAM] = BGMHANDGUN_C_SHOT;
1079 	gubAnimSurfaceItemSubIndex[BIGMALE][PRONE_SHOOT_UNJAM] = BGMHANDGUN_PRONE;
1080 	gubAnimSurfaceItemSubIndex[BIGMALE][FIRE_BURST_LOW_STAND] = BGMPISTOLSHOOTLOW;
1081 	gubAnimSurfaceItemSubIndex[BIGMALE][FIRE_LOW_STAND] = BGMPISTOLSHOOTLOW;
1082 	gubAnimSurfaceItemSubIndex[BIGMALE][CROUCHED_BURST] = BGMHANDGUN_C_SHOT;
1083 	gubAnimSurfaceItemSubIndex[BIGMALE][PRONE_BURST] = BGMHANDGUN_PRONE;
1084 	gubAnimSurfaceItemSubIndex[BIGMALE][MERC_HURT_IDLE_ANIM] = BGMHURTSTANDINGN;
1085 	gubAnimSurfaceItemSubIndex[BIGMALE][END_HURT_WALKING] = BGMHURTSTANDINGN;
1086 	gubAnimSurfaceItemSubIndex[BIGMALE][WALK_BACKWARDS] = BGMNOTHING_WALK;
1087 	gubAnimSurfaceItemSubIndex[BIGMALE][DRUNK_IDLE] = BGMPISTOLDRUNK;
1088 
1089 
1090 	gubAnimSurfaceMidWaterSubIndex[BIGMALE][STANDING][0] = BGMWATER_R_STD;
1091 	gubAnimSurfaceMidWaterSubIndex[BIGMALE][WALKING][0] = BGMWATER_R_WALK;
1092 	gubAnimSurfaceMidWaterSubIndex[BIGMALE][RUNNING][0] = BGMWATER_R_WALK;
1093 	gubAnimSurfaceMidWaterSubIndex[BIGMALE][READY_RIFLE_STAND][0] = BGMWATER_R_AIM;
1094 	gubAnimSurfaceMidWaterSubIndex[BIGMALE][AIM_RIFLE_STAND][0] = BGMWATER_R_AIM;
1095 	gubAnimSurfaceMidWaterSubIndex[BIGMALE][SHOOT_RIFLE_STAND][0] = BGMWATER_R_AIM;
1096 	gubAnimSurfaceMidWaterSubIndex[BIGMALE][END_RIFLE_STAND][0] = BGMWATER_R_AIM;
1097 	gubAnimSurfaceMidWaterSubIndex[BIGMALE][STANDING_BURST][0] = BGMWATER_R_AIM;
1098 	gubAnimSurfaceMidWaterSubIndex[BIGMALE][FIRE_STAND_BURST_SPREAD][0] = BGMWATER_R_AIM;
1099 	gubAnimSurfaceMidWaterSubIndex[BIGMALE][STANDING][1] = BGMWATER_N_STD;
1100 	gubAnimSurfaceMidWaterSubIndex[BIGMALE][WALKING][1] = BGMWATER_N_WALK;
1101 	gubAnimSurfaceMidWaterSubIndex[BIGMALE][RUNNING][1] = BGMWATER_N_WALK;
1102 	gubAnimSurfaceMidWaterSubIndex[BIGMALE][READY_RIFLE_STAND][1] = BGMWATER_N_AIM;
1103 	gubAnimSurfaceMidWaterSubIndex[BIGMALE][AIM_RIFLE_STAND][1] = BGMWATER_N_AIM;
1104 	gubAnimSurfaceMidWaterSubIndex[BIGMALE][SHOOT_RIFLE_STAND][1] = BGMWATER_N_AIM;
1105 	gubAnimSurfaceMidWaterSubIndex[BIGMALE][END_RIFLE_STAND][1] = BGMWATER_N_AIM;
1106 	gubAnimSurfaceMidWaterSubIndex[BIGMALE][STANDING_BURST][1] = BGMWATER_N_AIM;
1107 	gubAnimSurfaceMidWaterSubIndex[BIGMALE][FIRE_STAND_BURST_SPREAD][1] = BGMWATER_N_AIM;
1108 	gubAnimSurfaceMidWaterSubIndex[BIGMALE][READY_DUAL_STAND][1] = BGMWATER_DBLSHT;
1109 	gubAnimSurfaceMidWaterSubIndex[BIGMALE][AIM_DUAL_STAND][1] = BGMWATER_DBLSHT;
1110 	gubAnimSurfaceMidWaterSubIndex[BIGMALE][SHOOT_DUAL_STAND][1] = BGMWATER_DBLSHT;
1111 	gubAnimSurfaceMidWaterSubIndex[BIGMALE][END_DUAL_STAND][1] = BGMWATER_DBLSHT;
1112 	gubAnimSurfaceMidWaterSubIndex[BIGMALE][STANDING_SHOOT_UNJAM][0] = BGMWATER_R_AIM;
1113 	gubAnimSurfaceMidWaterSubIndex[BIGMALE][STANDING_SHOOT_UNJAM][1] = BGMWATER_N_AIM;
1114 	gubAnimSurfaceMidWaterSubIndex[BIGMALE][THROW_ITEM][0] = BGMWATERTHROW;
1115 	gubAnimSurfaceMidWaterSubIndex[BIGMALE][THROW_ITEM][1] = BGMWATERTHROW;
1116 	gubAnimSurfaceMidWaterSubIndex[BIGMALE][LOB_ITEM][0] = BGMWATERTHROW;
1117 	gubAnimSurfaceMidWaterSubIndex[BIGMALE][LOB_ITEM][1] = BGMWATERTHROW;
1118 
1119 
1120 	//Setup some random stuff
1121 	gRandomAnimDefs[BIGMALE][0].ubHandRestriction = RANDOM_ANIM_NOTHINGINHAND;
1122 	gRandomAnimDefs[BIGMALE][0].sAnimID = BIGBUY_FLEX;
1123 	gRandomAnimDefs[BIGMALE][0].ubStartRoll = 0;
1124 	gRandomAnimDefs[BIGMALE][0].ubEndRoll = 3;
1125 	gRandomAnimDefs[BIGMALE][0].ubFlags = RANDOM_ANIM_CASUAL;
1126 	gRandomAnimDefs[BIGMALE][0].ubAnimHeight = ANIM_STAND;
1127 
1128 	gRandomAnimDefs[BIGMALE][1].ubHandRestriction = RANDOM_ANIM_NOTHINGINHAND;
1129 	gRandomAnimDefs[BIGMALE][1].sAnimID = BIGBUY_STRECH;
1130 	gRandomAnimDefs[BIGMALE][1].ubStartRoll = 10;
1131 	gRandomAnimDefs[BIGMALE][1].ubEndRoll = 13;
1132 	gRandomAnimDefs[BIGMALE][1].ubFlags = RANDOM_ANIM_CASUAL;
1133 	gRandomAnimDefs[BIGMALE][1].ubAnimHeight = ANIM_STAND;
1134 
1135 	gRandomAnimDefs[BIGMALE][2].ubHandRestriction = RANDOM_ANIM_RIFLEINHAND;
1136 	gRandomAnimDefs[BIGMALE][2].sAnimID = BIGBUY_SHOEDUST;
1137 	gRandomAnimDefs[BIGMALE][2].ubStartRoll = 20;
1138 	gRandomAnimDefs[BIGMALE][2].ubEndRoll = 23;
1139 	gRandomAnimDefs[BIGMALE][2].ubFlags = RANDOM_ANIM_CASUAL | RANDOM_ANIM_FIRSTBIGMERC;
1140 	gRandomAnimDefs[BIGMALE][2].ubAnimHeight = ANIM_STAND;
1141 
1142 	gRandomAnimDefs[BIGMALE][3].ubHandRestriction = RANDOM_ANIM_RIFLEINHAND;
1143 	gRandomAnimDefs[BIGMALE][3].sAnimID = BIGBUY_HEADTURN;
1144 	gRandomAnimDefs[BIGMALE][3].ubStartRoll = 30;
1145 	gRandomAnimDefs[BIGMALE][3].ubEndRoll = 33;
1146 	gRandomAnimDefs[BIGMALE][3].ubFlags = RANDOM_ANIM_FIRSTBIGMERC;
1147 	gRandomAnimDefs[BIGMALE][3].ubAnimHeight = ANIM_STAND;
1148 
1149 	gRandomAnimDefs[BIGMALE][4].ubHandRestriction = RANDOM_ANIM_RIFLEINHAND;
1150 	gRandomAnimDefs[BIGMALE][4].sAnimID = BIGMERC_IDLE_NECK;
1151 	gRandomAnimDefs[BIGMALE][4].ubStartRoll = 30;
1152 	gRandomAnimDefs[BIGMALE][4].ubEndRoll = 36;
1153 	gRandomAnimDefs[BIGMALE][4].ubFlags = RANDOM_ANIM_SECONDBIGMERC;
1154 	gRandomAnimDefs[BIGMALE][4].ubAnimHeight = ANIM_STAND;
1155 
1156 	gRandomAnimDefs[BIGMALE][5].ubHandRestriction = RANDOM_ANIM_IRRELEVENTINHAND;
1157 	gRandomAnimDefs[BIGMALE][5].sAnimID = MERC_HURT_IDLE_ANIM;
1158 	gRandomAnimDefs[BIGMALE][5].ubStartRoll = 40;
1159 	gRandomAnimDefs[BIGMALE][5].ubEndRoll = 100;
1160 	gRandomAnimDefs[BIGMALE][5].ubFlags = RANDOM_ANIM_INJURED;
1161 	gRandomAnimDefs[BIGMALE][5].ubAnimHeight = ANIM_STAND;
1162 
1163 	gRandomAnimDefs[BIGMALE][6].ubHandRestriction = RANDOM_ANIM_IRRELEVENTINHAND;
1164 	gRandomAnimDefs[BIGMALE][6].sAnimID = DRUNK_IDLE;
1165 	gRandomAnimDefs[BIGMALE][6].ubStartRoll = 40;
1166 	gRandomAnimDefs[BIGMALE][6].ubEndRoll = 100;
1167 	gRandomAnimDefs[BIGMALE][6].ubFlags = RANDOM_ANIM_DRUNK;
1168 	gRandomAnimDefs[BIGMALE][6].ubAnimHeight = ANIM_STAND;
1169 
1170 
1171 	gubAnimSurfaceCorpseID[BIGMALE][GENERIC_HIT_DEATH] = MMERC_FWD;
1172 	gubAnimSurfaceCorpseID[BIGMALE][FALLBACK_HIT_DEATH] = MMERC_BCK;
1173 	gubAnimSurfaceCorpseID[BIGMALE][PRONE_HIT_DEATH] = MMERC_PRN;
1174 	gubAnimSurfaceCorpseID[BIGMALE][WATER_DIE] = MMERC_WTR;
1175 	gubAnimSurfaceCorpseID[BIGMALE][FLYBACK_HIT_DEATH] = MMERC_DHD;
1176 	gubAnimSurfaceCorpseID[BIGMALE][JFK_HITDEATH] = MMERC_JFK;
1177 	gubAnimSurfaceCorpseID[BIGMALE][FALLOFF_DEATH] = MMERC_FALL;
1178 	gubAnimSurfaceCorpseID[BIGMALE][FALLOFF_FORWARD_DEATH] = MMERC_FALLF;
1179 	gubAnimSurfaceCorpseID[BIGMALE][FLYBACK_HIT] = MMERC_DHD;
1180 	gubAnimSurfaceCorpseID[BIGMALE][GENERIC_HIT_DEATHTWITCHNB] = MMERC_FWD;
1181 	gubAnimSurfaceCorpseID[BIGMALE][FALLFORWARD_FROMHIT_STAND] = MMERC_FWD;
1182 	gubAnimSurfaceCorpseID[BIGMALE][ENDFALLFORWARD_FROMHIT_CROUCH] = MMERC_FWD;
1183 	gubAnimSurfaceCorpseID[BIGMALE][FALLBACK_HIT_STAND] = MMERC_BCK;
1184 	gubAnimSurfaceCorpseID[BIGMALE][FALLBACK_HIT_DEATHTWITCHNB] = MMERC_BCK;
1185 	gubAnimSurfaceCorpseID[BIGMALE][PRONE_HIT_DEATHTWITCHNB] = MMERC_PRN;
1186 	gubAnimSurfaceCorpseID[BIGMALE][PRONE_LAY_FROMHIT] = MMERC_PRN;
1187 	gubAnimSurfaceCorpseID[REGMALE][FALLOFF] = MMERC_FALLF;
1188 	gubAnimSurfaceCorpseID[REGMALE][FALLFORWARD_ROOF] = MMERC_FALL;
1189 	gubAnimSurfaceCorpseID[BIGMALE][FLYBACKHIT_STOP] = MMERC_DHD;
1190 	gubAnimSurfaceCorpseID[BIGMALE][STAND_FALLFORWARD_STOP] = MMERC_FWD;
1191 	gubAnimSurfaceCorpseID[BIGMALE][FALLBACKHIT_STOP] = MMERC_BCK;
1192 	gubAnimSurfaceCorpseID[BIGMALE][PRONE_LAYFROMHIT_STOP] = MMERC_PRN;
1193 	gubAnimSurfaceCorpseID[BIGMALE][CHARIOTS_OF_FIRE] = BURNT_DEAD;
1194 	gubAnimSurfaceCorpseID[BIGMALE][BODYEXPLODING] = EXPLODE_DEAD;
1195 
1196 
1197 	// STOCKY MALE GUY
1198 	gubAnimSurfaceIndex[STOCKYMALE][WALKING] = RGMBASICWALKING;
1199 	gubAnimSurfaceIndex[STOCKYMALE][STANDING] = RGMSTANDING;
1200 	gubAnimSurfaceIndex[STOCKYMALE][KNEEL_DOWN] = RGMCROUCHING;
1201 	gubAnimSurfaceIndex[STOCKYMALE][CROUCHING] = RGMCROUCHING;
1202 	gubAnimSurfaceIndex[STOCKYMALE][KNEEL_UP] = RGMCROUCHING;
1203 	gubAnimSurfaceIndex[STOCKYMALE][SWATTING] = RGMSNEAKING;
1204 	gubAnimSurfaceIndex[STOCKYMALE][RUNNING] = RGMRUNNING;
1205 	gubAnimSurfaceIndex[STOCKYMALE][PRONE_DOWN] = RGMPRONE;
1206 	gubAnimSurfaceIndex[STOCKYMALE][CRAWLING] = RGMPRONE;
1207 	gubAnimSurfaceIndex[STOCKYMALE][PRONE_UP] = RGMPRONE;
1208 	gubAnimSurfaceIndex[STOCKYMALE][PRONE] = RGMPRONE;
1209 	gubAnimSurfaceIndex[STOCKYMALE][READY_RIFLE_STAND] = RGMSTANDAIM;
1210 	gubAnimSurfaceIndex[STOCKYMALE][AIM_RIFLE_STAND] = RGMSTANDAIM;
1211 	gubAnimSurfaceIndex[STOCKYMALE][SHOOT_RIFLE_STAND] = RGMSTANDAIM;
1212 	gubAnimSurfaceIndex[STOCKYMALE][END_RIFLE_STAND] = RGMSTANDAIM;
1213 	gubAnimSurfaceIndex[STOCKYMALE][START_SWAT] = RGMSNEAKING;
1214 	gubAnimSurfaceIndex[STOCKYMALE][END_SWAT] = RGMSNEAKING;
1215 	gubAnimSurfaceIndex[STOCKYMALE][FLYBACK_HIT] = RGMHITHARD;
1216 	gubAnimSurfaceIndex[STOCKYMALE][READY_RIFLE_PRONE] = RGMPRONE;
1217 	gubAnimSurfaceIndex[STOCKYMALE][AIM_RIFLE_PRONE] = RGMPRONE;
1218 	gubAnimSurfaceIndex[STOCKYMALE][SHOOT_RIFLE_PRONE] = RGMPRONE;
1219 	gubAnimSurfaceIndex[STOCKYMALE][END_RIFLE_PRONE] = RGMPRONE;
1220 	gubAnimSurfaceIndex[STOCKYMALE][FALLBACK_DEATHTWICH] = RGMHITHARD;
1221 	gubAnimSurfaceIndex[STOCKYMALE][GENERIC_HIT_STAND] = RGMHITSTAND;
1222 	gubAnimSurfaceIndex[STOCKYMALE][FLYBACK_HIT_BLOOD_STAND] = RGMHITHARDBLOOD;
1223 	gubAnimSurfaceIndex[STOCKYMALE][FLYBACK_HIT_DEATH] = RGMHITHARD;
1224 	gubAnimSurfaceIndex[STOCKYMALE][READY_RIFLE_CROUCH] = RGMCROUCHAIM;
1225 	gubAnimSurfaceIndex[STOCKYMALE][AIM_RIFLE_CROUCH] = RGMCROUCHAIM;
1226 	gubAnimSurfaceIndex[STOCKYMALE][SHOOT_RIFLE_CROUCH] = RGMCROUCHAIM;
1227 	gubAnimSurfaceIndex[STOCKYMALE][END_RIFLE_CROUCH] = RGMCROUCHAIM;
1228 	gubAnimSurfaceIndex[STOCKYMALE][FALLBACK_HIT_STAND] = RGMHITFALLBACK;
1229 	gubAnimSurfaceIndex[STOCKYMALE][ROLLOVER] = RGMROLLOVER;
1230 	gubAnimSurfaceIndex[STOCKYMALE][CLIMBUPROOF] = RGMCLIMBROOF;
1231 	gubAnimSurfaceIndex[STOCKYMALE][FALLOFF] = RGMFALL;
1232 	gubAnimSurfaceIndex[STOCKYMALE][GETUP_FROM_ROLLOVER] = RGMPRONE;
1233 	gubAnimSurfaceIndex[STOCKYMALE][CLIMBDOWNROOF] = RGMCLIMBROOF;
1234 	gubAnimSurfaceIndex[STOCKYMALE][FALLFORWARD_ROOF] = RGMFALLF;
1235 	gubAnimSurfaceIndex[STOCKYMALE][GENERIC_HIT_DEATHTWITCHNB] = RGMHITSTAND;
1236 	gubAnimSurfaceIndex[STOCKYMALE][GENERIC_HIT_DEATHTWITCHB] = RGMHITSTAND;
1237 	gubAnimSurfaceIndex[STOCKYMALE][FALLBACK_HIT_DEATHTWITCHNB] = RGMHITFALLBACK;
1238 	gubAnimSurfaceIndex[STOCKYMALE][FALLBACK_HIT_DEATHTWITCHB] = RGMHITFALLBACK;
1239 	gubAnimSurfaceIndex[STOCKYMALE][GENERIC_HIT_DEATH] = RGMHITSTAND;
1240 	gubAnimSurfaceIndex[STOCKYMALE][FALLBACK_HIT_DEATH] = RGMHITFALLBACK;
1241 	gubAnimSurfaceIndex[STOCKYMALE][GENERIC_HIT_CROUCH] = RGMHITCROUCH;
1242 	gubAnimSurfaceIndex[STOCKYMALE][STANDING_BURST] = RGMSTANDAIM;
1243 	gubAnimSurfaceIndex[STOCKYMALE][STANDING_BURST_HIT] = RGMHITHARD;
1244 	gubAnimSurfaceIndex[STOCKYMALE][GENERIC_HIT_DEATH] = RGMHITSTAND;
1245 	gubAnimSurfaceIndex[STOCKYMALE][FALLFORWARD_FROMHIT_STAND] = RGMHITSTAND;
1246 	gubAnimSurfaceIndex[STOCKYMALE][FALLFORWARD_FROMHIT_STAND] = RGMHITSTAND;
1247 	gubAnimSurfaceIndex[STOCKYMALE][FALLFORWARD_FROMHIT_CROUCH] = RGMHITCROUCH;
1248 	gubAnimSurfaceIndex[STOCKYMALE][ENDFALLFORWARD_FROMHIT_CROUCH] = RGMHITSTAND;
1249 	gubAnimSurfaceIndex[STOCKYMALE][GENERIC_HIT_PRONE] = RGMHITPRONE;
1250 	gubAnimSurfaceIndex[STOCKYMALE][PRONE_HIT_DEATH] = RGMHITPRONE;
1251 	gubAnimSurfaceIndex[STOCKYMALE][PRONE_LAY_FROMHIT] = RGMHITPRONE;
1252 	gubAnimSurfaceIndex[STOCKYMALE][PRONE_HIT_DEATHTWITCHNB] = RGMHITPRONE;
1253 	gubAnimSurfaceIndex[STOCKYMALE][PRONE_HIT_DEATHTWITCHB] = RGMHITPRONE;
1254 	gubAnimSurfaceIndex[STOCKYMALE][FLYBACK_HITDEATH_STOP] = RGMHITHARD;
1255 	gubAnimSurfaceIndex[STOCKYMALE][FALLFORWARD_HITDEATH_STOP] = RGMHITSTAND;
1256 	gubAnimSurfaceIndex[STOCKYMALE][FALLBACK_HITDEATH_STOP] = RGMHITFALLBACK;
1257 	gubAnimSurfaceIndex[STOCKYMALE][PRONE_HITDEATH_STOP] = RGMHITPRONE;
1258 	gubAnimSurfaceIndex[STOCKYMALE][FLYBACKHIT_STOP] = RGMHITHARD;
1259 	gubAnimSurfaceIndex[STOCKYMALE][FALLBACKHIT_STOP] = RGMHITFALLBACK;
1260 	gubAnimSurfaceIndex[STOCKYMALE][FALLOFF_STOP] = RGMFALL;
1261 	gubAnimSurfaceIndex[STOCKYMALE][FALLOFF_FORWARD_STOP] = RGMFALLF;
1262 	gubAnimSurfaceIndex[STOCKYMALE][STAND_FALLFORWARD_STOP] = RGMHITSTAND;
1263 	gubAnimSurfaceIndex[STOCKYMALE][PRONE_LAYFROMHIT_STOP] = RGMHITPRONE;
1264 	gubAnimSurfaceIndex[STOCKYMALE][HOPFENCE] = RGMHOPFENCE;
1265 	gubAnimSurfaceIndex[STOCKYMALE][PUNCH_BREATH] = RGMPUNCH;
1266 	gubAnimSurfaceIndex[STOCKYMALE][PUNCH] = RGMPUNCH;
1267 	gubAnimSurfaceIndex[STOCKYMALE][NOTHING_STAND] = RGMNOTHING_STD;
1268 	gubAnimSurfaceIndex[STOCKYMALE][JFK_HITDEATH] = RGMDIE_JFK;
1269 	gubAnimSurfaceIndex[STOCKYMALE][JFK_HITDEATH_STOP] = RGMDIE_JFK;
1270 	gubAnimSurfaceIndex[STOCKYMALE][JFK_HITDEATH_TWITCHB] = RGMDIE_JFK;
1271 	gubAnimSurfaceIndex[STOCKYMALE][FIRE_STAND_BURST_SPREAD] = RGMSTANDAIM;
1272 	gubAnimSurfaceIndex[STOCKYMALE][FALLOFF_DEATH] = RGMFALL;
1273 	gubAnimSurfaceIndex[STOCKYMALE][FALLOFF_DEATH_STOP] = RGMFALL;
1274 	gubAnimSurfaceIndex[STOCKYMALE][FALLOFF_TWITCHB] = RGMFALL;
1275 	gubAnimSurfaceIndex[STOCKYMALE][FALLOFF_TWITCHNB] = RGMFALL;
1276 	gubAnimSurfaceIndex[STOCKYMALE][FALLOFF_FORWARD_DEATH] = RGMFALLF;
1277 	gubAnimSurfaceIndex[STOCKYMALE][FALLOFF_FORWARD_DEATH_STOP] = RGMFALLF;
1278 	gubAnimSurfaceIndex[STOCKYMALE][FALLOFF_FORWARD_TWITCHB] = RGMFALLF;
1279 	gubAnimSurfaceIndex[STOCKYMALE][FALLOFF_FORWARD_TWITCHNB] = RGMFALLF;
1280 	gubAnimSurfaceIndex[STOCKYMALE][OPEN_DOOR] = RGMOPEN;
1281 	gubAnimSurfaceIndex[STOCKYMALE][OPEN_STRUCT] = RGMOPEN;
1282 	gubAnimSurfaceIndex[STOCKYMALE][PICKUP_ITEM] = RGMPICKUP;
1283 	gubAnimSurfaceIndex[STOCKYMALE][DROP_ITEM] = RGMPICKUP;
1284 	gubAnimSurfaceIndex[STOCKYMALE][SLICE] = RGMSLICE;
1285 	gubAnimSurfaceIndex[STOCKYMALE][STAB] = RGMSTAB;
1286 	gubAnimSurfaceIndex[STOCKYMALE][CROUCH_STAB] = RGMCSTAB;
1287 	gubAnimSurfaceIndex[STOCKYMALE][START_AID] = RGMMEDIC;
1288 	gubAnimSurfaceIndex[STOCKYMALE][GIVING_AID] = RGMMEDIC;
1289 	gubAnimSurfaceIndex[STOCKYMALE][END_AID] = RGMMEDIC;
1290 	gubAnimSurfaceIndex[STOCKYMALE][DODGE_ONE] = RGMDODGE;
1291 	gubAnimSurfaceIndex[STOCKYMALE][READY_DUAL_STAND] = RGMSTANDDWALAIM;
1292 	gubAnimSurfaceIndex[STOCKYMALE][AIM_DUAL_STAND] = RGMSTANDDWALAIM;
1293 	gubAnimSurfaceIndex[STOCKYMALE][SHOOT_DUAL_STAND] = RGMSTANDDWALAIM;
1294 	gubAnimSurfaceIndex[STOCKYMALE][END_DUAL_STAND] = RGMSTANDDWALAIM;
1295 	gubAnimSurfaceIndex[STOCKYMALE][RAISE_RIFLE] = RGMRAISE;
1296 	gubAnimSurfaceIndex[STOCKYMALE][LOWER_RIFLE] = RGMRAISE;
1297 	gubAnimSurfaceIndex[STOCKYMALE][BODYEXPLODING] = BODYEXPLODE;
1298 	gubAnimSurfaceIndex[STOCKYMALE][THROW_ITEM] = RGMTHROW;
1299 	gubAnimSurfaceIndex[STOCKYMALE][LOB_ITEM] = RGMLOB;
1300 	gubAnimSurfaceIndex[STOCKYMALE][CROUCHED_BURST] = RGMCROUCHAIM;
1301 	gubAnimSurfaceIndex[STOCKYMALE][PRONE_BURST] = RGMPRONE;
1302 	gubAnimSurfaceIndex[STOCKYMALE][GIVE_ITEM] = RGMOPEN;
1303 	gubAnimSurfaceIndex[STOCKYMALE][WATER_HIT] = RGMWATER_DIE;
1304 	gubAnimSurfaceIndex[STOCKYMALE][WATER_DIE] = RGMWATER_DIE;
1305 	gubAnimSurfaceIndex[STOCKYMALE][WATER_DIE_STOP] = RGMWATER_DIE;
1306 	gubAnimSurfaceIndex[STOCKYMALE][HELIDROP] = RGMHELIDROP;
1307 	gubAnimSurfaceIndex[STOCKYMALE][FEM_LOOK] = RGM_LOOK;
1308 	gubAnimSurfaceIndex[STOCKYMALE][REG_SQUISH] = RGM_SQUISH;
1309 	gubAnimSurfaceIndex[STOCKYMALE][REG_PULL] = RGM_PULL;
1310 	gubAnimSurfaceIndex[STOCKYMALE][REG_SPIT] = RGM_SPIT;
1311 	gubAnimSurfaceIndex[STOCKYMALE][NINJA_GOTOBREATH] = RGMLOWKICK;
1312 	gubAnimSurfaceIndex[STOCKYMALE][NINJA_BREATH] = RGMLOWKICK;
1313 	gubAnimSurfaceIndex[STOCKYMALE][NINJA_LOWKICK] = RGMLOWKICK;
1314 	gubAnimSurfaceIndex[STOCKYMALE][NINJA_PUNCH] = RGMNPUNCH;
1315 	gubAnimSurfaceIndex[STOCKYMALE][NINJA_SPINKICK] = RGMSPINKICK;
1316 	gubAnimSurfaceIndex[STOCKYMALE][END_OPEN_DOOR] = RGMOPEN;
1317 	gubAnimSurfaceIndex[STOCKYMALE][END_OPEN_LOCKED_DOOR] = RGMOPEN;
1318 	gubAnimSurfaceIndex[STOCKYMALE][KICK_DOOR] = RGMKICKDOOR;
1319 	gubAnimSurfaceIndex[STOCKYMALE][CLOSE_DOOR] = RGMOPEN;
1320 	gubAnimSurfaceIndex[STOCKYMALE][RIFLE_STAND_HIT] = RGMRHIT;
1321 	gubAnimSurfaceIndex[STOCKYMALE][DEEP_WATER_TRED] = RGMDEEPWATER_TRED;
1322 	gubAnimSurfaceIndex[STOCKYMALE][DEEP_WATER_SWIM] = RGMDEEPWATER_SWIM;
1323 	gubAnimSurfaceIndex[STOCKYMALE][DEEP_WATER_HIT] = RGMDEEPWATER_DIE;
1324 	gubAnimSurfaceIndex[STOCKYMALE][DEEP_WATER_DIE] = RGMDEEPWATER_DIE;
1325 	gubAnimSurfaceIndex[STOCKYMALE][DEEP_WATER_DIE_STOPPING] = RGMWATER_DIE;
1326 	gubAnimSurfaceIndex[STOCKYMALE][DEEP_WATER_DIE_STOP] = RGMWATER_DIE;
1327 	gubAnimSurfaceIndex[STOCKYMALE][LOW_TO_DEEP_WATER] = RGMWATER_TRANS;
1328 	gubAnimSurfaceIndex[STOCKYMALE][DEEP_TO_LOW_WATER] = RGMWATER_TRANS;
1329 	gubAnimSurfaceIndex[STOCKYMALE][GOTO_SLEEP] = RGMSLEEP;
1330 	gubAnimSurfaceIndex[STOCKYMALE][SLEEPING] = RGMSLEEP;
1331 	gubAnimSurfaceIndex[STOCKYMALE][WKAEUP_FROM_SLEEP] = RGMSLEEP;
1332 	gubAnimSurfaceIndex[STOCKYMALE][FIRE_LOW_STAND] = RGMSHOOT_LOW;
1333 	gubAnimSurfaceIndex[STOCKYMALE][FIRE_BURST_LOW_STAND] = RGMSHOOT_LOW;
1334 	gubAnimSurfaceIndex[STOCKYMALE][STANDING_SHOOT_UNJAM] = RGMSTANDAIM;
1335 	gubAnimSurfaceIndex[STOCKYMALE][CROUCH_SHOOT_UNJAM] = RGMCROUCHAIM;
1336 	gubAnimSurfaceIndex[STOCKYMALE][PRONE_SHOOT_UNJAM] = RGMPRONE;
1337 	gubAnimSurfaceIndex[STOCKYMALE][STANDING_SHOOT_DWEL_UNJAM] = RGMSTANDDWALAIM;
1338 	gubAnimSurfaceIndex[STOCKYMALE][STANDING_SHOOT_LOW_UNJAM] = RGMSHOOT_LOW;
1339 	gubAnimSurfaceIndex[STOCKYMALE][READY_DUAL_CROUCH] = RGMCDBLSHOT;
1340 	gubAnimSurfaceIndex[STOCKYMALE][AIM_DUAL_CROUCH] = RGMCDBLSHOT;
1341 	gubAnimSurfaceIndex[STOCKYMALE][SHOOT_DUAL_CROUCH] = RGMCDBLSHOT;
1342 	gubAnimSurfaceIndex[STOCKYMALE][END_DUAL_CROUCH] = RGMCDBLSHOT;
1343 	gubAnimSurfaceIndex[STOCKYMALE][CROUCH_SHOOT_DWEL_UNJAM] = RGMCDBLSHOT;
1344 	gubAnimSurfaceIndex[STOCKYMALE][ADJACENT_GET_ITEM] = RGMOPEN;
1345 	gubAnimSurfaceIndex[STOCKYMALE][CUTTING_FENCE] = RGMMEDIC;
1346 	gubAnimSurfaceIndex[STOCKYMALE][FROM_INJURED_TRANSITION] = RGMHURTTRANS;
1347 	gubAnimSurfaceIndex[STOCKYMALE][THROW_KNIFE] = RGMTHROWKNIFE;
1348 	gubAnimSurfaceIndex[STOCKYMALE][KNIFE_BREATH] = RGMBREATHKNIFE;
1349 	gubAnimSurfaceIndex[STOCKYMALE][KNIFE_GOTOBREATH] = RGMBREATHKNIFE;
1350 	gubAnimSurfaceIndex[STOCKYMALE][KNIFE_ENDBREATH] = RGMBREATHKNIFE;
1351 	gubAnimSurfaceIndex[STOCKYMALE][CATCH_STANDING] = RGMOPEN;
1352 	gubAnimSurfaceIndex[STOCKYMALE][CATCH_CROUCHED] = RGMMEDIC;
1353 	gubAnimSurfaceIndex[STOCKYMALE][PLANT_BOMB] = RGMPICKUP;
1354 	gubAnimSurfaceIndex[STOCKYMALE][USE_REMOTE] = RGMOPEN;
1355 	gubAnimSurfaceIndex[STOCKYMALE][START_COWER] = RGMCOWER;
1356 	gubAnimSurfaceIndex[STOCKYMALE][COWERING] = RGMCOWER;
1357 	gubAnimSurfaceIndex[STOCKYMALE][END_COWER] = RGMCOWER;
1358 	gubAnimSurfaceIndex[STOCKYMALE][STEAL_ITEM] = RGMOPEN;
1359 	gubAnimSurfaceIndex[STOCKYMALE][SHOOT_ROCKET] = RGMROCKET;
1360 	gubAnimSurfaceIndex[STOCKYMALE][SHOOT_MORTAR] = RGMMORTAR;
1361 	gubAnimSurfaceIndex[STOCKYMALE][SIDE_STEP] = RGMSIDESTEP;
1362 	gubAnimSurfaceIndex[STOCKYMALE][WALK_BACKWARDS] = RGMBASICWALKING;
1363 	gubAnimSurfaceIndex[STOCKYMALE][BEGIN_OPENSTRUCT] = RGMOPEN;
1364 	gubAnimSurfaceIndex[STOCKYMALE][END_OPENSTRUCT] = RGMOPEN;
1365 	gubAnimSurfaceIndex[STOCKYMALE][END_OPENSTRUCT_LOCKED] = RGMOPEN;
1366 	gubAnimSurfaceIndex[STOCKYMALE][PUNCH_LOW] = RGMPUNCHLOW;
1367 	gubAnimSurfaceIndex[STOCKYMALE][PISTOL_SHOOT_LOW] = RGMPISTOLSHOOTLOW;
1368 	gubAnimSurfaceIndex[STOCKYMALE][DECAPITATE] = RGMCSTAB;
1369 	gubAnimSurfaceIndex[STOCKYMALE][GOTO_PATIENT] = RGMHITPRONE;
1370 	gubAnimSurfaceIndex[STOCKYMALE][BEING_PATIENT] = RGMHITPRONE;
1371 	gubAnimSurfaceIndex[STOCKYMALE][GOTO_DOCTOR] = RGMMEDIC;
1372 	gubAnimSurfaceIndex[STOCKYMALE][BEING_DOCTOR] = RGMMEDIC;
1373 	gubAnimSurfaceIndex[STOCKYMALE][END_DOCTOR] = RGMMEDIC;
1374 	gubAnimSurfaceIndex[STOCKYMALE][GOTO_REPAIRMAN] = RGMMEDIC;
1375 	gubAnimSurfaceIndex[STOCKYMALE][BEING_REPAIRMAN] = RGMMEDIC;
1376 	gubAnimSurfaceIndex[STOCKYMALE][END_REPAIRMAN] = RGMMEDIC;
1377 	gubAnimSurfaceIndex[STOCKYMALE][FALL_INTO_PIT] = RGMFALL;
1378 	gubAnimSurfaceIndex[STOCKYMALE][RELOAD_ROBOT] = RGMMEDIC;
1379 	gubAnimSurfaceIndex[STOCKYMALE][END_CATCH] = RGMOPEN;
1380 	gubAnimSurfaceIndex[STOCKYMALE][END_CROUCH_CATCH] = RGMMEDIC;
1381 	gubAnimSurfaceIndex[STOCKYMALE][AI_RADIO] = RGMRADIO;
1382 	gubAnimSurfaceIndex[STOCKYMALE][AI_CR_RADIO] = RGMCRRADIO;
1383 	gubAnimSurfaceIndex[STOCKYMALE][SLAP_HIT] = RGMHITSTAND;
1384 	gubAnimSurfaceIndex[STOCKYMALE][TAKE_BLOOD_FROM_CORPSE] = RGMMEDIC;
1385 	gubAnimSurfaceIndex[STOCKYMALE][CHARIOTS_OF_FIRE] = RGMBURN;
1386 	gubAnimSurfaceIndex[STOCKYMALE][AI_PULL_SWITCH] = RGMOPEN;
1387 	gubAnimSurfaceIndex[STOCKYMALE][MERC_HURT_IDLE_ANIM] = RGMHURTSTANDINGR;
1388 	gubAnimSurfaceIndex[STOCKYMALE][END_HURT_WALKING] = RGMHURTSTANDINGR;
1389 	gubAnimSurfaceIndex[STOCKYMALE][PASS_OBJECT] = RGMOPEN;
1390 	gubAnimSurfaceIndex[STOCKYMALE][DROP_ADJACENT_OBJECT] = RGMOPEN;
1391 	gubAnimSurfaceIndex[STOCKYMALE][READY_DUAL_PRONE] = RGMDWPRONE;
1392 	gubAnimSurfaceIndex[STOCKYMALE][AIM_DUAL_PRONE] = RGMDWPRONE;
1393 	gubAnimSurfaceIndex[STOCKYMALE][SHOOT_DUAL_PRONE] = RGMDWPRONE;
1394 	gubAnimSurfaceIndex[STOCKYMALE][END_DUAL_PRONE] = RGMDWPRONE;
1395 	gubAnimSurfaceIndex[STOCKYMALE][PRONE_SHOOT_DWEL_UNJAM] = RGMDWPRONE;
1396 	gubAnimSurfaceIndex[STOCKYMALE][PICK_LOCK] = RGMOPEN;
1397 	gubAnimSurfaceIndex[STOCKYMALE][OPEN_DOOR_CROUCHED] = RGMMEDIC;
1398 	gubAnimSurfaceIndex[STOCKYMALE][BEGIN_OPENSTRUCT_CROUCHED] = RGMMEDIC;
1399 	gubAnimSurfaceIndex[STOCKYMALE][CLOSE_DOOR_CROUCHED] = RGMMEDIC;
1400 	gubAnimSurfaceIndex[STOCKYMALE][OPEN_STRUCT_CROUCHED] = RGMMEDIC;
1401 	gubAnimSurfaceIndex[STOCKYMALE][END_OPEN_DOOR_CROUCHED] = RGMMEDIC;
1402 	gubAnimSurfaceIndex[STOCKYMALE][END_OPENSTRUCT_CROUCHED] = RGMMEDIC;
1403 	gubAnimSurfaceIndex[STOCKYMALE][END_OPEN_LOCKED_DOOR_CROUCHED] = RGMMEDIC;
1404 	gubAnimSurfaceIndex[STOCKYMALE][END_OPENSTRUCT_LOCKED_CROUCHED] = RGMMEDIC;
1405 	gubAnimSurfaceIndex[STOCKYMALE][DRUNK_IDLE] = RGMDRUNK;
1406 	gubAnimSurfaceIndex[STOCKYMALE][CROWBAR_ATTACK] = RGMCROWBAR;
1407 	gubAnimSurfaceIndex[STOCKYMALE][ATTACH_CAN_TO_STRING] = RGMMEDIC;
1408 	gubAnimSurfaceIndex[STOCKYMALE][SWAT_BACKWARDS] = RGMSNEAKING;
1409 	gubAnimSurfaceIndex[STOCKYMALE][JUMP_OVER_BLOCKING_PERSON] = RGMJUMPOVER;
1410 	gubAnimSurfaceIndex[STOCKYMALE][REFUEL_VEHICLE] = RGMMEDIC;
1411 	gubAnimSurfaceIndex[STOCKYMALE][LOCKPICK_CROUCHED] = RGMMEDIC;
1412 
1413 
1414 	gubAnimSurfaceItemSubIndex[STOCKYMALE][STANDING] = RGMPISTOLBREATH;
1415 	gubAnimSurfaceItemSubIndex[STOCKYMALE][WALKING] = RGMNOTHING_WALK;
1416 	gubAnimSurfaceItemSubIndex[STOCKYMALE][RUNNING] = RGMNOTHING_RUN;
1417 	gubAnimSurfaceItemSubIndex[STOCKYMALE][SWATTING] = RGMNOTHING_SWAT;
1418 	gubAnimSurfaceItemSubIndex[STOCKYMALE][START_SWAT] = RGMNOTHING_SWAT;
1419 	gubAnimSurfaceItemSubIndex[STOCKYMALE][END_SWAT] = RGMNOTHING_SWAT;
1420 	gubAnimSurfaceItemSubIndex[STOCKYMALE][KNEEL_DOWN] = RGMNOTHING_CROUCH;
1421 	gubAnimSurfaceItemSubIndex[STOCKYMALE][CROUCHING] = RGMNOTHING_CROUCH;
1422 	gubAnimSurfaceItemSubIndex[STOCKYMALE][KNEEL_UP] = RGMNOTHING_CROUCH;
1423 	gubAnimSurfaceItemSubIndex[STOCKYMALE][READY_RIFLE_STAND] = RGMHANDGUN_S_SHOT;
1424 	gubAnimSurfaceItemSubIndex[STOCKYMALE][AIM_RIFLE_STAND] = RGMHANDGUN_S_SHOT;
1425 	gubAnimSurfaceItemSubIndex[STOCKYMALE][SHOOT_RIFLE_STAND] = RGMHANDGUN_S_SHOT;
1426 	gubAnimSurfaceItemSubIndex[STOCKYMALE][END_RIFLE_STAND] = RGMHANDGUN_S_SHOT;
1427 	gubAnimSurfaceItemSubIndex[STOCKYMALE][STANDING_BURST] = RGMHANDGUN_S_SHOT;
1428 	gubAnimSurfaceItemSubIndex[STOCKYMALE][FIRE_STAND_BURST_SPREAD] = RGMHANDGUN_S_SHOT;
1429 	gubAnimSurfaceItemSubIndex[STOCKYMALE][READY_RIFLE_CROUCH] = RGMHANDGUN_C_SHOT;
1430 	gubAnimSurfaceItemSubIndex[STOCKYMALE][AIM_RIFLE_CROUCH] = RGMHANDGUN_C_SHOT;
1431 	gubAnimSurfaceItemSubIndex[STOCKYMALE][SHOOT_RIFLE_CROUCH] = RGMHANDGUN_C_SHOT;
1432 	gubAnimSurfaceItemSubIndex[STOCKYMALE][END_RIFLE_CROUCH] = RGMHANDGUN_C_SHOT;
1433 	gubAnimSurfaceItemSubIndex[STOCKYMALE][PRONE_DOWN] = RGMHANDGUN_PRONE;
1434 	gubAnimSurfaceItemSubIndex[STOCKYMALE][CRAWLING] = RGMHANDGUN_PRONE;
1435 	gubAnimSurfaceItemSubIndex[STOCKYMALE][PRONE_UP] = RGMHANDGUN_PRONE;
1436 	gubAnimSurfaceItemSubIndex[STOCKYMALE][PRONE] = RGMHANDGUN_PRONE;
1437 	gubAnimSurfaceItemSubIndex[STOCKYMALE][READY_RIFLE_PRONE] = RGMHANDGUN_PRONE;
1438 	gubAnimSurfaceItemSubIndex[STOCKYMALE][AIM_RIFLE_PRONE] = RGMHANDGUN_PRONE;
1439 	gubAnimSurfaceItemSubIndex[STOCKYMALE][SHOOT_RIFLE_PRONE] = RGMHANDGUN_PRONE;
1440 	gubAnimSurfaceItemSubIndex[STOCKYMALE][END_RIFLE_PRONE] = RGMHANDGUN_PRONE;
1441 	gubAnimSurfaceItemSubIndex[STOCKYMALE][GETUP_FROM_ROLLOVER] = RGMHANDGUN_PRONE;
1442 	gubAnimSurfaceItemSubIndex[STOCKYMALE][STANDING_SHOOT_UNJAM] = RGMHANDGUN_S_SHOT;
1443 	gubAnimSurfaceItemSubIndex[STOCKYMALE][CROUCH_SHOOT_UNJAM] = RGMHANDGUN_C_SHOT;
1444 	gubAnimSurfaceItemSubIndex[STOCKYMALE][PRONE_SHOOT_UNJAM] = RGMHANDGUN_PRONE;
1445 	gubAnimSurfaceItemSubIndex[STOCKYMALE][FIRE_BURST_LOW_STAND] = RGMPISTOLSHOOTLOW;
1446 	gubAnimSurfaceItemSubIndex[STOCKYMALE][FIRE_LOW_STAND] = RGMPISTOLSHOOTLOW;
1447 	gubAnimSurfaceItemSubIndex[STOCKYMALE][CROUCHED_BURST] = RGMHANDGUN_C_SHOT;
1448 	gubAnimSurfaceItemSubIndex[STOCKYMALE][PRONE_BURST] = RGMHANDGUN_PRONE;
1449 	gubAnimSurfaceItemSubIndex[STOCKYMALE][MERC_HURT_IDLE_ANIM] = RGMHURTSTANDINGN;
1450 	gubAnimSurfaceItemSubIndex[STOCKYMALE][END_HURT_WALKING] = RGMHURTSTANDINGN;
1451 	gubAnimSurfaceItemSubIndex[STOCKYMALE][WALK_BACKWARDS] = RGMNOTHING_WALK;
1452 	gubAnimSurfaceItemSubIndex[STOCKYMALE][DRUNK_IDLE] = RGMPISTOLDRUNK;
1453 
1454 
1455 	gubAnimSurfaceMidWaterSubIndex[STOCKYMALE][STANDING][0] = RGMWATER_R_STD;
1456 	gubAnimSurfaceMidWaterSubIndex[STOCKYMALE][WALKING][0] = RGMWATER_R_WALK;
1457 	gubAnimSurfaceMidWaterSubIndex[STOCKYMALE][RUNNING][0] = RGMWATER_R_WALK;
1458 	gubAnimSurfaceMidWaterSubIndex[STOCKYMALE][READY_RIFLE_STAND][0] = RGMWATER_R_AIM;
1459 	gubAnimSurfaceMidWaterSubIndex[STOCKYMALE][AIM_RIFLE_STAND][0] = RGMWATER_R_AIM;
1460 	gubAnimSurfaceMidWaterSubIndex[STOCKYMALE][SHOOT_RIFLE_STAND][0] = RGMWATER_R_AIM;
1461 	gubAnimSurfaceMidWaterSubIndex[STOCKYMALE][END_RIFLE_STAND][0] = RGMWATER_R_AIM;
1462 	gubAnimSurfaceMidWaterSubIndex[STOCKYMALE][STANDING_BURST][0] = RGMWATER_R_AIM;
1463 	gubAnimSurfaceMidWaterSubIndex[STOCKYMALE][FIRE_STAND_BURST_SPREAD][0] = RGMWATER_R_AIM;
1464 	gubAnimSurfaceMidWaterSubIndex[STOCKYMALE][STANDING][1] = RGMWATER_N_STD;
1465 	gubAnimSurfaceMidWaterSubIndex[STOCKYMALE][WALKING][1] = RGMWATER_N_WALK;
1466 	gubAnimSurfaceMidWaterSubIndex[STOCKYMALE][RUNNING][1] = RGMWATER_N_WALK;
1467 	gubAnimSurfaceMidWaterSubIndex[STOCKYMALE][READY_RIFLE_STAND][1] = RGMWATER_N_AIM;
1468 	gubAnimSurfaceMidWaterSubIndex[STOCKYMALE][AIM_RIFLE_STAND][1] = RGMWATER_N_AIM;
1469 	gubAnimSurfaceMidWaterSubIndex[STOCKYMALE][SHOOT_RIFLE_STAND][1] = RGMWATER_N_AIM;
1470 	gubAnimSurfaceMidWaterSubIndex[STOCKYMALE][END_RIFLE_STAND][1] = RGMWATER_N_AIM;
1471 	gubAnimSurfaceMidWaterSubIndex[STOCKYMALE][STANDING_BURST][1] = RGMWATER_N_AIM;
1472 	gubAnimSurfaceMidWaterSubIndex[STOCKYMALE][FIRE_STAND_BURST_SPREAD][1] = RGMWATER_N_AIM;
1473 	gubAnimSurfaceMidWaterSubIndex[STOCKYMALE][READY_DUAL_STAND][1] = RGMWATER_DBLSHT;
1474 	gubAnimSurfaceMidWaterSubIndex[STOCKYMALE][AIM_DUAL_STAND][1] = RGMWATER_DBLSHT;
1475 	gubAnimSurfaceMidWaterSubIndex[STOCKYMALE][SHOOT_DUAL_STAND][1] = RGMWATER_DBLSHT;
1476 	gubAnimSurfaceMidWaterSubIndex[STOCKYMALE][END_DUAL_STAND][1] = RGMWATER_DBLSHT;
1477 	gubAnimSurfaceMidWaterSubIndex[STOCKYMALE][STANDING_SHOOT_UNJAM][0] = RGMWATER_R_AIM;
1478 	gubAnimSurfaceMidWaterSubIndex[STOCKYMALE][STANDING_SHOOT_UNJAM][1] = RGMWATER_N_AIM;
1479 	gubAnimSurfaceMidWaterSubIndex[STOCKYMALE][THROW_ITEM][0] = RGMWATERTHROW;
1480 	gubAnimSurfaceMidWaterSubIndex[STOCKYMALE][THROW_ITEM][1] = RGMWATERTHROW;
1481 	gubAnimSurfaceMidWaterSubIndex[STOCKYMALE][LOB_ITEM][0] = RGMWATERTHROW;
1482 	gubAnimSurfaceMidWaterSubIndex[STOCKYMALE][LOB_ITEM][1] = RGMWATERTHROW;
1483 
1484 
1485 
1486 	gubAnimSurfaceCorpseID[STOCKYMALE][GENERIC_HIT_DEATH] = SMERC_FWD;
1487 	gubAnimSurfaceCorpseID[STOCKYMALE][FALLBACK_HIT_DEATH] = SMERC_BCK;
1488 	gubAnimSurfaceCorpseID[STOCKYMALE][PRONE_HIT_DEATH] = SMERC_PRN;
1489 	gubAnimSurfaceCorpseID[STOCKYMALE][WATER_DIE] = SMERC_WTR;
1490 	gubAnimSurfaceCorpseID[STOCKYMALE][FLYBACK_HIT_DEATH] = SMERC_DHD;
1491 	gubAnimSurfaceCorpseID[STOCKYMALE][JFK_HITDEATH] = SMERC_JFK;
1492 	gubAnimSurfaceCorpseID[STOCKYMALE][FALLOFF_DEATH] = SMERC_FALL;
1493 	gubAnimSurfaceCorpseID[STOCKYMALE][FALLOFF_FORWARD_DEATH] = SMERC_FALLF;
1494 	gubAnimSurfaceCorpseID[STOCKYMALE][FLYBACK_HIT] = SMERC_DHD;
1495 	gubAnimSurfaceCorpseID[STOCKYMALE][GENERIC_HIT_DEATHTWITCHNB] = SMERC_FWD;
1496 	gubAnimSurfaceCorpseID[STOCKYMALE][FALLFORWARD_FROMHIT_STAND] = SMERC_FWD;
1497 	gubAnimSurfaceCorpseID[STOCKYMALE][ENDFALLFORWARD_FROMHIT_CROUCH] = SMERC_FWD;
1498 	gubAnimSurfaceCorpseID[STOCKYMALE][FALLBACK_HIT_STAND] = SMERC_BCK;
1499 	gubAnimSurfaceCorpseID[STOCKYMALE][FALLBACK_HIT_DEATHTWITCHNB] = SMERC_BCK;
1500 	gubAnimSurfaceCorpseID[STOCKYMALE][PRONE_HIT_DEATHTWITCHNB] = SMERC_PRN;
1501 	gubAnimSurfaceCorpseID[STOCKYMALE][PRONE_LAY_FROMHIT] = SMERC_PRN;
1502 	gubAnimSurfaceCorpseID[STOCKYMALE][FALLOFF] = SMERC_FALLF;
1503 	gubAnimSurfaceCorpseID[STOCKYMALE][FALLFORWARD_ROOF] = SMERC_FALL;
1504 	gubAnimSurfaceCorpseID[STOCKYMALE][FLYBACKHIT_STOP] = SMERC_DHD;
1505 	gubAnimSurfaceCorpseID[STOCKYMALE][STAND_FALLFORWARD_STOP] = SMERC_FWD;
1506 	gubAnimSurfaceCorpseID[STOCKYMALE][FALLBACKHIT_STOP] = SMERC_BCK;
1507 	gubAnimSurfaceCorpseID[STOCKYMALE][PRONE_LAYFROMHIT_STOP] = SMERC_PRN;
1508 	gubAnimSurfaceCorpseID[STOCKYMALE][CHARIOTS_OF_FIRE] = BURNT_DEAD;
1509 	gubAnimSurfaceCorpseID[STOCKYMALE][BODYEXPLODING] = EXPLODE_DEAD;
1510 
1511 
1512 	//Setup some random stuff
1513 	gRandomAnimDefs[STOCKYMALE][0].ubHandRestriction = RANDOM_ANIM_RIFLEINHAND;
1514 	gRandomAnimDefs[STOCKYMALE][0].sAnimID = REG_SPIT;
1515 	gRandomAnimDefs[STOCKYMALE][0].ubStartRoll = 0;
1516 	gRandomAnimDefs[STOCKYMALE][0].ubEndRoll = 3;
1517 	gRandomAnimDefs[STOCKYMALE][0].ubFlags = RANDOM_ANIM_CASUAL;
1518 	gRandomAnimDefs[STOCKYMALE][0].ubAnimHeight = ANIM_STAND;
1519 
1520 	gRandomAnimDefs[STOCKYMALE][1].ubHandRestriction = RANDOM_ANIM_NOTHINGINHAND;
1521 	gRandomAnimDefs[STOCKYMALE][1].sAnimID = REG_SQUISH;
1522 	gRandomAnimDefs[STOCKYMALE][1].ubStartRoll = 10;
1523 	gRandomAnimDefs[STOCKYMALE][1].ubEndRoll = 13;
1524 	gRandomAnimDefs[STOCKYMALE][1].ubFlags = RANDOM_ANIM_CASUAL;
1525 	gRandomAnimDefs[STOCKYMALE][1].ubAnimHeight = ANIM_STAND;
1526 
1527 	gRandomAnimDefs[STOCKYMALE][2].ubHandRestriction = RANDOM_ANIM_RIFLEINHAND;
1528 	gRandomAnimDefs[STOCKYMALE][2].sAnimID = FEM_LOOK;
1529 	gRandomAnimDefs[STOCKYMALE][2].ubStartRoll = 20;
1530 	gRandomAnimDefs[STOCKYMALE][2].ubEndRoll = 23;
1531 	gRandomAnimDefs[STOCKYMALE][2].ubFlags = 0;
1532 	gRandomAnimDefs[STOCKYMALE][2].ubAnimHeight = ANIM_STAND;
1533 
1534 	gRandomAnimDefs[STOCKYMALE][3].ubHandRestriction = RANDOM_ANIM_NOTHINGINHAND;
1535 	gRandomAnimDefs[STOCKYMALE][3].sAnimID = REG_PULL;
1536 	gRandomAnimDefs[STOCKYMALE][3].ubStartRoll = 30;
1537 	gRandomAnimDefs[STOCKYMALE][3].ubEndRoll = 33;
1538 	gRandomAnimDefs[STOCKYMALE][3].ubFlags = 0;
1539 	gRandomAnimDefs[STOCKYMALE][3].ubAnimHeight = ANIM_STAND;
1540 
1541 	gRandomAnimDefs[STOCKYMALE][4].ubHandRestriction = RANDOM_ANIM_IRRELEVENTINHAND;
1542 	gRandomAnimDefs[STOCKYMALE][4].sAnimID = MERC_HURT_IDLE_ANIM;
1543 	gRandomAnimDefs[STOCKYMALE][4].ubStartRoll = 40;
1544 	gRandomAnimDefs[STOCKYMALE][4].ubEndRoll = 100;
1545 	gRandomAnimDefs[STOCKYMALE][4].ubFlags = RANDOM_ANIM_INJURED;
1546 	gRandomAnimDefs[STOCKYMALE][4].ubAnimHeight = ANIM_STAND;
1547 
1548 	gRandomAnimDefs[STOCKYMALE][5].ubHandRestriction = RANDOM_ANIM_IRRELEVENTINHAND;
1549 	gRandomAnimDefs[STOCKYMALE][5].sAnimID = DRUNK_IDLE;
1550 	gRandomAnimDefs[STOCKYMALE][5].ubStartRoll = 40;
1551 	gRandomAnimDefs[STOCKYMALE][5].ubEndRoll = 100;
1552 	gRandomAnimDefs[STOCKYMALE][5].ubFlags = RANDOM_ANIM_DRUNK;
1553 	gRandomAnimDefs[STOCKYMALE][5].ubAnimHeight = ANIM_STAND;
1554 
1555 
1556 	// REG FEMALE GUY
1557 	gubAnimSurfaceIndex[REGFEMALE][WALKING] = RGFWALKING;
1558 	gubAnimSurfaceIndex[REGFEMALE][STANDING] = RGFSTANDING;
1559 	gubAnimSurfaceIndex[REGFEMALE][KNEEL_DOWN] = RGFCROUCHING;
1560 	gubAnimSurfaceIndex[REGFEMALE][CROUCHING] = RGFCROUCHING;
1561 	gubAnimSurfaceIndex[REGFEMALE][KNEEL_UP] = RGFCROUCHING;
1562 	gubAnimSurfaceIndex[REGFEMALE][SWATTING] = RGFSNEAKING;
1563 	gubAnimSurfaceIndex[REGFEMALE][RUNNING] = RGFRUNNING;
1564 	gubAnimSurfaceIndex[REGFEMALE][PRONE_DOWN] = RGFPRONE;
1565 	gubAnimSurfaceIndex[REGFEMALE][CRAWLING] = RGFPRONE;
1566 	gubAnimSurfaceIndex[REGFEMALE][PRONE_UP] = RGFPRONE;
1567 	gubAnimSurfaceIndex[REGFEMALE][PRONE] = RGFPRONE;
1568 	gubAnimSurfaceIndex[REGFEMALE][READY_RIFLE_STAND] = RGFSTANDAIM;
1569 	gubAnimSurfaceIndex[REGFEMALE][AIM_RIFLE_STAND] = RGFSTANDAIM;
1570 	gubAnimSurfaceIndex[REGFEMALE][SHOOT_RIFLE_STAND] = RGFSTANDAIM;
1571 	gubAnimSurfaceIndex[REGFEMALE][END_RIFLE_STAND] = RGFSTANDAIM;
1572 	gubAnimSurfaceIndex[REGFEMALE][START_SWAT] = RGFSNEAKING;
1573 	gubAnimSurfaceIndex[REGFEMALE][END_SWAT] = RGFSNEAKING;
1574 	gubAnimSurfaceIndex[REGFEMALE][FLYBACK_HIT] = RGFHITHARD;
1575 	gubAnimSurfaceIndex[REGFEMALE][READY_RIFLE_PRONE] = RGFPRONE;
1576 	gubAnimSurfaceIndex[REGFEMALE][AIM_RIFLE_PRONE] = RGFPRONE;
1577 	gubAnimSurfaceIndex[REGFEMALE][SHOOT_RIFLE_PRONE] = RGFPRONE;
1578 	gubAnimSurfaceIndex[REGFEMALE][END_RIFLE_PRONE] = RGFPRONE;
1579 	gubAnimSurfaceIndex[REGFEMALE][FALLBACK_DEATHTWICH] = RGFHITHARD;
1580 	gubAnimSurfaceIndex[REGFEMALE][GENERIC_HIT_STAND] = RGFHITSTAND;
1581 	gubAnimSurfaceIndex[REGFEMALE][FLYBACK_HIT_BLOOD_STAND] = RGFHITHARDBLOOD;
1582 	gubAnimSurfaceIndex[REGFEMALE][FLYBACK_HIT_DEATH] = RGFHITHARD;
1583 	gubAnimSurfaceIndex[REGFEMALE][READY_RIFLE_CROUCH] = RGFCROUCHAIM;
1584 	gubAnimSurfaceIndex[REGFEMALE][AIM_RIFLE_CROUCH] = RGFCROUCHAIM;
1585 	gubAnimSurfaceIndex[REGFEMALE][SHOOT_RIFLE_CROUCH] = RGFCROUCHAIM;
1586 	gubAnimSurfaceIndex[REGFEMALE][END_RIFLE_CROUCH] = RGFCROUCHAIM;
1587 	gubAnimSurfaceIndex[REGFEMALE][FALLBACK_HIT_STAND] = RGFHITFALLBACK;
1588 	gubAnimSurfaceIndex[REGFEMALE][ROLLOVER] = RGFROLLOVER;
1589 	gubAnimSurfaceIndex[REGFEMALE][CLIMBUPROOF] = RGFCLIMBROOF;
1590 	gubAnimSurfaceIndex[REGFEMALE][FALLOFF] = RGFFALL;
1591 	gubAnimSurfaceIndex[REGFEMALE][GETUP_FROM_ROLLOVER] = RGFPRONE;
1592 	gubAnimSurfaceIndex[REGFEMALE][CLIMBDOWNROOF] = RGFCLIMBROOF;
1593 	gubAnimSurfaceIndex[REGFEMALE][FALLFORWARD_ROOF] = RGFFALLF;
1594 	gubAnimSurfaceIndex[REGFEMALE][GENERIC_HIT_DEATHTWITCHNB] = RGFHITSTAND;
1595 	gubAnimSurfaceIndex[REGFEMALE][GENERIC_HIT_DEATHTWITCHB] = RGFHITSTAND;
1596 	gubAnimSurfaceIndex[REGFEMALE][FALLBACK_HIT_DEATHTWITCHNB] = RGFHITFALLBACK;
1597 	gubAnimSurfaceIndex[REGFEMALE][FALLBACK_HIT_DEATHTWITCHB] = RGFHITFALLBACK;
1598 	gubAnimSurfaceIndex[REGFEMALE][GENERIC_HIT_DEATH] = RGFHITSTAND;
1599 	gubAnimSurfaceIndex[REGFEMALE][FALLBACK_HIT_DEATH] = RGFHITFALLBACK;
1600 	gubAnimSurfaceIndex[REGFEMALE][GENERIC_HIT_CROUCH] = RGFHITCROUCH;
1601 	gubAnimSurfaceIndex[REGFEMALE][STANDING_BURST] = RGFSTANDAIM;
1602 	gubAnimSurfaceIndex[REGFEMALE][STANDING_BURST_HIT] = RGFHITHARD;
1603 	gubAnimSurfaceIndex[REGFEMALE][GENERIC_HIT_DEATH] = RGFHITSTAND;
1604 	gubAnimSurfaceIndex[REGFEMALE][FALLFORWARD_FROMHIT_STAND] = RGFHITSTAND;
1605 	gubAnimSurfaceIndex[REGFEMALE][FALLFORWARD_FROMHIT_STAND] = RGFHITSTAND;
1606 	gubAnimSurfaceIndex[REGFEMALE][FALLFORWARD_FROMHIT_CROUCH] = RGFHITCROUCH;
1607 	gubAnimSurfaceIndex[REGFEMALE][ENDFALLFORWARD_FROMHIT_CROUCH] = RGFHITSTAND;
1608 	gubAnimSurfaceIndex[REGFEMALE][GENERIC_HIT_PRONE] = RGFHITPRONE;
1609 	gubAnimSurfaceIndex[REGFEMALE][PRONE_HIT_DEATH] = RGFHITPRONE;
1610 	gubAnimSurfaceIndex[REGFEMALE][PRONE_LAY_FROMHIT] = RGFHITPRONE;
1611 	gubAnimSurfaceIndex[REGFEMALE][PRONE_HIT_DEATHTWITCHNB] = RGFHITPRONE;
1612 	gubAnimSurfaceIndex[REGFEMALE][PRONE_HIT_DEATHTWITCHB] = RGFHITPRONE;
1613 	gubAnimSurfaceIndex[REGFEMALE][FLYBACK_HITDEATH_STOP] = RGFHITHARD;
1614 	gubAnimSurfaceIndex[REGFEMALE][FALLFORWARD_HITDEATH_STOP] = RGFHITSTAND;
1615 	gubAnimSurfaceIndex[REGFEMALE][FALLBACK_HITDEATH_STOP] = RGFHITFALLBACK;
1616 	gubAnimSurfaceIndex[REGFEMALE][PRONE_HITDEATH_STOP] = RGFHITPRONE;
1617 	gubAnimSurfaceIndex[REGFEMALE][FLYBACKHIT_STOP] = RGFHITHARD;
1618 	gubAnimSurfaceIndex[REGFEMALE][FALLBACKHIT_STOP] = RGFHITFALLBACK;
1619 	gubAnimSurfaceIndex[REGFEMALE][FALLOFF_STOP] = RGFFALL;
1620 	gubAnimSurfaceIndex[REGFEMALE][FALLOFF_FORWARD_STOP] = RGFFALLF;
1621 	gubAnimSurfaceIndex[REGFEMALE][STAND_FALLFORWARD_STOP] = RGFHITSTAND;
1622 	gubAnimSurfaceIndex[REGFEMALE][PRONE_LAYFROMHIT_STOP] = RGFHITPRONE;
1623 	gubAnimSurfaceIndex[REGFEMALE][HOPFENCE] = RGFHOPFENCE;
1624 	gubAnimSurfaceIndex[REGFEMALE][PUNCH_BREATH] = RGFPUNCH;
1625 	gubAnimSurfaceIndex[REGFEMALE][PUNCH] = RGFPUNCH;
1626 	gubAnimSurfaceIndex[REGFEMALE][NOTHING_STAND] = RGFNOTHING_STD;
1627 	gubAnimSurfaceIndex[REGFEMALE][JFK_HITDEATH] = RGFDIE_JFK;
1628 	gubAnimSurfaceIndex[REGFEMALE][JFK_HITDEATH_STOP] = RGFDIE_JFK;
1629 	gubAnimSurfaceIndex[REGFEMALE][JFK_HITDEATH_TWITCHB] = RGFDIE_JFK;
1630 	gubAnimSurfaceIndex[REGFEMALE][FIRE_STAND_BURST_SPREAD] = RGFSTANDAIM;
1631 	gubAnimSurfaceIndex[REGFEMALE][FALLOFF_DEATH] = RGFFALL;
1632 	gubAnimSurfaceIndex[REGFEMALE][FALLOFF_FORWARD_DEATH] = RGMFALLF;
1633 	gubAnimSurfaceIndex[REGFEMALE][FALLOFF_FORWARD_DEATH_STOP] = RGMFALLF;
1634 	gubAnimSurfaceIndex[REGFEMALE][FALLOFF_FORWARD_TWITCHB] = RGMFALLF;
1635 	gubAnimSurfaceIndex[REGFEMALE][FALLOFF_FORWARD_TWITCHNB] = RGMFALLF;
1636 	gubAnimSurfaceIndex[REGFEMALE][OPEN_DOOR] = RGFOPEN;
1637 	gubAnimSurfaceIndex[REGFEMALE][OPEN_STRUCT] = RGFOPEN;
1638 	gubAnimSurfaceIndex[REGFEMALE][PICKUP_ITEM] = RGFPICKUP;
1639 	gubAnimSurfaceIndex[REGFEMALE][DROP_ITEM] = RGFPICKUP;
1640 	gubAnimSurfaceIndex[REGFEMALE][SLICE] = RGFSLICE;
1641 	gubAnimSurfaceIndex[REGFEMALE][STAB] = RGFSTAB;
1642 	gubAnimSurfaceIndex[REGFEMALE][CROUCH_STAB] = RGFCSTAB;
1643 	gubAnimSurfaceIndex[REGFEMALE][START_AID] = RGFMEDIC;
1644 	gubAnimSurfaceIndex[REGFEMALE][GIVING_AID] = RGFMEDIC;
1645 	gubAnimSurfaceIndex[REGFEMALE][END_AID] = RGFMEDIC;
1646 	gubAnimSurfaceIndex[REGFEMALE][DODGE_ONE] = RGFDODGE;
1647 	gubAnimSurfaceIndex[REGFEMALE][READY_DUAL_STAND] = RGFSTANDDWALAIM;
1648 	gubAnimSurfaceIndex[REGFEMALE][AIM_DUAL_STAND] = RGFSTANDDWALAIM;
1649 	gubAnimSurfaceIndex[REGFEMALE][SHOOT_DUAL_STAND] = RGFSTANDDWALAIM;
1650 	gubAnimSurfaceIndex[REGFEMALE][END_DUAL_STAND] = RGFSTANDDWALAIM;
1651 	gubAnimSurfaceIndex[REGFEMALE][RAISE_RIFLE] = RGFRAISE;
1652 	gubAnimSurfaceIndex[REGFEMALE][LOWER_RIFLE] = RGFRAISE;
1653 	gubAnimSurfaceIndex[REGFEMALE][BODYEXPLODING] = BODYEXPLODE;
1654 	gubAnimSurfaceIndex[REGFEMALE][THROW_ITEM] = RGFTHROW;
1655 	gubAnimSurfaceIndex[REGFEMALE][LOB_ITEM] = RGFLOB;
1656 	gubAnimSurfaceIndex[REGFEMALE][CROUCHED_BURST] = RGFCROUCHAIM;
1657 	gubAnimSurfaceIndex[REGFEMALE][PRONE_BURST] = RGFPRONE;
1658 	gubAnimSurfaceIndex[REGFEMALE][GIVE_ITEM] = RGFOPEN;
1659 	gubAnimSurfaceIndex[REGFEMALE][WATER_HIT] = RGFWATER_DIE;
1660 	gubAnimSurfaceIndex[REGFEMALE][WATER_DIE] = RGFWATER_DIE;
1661 	gubAnimSurfaceIndex[REGFEMALE][WATER_DIE_STOP] = RGFWATER_DIE;
1662 	gubAnimSurfaceIndex[REGFEMALE][HELIDROP] = RGFHELIDROP;
1663 	gubAnimSurfaceIndex[REGFEMALE][FEM_CLEAN] = RGFCLEAN;
1664 	gubAnimSurfaceIndex[REGFEMALE][FEM_KICKSN] = RGFKICKSN;
1665 	gubAnimSurfaceIndex[REGFEMALE][FEM_LOOK] = RGFALOOK;
1666 	gubAnimSurfaceIndex[REGFEMALE][FEM_WIPE] = RGFWIPE;
1667 	gubAnimSurfaceIndex[REGFEMALE][END_OPEN_DOOR] = RGFOPEN;
1668 	gubAnimSurfaceIndex[REGFEMALE][END_OPEN_LOCKED_DOOR] = RGFOPEN;
1669 	gubAnimSurfaceIndex[REGFEMALE][KICK_DOOR] = RGFKICKDOOR;
1670 	gubAnimSurfaceIndex[REGFEMALE][CLOSE_DOOR] = RGFOPEN;
1671 	gubAnimSurfaceIndex[REGFEMALE][RIFLE_STAND_HIT] = RGFRHIT;
1672 	gubAnimSurfaceIndex[REGFEMALE][DEEP_WATER_TRED] = RGFDEEPWATER_TRED;
1673 	gubAnimSurfaceIndex[REGFEMALE][DEEP_WATER_SWIM] = RGFDEEPWATER_SWIM;
1674 	gubAnimSurfaceIndex[REGFEMALE][DEEP_WATER_HIT] = RGFDEEPWATER_DIE;
1675 	gubAnimSurfaceIndex[REGFEMALE][DEEP_WATER_DIE] = RGFDEEPWATER_DIE;
1676 	gubAnimSurfaceIndex[REGFEMALE][DEEP_WATER_DIE_STOPPING] = RGFWATER_DIE;
1677 	gubAnimSurfaceIndex[REGFEMALE][DEEP_WATER_DIE_STOP] = RGFWATER_DIE;
1678 	gubAnimSurfaceIndex[REGFEMALE][LOW_TO_DEEP_WATER] = RGFWATER_TRANS;
1679 	gubAnimSurfaceIndex[REGFEMALE][DEEP_TO_LOW_WATER] = RGFWATER_TRANS;
1680 	gubAnimSurfaceIndex[REGFEMALE][GOTO_SLEEP] = RGFSLEEP;
1681 	gubAnimSurfaceIndex[REGFEMALE][SLEEPING] = RGFSLEEP;
1682 	gubAnimSurfaceIndex[REGFEMALE][WKAEUP_FROM_SLEEP] = RGFSLEEP;
1683 	gubAnimSurfaceIndex[REGFEMALE][FIRE_LOW_STAND] = RGFSHOOT_LOW;
1684 	gubAnimSurfaceIndex[REGFEMALE][FIRE_BURST_LOW_STAND] = RGFSHOOT_LOW;
1685 	gubAnimSurfaceIndex[REGFEMALE][STANDING_SHOOT_UNJAM] = RGFSTANDAIM;
1686 	gubAnimSurfaceIndex[REGFEMALE][CROUCH_SHOOT_UNJAM] = RGFCROUCHAIM;
1687 	gubAnimSurfaceIndex[REGFEMALE][PRONE_SHOOT_UNJAM] = RGFPRONE;
1688 	gubAnimSurfaceIndex[REGFEMALE][STANDING_SHOOT_DWEL_UNJAM] = RGFSTANDDWALAIM;
1689 	gubAnimSurfaceIndex[REGFEMALE][STANDING_SHOOT_LOW_UNJAM] = RGFSHOOT_LOW;
1690 	gubAnimSurfaceIndex[REGFEMALE][READY_DUAL_CROUCH] = RGFCDBLSHOT;
1691 	gubAnimSurfaceIndex[REGFEMALE][AIM_DUAL_CROUCH] = RGFCDBLSHOT;
1692 	gubAnimSurfaceIndex[REGFEMALE][SHOOT_DUAL_CROUCH] = RGFCDBLSHOT;
1693 	gubAnimSurfaceIndex[REGFEMALE][END_DUAL_CROUCH] = RGFCDBLSHOT;
1694 	gubAnimSurfaceIndex[REGFEMALE][CROUCH_SHOOT_DWEL_UNJAM] = RGFCDBLSHOT;
1695 	gubAnimSurfaceIndex[REGFEMALE][ADJACENT_GET_ITEM] = RGFOPEN;
1696 	gubAnimSurfaceIndex[REGFEMALE][CUTTING_FENCE] = RGFMEDIC;
1697 	gubAnimSurfaceIndex[REGFEMALE][FROM_INJURED_TRANSITION] = RGFHURTTRANS;
1698 	gubAnimSurfaceIndex[REGFEMALE][THROW_KNIFE] = RGFTHROWKNIFE;
1699 	gubAnimSurfaceIndex[REGFEMALE][KNIFE_BREATH] = RGFBREATHKNIFE;
1700 	gubAnimSurfaceIndex[REGFEMALE][KNIFE_GOTOBREATH] = RGFBREATHKNIFE;
1701 	gubAnimSurfaceIndex[REGFEMALE][KNIFE_ENDBREATH] = RGFBREATHKNIFE;
1702 	gubAnimSurfaceIndex[REGFEMALE][CATCH_STANDING] = RGFOPEN;
1703 	gubAnimSurfaceIndex[REGFEMALE][CATCH_CROUCHED] = RGFMEDIC;
1704 	gubAnimSurfaceIndex[REGFEMALE][PLANT_BOMB] = RGFPICKUP;
1705 	gubAnimSurfaceIndex[REGFEMALE][USE_REMOTE] = RGFOPEN;
1706 	gubAnimSurfaceIndex[REGFEMALE][START_COWER] = RGFCOWER;
1707 	gubAnimSurfaceIndex[REGFEMALE][COWERING] = RGFCOWER;
1708 	gubAnimSurfaceIndex[REGFEMALE][END_COWER] = RGFCOWER;
1709 	gubAnimSurfaceIndex[REGFEMALE][STEAL_ITEM] = RGFOPEN;
1710 	gubAnimSurfaceIndex[REGFEMALE][SHOOT_ROCKET] = RGFROCKET;
1711 	gubAnimSurfaceIndex[REGFEMALE][SHOOT_MORTAR] = RGFMORTAR;
1712 	gubAnimSurfaceIndex[REGFEMALE][SIDE_STEP] = RGFSIDESTEP;
1713 	gubAnimSurfaceIndex[REGFEMALE][WALK_BACKWARDS] = RGFWALKING;
1714 	gubAnimSurfaceIndex[REGFEMALE][BEGIN_OPENSTRUCT] = RGFOPEN;
1715 	gubAnimSurfaceIndex[REGFEMALE][END_OPENSTRUCT] = RGFOPEN;
1716 	gubAnimSurfaceIndex[REGFEMALE][END_OPENSTRUCT_LOCKED] = RGFOPEN;
1717 	gubAnimSurfaceIndex[REGFEMALE][PUNCH_LOW] = RGFPUNCHLOW;
1718 	gubAnimSurfaceIndex[REGFEMALE][PISTOL_SHOOT_LOW] = RGFPISTOLSHOOTLOW;
1719 	gubAnimSurfaceIndex[REGFEMALE][DECAPITATE] = RGFCSTAB;
1720 	gubAnimSurfaceIndex[REGFEMALE][GOTO_PATIENT] = RGFHITPRONE;
1721 	gubAnimSurfaceIndex[REGFEMALE][BEING_PATIENT] = RGFHITPRONE;
1722 	gubAnimSurfaceIndex[REGFEMALE][GOTO_DOCTOR] = RGFMEDIC;
1723 	gubAnimSurfaceIndex[REGFEMALE][BEING_DOCTOR] = RGFMEDIC;
1724 	gubAnimSurfaceIndex[REGFEMALE][END_DOCTOR] = RGFMEDIC;
1725 	gubAnimSurfaceIndex[REGFEMALE][GOTO_REPAIRMAN] = RGFMEDIC;
1726 	gubAnimSurfaceIndex[REGFEMALE][BEING_REPAIRMAN] = RGFMEDIC;
1727 	gubAnimSurfaceIndex[REGFEMALE][END_REPAIRMAN] = RGFMEDIC;
1728 	gubAnimSurfaceIndex[REGFEMALE][FALL_INTO_PIT] = RGFFALL;
1729 	gubAnimSurfaceIndex[REGFEMALE][RELOAD_ROBOT] = RGFMEDIC;
1730 	gubAnimSurfaceIndex[REGFEMALE][END_CATCH] = RGFOPEN;
1731 	gubAnimSurfaceIndex[REGFEMALE][END_CROUCH_CATCH] = RGFMEDIC;
1732 	gubAnimSurfaceIndex[REGFEMALE][AI_RADIO] = RGFRADIO;
1733 	gubAnimSurfaceIndex[REGFEMALE][AI_CR_RADIO] = RGFCRRADIO;
1734 	gubAnimSurfaceIndex[REGFEMALE][QUEEN_SLAP] = RGFSLAP;
1735 	gubAnimSurfaceIndex[REGFEMALE][TAKE_BLOOD_FROM_CORPSE] = RGFMEDIC;
1736 	gubAnimSurfaceIndex[REGFEMALE][QUEEN_FRUSTRATED_SLAP] = RGFSLAP;
1737 	gubAnimSurfaceIndex[REGFEMALE][CHARIOTS_OF_FIRE] = RGMBURN;
1738 	gubAnimSurfaceIndex[REGFEMALE][AI_PULL_SWITCH] = RGFOPEN;
1739 	gubAnimSurfaceIndex[REGFEMALE][MERC_HURT_IDLE_ANIM] = RGFHURTSTANDINGR;
1740 	gubAnimSurfaceIndex[REGFEMALE][END_HURT_WALKING] = RGFHURTSTANDINGR;
1741 	gubAnimSurfaceIndex[REGFEMALE][PASS_OBJECT] = RGFOPEN;
1742 	gubAnimSurfaceIndex[REGFEMALE][DROP_ADJACENT_OBJECT] = RGFOPEN;
1743 	gubAnimSurfaceIndex[REGFEMALE][READY_DUAL_PRONE] = RGFDWPRONE;
1744 	gubAnimSurfaceIndex[REGFEMALE][AIM_DUAL_PRONE] = RGFDWPRONE;
1745 	gubAnimSurfaceIndex[REGFEMALE][SHOOT_DUAL_PRONE] = RGFDWPRONE;
1746 	gubAnimSurfaceIndex[REGFEMALE][END_DUAL_PRONE] = RGFDWPRONE;
1747 	gubAnimSurfaceIndex[REGFEMALE][PRONE_SHOOT_DWEL_UNJAM] = RGFDWPRONE;
1748 	gubAnimSurfaceIndex[REGFEMALE][PICK_LOCK] = RGFOPEN;
1749 	gubAnimSurfaceIndex[REGFEMALE][OPEN_DOOR_CROUCHED] = RGFMEDIC;
1750 	gubAnimSurfaceIndex[REGFEMALE][BEGIN_OPENSTRUCT_CROUCHED] = RGFMEDIC;
1751 	gubAnimSurfaceIndex[REGFEMALE][CLOSE_DOOR_CROUCHED] = RGFMEDIC;
1752 	gubAnimSurfaceIndex[REGFEMALE][OPEN_STRUCT_CROUCHED] = RGFMEDIC;
1753 	gubAnimSurfaceIndex[REGFEMALE][END_OPEN_DOOR_CROUCHED] = RGFMEDIC;
1754 	gubAnimSurfaceIndex[REGFEMALE][END_OPENSTRUCT_CROUCHED] = RGFMEDIC;
1755 	gubAnimSurfaceIndex[REGFEMALE][END_OPEN_LOCKED_DOOR_CROUCHED] = RGFMEDIC;
1756 	gubAnimSurfaceIndex[REGFEMALE][END_OPENSTRUCT_LOCKED_CROUCHED] = RGFMEDIC;
1757 	gubAnimSurfaceIndex[REGFEMALE][DRUNK_IDLE] = RGFDRUNK;
1758 	gubAnimSurfaceIndex[REGFEMALE][CROWBAR_ATTACK] = RGFCROWBAR;
1759 	gubAnimSurfaceIndex[REGFEMALE][ATTACH_CAN_TO_STRING] = RGFMEDIC;
1760 	gubAnimSurfaceIndex[REGFEMALE][SWAT_BACKWARDS] = RGFSNEAKING;
1761 	gubAnimSurfaceIndex[REGFEMALE][JUMP_OVER_BLOCKING_PERSON] = RGFJUMPOVER;
1762 	gubAnimSurfaceIndex[REGFEMALE][REFUEL_VEHICLE] = RGFMEDIC;
1763 	gubAnimSurfaceIndex[REGFEMALE][LOCKPICK_CROUCHED] = RGFMEDIC;
1764 
1765 
1766 	gubAnimSurfaceItemSubIndex[REGFEMALE][STANDING] = RGFPISTOLBREATH;
1767 	gubAnimSurfaceItemSubIndex[REGFEMALE][WALKING] = RGFNOTHING_WALK;
1768 	gubAnimSurfaceItemSubIndex[REGFEMALE][RUNNING] = RGFNOTHING_RUN;
1769 	gubAnimSurfaceItemSubIndex[REGFEMALE][SWATTING] = RGFNOTHING_SWAT;
1770 	gubAnimSurfaceItemSubIndex[REGFEMALE][START_SWAT] = RGFNOTHING_SWAT;
1771 	gubAnimSurfaceItemSubIndex[REGFEMALE][END_SWAT] = RGFNOTHING_SWAT;
1772 	gubAnimSurfaceItemSubIndex[REGFEMALE][KNEEL_DOWN] = RGFNOTHING_CROUCH;
1773 	gubAnimSurfaceItemSubIndex[REGFEMALE][CROUCHING] = RGFNOTHING_CROUCH;
1774 	gubAnimSurfaceItemSubIndex[REGFEMALE][KNEEL_UP] = RGFNOTHING_CROUCH;
1775 	gubAnimSurfaceItemSubIndex[REGFEMALE][READY_RIFLE_STAND] = RGFHANDGUN_S_SHOT;
1776 	gubAnimSurfaceItemSubIndex[REGFEMALE][AIM_RIFLE_STAND] = RGFHANDGUN_S_SHOT;
1777 	gubAnimSurfaceItemSubIndex[REGFEMALE][SHOOT_RIFLE_STAND] = RGFHANDGUN_S_SHOT;
1778 	gubAnimSurfaceItemSubIndex[REGFEMALE][END_RIFLE_STAND] = RGFHANDGUN_S_SHOT;
1779 	gubAnimSurfaceItemSubIndex[REGFEMALE][STANDING_BURST] = RGFHANDGUN_S_SHOT;
1780 	gubAnimSurfaceItemSubIndex[REGFEMALE][FIRE_STAND_BURST_SPREAD] = RGFHANDGUN_S_SHOT;
1781 	gubAnimSurfaceItemSubIndex[REGFEMALE][READY_RIFLE_CROUCH] = RGFHANDGUN_C_SHOT;
1782 	gubAnimSurfaceItemSubIndex[REGFEMALE][AIM_RIFLE_CROUCH] = RGFHANDGUN_C_SHOT;
1783 	gubAnimSurfaceItemSubIndex[REGFEMALE][SHOOT_RIFLE_CROUCH] = RGFHANDGUN_C_SHOT;
1784 	gubAnimSurfaceItemSubIndex[REGFEMALE][END_RIFLE_CROUCH] = RGFHANDGUN_C_SHOT;
1785 	gubAnimSurfaceItemSubIndex[REGFEMALE][PRONE_DOWN] = RGFHANDGUN_PRONE;
1786 	gubAnimSurfaceItemSubIndex[REGFEMALE][CRAWLING] = RGFHANDGUN_PRONE;
1787 	gubAnimSurfaceItemSubIndex[REGFEMALE][PRONE_UP] = RGFHANDGUN_PRONE;
1788 	gubAnimSurfaceItemSubIndex[REGFEMALE][PRONE] = RGFHANDGUN_PRONE;
1789 	gubAnimSurfaceItemSubIndex[REGFEMALE][READY_RIFLE_PRONE] = RGFHANDGUN_PRONE;
1790 	gubAnimSurfaceItemSubIndex[REGFEMALE][AIM_RIFLE_PRONE] = RGFHANDGUN_PRONE;
1791 	gubAnimSurfaceItemSubIndex[REGFEMALE][SHOOT_RIFLE_PRONE] = RGFHANDGUN_PRONE;
1792 	gubAnimSurfaceItemSubIndex[REGFEMALE][END_RIFLE_PRONE] = RGFHANDGUN_PRONE;
1793 	gubAnimSurfaceItemSubIndex[REGFEMALE][GETUP_FROM_ROLLOVER] = RGFHANDGUN_PRONE;
1794 	gubAnimSurfaceItemSubIndex[REGFEMALE][STANDING_SHOOT_UNJAM] = RGFHANDGUN_S_SHOT;
1795 	gubAnimSurfaceItemSubIndex[REGFEMALE][CROUCH_SHOOT_UNJAM] = RGFHANDGUN_C_SHOT;
1796 	gubAnimSurfaceItemSubIndex[REGFEMALE][PRONE_SHOOT_UNJAM] = RGFHANDGUN_PRONE;
1797 	gubAnimSurfaceItemSubIndex[REGFEMALE][FIRE_BURST_LOW_STAND] = RGFPISTOLSHOOTLOW;
1798 	gubAnimSurfaceItemSubIndex[REGFEMALE][FIRE_LOW_STAND] = RGFPISTOLSHOOTLOW;
1799 	gubAnimSurfaceItemSubIndex[REGFEMALE][CROUCHED_BURST] = RGFHANDGUN_C_SHOT;
1800 	gubAnimSurfaceItemSubIndex[REGFEMALE][PRONE_BURST] = RGFHANDGUN_PRONE;
1801 	gubAnimSurfaceItemSubIndex[REGFEMALE][MERC_HURT_IDLE_ANIM] = RGFHURTSTANDINGN;
1802 	gubAnimSurfaceItemSubIndex[REGFEMALE][END_HURT_WALKING] = RGFHURTSTANDINGN;
1803 	gubAnimSurfaceItemSubIndex[REGFEMALE][WALK_BACKWARDS] = RGFNOTHING_WALK;
1804 	gubAnimSurfaceItemSubIndex[REGFEMALE][DRUNK_IDLE] = RGMPISTOLDRUNK;
1805 
1806 
1807 	gubAnimSurfaceMidWaterSubIndex[REGFEMALE][STANDING][0] = RGFWATER_R_STD;
1808 	gubAnimSurfaceMidWaterSubIndex[REGFEMALE][WALKING][0] = RGFWATER_R_WALK;
1809 	gubAnimSurfaceMidWaterSubIndex[REGFEMALE][RUNNING][0] = RGFWATER_R_WALK;
1810 	gubAnimSurfaceMidWaterSubIndex[REGFEMALE][READY_RIFLE_STAND][0] = RGFWATER_R_AIM;
1811 	gubAnimSurfaceMidWaterSubIndex[REGFEMALE][AIM_RIFLE_STAND][0] = RGFWATER_R_AIM;
1812 	gubAnimSurfaceMidWaterSubIndex[REGFEMALE][SHOOT_RIFLE_STAND][0] = RGFWATER_R_AIM;
1813 	gubAnimSurfaceMidWaterSubIndex[REGFEMALE][END_RIFLE_STAND][0] = RGFWATER_R_AIM;
1814 	gubAnimSurfaceMidWaterSubIndex[REGFEMALE][STANDING_BURST][0] = RGFWATER_R_AIM;
1815 	gubAnimSurfaceMidWaterSubIndex[REGFEMALE][FIRE_STAND_BURST_SPREAD][0] = RGFWATER_R_AIM;
1816 	gubAnimSurfaceMidWaterSubIndex[REGFEMALE][STANDING][1] = RGFWATER_N_STD;
1817 	gubAnimSurfaceMidWaterSubIndex[REGFEMALE][WALKING][1] = RGFWATER_N_WALK;
1818 	gubAnimSurfaceMidWaterSubIndex[REGFEMALE][RUNNING][1] = RGFWATER_N_WALK;
1819 	gubAnimSurfaceMidWaterSubIndex[REGFEMALE][READY_RIFLE_STAND][1] = RGFWATER_N_AIM;
1820 	gubAnimSurfaceMidWaterSubIndex[REGFEMALE][AIM_RIFLE_STAND][1] = RGFWATER_N_AIM;
1821 	gubAnimSurfaceMidWaterSubIndex[REGFEMALE][SHOOT_RIFLE_STAND][1] = RGFWATER_N_AIM;
1822 	gubAnimSurfaceMidWaterSubIndex[REGFEMALE][END_RIFLE_STAND][1] = RGFWATER_N_AIM;
1823 	gubAnimSurfaceMidWaterSubIndex[REGFEMALE][STANDING_BURST][1] = RGFWATER_N_AIM;
1824 	gubAnimSurfaceMidWaterSubIndex[REGFEMALE][FIRE_STAND_BURST_SPREAD][1] = RGFWATER_N_AIM;
1825 	gubAnimSurfaceMidWaterSubIndex[REGFEMALE][READY_DUAL_STAND][1] = RGFWATER_DBLSHT;
1826 	gubAnimSurfaceMidWaterSubIndex[REGFEMALE][AIM_DUAL_STAND][1] = RGFWATER_DBLSHT;
1827 	gubAnimSurfaceMidWaterSubIndex[REGFEMALE][SHOOT_DUAL_STAND][1] = RGFWATER_DBLSHT;
1828 	gubAnimSurfaceMidWaterSubIndex[REGFEMALE][END_DUAL_STAND][1] = RGFWATER_DBLSHT;
1829 	gubAnimSurfaceMidWaterSubIndex[REGFEMALE][STANDING_SHOOT_UNJAM][0] = RGFWATER_R_AIM;
1830 	gubAnimSurfaceMidWaterSubIndex[REGFEMALE][STANDING_SHOOT_UNJAM][1] = RGFWATER_N_AIM;
1831 	gubAnimSurfaceMidWaterSubIndex[REGFEMALE][THROW_ITEM][0] = RGFWATERTHROW;
1832 	gubAnimSurfaceMidWaterSubIndex[REGFEMALE][THROW_ITEM][1] = RGFWATERTHROW;
1833 	gubAnimSurfaceMidWaterSubIndex[REGFEMALE][LOB_ITEM][0] = RGFWATERTHROW;
1834 	gubAnimSurfaceMidWaterSubIndex[REGFEMALE][LOB_ITEM][1] = RGFWATERTHROW;
1835 
1836 
1837 	gubAnimSurfaceCorpseID[REGFEMALE][GENERIC_HIT_DEATH] = FMERC_FWD;
1838 	gubAnimSurfaceCorpseID[REGFEMALE][FALLBACK_HIT_DEATH] = FMERC_BCK;
1839 	gubAnimSurfaceCorpseID[REGFEMALE][PRONE_HIT_DEATH] = FMERC_PRN;
1840 	gubAnimSurfaceCorpseID[REGFEMALE][WATER_DIE] = FMERC_WTR;
1841 	gubAnimSurfaceCorpseID[REGFEMALE][FLYBACK_HIT_DEATH] = FMERC_DHD;
1842 	gubAnimSurfaceCorpseID[REGFEMALE][JFK_HITDEATH] = FMERC_JFK;
1843 	gubAnimSurfaceCorpseID[REGFEMALE][FALLOFF_DEATH] = FMERC_FALL;
1844 	gubAnimSurfaceCorpseID[REGFEMALE][FALLOFF_FORWARD_DEATH] = FMERC_FALLF;
1845 	gubAnimSurfaceCorpseID[REGFEMALE][FLYBACK_HIT] = FMERC_DHD;
1846 	gubAnimSurfaceCorpseID[REGFEMALE][GENERIC_HIT_DEATHTWITCHNB] = FMERC_FWD;
1847 	gubAnimSurfaceCorpseID[REGFEMALE][FALLFORWARD_FROMHIT_STAND] = FMERC_FWD;
1848 	gubAnimSurfaceCorpseID[REGFEMALE][ENDFALLFORWARD_FROMHIT_CROUCH] = FMERC_FWD;
1849 	gubAnimSurfaceCorpseID[REGFEMALE][FALLBACK_HIT_STAND] = FMERC_BCK;
1850 	gubAnimSurfaceCorpseID[REGFEMALE][FALLBACK_HIT_DEATHTWITCHNB] = FMERC_BCK;
1851 	gubAnimSurfaceCorpseID[REGFEMALE][PRONE_HIT_DEATHTWITCHNB] = FMERC_PRN;
1852 	gubAnimSurfaceCorpseID[REGFEMALE][PRONE_LAY_FROMHIT] = FMERC_PRN;
1853 	gubAnimSurfaceCorpseID[REGFEMALE][FALLOFF] = FMERC_FALLF;
1854 	gubAnimSurfaceCorpseID[REGFEMALE][FALLFORWARD_ROOF] = FMERC_FALL;
1855 	gubAnimSurfaceCorpseID[REGFEMALE][FLYBACKHIT_STOP] = FMERC_DHD;
1856 	gubAnimSurfaceCorpseID[REGFEMALE][STAND_FALLFORWARD_STOP] = FMERC_FWD;
1857 	gubAnimSurfaceCorpseID[REGFEMALE][FALLBACKHIT_STOP] = FMERC_BCK;
1858 	gubAnimSurfaceCorpseID[REGFEMALE][PRONE_LAYFROMHIT_STOP] = FMERC_PRN;
1859 	gubAnimSurfaceCorpseID[REGFEMALE][CHARIOTS_OF_FIRE] = BURNT_DEAD;
1860 	gubAnimSurfaceCorpseID[REGFEMALE][BODYEXPLODING] = EXPLODE_DEAD;
1861 
1862 
1863 	//Setup some random stuff
1864 	gRandomAnimDefs[REGFEMALE][0].ubHandRestriction = RANDOM_ANIM_RIFLEINHAND;
1865 	gRandomAnimDefs[REGFEMALE][0].sAnimID = FEM_CLEAN;
1866 	gRandomAnimDefs[REGFEMALE][0].ubStartRoll = 0;
1867 	gRandomAnimDefs[REGFEMALE][0].ubEndRoll = 3;
1868 	gRandomAnimDefs[REGFEMALE][0].ubFlags = RANDOM_ANIM_CASUAL;
1869 	gRandomAnimDefs[REGFEMALE][0].ubAnimHeight = ANIM_STAND;
1870 
1871 	gRandomAnimDefs[REGFEMALE][1].ubHandRestriction = RANDOM_ANIM_NOTHINGINHAND;
1872 	gRandomAnimDefs[REGFEMALE][1].sAnimID = FEM_KICKSN;
1873 	gRandomAnimDefs[REGFEMALE][1].ubStartRoll = 10;
1874 	gRandomAnimDefs[REGFEMALE][1].ubEndRoll = 13;
1875 	gRandomAnimDefs[REGFEMALE][1].ubFlags = RANDOM_ANIM_CASUAL;
1876 	gRandomAnimDefs[REGFEMALE][1].ubAnimHeight = ANIM_STAND;
1877 
1878 	gRandomAnimDefs[REGFEMALE][2].ubHandRestriction = RANDOM_ANIM_RIFLEINHAND;
1879 	gRandomAnimDefs[REGFEMALE][2].sAnimID = FEM_LOOK;
1880 	gRandomAnimDefs[REGFEMALE][2].ubStartRoll = 20;
1881 	gRandomAnimDefs[REGFEMALE][2].ubEndRoll = 23;
1882 	gRandomAnimDefs[REGFEMALE][2].ubFlags = 0;
1883 	gRandomAnimDefs[REGFEMALE][2].ubAnimHeight = ANIM_STAND;
1884 
1885 	gRandomAnimDefs[REGFEMALE][3].ubHandRestriction = RANDOM_ANIM_NOTHINGINHAND;
1886 	gRandomAnimDefs[REGFEMALE][3].sAnimID = FEM_WIPE;
1887 	gRandomAnimDefs[REGFEMALE][3].ubStartRoll = 30;
1888 	gRandomAnimDefs[REGFEMALE][3].ubEndRoll = 33;
1889 	gRandomAnimDefs[REGFEMALE][3].ubFlags = 0;
1890 	gRandomAnimDefs[REGFEMALE][3].ubAnimHeight = ANIM_STAND;
1891 
1892 	gRandomAnimDefs[REGFEMALE][4].ubHandRestriction = RANDOM_ANIM_IRRELEVENTINHAND;
1893 	gRandomAnimDefs[REGFEMALE][4].sAnimID = MERC_HURT_IDLE_ANIM;
1894 	gRandomAnimDefs[REGFEMALE][4].ubStartRoll = 40;
1895 	gRandomAnimDefs[REGFEMALE][4].ubEndRoll = 100;
1896 	gRandomAnimDefs[REGFEMALE][4].ubFlags = RANDOM_ANIM_INJURED;
1897 	gRandomAnimDefs[REGFEMALE][4].ubAnimHeight = ANIM_STAND;
1898 
1899 	////////////////////////////////////////////////////
1900 	// MONSTERS
1901 
1902 	gubAnimSurfaceIndex[ADULTFEMALEMONSTER][STANDING] = AFMONSTERSTANDING;
1903 	gubAnimSurfaceIndex[ADULTFEMALEMONSTER][RUNNING] = AFMONSTERSTANDING;
1904 	gubAnimSurfaceIndex[ADULTFEMALEMONSTER][WALKING] = AFMONSTERSTANDING;
1905 	gubAnimSurfaceIndex[ADULTFEMALEMONSTER][ADULTMONSTER_BREATHING] = AFMONSTERSTANDING;
1906 	gubAnimSurfaceIndex[ADULTFEMALEMONSTER][ADULTMONSTER_WALKING] = AFMONSTERWALKING;
1907 	gubAnimSurfaceIndex[ADULTFEMALEMONSTER][ADULTMONSTER_ATTACKING] = AFMONSTERATTACK;
1908 	gubAnimSurfaceIndex[ADULTFEMALEMONSTER][ADULTMONSTER_HIT] = AFMONSTERDIE;
1909 	gubAnimSurfaceIndex[ADULTFEMALEMONSTER][ADULTMONSTER_DYING] = AFMONSTERDIE;
1910 	gubAnimSurfaceIndex[ADULTFEMALEMONSTER][ADULTMONSTER_DYING_STOP] = AFMONSTERDIE;
1911 	gubAnimSurfaceIndex[ADULTFEMALEMONSTER][MONSTER_CLOSE_ATTACK] = AFMONSTERCLOSEATTACK;
1912 	gubAnimSurfaceIndex[ADULTFEMALEMONSTER][MONSTER_SPIT_ATTACK] = AFMONSTERSPITATTACK;
1913 	gubAnimSurfaceIndex[ADULTFEMALEMONSTER][MONSTER_BEGIN_EATTING_FLESH] = AFMONSTEREATING;
1914 	gubAnimSurfaceIndex[ADULTFEMALEMONSTER][MONSTER_EATTING_FLESH] = AFMONSTEREATING;
1915 	gubAnimSurfaceIndex[ADULTFEMALEMONSTER][MONSTER_END_EATTING_FLESH] = AFMONSTEREATING;
1916 	gubAnimSurfaceIndex[ADULTFEMALEMONSTER][MONSTER_UP] = AFMUP;
1917 	gubAnimSurfaceIndex[ADULTFEMALEMONSTER][MONSTER_JUMP] = AFMJUMP;
1918 	gubAnimSurfaceIndex[ADULTFEMALEMONSTER][MONSTER_MELT] = AFMMELT;
1919 	gubAnimSurfaceIndex[ADULTFEMALEMONSTER][MONSTER_WALK_BACKWARDS] = AFMONSTERWALKING;
1920 
1921 	gubAnimSurfaceCorpseID[ADULTFEMALEMONSTER][MONSTER_MELT] = ADULTMONSTER_DEAD;
1922 
1923 	// Adult male
1924 	gubAnimSurfaceIndex[AM_MONSTER][STANDING] = AFMONSTERSTANDING;
1925 	gubAnimSurfaceIndex[AM_MONSTER][RUNNING] = AFMONSTERSTANDING;
1926 	gubAnimSurfaceIndex[AM_MONSTER][WALKING] = AFMONSTERSTANDING;
1927 	gubAnimSurfaceIndex[AM_MONSTER][ADULTMONSTER_BREATHING] = AFMONSTERSTANDING;
1928 	gubAnimSurfaceIndex[AM_MONSTER][ADULTMONSTER_WALKING] = AFMONSTERWALKING;
1929 	gubAnimSurfaceIndex[AM_MONSTER][ADULTMONSTER_ATTACKING] = AFMONSTERATTACK;
1930 	gubAnimSurfaceIndex[AM_MONSTER][ADULTMONSTER_HIT] = AFMONSTERDIE;
1931 	gubAnimSurfaceIndex[AM_MONSTER][ADULTMONSTER_DYING] = AFMONSTERDIE;
1932 	gubAnimSurfaceIndex[AM_MONSTER][ADULTMONSTER_DYING_STOP] = AFMONSTERDIE;
1933 	gubAnimSurfaceIndex[AM_MONSTER][MONSTER_CLOSE_ATTACK] = AFMONSTERCLOSEATTACK;
1934 	gubAnimSurfaceIndex[AM_MONSTER][MONSTER_SPIT_ATTACK] = AFMONSTERSPITATTACK;
1935 	gubAnimSurfaceIndex[AM_MONSTER][MONSTER_BEGIN_EATTING_FLESH] = AFMONSTEREATING;
1936 	gubAnimSurfaceIndex[AM_MONSTER][MONSTER_EATTING_FLESH] = AFMONSTEREATING;
1937 	gubAnimSurfaceIndex[AM_MONSTER][MONSTER_END_EATTING_FLESH] = AFMONSTEREATING;
1938 	gubAnimSurfaceIndex[AM_MONSTER][MONSTER_UP] = AFMUP;
1939 	gubAnimSurfaceIndex[AM_MONSTER][MONSTER_JUMP] = AFMJUMP;
1940 	gubAnimSurfaceIndex[AM_MONSTER][MONSTER_MELT] = AFMMELT;
1941 	gubAnimSurfaceIndex[AM_MONSTER][MONSTER_WALK_BACKWARDS] = AFMONSTERWALKING;
1942 
1943 	gubAnimSurfaceCorpseID[AM_MONSTER][MONSTER_MELT] = ADULTMONSTER_DEAD;
1944 
1945 	// Young adult female
1946 	gubAnimSurfaceIndex[YAF_MONSTER][STANDING] = AFMONSTERSTANDING;
1947 	gubAnimSurfaceIndex[YAF_MONSTER][RUNNING] = AFMONSTERSTANDING;
1948 	gubAnimSurfaceIndex[YAF_MONSTER][WALKING] = AFMONSTERSTANDING;
1949 	gubAnimSurfaceIndex[YAF_MONSTER][ADULTMONSTER_BREATHING] = AFMONSTERSTANDING;
1950 	gubAnimSurfaceIndex[YAF_MONSTER][ADULTMONSTER_WALKING] = AFMONSTERWALKING;
1951 	gubAnimSurfaceIndex[YAF_MONSTER][ADULTMONSTER_ATTACKING] = AFMONSTERATTACK;
1952 	gubAnimSurfaceIndex[YAF_MONSTER][ADULTMONSTER_HIT] = AFMONSTERDIE;
1953 	gubAnimSurfaceIndex[YAF_MONSTER][ADULTMONSTER_DYING] = AFMONSTERDIE;
1954 	gubAnimSurfaceIndex[YAF_MONSTER][ADULTMONSTER_DYING_STOP] = AFMONSTERDIE;
1955 	gubAnimSurfaceIndex[YAF_MONSTER][MONSTER_CLOSE_ATTACK] = AFMONSTERCLOSEATTACK;
1956 	gubAnimSurfaceIndex[YAF_MONSTER][MONSTER_SPIT_ATTACK] = AFMONSTERSPITATTACK;
1957 	gubAnimSurfaceIndex[YAF_MONSTER][MONSTER_BEGIN_EATTING_FLESH] = AFMONSTEREATING;
1958 	gubAnimSurfaceIndex[YAF_MONSTER][MONSTER_EATTING_FLESH] = AFMONSTEREATING;
1959 	gubAnimSurfaceIndex[YAF_MONSTER][MONSTER_END_EATTING_FLESH] = AFMONSTEREATING;
1960 	gubAnimSurfaceIndex[YAF_MONSTER][MONSTER_UP] = AFMUP;
1961 	gubAnimSurfaceIndex[YAF_MONSTER][MONSTER_JUMP] = AFMJUMP;
1962 	gubAnimSurfaceIndex[YAF_MONSTER][MONSTER_MELT] = AFMMELT;
1963 	gubAnimSurfaceIndex[YAF_MONSTER][MONSTER_WALK_BACKWARDS] = AFMONSTERWALKING;
1964 
1965 	gubAnimSurfaceCorpseID[YAF_MONSTER][MONSTER_MELT] = ADULTMONSTER_DEAD;
1966 
1967 
1968 	// Young adult male
1969 	gubAnimSurfaceIndex[YAM_MONSTER][STANDING] = AFMONSTERSTANDING;
1970 	gubAnimSurfaceIndex[YAM_MONSTER][RUNNING] = AFMONSTERSTANDING;
1971 	gubAnimSurfaceIndex[YAM_MONSTER][WALKING] = AFMONSTERSTANDING;
1972 	gubAnimSurfaceIndex[YAM_MONSTER][ADULTMONSTER_BREATHING] = AFMONSTERSTANDING;
1973 	gubAnimSurfaceIndex[YAM_MONSTER][ADULTMONSTER_WALKING] = AFMONSTERWALKING;
1974 	gubAnimSurfaceIndex[YAM_MONSTER][ADULTMONSTER_ATTACKING] = AFMONSTERATTACK;
1975 	gubAnimSurfaceIndex[YAM_MONSTER][ADULTMONSTER_HIT] = AFMONSTERDIE;
1976 	gubAnimSurfaceIndex[YAM_MONSTER][ADULTMONSTER_DYING] = AFMONSTERDIE;
1977 	gubAnimSurfaceIndex[YAM_MONSTER][ADULTMONSTER_DYING_STOP] = AFMONSTERDIE;
1978 	gubAnimSurfaceIndex[YAM_MONSTER][MONSTER_CLOSE_ATTACK] = AFMONSTERCLOSEATTACK;
1979 	gubAnimSurfaceIndex[YAM_MONSTER][MONSTER_SPIT_ATTACK] = AFMONSTERSPITATTACK;
1980 	gubAnimSurfaceIndex[YAM_MONSTER][MONSTER_BEGIN_EATTING_FLESH] = AFMONSTEREATING;
1981 	gubAnimSurfaceIndex[YAM_MONSTER][MONSTER_EATTING_FLESH] = AFMONSTEREATING;
1982 	gubAnimSurfaceIndex[YAM_MONSTER][MONSTER_END_EATTING_FLESH] = AFMONSTEREATING;
1983 	gubAnimSurfaceIndex[YAM_MONSTER][MONSTER_UP] = AFMUP;
1984 	gubAnimSurfaceIndex[YAM_MONSTER][MONSTER_JUMP] = AFMJUMP;
1985 	gubAnimSurfaceIndex[YAM_MONSTER][MONSTER_MELT] = AFMMELT;
1986 	gubAnimSurfaceIndex[YAM_MONSTER][MONSTER_WALK_BACKWARDS] = AFMONSTERWALKING;
1987 
1988 	gubAnimSurfaceCorpseID[YAM_MONSTER][MONSTER_MELT] = ADULTMONSTER_DEAD;
1989 
1990 
1991 	gubAnimSurfaceIndex[LARVAE_MONSTER][LARVAE_BREATH] = LVBREATH;
1992 	gubAnimSurfaceIndex[LARVAE_MONSTER][LARVAE_HIT] = LVDIE;
1993 	gubAnimSurfaceIndex[LARVAE_MONSTER][LARVAE_DIE] = LVDIE;
1994 	gubAnimSurfaceIndex[LARVAE_MONSTER][LARVAE_DIE_STOP] = LVDIE;
1995 	gubAnimSurfaceIndex[LARVAE_MONSTER][LARVAE_WALK] = LVWALK;
1996 
1997 	gubAnimSurfaceCorpseID[LARVAE_MONSTER][LARVAE_DIE] = LARVAEMONSTER_DEAD;
1998 
1999 	gubAnimSurfaceIndex[INFANT_MONSTER][STANDING] = IBREATH;
2000 	gubAnimSurfaceIndex[INFANT_MONSTER][RUNNING] = IWALK;
2001 	gubAnimSurfaceIndex[INFANT_MONSTER][WALKING] = IWALK;
2002 	gubAnimSurfaceIndex[INFANT_MONSTER][INFANT_HIT] = IDIE;
2003 	gubAnimSurfaceIndex[INFANT_MONSTER][INFANT_DIE] = IDIE;
2004 	gubAnimSurfaceIndex[INFANT_MONSTER][INFANT_DIE_STOP] = IDIE;
2005 	gubAnimSurfaceIndex[INFANT_MONSTER][INFANT_ATTACK] = IATTACK;
2006 	gubAnimSurfaceIndex[INFANT_MONSTER][INFANT_BEGIN_EATTING_FLESH] = IEAT;
2007 	gubAnimSurfaceIndex[INFANT_MONSTER][INFANT_EATTING_FLESH] = IEAT;
2008 	gubAnimSurfaceIndex[INFANT_MONSTER][INFANT_END_EATTING_FLESH] = IEAT;
2009 	gubAnimSurfaceIndex[INFANT_MONSTER][WALK_BACKWARDS] = IWALK;
2010 
2011 
2012 	gubAnimSurfaceCorpseID[INFANT_MONSTER][INFANT_DIE] = INFANTMONSTER_DEAD;
2013 
2014 
2015 	gubAnimSurfaceIndex[QUEENMONSTER][QUEEN_MONSTER_BREATHING] = QUEENMONSTERSTANDING;
2016 	gubAnimSurfaceIndex[QUEENMONSTER][QUEEN_HIT] = QUEENMONSTERDEATH;
2017 	gubAnimSurfaceIndex[QUEENMONSTER][QUEEN_DIE] = QUEENMONSTERDEATH;
2018 	gubAnimSurfaceIndex[QUEENMONSTER][QUEEN_DIE_STOP] = QUEENMONSTERDEATH;
2019 	gubAnimSurfaceIndex[QUEENMONSTER][QUEEN_INTO_READY] = QUEENMONSTERREADY;
2020 	gubAnimSurfaceIndex[QUEENMONSTER][QUEEN_READY] = QUEENMONSTERREADY;
2021 	gubAnimSurfaceIndex[QUEENMONSTER][QUEEN_CALL] = QUEENMONSTERREADY;
2022 	gubAnimSurfaceIndex[QUEENMONSTER][QUEEN_END_READY] = QUEENMONSTERREADY;
2023 	gubAnimSurfaceIndex[QUEENMONSTER][QUEEN_SPIT] = QUEENMONSTERSPIT_SW;
2024 	gubAnimSurfaceIndex[QUEENMONSTER][QUEEN_SWIPE] = QUEENMONSTERSWIPE;
2025 
2026 	gubAnimSurfaceCorpseID[QUEENMONSTER][QUEEN_DIE] = QUEEN_MONSTER_DEAD;
2027 
2028 
2029 	//////
2030 	// FAT GUY
2031 	gubAnimSurfaceIndex[FATCIV][STANDING] = FATMANSTANDING;
2032 	gubAnimSurfaceIndex[FATCIV][WALKING] = FATMANWALKING;
2033 	gubAnimSurfaceIndex[FATCIV][RUNNING] = FATMANRUNNING;
2034 	gubAnimSurfaceIndex[FATCIV][GENERIC_HIT_STAND] = FATMANDIE;
2035 	gubAnimSurfaceIndex[FATCIV][GENERIC_HIT_DEATHTWITCHNB] = FATMANDIE;
2036 	gubAnimSurfaceIndex[FATCIV][GENERIC_HIT_DEATHTWITCHB] = FATMANDIE;
2037 	gubAnimSurfaceIndex[FATCIV][FALLFORWARD_FROMHIT_STAND] = FATMANDIE;
2038 	gubAnimSurfaceIndex[FATCIV][FALLFORWARD_HITDEATH_STOP] = FATMANDIE;
2039 	gubAnimSurfaceIndex[FATCIV][STAND_FALLFORWARD_STOP] = FATMANDIE;
2040 	gubAnimSurfaceIndex[FATCIV][GENERIC_HIT_DEATH] = FATMANDIE;
2041 	gubAnimSurfaceIndex[FATCIV][FATCIV_ASS_SCRATCH] = FATMANASS;
2042 	gubAnimSurfaceIndex[FATCIV][OPEN_DOOR] = FATMANACT;
2043 	gubAnimSurfaceIndex[FATCIV][OPEN_STRUCT] = FATMANACT;
2044 	gubAnimSurfaceIndex[FATCIV][GIVE_ITEM] = FATMANACT;
2045 	gubAnimSurfaceIndex[FATCIV][END_OPEN_DOOR] = FATMANACT;
2046 	gubAnimSurfaceIndex[FATCIV][END_OPEN_LOCKED_DOOR] = FATMANACT;
2047 	gubAnimSurfaceIndex[FATCIV][CLOSE_DOOR] = FATMANACT;
2048 	gubAnimSurfaceIndex[FATCIV][ADJACENT_GET_ITEM] = FATMANACT;
2049 	gubAnimSurfaceIndex[FATCIV][START_COWER] = FATMANCOWER;
2050 	gubAnimSurfaceIndex[FATCIV][COWERING] = FATMANCOWER;
2051 	gubAnimSurfaceIndex[FATCIV][END_COWER] = FATMANCOWER;
2052 	gubAnimSurfaceIndex[FATCIV][CIV_DIE2] = FATMANDIE2;
2053 	gubAnimSurfaceIndex[FATCIV][CIV_COWER_HIT] = FATMANCOWERHIT;
2054 
2055 	gubAnimSurfaceCorpseID[FATCIV][GENERIC_HIT_DEATH] = FT_DEAD1;
2056 	gubAnimSurfaceCorpseID[FATCIV][CIV_DIE2] = FT_DEAD2;
2057 
2058 	gRandomAnimDefs[FATCIV][0].ubHandRestriction = RANDOM_ANIM_IRRELEVENTINHAND;
2059 	gRandomAnimDefs[FATCIV][0].sAnimID = FATCIV_ASS_SCRATCH;
2060 	gRandomAnimDefs[FATCIV][0].ubStartRoll = 0;
2061 	gRandomAnimDefs[FATCIV][0].ubEndRoll = 10;
2062 	gRandomAnimDefs[FATCIV][0].ubFlags = RANDOM_ANIM_CASUAL;
2063 	gRandomAnimDefs[FATCIV][0].ubAnimHeight = ANIM_STAND;
2064 
2065 
2066 	// Common civ
2067 	gubAnimSurfaceIndex[MANCIV][STANDING] = MANCIVSTANDING;
2068 	gubAnimSurfaceIndex[MANCIV][WALKING] = MANCIVWALKING;
2069 	gubAnimSurfaceIndex[MANCIV][RUNNING] = MANCIVRUNNING;
2070 	gubAnimSurfaceIndex[MANCIV][GENERIC_HIT_STAND] = MANCIVDIE;
2071 	gubAnimSurfaceIndex[MANCIV][GENERIC_HIT_DEATHTWITCHNB] = MANCIVDIE;
2072 	gubAnimSurfaceIndex[MANCIV][GENERIC_HIT_DEATHTWITCHB] = MANCIVDIE;
2073 	gubAnimSurfaceIndex[MANCIV][FALLFORWARD_FROMHIT_STAND] = MANCIVDIE;
2074 	gubAnimSurfaceIndex[MANCIV][FALLFORWARD_HITDEATH_STOP] = MANCIVDIE;
2075 	gubAnimSurfaceIndex[MANCIV][STAND_FALLFORWARD_STOP] = MANCIVDIE;
2076 	gubAnimSurfaceIndex[MANCIV][GENERIC_HIT_DEATH] = MANCIVDIE;
2077 	gubAnimSurfaceIndex[MANCIV][OPEN_DOOR] = MANCIVACT;
2078 	gubAnimSurfaceIndex[MANCIV][OPEN_STRUCT] = MANCIVACT;
2079 	gubAnimSurfaceIndex[MANCIV][GIVE_ITEM] = MANCIVACT;
2080 	gubAnimSurfaceIndex[MANCIV][END_OPEN_DOOR] = MANCIVACT;
2081 	gubAnimSurfaceIndex[MANCIV][END_OPEN_LOCKED_DOOR] = MANCIVACT;
2082 	gubAnimSurfaceIndex[MANCIV][CLOSE_DOOR] = MANCIVACT;
2083 	gubAnimSurfaceIndex[MANCIV][ADJACENT_GET_ITEM] = MANCIVACT;
2084 	gubAnimSurfaceIndex[MANCIV][START_COWER] = MANCIVCOWER;
2085 	gubAnimSurfaceIndex[MANCIV][COWERING] = MANCIVCOWER;
2086 	gubAnimSurfaceIndex[MANCIV][END_COWER] = MANCIVCOWER;
2087 	gubAnimSurfaceIndex[MANCIV][CIV_DIE2] = MANCIVDIE2;
2088 	gubAnimSurfaceIndex[MANCIV][SLAP_HIT] = MANCIVSMACKED;
2089 	gubAnimSurfaceIndex[MANCIV][PUNCH] = MANCIVPUNCH;
2090 	gubAnimSurfaceIndex[MANCIV][PUNCH_BREATH] = MANCIVPUNCH;
2091 	gubAnimSurfaceIndex[MANCIV][BEGIN_OPENSTRUCT] = MANCIVACT;
2092 	gubAnimSurfaceIndex[MANCIV][END_OPENSTRUCT] = MANCIVACT;
2093 	gubAnimSurfaceIndex[MANCIV][END_OPENSTRUCT_LOCKED] = MANCIVACT;
2094 	gubAnimSurfaceIndex[MANCIV][CIV_COWER_HIT] = MANCIVCOWERHIT;
2095 
2096 
2097 	gubAnimSurfaceCorpseID[MANCIV][GENERIC_HIT_DEATH] = M_DEAD1;
2098 	gubAnimSurfaceCorpseID[MANCIV][CIV_DIE2] = M_DEAD2;
2099 
2100 
2101 	// mini skirt civ
2102 	gubAnimSurfaceIndex[MINICIV][STANDING] = MINICIVSTANDING;
2103 	gubAnimSurfaceIndex[MINICIV][WALKING] = MINICIVWALKING;
2104 	gubAnimSurfaceIndex[MINICIV][RUNNING] = MINICIVRUNNING;
2105 	gubAnimSurfaceIndex[MINICIV][GENERIC_HIT_STAND] = MINICIVDIE;
2106 	gubAnimSurfaceIndex[MINICIV][GENERIC_HIT_DEATHTWITCHNB] = MINICIVDIE;
2107 	gubAnimSurfaceIndex[MINICIV][GENERIC_HIT_DEATHTWITCHB] = MINICIVDIE;
2108 	gubAnimSurfaceIndex[MINICIV][FALLFORWARD_FROMHIT_STAND] = MINICIVDIE;
2109 	gubAnimSurfaceIndex[MINICIV][FALLFORWARD_HITDEATH_STOP] = MINICIVDIE;
2110 	gubAnimSurfaceIndex[MINICIV][STAND_FALLFORWARD_STOP] = MINICIVDIE;
2111 	gubAnimSurfaceIndex[MINICIV][GENERIC_HIT_DEATH] = MINICIVDIE;
2112 	gubAnimSurfaceIndex[MINICIV][MINIGIRL_STOCKING] = MINISTOCKING;
2113 	gubAnimSurfaceIndex[MINICIV][OPEN_DOOR] = MINIACT;
2114 	gubAnimSurfaceIndex[MINICIV][OPEN_STRUCT] = MINIACT;
2115 	gubAnimSurfaceIndex[MINICIV][GIVE_ITEM] = MINIACT;
2116 	gubAnimSurfaceIndex[MINICIV][END_OPEN_DOOR] = MINIACT;
2117 	gubAnimSurfaceIndex[MINICIV][END_OPEN_LOCKED_DOOR] = MINIACT;
2118 	gubAnimSurfaceIndex[MINICIV][CLOSE_DOOR] = MINIACT;
2119 	gubAnimSurfaceIndex[MINICIV][ADJACENT_GET_ITEM] = MINIACT;
2120 	gubAnimSurfaceIndex[MINICIV][START_COWER] = MINICOWER;
2121 	gubAnimSurfaceIndex[MINICIV][COWERING] = MINICOWER;
2122 	gubAnimSurfaceIndex[MINICIV][END_COWER] = MINICOWER;
2123 	gubAnimSurfaceIndex[MINICIV][CIV_DIE2] = MINIDIE2;
2124 	gubAnimSurfaceIndex[MINICIV][CIV_COWER_HIT] = MINICOWERHIT;
2125 
2126 	gubAnimSurfaceCorpseID[MINICIV][GENERIC_HIT_DEATH] = S_DEAD1;
2127 	gubAnimSurfaceCorpseID[MINICIV][CIV_DIE2] = S_DEAD2;
2128 
2129 
2130 	gRandomAnimDefs[MINICIV][0].ubHandRestriction = RANDOM_ANIM_IRRELEVENTINHAND;
2131 	gRandomAnimDefs[MINICIV][0].sAnimID = MINIGIRL_STOCKING;
2132 	gRandomAnimDefs[MINICIV][0].ubStartRoll = 0;
2133 	gRandomAnimDefs[MINICIV][0].ubEndRoll = 10;
2134 	gRandomAnimDefs[MINICIV][0].ubFlags = RANDOM_ANIM_CASUAL;
2135 	gRandomAnimDefs[MINICIV][0].ubAnimHeight = ANIM_STAND;
2136 
2137 
2138 	// dress skirt civ
2139 	gubAnimSurfaceIndex[DRESSCIV][STANDING] = DRESSCIVSTANDING;
2140 	gubAnimSurfaceIndex[DRESSCIV][WALKING] = DRESSCIVWALKING;
2141 	gubAnimSurfaceIndex[DRESSCIV][RUNNING] = DRESSCIVRUNNING;
2142 	gubAnimSurfaceIndex[DRESSCIV][GENERIC_HIT_STAND] = DRESSCIVDIE;
2143 	gubAnimSurfaceIndex[DRESSCIV][GENERIC_HIT_DEATHTWITCHNB] = DRESSCIVDIE;
2144 	gubAnimSurfaceIndex[DRESSCIV][GENERIC_HIT_DEATHTWITCHB] = DRESSCIVDIE;
2145 	gubAnimSurfaceIndex[DRESSCIV][FALLFORWARD_FROMHIT_STAND] = DRESSCIVDIE;
2146 	gubAnimSurfaceIndex[DRESSCIV][FALLFORWARD_HITDEATH_STOP] = DRESSCIVDIE;
2147 	gubAnimSurfaceIndex[DRESSCIV][STAND_FALLFORWARD_STOP] = DRESSCIVDIE;
2148 	gubAnimSurfaceIndex[DRESSCIV][GENERIC_HIT_DEATH] = DRESSCIVDIE;
2149 	gubAnimSurfaceIndex[DRESSCIV][OPEN_DOOR] = DRESSCIVACT;
2150 	gubAnimSurfaceIndex[DRESSCIV][OPEN_STRUCT] = DRESSCIVACT;
2151 	gubAnimSurfaceIndex[DRESSCIV][GIVE_ITEM] = DRESSCIVACT;
2152 	gubAnimSurfaceIndex[DRESSCIV][END_OPEN_DOOR] = DRESSCIVACT;
2153 	gubAnimSurfaceIndex[DRESSCIV][END_OPEN_LOCKED_DOOR] = DRESSCIVACT;
2154 	gubAnimSurfaceIndex[DRESSCIV][CLOSE_DOOR] = DRESSCIVACT;
2155 	gubAnimSurfaceIndex[DRESSCIV][ADJACENT_GET_ITEM] = DRESSCIVACT;
2156 	gubAnimSurfaceIndex[DRESSCIV][START_COWER] = DRESSCIVCOWER;
2157 	gubAnimSurfaceIndex[DRESSCIV][COWERING] = DRESSCIVCOWER;
2158 	gubAnimSurfaceIndex[DRESSCIV][END_COWER] = DRESSCIVCOWER;
2159 	gubAnimSurfaceIndex[DRESSCIV][CIV_DIE2] = DRESSCIVDIE2;
2160 	gubAnimSurfaceIndex[DRESSCIV][CIV_COWER_HIT] = DRESSCIVCOWERHIT;
2161 
2162 	gubAnimSurfaceCorpseID[DRESSCIV][GENERIC_HIT_DEATH] = W_DEAD1;
2163 	gubAnimSurfaceCorpseID[DRESSCIV][CIV_DIE2] = W_DEAD2;
2164 
2165 	// HATKID civ
2166 	gubAnimSurfaceIndex[HATKIDCIV][STANDING] = HATKIDCIVSTANDING;
2167 	gubAnimSurfaceIndex[HATKIDCIV][WALKING] = HATKIDCIVWALKING;
2168 	gubAnimSurfaceIndex[HATKIDCIV][RUNNING] = HATKIDCIVRUNNING;
2169 	gubAnimSurfaceIndex[HATKIDCIV][GENERIC_HIT_STAND] = HATKIDCIVDIE;
2170 	gubAnimSurfaceIndex[HATKIDCIV][GENERIC_HIT_DEATHTWITCHNB] = HATKIDCIVDIE;
2171 	gubAnimSurfaceIndex[HATKIDCIV][GENERIC_HIT_DEATHTWITCHB] = HATKIDCIVDIE;
2172 	gubAnimSurfaceIndex[HATKIDCIV][FALLFORWARD_FROMHIT_STAND] = HATKIDCIVDIE;
2173 	gubAnimSurfaceIndex[HATKIDCIV][FALLFORWARD_HITDEATH_STOP] = HATKIDCIVDIE;
2174 	gubAnimSurfaceIndex[HATKIDCIV][STAND_FALLFORWARD_STOP] = HATKIDCIVDIE;
2175 	gubAnimSurfaceIndex[HATKIDCIV][GENERIC_HIT_DEATH] = HATKIDCIVDIE;
2176 	gubAnimSurfaceIndex[HATKIDCIV][JFK_HITDEATH] = HATKIDCIVJFK;
2177 	gubAnimSurfaceIndex[HATKIDCIV][JFK_HITDEATH_STOP] = HATKIDCIVJFK;
2178 	gubAnimSurfaceIndex[HATKIDCIV][JFK_HITDEATH_TWITCHB] = HATKIDCIVJFK;
2179 	gubAnimSurfaceIndex[HATKIDCIV][HATKID_YOYO] = HATKIDCIVYOYO;
2180 	gubAnimSurfaceIndex[HATKIDCIV][OPEN_DOOR] = HATKIDCIVACT;
2181 	gubAnimSurfaceIndex[HATKIDCIV][OPEN_STRUCT] = HATKIDCIVACT;
2182 	gubAnimSurfaceIndex[HATKIDCIV][GIVE_ITEM] = HATKIDCIVACT;
2183 	gubAnimSurfaceIndex[HATKIDCIV][END_OPEN_DOOR] = HATKIDCIVACT;
2184 	gubAnimSurfaceIndex[HATKIDCIV][END_OPEN_LOCKED_DOOR] = HATKIDCIVACT;
2185 	gubAnimSurfaceIndex[HATKIDCIV][CLOSE_DOOR] = HATKIDCIVACT;
2186 	gubAnimSurfaceIndex[HATKIDCIV][ADJACENT_GET_ITEM] = HATKIDCIVACT;
2187 	gubAnimSurfaceIndex[HATKIDCIV][START_COWER] = HATKIDCIVCOWER;
2188 	gubAnimSurfaceIndex[HATKIDCIV][COWERING] = HATKIDCIVCOWER;
2189 	gubAnimSurfaceIndex[HATKIDCIV][END_COWER] = HATKIDCIVCOWER;
2190 	gubAnimSurfaceIndex[HATKIDCIV][CIV_DIE2] = HATKIDCIVDIE2;
2191 	gubAnimSurfaceIndex[HATKIDCIV][CIV_COWER_HIT] = HATKIDCIVCOWERHIT;
2192 	gubAnimSurfaceIndex[HATKIDCIV][KID_SKIPPING] = HATKIDCIVSKIP;
2193 
2194 
2195 	gubAnimSurfaceCorpseID[HATKIDCIV][GENERIC_HIT_DEATH] = H_DEAD1;
2196 	gubAnimSurfaceCorpseID[HATKIDCIV][CIV_DIE2] = H_DEAD2;
2197 
2198 	gRandomAnimDefs[HATKIDCIV][0].ubHandRestriction = RANDOM_ANIM_IRRELEVENTINHAND;
2199 	gRandomAnimDefs[HATKIDCIV][0].sAnimID = HATKID_YOYO;
2200 	gRandomAnimDefs[HATKIDCIV][0].ubStartRoll = 0;
2201 	gRandomAnimDefs[HATKIDCIV][0].ubEndRoll = 10;
2202 	gRandomAnimDefs[HATKIDCIV][0].ubFlags = RANDOM_ANIM_CASUAL;
2203 	gRandomAnimDefs[HATKIDCIV][0].ubAnimHeight = ANIM_STAND;
2204 
2205 
2206 	// KID civ
2207 	gubAnimSurfaceIndex[KIDCIV][STANDING] = KIDCIVSTANDING;
2208 	gubAnimSurfaceIndex[KIDCIV][WALKING] = KIDCIVWALKING;
2209 	gubAnimSurfaceIndex[KIDCIV][RUNNING] = KIDCIVRUNNING;
2210 	gubAnimSurfaceIndex[KIDCIV][GENERIC_HIT_STAND] = KIDCIVDIE;
2211 	gubAnimSurfaceIndex[KIDCIV][GENERIC_HIT_DEATHTWITCHNB] = KIDCIVDIE;
2212 	gubAnimSurfaceIndex[KIDCIV][GENERIC_HIT_DEATHTWITCHB] = KIDCIVDIE;
2213 	gubAnimSurfaceIndex[KIDCIV][FALLFORWARD_FROMHIT_STAND] = KIDCIVDIE;
2214 	gubAnimSurfaceIndex[KIDCIV][FALLFORWARD_HITDEATH_STOP] = KIDCIVDIE;
2215 	gubAnimSurfaceIndex[KIDCIV][STAND_FALLFORWARD_STOP] = KIDCIVDIE;
2216 	gubAnimSurfaceIndex[KIDCIV][GENERIC_HIT_DEATH] = KIDCIVDIE;
2217 	gubAnimSurfaceIndex[KIDCIV][JFK_HITDEATH] = KIDCIVJFK;
2218 	gubAnimSurfaceIndex[KIDCIV][JFK_HITDEATH_STOP] = KIDCIVJFK;
2219 	gubAnimSurfaceIndex[KIDCIV][JFK_HITDEATH_TWITCHB] = KIDCIVJFK;
2220 	gubAnimSurfaceIndex[KIDCIV][KID_ARMPIT] = KIDCIVARMPIT;
2221 	gubAnimSurfaceIndex[KIDCIV][OPEN_DOOR] = KIDCIVACT;
2222 	gubAnimSurfaceIndex[KIDCIV][OPEN_STRUCT] = KIDCIVACT;
2223 	gubAnimSurfaceIndex[KIDCIV][GIVE_ITEM] = KIDCIVACT;
2224 	gubAnimSurfaceIndex[KIDCIV][END_OPEN_DOOR] = KIDCIVACT;
2225 	gubAnimSurfaceIndex[KIDCIV][END_OPEN_LOCKED_DOOR] = KIDCIVACT;
2226 	gubAnimSurfaceIndex[KIDCIV][CLOSE_DOOR] = KIDCIVACT;
2227 	gubAnimSurfaceIndex[KIDCIV][ADJACENT_GET_ITEM] = KIDCIVACT;
2228 	gubAnimSurfaceIndex[KIDCIV][START_COWER] = KIDCIVCOWER;
2229 	gubAnimSurfaceIndex[KIDCIV][COWERING] = KIDCIVCOWER;
2230 	gubAnimSurfaceIndex[KIDCIV][END_COWER] = KIDCIVCOWER;
2231 	gubAnimSurfaceIndex[KIDCIV][CIV_DIE2] = KIDCIVDIE2;
2232 	gubAnimSurfaceIndex[KIDCIV][CIV_COWER_HIT] = KIDCIVCOWERHIT;
2233 	gubAnimSurfaceIndex[KIDCIV][KID_SKIPPING] = KIDCIVSKIP;
2234 
2235 	gubAnimSurfaceCorpseID[KIDCIV][GENERIC_HIT_DEATH] = K_DEAD1;
2236 	gubAnimSurfaceCorpseID[KIDCIV][CIV_DIE2] = K_DEAD2;
2237 
2238 
2239 	gRandomAnimDefs[KIDCIV][0].ubHandRestriction = RANDOM_ANIM_IRRELEVENTINHAND;
2240 	gRandomAnimDefs[KIDCIV][0].sAnimID = KID_ARMPIT;
2241 	gRandomAnimDefs[KIDCIV][0].ubStartRoll = 0;
2242 	gRandomAnimDefs[KIDCIV][0].ubEndRoll = 10;
2243 	gRandomAnimDefs[KIDCIV][0].ubFlags = RANDOM_ANIM_CASUAL;
2244 	gRandomAnimDefs[KIDCIV][0].ubAnimHeight = ANIM_STAND;
2245 
2246 	//CRIPPLE
2247 	gubAnimSurfaceIndex[CRIPPLECIV][STANDING] = CRIPCIVSTANDING;
2248 	gubAnimSurfaceIndex[CRIPPLECIV][WALKING] = CRIPCIVWALKING;
2249 	gubAnimSurfaceIndex[CRIPPLECIV][RUNNING] = CRIPCIVRUNNING;
2250 	gubAnimSurfaceIndex[CRIPPLECIV][CRIPPLE_BEG] = CRIPCIVBEG;
2251 	gubAnimSurfaceIndex[CRIPPLECIV][CRIPPLE_HIT] = CRIPCIVDIE;
2252 	gubAnimSurfaceIndex[CRIPPLECIV][CRIPPLE_DIE] = CRIPCIVDIE;
2253 	gubAnimSurfaceIndex[CRIPPLECIV][CRIPPLE_DIE_STOP] = CRIPCIVDIE;
2254 	gubAnimSurfaceIndex[CRIPPLECIV][CRIPPLE_DIE_FLYBACK] = CRIPCIVDIE2;
2255 	gubAnimSurfaceIndex[CRIPPLECIV][CRIPPLE_DIE_FLYBACK_STOP] = CRIPCIVDIE2;
2256 	gubAnimSurfaceIndex[CRIPPLECIV][CRIPPLE_KICKOUT] = CRIPCIVKICK;
2257 	gubAnimSurfaceIndex[CRIPPLECIV][CRIPPLE_OPEN_DOOR] = CRIPCIVBEG;
2258 	gubAnimSurfaceIndex[CRIPPLECIV][CRIPPLE_CLOSE_DOOR] = CRIPCIVBEG;
2259 	gubAnimSurfaceIndex[CRIPPLECIV][CRIPPLE_END_OPEN_DOOR] = CRIPCIVBEG;
2260 	gubAnimSurfaceIndex[CRIPPLECIV][CRIPPLE_END_OPEN_LOCKED_DOOR] = CRIPCIVBEG;
2261 
2262 	gubAnimSurfaceCorpseID[CRIPPLECIV][CRIPPLE_DIE] = SMERC_BCK;
2263 
2264 	gRandomAnimDefs[CRIPPLECIV][0].ubHandRestriction = RANDOM_ANIM_IRRELEVENTINHAND;
2265 	gRandomAnimDefs[CRIPPLECIV][0].sAnimID = CRIPPLE_BEG;
2266 	gRandomAnimDefs[CRIPPLECIV][0].ubStartRoll = 30;
2267 	gRandomAnimDefs[CRIPPLECIV][0].ubEndRoll = 70;
2268 	gRandomAnimDefs[CRIPPLECIV][0].ubFlags = RANDOM_ANIM_CASUAL;
2269 	gRandomAnimDefs[CRIPPLECIV][0].ubAnimHeight = ANIM_STAND;
2270 
2271 
2272 	// COW
2273 	gubAnimSurfaceIndex[COW][STANDING] = COWSTANDING;
2274 	gubAnimSurfaceIndex[COW][WALKING] = COWWALKING;
2275 	gubAnimSurfaceIndex[COW][COW_EATING] = COWEAT;
2276 	gubAnimSurfaceIndex[COW][COW_HIT] = COWDIE;
2277 	gubAnimSurfaceIndex[COW][COW_DYING] = COWDIE;
2278 	gubAnimSurfaceIndex[COW][COW_DYING_STOP] = COWDIE;
2279 
2280 	gubAnimSurfaceCorpseID[COW][COW_DYING] = COW_DEAD;
2281 
2282 
2283 	gRandomAnimDefs[COW][0].ubHandRestriction = RANDOM_ANIM_IRRELEVENTINHAND;
2284 	gRandomAnimDefs[COW][0].sAnimID = COW_EATING;
2285 	gRandomAnimDefs[COW][0].ubStartRoll = 30;
2286 	gRandomAnimDefs[COW][0].ubEndRoll = 100;
2287 	gRandomAnimDefs[COW][0].ubFlags = RANDOM_ANIM_CASUAL;
2288 	gRandomAnimDefs[COW][0].ubAnimHeight = ANIM_STAND;
2289 
2290 	gRandomAnimDefs[COW][1].ubHandRestriction = RANDOM_ANIM_IRRELEVENTINHAND;
2291 	gRandomAnimDefs[COW][1].sAnimID = RANDOM_ANIM_SOUND;
2292 	gRandomAnimDefs[COW][1].ubStartRoll = 0;
2293 	gRandomAnimDefs[COW][1].ubEndRoll = 1;
2294 	gRandomAnimDefs[COW][1].ubAnimHeight = ANIM_STAND;
2295 	gRandomAnimDefs[COW][1].zSoundFile = SOUNDSDIR "/cowmoo1.wav";
2296 
2297 	gRandomAnimDefs[COW][2].ubHandRestriction = RANDOM_ANIM_IRRELEVENTINHAND;
2298 	gRandomAnimDefs[COW][2].sAnimID = RANDOM_ANIM_SOUND;
2299 	gRandomAnimDefs[COW][2].ubStartRoll = 2;
2300 	gRandomAnimDefs[COW][2].ubEndRoll = 3;
2301 	gRandomAnimDefs[COW][2].ubAnimHeight = ANIM_STAND;
2302 	gRandomAnimDefs[COW][2].zSoundFile = SOUNDSDIR "/cowmoo2.wav";
2303 
2304 	gRandomAnimDefs[COW][3].ubHandRestriction = RANDOM_ANIM_IRRELEVENTINHAND;
2305 	gRandomAnimDefs[COW][3].sAnimID = RANDOM_ANIM_SOUND;
2306 	gRandomAnimDefs[COW][3].ubStartRoll = 4;
2307 	gRandomAnimDefs[COW][3].ubEndRoll = 5;
2308 	gRandomAnimDefs[COW][3].ubAnimHeight = ANIM_STAND;
2309 	gRandomAnimDefs[COW][3].zSoundFile = SOUNDSDIR "/cowmoo3.wav";
2310 
2311 
2312 	gubAnimSurfaceIndex[CROW][STANDING] = CROWWALKING;
2313 	gubAnimSurfaceIndex[CROW][WALKING] = CROWWALKING;
2314 	gubAnimSurfaceIndex[CROW][CROW_WALK] = CROWWALKING;
2315 	gubAnimSurfaceIndex[CROW][CROW_FLY] = CROWFLYING;
2316 	gubAnimSurfaceIndex[CROW][CROW_EAT] = CROWEATING;
2317 	gubAnimSurfaceIndex[CROW][CROW_TAKEOFF] = CROWFLYING;
2318 	gubAnimSurfaceIndex[CROW][CROW_LAND] = CROWFLYING;
2319 	gubAnimSurfaceIndex[CROW][CROW_DIE] = CROWDYING;
2320 
2321 	gRandomAnimDefs[CROW][0].ubHandRestriction = RANDOM_ANIM_IRRELEVENTINHAND;
2322 	gRandomAnimDefs[CROW][0].sAnimID = RANDOM_ANIM_SOUND;
2323 	gRandomAnimDefs[CROW][0].ubStartRoll = 0;
2324 	gRandomAnimDefs[CROW][0].ubEndRoll = 50;
2325 	gRandomAnimDefs[CROW][0].ubAnimHeight = ANIM_STAND;
2326 	gRandomAnimDefs[CROW][0].zSoundFile = SOUNDSDIR "/crow3.wav";
2327 
2328 	gRandomAnimDefs[CROW][1].ubHandRestriction = RANDOM_ANIM_IRRELEVENTINHAND;
2329 	gRandomAnimDefs[CROW][1].sAnimID = RANDOM_ANIM_SOUND;
2330 	gRandomAnimDefs[CROW][1].ubStartRoll = 51;
2331 	gRandomAnimDefs[CROW][1].ubEndRoll = 70;
2332 	gRandomAnimDefs[CROW][1].ubAnimHeight = ANIM_STAND;
2333 	gRandomAnimDefs[CROW][1].zSoundFile = SOUNDSDIR "/crow2.wav";
2334 
2335 	// BLOOD CAT
2336 	gubAnimSurfaceIndex[BLOODCAT][STANDING] = CATBREATH;
2337 	gubAnimSurfaceIndex[BLOODCAT][WALKING] = CATWALK;
2338 	gubAnimSurfaceIndex[BLOODCAT][BLOODCAT_RUN] = CATRUN;
2339 	gubAnimSurfaceIndex[BLOODCAT][BLOODCAT_STARTREADY] = CATREADY;
2340 	gubAnimSurfaceIndex[BLOODCAT][BLOODCAT_READY] = CATREADY;
2341 	gubAnimSurfaceIndex[BLOODCAT][BLOODCAT_ENDREADY] = CATREADY;
2342 	gubAnimSurfaceIndex[BLOODCAT][BLOODCAT_HIT] = CATHIT;
2343 	gubAnimSurfaceIndex[BLOODCAT][BLOODCAT_DYING] = CATDIE;
2344 	gubAnimSurfaceIndex[BLOODCAT][BLOODCAT_DYING_STOP] = CATDIE;
2345 	gubAnimSurfaceIndex[BLOODCAT][BLOODCAT_SWIPE] = CATSWIPE;
2346 	gubAnimSurfaceIndex[BLOODCAT][BLOODCAT_BITE_ANIM] = CATBITE;
2347 	gubAnimSurfaceIndex[BLOODCAT][BLOODCAT_WALK_BACKWARDS] = CATWALK;
2348 
2349 	gubAnimSurfaceCorpseID[BLOODCAT][BLOODCAT_DYING] = BLOODCAT_DEAD;
2350 
2351 	// ROBOT
2352 	gubAnimSurfaceIndex[ROBOTNOWEAPON][STANDING] = ROBOTNWBREATH;
2353 	gubAnimSurfaceIndex[ROBOTNOWEAPON][WALKING] = ROBOTNWBREATH;
2354 	gubAnimSurfaceIndex[ROBOTNOWEAPON][ROBOTNW_HIT] = ROBOTNWHIT;
2355 	gubAnimSurfaceIndex[ROBOTNOWEAPON][ROBOTNW_DIE] = ROBOTNWDIE;
2356 	gubAnimSurfaceIndex[ROBOTNOWEAPON][ROBOTNW_DIE_STOP] = ROBOTNWDIE;
2357 	gubAnimSurfaceIndex[ROBOTNOWEAPON][ROBOT_WALK] = ROBOTNWWALK;
2358 	gubAnimSurfaceIndex[ROBOTNOWEAPON][ROBOT_SHOOT] = ROBOTNWSHOOT;
2359 	gubAnimSurfaceIndex[ROBOTNOWEAPON][ROBOT_BURST_SHOOT] = ROBOTNWSHOOT;
2360 	gubAnimSurfaceIndex[ROBOTNOWEAPON][ROBOT_CAMERA_NOT_MOVING] = ROBOTNWBREATH;
2361 	gubAnimSurfaceCorpseID[ROBOTNOWEAPON][ROBOTNW_DIE] = ROBOT_DEAD;
2362 
2363 
2364 
2365 	// HUMVEE
2366 	gubAnimSurfaceIndex[HUMVEE][STANDING] = HUMVEE_BASIC;
2367 	gubAnimSurfaceIndex[HUMVEE][WALKING] = HUMVEE_BASIC;
2368 	gubAnimSurfaceIndex[HUMVEE][VEHICLE_DIE] = HUMVEE_DIE;
2369 	gubAnimSurfaceCorpseID[HUMVEE][STANDING] = HUMMER_DEAD;
2370 
2371 	// TANK
2372 	gubAnimSurfaceIndex[TANK_NW][STANDING] = TANKNW_READY;
2373 	gubAnimSurfaceIndex[TANK_NW][WALKING] = TANKNW_READY;
2374 	gubAnimSurfaceIndex[TANK_NW][TANK_SHOOT] = TANKNW_SHOOT;
2375 	gubAnimSurfaceIndex[TANK_NW][TANK_BURST] = TANKNW_SHOOT;
2376 	gubAnimSurfaceIndex[TANK_NW][VEHICLE_DIE] = TANKNW_DIE;
2377 	gubAnimSurfaceCorpseID[TANK_NW][STANDING] = TANK1_DEAD;
2378 
2379 	// TANK
2380 	gubAnimSurfaceIndex[TANK_NE][STANDING] = TANKNE_READY;
2381 	gubAnimSurfaceIndex[TANK_NE][WALKING] = TANKNE_READY;
2382 	gubAnimSurfaceIndex[TANK_NE][TANK_SHOOT] = TANKNE_SHOOT;
2383 	gubAnimSurfaceIndex[TANK_NE][TANK_BURST] = TANKNE_SHOOT;
2384 	gubAnimSurfaceIndex[TANK_NE][VEHICLE_DIE] = TANKNE_DIE;
2385 	gubAnimSurfaceCorpseID[TANK_NE][STANDING] = TANK2_DEAD;
2386 
2387 	// ELDORADO
2388 	gubAnimSurfaceIndex[ELDORADO][STANDING] = HUMVEE_BASIC;
2389 	gubAnimSurfaceIndex[ELDORADO][WALKING] = HUMVEE_BASIC;
2390 	gubAnimSurfaceIndex[ELDORADO][VEHICLE_DIE] = HUMVEE_DIE;
2391 
2392 	// ICECREAMTRUCK
2393 	gubAnimSurfaceIndex[ICECREAMTRUCK][STANDING] = ICECREAMTRUCK_BASIC;
2394 	gubAnimSurfaceIndex[ICECREAMTRUCK][WALKING] = ICECREAMTRUCK_BASIC;
2395 	gubAnimSurfaceIndex[ICECREAMTRUCK][VEHICLE_DIE] = HUMVEE_DIE;
2396 	gubAnimSurfaceCorpseID[ICECREAMTRUCK][STANDING] = ICECREAM_DEAD;
2397 
2398 	// JEEP
2399 	gubAnimSurfaceIndex[JEEP][STANDING] = HUMVEE_BASIC;
2400 	gubAnimSurfaceIndex[JEEP][WALKING] = HUMVEE_BASIC;
2401 	gubAnimSurfaceIndex[JEEP][VEHICLE_DIE] = HUMVEE_DIE;
2402 }
2403 
2404 
LoadAnimationStateInstructions()2405 void LoadAnimationStateInstructions()
2406 {
2407 	AutoSGPFile hFile(GCM->openGameResForReading(ANIMFILENAME));
2408 	FileRead(hFile, gusAnimInst, sizeof(gusAnimInst));
2409 }
2410 
2411 
IsAnimationValidForBodyType(SOLDIERTYPE const & s,UINT16 const new_state)2412 bool IsAnimationValidForBodyType(SOLDIERTYPE const& s, UINT16 const new_state)
2413 {
2414 	return DetermineSoldierAnimationSurface(&s, new_state) != INVALID_ANIMATION_SURFACE;
2415 }
2416 
2417 
SubstituteBodyTypeAnimation(const SOLDIERTYPE * const s,const UINT16 anim_state)2418 UINT16 SubstituteBodyTypeAnimation(const SOLDIERTYPE* const s, const UINT16 anim_state)
2419 {
2420 	switch (s->ubBodyType)
2421 	{
2422 		case QUEENMONSTER:
2423 			switch (anim_state)
2424 			{
2425 				case STANDING:
2426 				case WALKING:
2427 				case RUNNING:  return QUEEN_MONSTER_BREATHING;
2428 			}
2429 			break;
2430 
2431 		case LARVAE_MONSTER:
2432 			switch (anim_state)
2433 			{
2434 				case STANDING: return LARVAE_BREATH;
2435 				case WALKING:
2436 				case RUNNING:  return LARVAE_WALK;
2437 			}
2438 			break;
2439 
2440 		case CROW:
2441 			switch (anim_state)
2442 			{
2443 				case WALKING:  return CROW_WALK;
2444 				case STANDING: return CROW_EAT;
2445 			}
2446 			break;
2447 
2448 		case BLOODCAT:
2449 			switch (anim_state)
2450 			{
2451 				case RUNNING: return BLOODCAT_RUN;
2452 			}
2453 			break;
2454 
2455 		case ADULTFEMALEMONSTER:
2456 		case AM_MONSTER:
2457 		case YAF_MONSTER:
2458 		case YAM_MONSTER:
2459 			switch (anim_state)
2460 			{
2461 				case WALKING:
2462 				case RUNNING: return ADULTMONSTER_WALKING;
2463 			}
2464 			break;
2465 
2466 		case ROBOTNOWEAPON:
2467 			switch (anim_state)
2468 			{
2469 				case STANDING:
2470 					// OK, if they are on the CIV_TEAM, sub for no camera moving
2471 					if (s->bTeam == CIV_TEAM) return ROBOT_CAMERA_NOT_MOVING;
2472 					break;
2473 
2474 				case WALKING:
2475 				case RUNNING: return ROBOT_WALK;
2476 			}
2477 			break;
2478 
2479 		default:
2480 			if (IS_CIV_BODY_TYPE(s))
2481 			{
2482 				switch (anim_state)
2483 				{
2484 					case KNEEL_UP:          return END_COWER;
2485 					case KNEEL_DOWN:        return START_COWER;
2486 					case WKAEUP_FROM_SLEEP:
2487 					case GOTO_SLEEP:
2488 					case SLEEPING:          return STANDING;
2489 				}
2490 			}
2491 			break;
2492 	}
2493 	return anim_state;
2494 }
2495 
2496 
GetBodyTypePaletteSubstitution(SOLDIERTYPE const * const s,UINT8 const ubBodyType)2497 char const* GetBodyTypePaletteSubstitution(SOLDIERTYPE const* const s, UINT8 const ubBodyType)
2498 {
2499 	switch (ubBodyType)
2500 	{
2501 		case REGMALE:
2502 		case BIGMALE:
2503 		case STOCKYMALE:
2504 		case REGFEMALE:
2505 			if (s)
2506 			{
2507 				// Are we on fire?
2508 				if (s->usAnimState == CHARIOTS_OF_FIRE ||
2509 						s->usAnimState == BODYEXPLODING)
2510 				{
2511 					return "";
2512 				}
2513 
2514 				if (s->bCamo != 0) return ANIMSDIR "/camo.COL";
2515 			}
2516 			return 0;
2517 
2518 		case YAF_MONSTER:        return ANIMSDIR "/MONSTERS/fm_brite.COL";
2519 		case YAM_MONSTER:        return ANIMSDIR "/MONSTERS/mn_brite.COL";
2520 		case ADULTFEMALEMONSTER: return ANIMSDIR "/MONSTERS/femmon.COL";
2521 		case AM_MONSTER:         return ANIMSDIR "/MONSTERS/monster.COL";
2522 
2523 		case QUEENMONSTER:
2524 		case COW:
2525 		case CROW:
2526 		case BLOODCAT:
2527 		case HUMVEE:
2528 		case ELDORADO:
2529 		case ICECREAMTRUCK:
2530 		case JEEP:
2531 		case ROBOTNOWEAPON:
2532 		case TANK_NW:
2533 		case TANK_NE:
2534 			return "";
2535 
2536 		default: return 0;
2537 	}
2538 }
2539 
2540 
2541 
SetSoldierAnimationSurface(SOLDIERTYPE * pSoldier,UINT16 usAnimState)2542 BOOLEAN SetSoldierAnimationSurface( SOLDIERTYPE *pSoldier, UINT16 usAnimState )
2543 {
2544 	// Delete any structure info!
2545 	if ( pSoldier->pLevelNode != NULL )
2546 	{
2547 		DeleteStructureFromWorld( pSoldier->pLevelNode->pStructureData );
2548 		pSoldier->pLevelNode->pStructureData = NULL;
2549 	}
2550 
2551 
2552 	UINT16 const usAnimSurface = LoadSoldierAnimationSurface(*pSoldier, usAnimState);
2553 
2554 	// Add structure info!
2555 	if ( pSoldier->pLevelNode != NULL && !( pSoldier->uiStatusFlags & SOLDIER_PAUSEANIMOVE ) )
2556 	{
2557 		AddMercStructureInfoFromAnimSurface( pSoldier->sGridNo, pSoldier, usAnimSurface, usAnimState );
2558 	}
2559 
2560 	// Set
2561 	pSoldier->usAnimSurface = usAnimSurface;
2562 
2563 	if ( usAnimSurface == INVALID_ANIMATION_SURFACE )
2564 	{
2565 		return( FALSE );
2566 	}
2567 
2568 	return( TRUE );
2569 }
2570 
2571 
LoadSoldierAnimationSurface(SOLDIERTYPE & s,UINT16 const anim_state)2572 UINT16 LoadSoldierAnimationSurface(SOLDIERTYPE& s, UINT16 const anim_state)
2573 {
2574 	UINT16 const anim_surface = DetermineSoldierAnimationSurface(&s, anim_state);
2575 	if (anim_surface == INVALID_ANIMATION_SURFACE) return anim_surface;
2576 	try
2577 	{
2578 		// Ensure that it's been loaded
2579 		GetCachedAnimationSurface(s.ubID, &s.AnimCache, anim_surface, s.usAnimState);
2580 		return anim_surface;
2581 	}
2582 	catch (...)
2583 	{
2584 		return INVALID_ANIMATION_SURFACE;
2585 	}
2586 }
2587 
2588 
2589 UINT16	gusQueenMonsterSpitAnimPerDir[] =
2590 {
2591 	QUEENMONSTERSPIT_NE, //NORTH
2592 	QUEENMONSTERSPIT_E,
2593 	QUEENMONSTERSPIT_SE, // EAST
2594 	QUEENMONSTERSPIT_S,
2595 	QUEENMONSTERSPIT_SW, // SOUTH
2596 	QUEENMONSTERSPIT_SW,
2597 	QUEENMONSTERSPIT_SW, // WEST
2598 	QUEENMONSTERSPIT_NE,
2599 };
2600 
2601 
DetermineSoldierAnimationSurface(const SOLDIERTYPE * pSoldier,UINT16 usAnimState)2602 UINT16 DetermineSoldierAnimationSurface(const SOLDIERTYPE* pSoldier, UINT16 usAnimState)
2603 {
2604 	UINT16 usAnimSurface;
2605 	UINT16 usAltAnimSurface;
2606 	UINT16 usItem;
2607 	UINT8 ubWaterHandIndex = 1;
2608 	BOOLEAN fAdjustedForItem = FALSE;
2609 
2610 	usAnimState = SubstituteBodyTypeAnimation(pSoldier, usAnimState);
2611 
2612 	usAnimSurface = gubAnimSurfaceIndex[pSoldier->ubBodyType][usAnimState];
2613 
2614 	// CHECK IF WE CAN DO THIS ANIMATION, IE WE HAVE IT AVAILIBLE
2615 	if ( usAnimSurface == INVALID_ANIMATION	)
2616 	{
2617 		// WE SHOULD NOT BE USING THIS ANIMATION
2618 		SLOGW( "Invalid Animation File for Body %d, animation %s.", pSoldier->ubBodyType, gAnimControl[usAnimState].zAnimStr);
2619 		// Set index to FOUND_INVALID_ANIMATION
2620 		gubAnimSurfaceIndex[pSoldier->ubBodyType][usAnimState] = FOUND_INVALID_ANIMATION;
2621 		return( INVALID_ANIMATION_SURFACE );
2622 	}
2623 	if ( usAnimSurface == FOUND_INVALID_ANIMATION	)
2624 	{
2625 		return( INVALID_ANIMATION_SURFACE );
2626 	}
2627 
2628 
2629 	// OK - DO SOME MAGIC HERE TO SWITCH BODY TYPES IF WE WANT!
2630 
2631 
2632 	// If we are a queen, pick the 'real' anim surface....
2633 	if ( usAnimSurface == QUEENMONSTERSPIT_SW )
2634 	{
2635 		INT8 bDir;
2636 
2637 		// Assume a target gridno is here.... get direction...
2638 		// ATE: use +2 in gridno because here head is far from body
2639 		bDir = (INT8)GetDirectionToGridNoFromGridNo( (INT16)( pSoldier->sGridNo + 2 ), pSoldier->sTargetGridNo );
2640 
2641 		return( gusQueenMonsterSpitAnimPerDir[bDir] );
2642 	}
2643 
2644 
2645 	// IF we are not a merc, return
2646 	if ( pSoldier->ubBodyType > REGFEMALE )
2647 	{
2648 		return( usAnimSurface );
2649 	}
2650 
2651 	// SWITCH TO DIFFERENT AIM ANIMATION FOR BIG GUY!
2652 	if ( usAnimSurface == BGMSTANDAIM2 )
2653 	{
2654 		if ( pSoldier->uiAnimSubFlags & SUB_ANIM_BIGGUYSHOOT2 )
2655 		{
2656 			usAnimSurface = BGMSTANDAIM;
2657 		}
2658 	}
2659 
2660 	// SWITCH TO DIFFERENT STAND ANIMATION FOR BIG GUY!
2661 	if ( usAnimSurface == BGMSTANDING )
2662 	{
2663 		if ( pSoldier->uiAnimSubFlags & SUB_ANIM_BIGGUYTHREATENSTANCE )
2664 		{
2665 			usAnimSurface = BGMTHREATENSTAND;
2666 		}
2667 	}
2668 
2669 	if ( usAnimSurface == BGMWALKING )
2670 	{
2671 		if ( pSoldier->uiAnimSubFlags & SUB_ANIM_BIGGUYTHREATENSTANCE )
2672 		{
2673 			usAnimSurface = BGMWALK2;
2674 		}
2675 	}
2676 
2677 	if ( usAnimSurface == BGMRUNNING )
2678 	{
2679 		if ( pSoldier->uiAnimSubFlags & SUB_ANIM_BIGGUYTHREATENSTANCE )
2680 		{
2681 			usAnimSurface = BGMRUN2;
2682 		}
2683 	}
2684 
2685 	if ( usAnimSurface == BGMRAISE )
2686 	{
2687 		if ( pSoldier->uiAnimSubFlags & SUB_ANIM_BIGGUYTHREATENSTANCE )
2688 		{
2689 			usAnimSurface = BGMRAISE2;
2690 		}
2691 	}
2692 
2693 
2694 	// ADJUST ANIMATION SURFACE BASED ON TERRAIN
2695 
2696 	// CHECK FOR WATER
2697 	if ( MercInWater( pSoldier ) )
2698 	{
2699 
2700 		// ADJUST BASED ON ITEM IN HAND....
2701 		usItem = pSoldier->inv[HANDPOS].usItem;
2702 
2703 		// Default it to the 1 ( ie: no rifle )
2704 		if ( usItem != NOTHING )
2705 		{
2706 			if ((GCM->getItem(usItem)->getItemClass() == IC_GUN
2707 				|| GCM->getItem(usItem)->getItemClass() == IC_LAUNCHER) &&
2708 				usItem != ROCKET_LAUNCHER)
2709 			{
2710 				if ( (GCM->getItem(usItem)->isTwoHanded()) )
2711 				{
2712 					ubWaterHandIndex = 0;
2713 				}
2714 			}
2715 		}
2716 
2717 		// CHANGE BASED ON HIEGHT OF WATER
2718 		usAltAnimSurface = gubAnimSurfaceMidWaterSubIndex[pSoldier->ubBodyType][usAnimState][ubWaterHandIndex];
2719 
2720 		if ( usAltAnimSurface != INVALID_ANIMATION )
2721 		{
2722 			usAnimSurface = usAltAnimSurface;
2723 		}
2724 
2725 	}
2726 	else
2727 	{
2728 		// ADJUST BASED ON ITEM IN HAND....
2729 		usItem = pSoldier->inv[HANDPOS].usItem;
2730 
2731 		if ((!(GCM->getItem(usItem)->getItemClass() == IC_GUN) &&
2732 			!(GCM->getItem(usItem)->getItemClass() == IC_LAUNCHER)) ||
2733 			usItem == ROCKET_LAUNCHER)
2734 		{
2735 			if ( usAnimState == STANDING )
2736 			{
2737 				usAnimSurface = gusNothingBreath[pSoldier->ubBodyType];
2738 				fAdjustedForItem = TRUE;
2739 			}
2740 			else
2741 			{
2742 				usAltAnimSurface = gubAnimSurfaceItemSubIndex[pSoldier->ubBodyType][usAnimState];
2743 
2744 				if ( usAltAnimSurface != INVALID_ANIMATION )
2745 				{
2746 					usAnimSurface = usAltAnimSurface;
2747 					fAdjustedForItem = TRUE;
2748 				}
2749 			}
2750 		}
2751 		else
2752 		{
2753 			// CHECK FOR HANDGUN
2754 			if ((GCM->getItem(usItem)->getItemClass() == IC_GUN
2755 				|| GCM->getItem(usItem)->getItemClass() == IC_LAUNCHER) &&
2756 				usItem != ROCKET_LAUNCHER)
2757 			{
2758 				if ( !(GCM->getItem(usItem)->isTwoHanded()) )
2759 				{
2760 					usAltAnimSurface = gubAnimSurfaceItemSubIndex[pSoldier->ubBodyType][usAnimState];
2761 					if ( usAltAnimSurface != INVALID_ANIMATION )
2762 					{
2763 						usAnimSurface = usAltAnimSurface;
2764 						fAdjustedForItem = TRUE;
2765 					}
2766 
2767 					// Look for good two pistols sub anim.....
2768 					if ( gDoubleHandledSub.usAnimState == usAnimState )
2769 					{
2770 						// Do we carry two pistols...
2771 						if ( GCM->getItem(pSoldier->inv[SECONDHANDPOS].usItem)->getItemClass() == IC_GUN )
2772 						{
2773 							if( !GCM->getItem(pSoldier->inv[SECONDHANDPOS].usItem)->isTwoHanded() )
2774 							{
2775 								usAnimSurface = gDoubleHandledSub.usAnimationSurfaces[pSoldier->ubBodyType];
2776 								fAdjustedForItem = TRUE;
2777 							}
2778 						}
2779 					}
2780 
2781 				}
2782 			}
2783 			else
2784 			{
2785 				usAltAnimSurface = gubAnimSurfaceItemSubIndex[pSoldier->ubBodyType][usAnimState];
2786 
2787 				if ( usAltAnimSurface != INVALID_ANIMATION )
2788 				{
2789 					usAnimSurface = usAltAnimSurface;
2790 					fAdjustedForItem = TRUE;
2791 				}
2792 			}
2793 		}
2794 
2795 		// Based on if we have adjusted for item or not... check for injured status...
2796 		if ( fAdjustedForItem )
2797 		{
2798 			// If life below thresthold for being injured
2799 			if ( pSoldier->bLife < INJURED_CHANGE_THREASHOLD )
2800 			{
2801 				// ADJUST FOR INJURED....
2802 				if (gNothingInjuredSub.usAnimState == usAnimState)
2803 				{
2804 					usAnimSurface = gNothingInjuredSub.usAnimationSurfaces[pSoldier->ubBodyType];
2805 				}
2806 			}
2807 		}
2808 		else
2809 		{
2810 			// If life below thresthold for being injured
2811 			if ( pSoldier->bLife < INJURED_CHANGE_THREASHOLD )
2812 			{
2813 				// ADJUST FOR INJURED....
2814 				if (gRifleInjuredSub.usAnimState == usAnimState)
2815 				{
2816 					usAnimSurface = gRifleInjuredSub.usAnimationSurfaces[pSoldier->ubBodyType];
2817 				}
2818 			}
2819 		}
2820 
2821 
2822 
2823 	}
2824 	return( usAnimSurface );
2825 }
2826 
2827 
GetSoldierAnimationSurface(SOLDIERTYPE const * const pSoldier)2828 UINT16 GetSoldierAnimationSurface(SOLDIERTYPE const* const pSoldier)
2829 {
2830 	UINT16 usAnimSurface;
2831 
2832 	usAnimSurface = pSoldier->usAnimSurface;
2833 
2834 	if ( usAnimSurface != INVALID_ANIMATION_SURFACE )
2835 	{
2836 		// Ensure that it's loaded!
2837 		if ( gAnimSurfaceDatabase[usAnimSurface].hVideoObject == NULL )
2838 		{
2839 			SLOGW("Animation Surface for Body %d, animation %s, surface %d not loaded.",
2840 				pSoldier->ubBodyType, gAnimControl[pSoldier->usAnimState].zAnimStr, usAnimSurface);
2841 			usAnimSurface = INVALID_ANIMATION_SURFACE;
2842 		}
2843 	}
2844 
2845 	return( usAnimSurface );
2846 }
2847 
2848 
2849 #ifdef WITH_UNITTESTS
2850 #include "gtest/gtest.h"
2851 
TEST(AnimationControl,asserts)2852 TEST(AnimationControl, asserts)
2853 {
2854 	EXPECT_EQ(lengthof(gAnimControl), NUMANIMATIONSTATES);
2855 }
2856 
2857 #endif
2858