#pragma once enum AnimationId { ANIM_STD_WALK, ANIM_STD_RUN, ANIM_STD_RUNFAST, ANIM_STD_IDLE, ANIM_STD_STARTWALK, ANIM_STD_RUNSTOP1, ANIM_STD_RUNSTOP2, ANIM_STD_IDLE_CAM, ANIM_STD_IDLE_HBHB, ANIM_STD_IDLE_TIRED, ANIM_STD_IDLE_BIGGUN, ANIM_STD_CHAT, ANIM_STD_HAILTAXI, ANIM_STD_KO_FRONT, ANIM_STD_KO_LEFT, ANIM_STD_KO_BACK, ANIM_STD_KO_RIGHT, ANIM_STD_KO_SHOT_FACE, ANIM_STD_KO_SHOT_STOMACH, ANIM_STD_KO_SHOT_ARM_L, ANIM_STD_KO_SHOT_ARM_R, ANIM_STD_KO_SHOT_LEG_L, ANIM_STD_KO_SHOT_LEG_R, ANIM_STD_SPINFORWARD_LEFT, ANIM_STD_SPINFORWARD_RIGHT, ANIM_STD_HIGHIMPACT_FRONT, ANIM_STD_HIGHIMPACT_LEFT, ANIM_STD_HIGHIMPACT_BACK, ANIM_STD_HIGHIMPACT_RIGHT, ANIM_STD_HITBYGUN_FRONT, ANIM_STD_HITBYGUN_LEFT, ANIM_STD_HITBYGUN_BACK, ANIM_STD_HITBYGUN_RIGHT, ANIM_STD_HIT_FRONT, ANIM_STD_HIT_LEFT, ANIM_STD_HIT_BACK, ANIM_STD_HIT_RIGHT, ANIM_STD_HIT_FLOOR, /* names made up */ #if GTA_VERSION <= GTA3_PS2_160 ANIM_STD_HIT_BODY, #endif ANIM_STD_HIT_BODYBLOW, ANIM_STD_HIT_CHEST, ANIM_STD_HIT_HEAD, ANIM_STD_HIT_WALK, /**/ ANIM_STD_HIT_WALL, ANIM_STD_HIT_FLOOR_FRONT, ANIM_STD_HIT_BEHIND, ANIM_STD_PUNCH, ANIM_STD_KICKGROUND, /* names made up */ ANIM_STD_WEAPON_BAT_H, ANIM_STD_WEAPON_BAT_V, ANIM_STD_WEAPON_HGUN_BODY, ANIM_STD_WEAPON_AK_BODY, ANIM_STD_WEAPON_PUMP, ANIM_STD_WEAPON_SNIPER, ANIM_STD_WEAPON_THROW, /**/ ANIM_STD_THROW_UNDER, /* names made up */ ANIM_STD_START_THROW, /**/ ANIM_STD_DETONATE, /* names made up */ ANIM_STD_HGUN_RELOAD, ANIM_STD_AK_RELOAD, #ifdef PC_PLAYER_CONTROLS // maybe wrong define, but unused anyway ANIM_FPS_PUNCH, ANIM_FPS_BAT, ANIM_FPS_UZI, ANIM_FPS_PUMP, ANIM_FPS_AK, ANIM_FPS_M16, ANIM_FPS_ROCKET, #endif /**/ ANIM_STD_FIGHT_IDLE, ANIM_STD_FIGHT_2IDLE, ANIM_STD_FIGHT_SHUFFLE_F, /* names made up */ ANIM_STD_FIGHT_BODYBLOW, ANIM_STD_FIGHT_HEAD, ANIM_STD_FIGHT_KICK, ANIM_STD_FIGHT_KNEE, ANIM_STD_FIGHT_LHOOK, ANIM_STD_FIGHT_PUNCH, ANIM_STD_FIGHT_ROUNDHOUSE, ANIM_STD_FIGHT_LONGKICK, /**/ ANIM_STD_PARTIAL_PUNCH, ANIM_STD_JACKEDCAR_RHS, ANIM_STD_JACKEDCAR_LO_RHS, ANIM_STD_JACKEDCAR_LHS, ANIM_STD_JACKEDCAR_LO_LHS, ANIM_STD_QUICKJACK, ANIM_STD_QUICKJACKED, ANIM_STD_CAR_ALIGN_DOOR_LHS, ANIM_STD_CAR_ALIGNHI_DOOR_LHS, ANIM_STD_CAR_OPEN_DOOR_LHS, ANIM_STD_CARDOOR_LOCKED_LHS, ANIM_STD_CAR_PULL_OUT_PED_LHS, ANIM_STD_CAR_PULL_OUT_PED_LO_LHS, ANIM_STD_CAR_GET_IN_LHS, ANIM_STD_CAR_GET_IN_LO_LHS, ANIM_STD_CAR_CLOSE_DOOR_LHS, ANIM_STD_CAR_CLOSE_DOOR_LO_LHS, ANIM_STD_CAR_CLOSE_DOOR_ROLLING_LHS, ANIM_STD_CAR_CLOSE_DOOR_ROLLING_LO_LHS, ANIM_STD_GETOUT_LHS, ANIM_STD_GETOUT_LO_LHS, ANIM_STD_CAR_CLOSE_LHS, ANIM_STD_CAR_ALIGN_DOOR_RHS, ANIM_STD_CAR_ALIGNHI_DOOR_RHS, ANIM_STD_CAR_OPEN_DOOR_RHS, ANIM_STD_CARDOOR_LOCKED_RHS, ANIM_STD_CAR_PULL_OUT_PED_RHS, ANIM_STD_CAR_PULL_OUT_PED_LO_RHS, ANIM_STD_CAR_GET_IN_RHS, ANIM_STD_CAR_GET_IN_LO_RHS, ANIM_STD_CAR_CLOSE_DOOR_RHS, ANIM_STD_CAR_CLOSE_DOOR_LO_RHS, ANIM_STD_CAR_SHUFFLE_RHS, ANIM_STD_CAR_SHUFFLE_LO_RHS, ANIM_STD_CAR_SIT, ANIM_STD_CAR_SIT_LO, ANIM_STD_CAR_SIT_P, ANIM_STD_CAR_SIT_P_LO, ANIM_STD_CAR_DRIVE_LEFT, ANIM_STD_CAR_DRIVE_RIGHT, ANIM_STD_CAR_DRIVE_LEFT_LO, ANIM_STD_CAR_DRIVE_RIGHT_LO, ANIM_STD_CAR_DRIVEBY_LEFT, ANIM_STD_CAR_DRIVEBY_RIGHT, ANIM_STD_CAR_LOOKBEHIND, ANIM_STD_BOAT_DRIVE, ANIM_STD_GETOUT_RHS, ANIM_STD_GETOUT_LO_RHS, ANIM_STD_CAR_CLOSE_RHS, ANIM_STD_CAR_HOOKERTALK, ANIM_STD_COACH_OPEN_LHS, ANIM_STD_COACH_OPEN_RHS, ANIM_STD_COACH_GET_IN_LHS, ANIM_STD_COACH_GET_IN_RHS, ANIM_STD_COACH_GET_OUT_LHS, ANIM_STD_TRAIN_GETIN, ANIM_STD_TRAIN_GETOUT, ANIM_STD_CRAWLOUT_LHS, ANIM_STD_CRAWLOUT_RHS, ANIM_STD_VAN_OPEN_DOOR_REAR_LHS, ANIM_STD_VAN_GET_IN_REAR_LHS, ANIM_STD_VAN_CLOSE_DOOR_REAR_LHS, ANIM_STD_VAN_GET_OUT_REAR_LHS, ANIM_STD_VAN_OPEN_DOOR_REAR_RHS, ANIM_STD_VAN_GET_IN_REAR_RHS, ANIM_STD_VAN_CLOSE_DOOR_REAR_RHS, ANIM_STD_VAN_GET_OUT_REAR_RHS, ANIM_STD_GET_UP, ANIM_STD_GET_UP_LEFT, ANIM_STD_GET_UP_RIGHT, ANIM_STD_GET_UP_FRONT, ANIM_STD_JUMP_LAUNCH, ANIM_STD_JUMP_GLIDE, ANIM_STD_JUMP_LAND, ANIM_STD_FALL, ANIM_STD_FALL_GLIDE, ANIM_STD_FALL_LAND, ANIM_STD_FALL_COLLAPSE, ANIM_STD_EVADE_STEP, ANIM_STD_EVADE_DIVE, ANIM_STD_XPRESS_SCRATCH, ANIM_STD_ROADCROSS, ANIM_STD_TURN180, ANIM_STD_ARREST, ANIM_STD_DROWN, ANIM_MEDIC_CPR, ANIM_STD_DUCK_DOWN, ANIM_STD_DUCK_LOW, ANIM_STD_RBLOCK_SHOOT, /* names made up */ ANIM_STD_THROW_UNDER2, /**/ ANIM_STD_HANDSUP, ANIM_STD_HANDSCOWER, ANIM_STD_PARTIAL_FUCKU, ANIM_STD_PHONE_IN, ANIM_STD_PHONE_OUT, ANIM_STD_PHONE_TALK, ANIM_STD_NUM };