#ifndef ANIMATIONTABLE_DATA_H_ #define ANIMATIONTABLE_DATA_H_ //this needs to be autogenerated based on modified sizes // these defines are named "PTR_" + nameof(enum ANIMATIONS value) // These values are "really const" compile time constants, used to define the enum in bondconstants.h #define PTR_ANIM_idle 0x1C #define PTR_ANIM_fire_standing 0x144 #define PTR_ANIM_fire_standing_fast 0x214 #define PTR_ANIM_fire_hip 0x318 #define PTR_ANIM_fire_shoulder_left 0x3C4 #define PTR_ANIM_fire_turn_right1 0x610 #define PTR_ANIM_fire_turn_right2 0x814 #define PTR_ANIM_fire_kneel_right_leg 0x990 #define PTR_ANIM_fire_kneel_left_leg 0xB84 #define PTR_ANIM_fire_kneel_left 0xDB4 #define PTR_ANIM_fire_kneel_right 0x1028 #define PTR_ANIM_fire_roll_left 0x1334 #define PTR_ANIM_fire_roll_right1 0x1578 #define PTR_ANIM_fire_roll_left_fast 0x17B4 #define PTR_ANIM_hit_left_shoulder 0x186C #define PTR_ANIM_hit_right_shoulder 0x1984 #define PTR_ANIM_hit_left_arm 0x1A6C #define PTR_ANIM_hit_right_arm 0x1B54 #define PTR_ANIM_hit_left_hand 0x1C9C #define PTR_ANIM_hit_right_hand 0x1E40 #define PTR_ANIM_hit_left_leg 0x1F84 #define PTR_ANIM_hit_right_leg 0x2134 #define PTR_ANIM_death_genitalia 0x282C #define PTR_ANIM_hit_neck 0x299C #define PTR_ANIM_death_neck 0x2E64 #define PTR_ANIM_death_stagger_back_to_wall 0x2F94 #define PTR_ANIM_death_forward_face_down 0x30B8 #define PTR_ANIM_death_forward_spin_face_up 0x31DC #define PTR_ANIM_death_backward_fall_face_up1 0x32C8 #define PTR_ANIM_death_backward_spin_face_down_right 0x33AC #define PTR_ANIM_death_backward_spin_face_up_right 0x34D4 #define PTR_ANIM_death_backward_spin_face_down_left 0x35C8 #define PTR_ANIM_death_backward_spin_face_up_left 0x36D8 #define PTR_ANIM_death_forward_face_down_hard 0x384C #define PTR_ANIM_death_forward_face_down_soft 0x39C0 #define PTR_ANIM_death_fetal_position_right 0x3AF0 #define PTR_ANIM_death_fetal_position_left 0x3C10 #define PTR_ANIM_death_backward_fall_face_up2 0x3D04 #define PTR_ANIM_side_step_left 0x3D9C #define PTR_ANIM_fire_roll_right2 0x3FA0 #define PTR_ANIM_walking 0x4018 #define PTR_ANIM_sprinting 0x4070 #define PTR_ANIM_running 0x40D4 #define PTR_ANIM_bond_eye_walk 0x4144 #define PTR_ANIM_bond_eye_fire 0x4298 #define PTR_ANIM_bond_watch 0x42C8 #define PTR_ANIM_surrendering_armed 0x4384 #define PTR_ANIM_surrendering_armed_drop_weapon 0x4504 #define PTR_ANIM_fire_walking 0x4574 #define PTR_ANIM_fire_running 0x45CC #define PTR_ANIM_null50 1 #define PTR_ANIM_null51 1 #define PTR_ANIM_fire_jump_to_side_left 0x47BC #define PTR_ANIM_fire_jump_to_side_right 0x4A40 #define PTR_ANIM_hit_butt_long 0x4CE0 #define PTR_ANIM_hit_butt_short 0x4F14 #define PTR_ANIM_death_head 0x51C4 #define PTR_ANIM_death_left_leg 0x540C #define PTR_ANIM_slide_right 0x54A0 #define PTR_ANIM_slide_left 0x5554 #define PTR_ANIM_jump_backwards 0x5684 #define PTR_ANIM_extending_left_hand 0x5744 #define PTR_ANIM_fire_throw_grenade 0x5964 #define PTR_ANIM_spotting_bond 0x5D10 #define PTR_ANIM_look_around 0x5EF0 #define PTR_ANIM_fire_standing_one_handed_weapon 0x60D4 #define PTR_ANIM_fire_standing_draw_one_handed_weapon_fast 0x6254 #define PTR_ANIM_fire_standing_draw_one_handed_weapon_slow 0x637C #define PTR_ANIM_fire_hip_one_handed_weapon_fast 0x6484 #define PTR_ANIM_fire_hip_one_handed_weapon_slow 0x6554 #define PTR_ANIM_fire_hip_forward_one_handed_weapon 0x6644 #define PTR_ANIM_fire_standing_right_one_handed_weapon 0x6738 #define PTR_ANIM_fire_step_right_one_handed_weapon 0x6808 #define PTR_ANIM_fire_standing_left_one_handed_weapon_slow 0x694C #define PTR_ANIM_fire_standing_left_one_handed_weapon_fast 0x6A18 #define PTR_ANIM_fire_kneel_forward_one_handed_weapon_slow 0x6C18 #define PTR_ANIM_fire_kneel_forward_one_handed_weapon_fast 0x6D50 #define PTR_ANIM_fire_kneel_right_one_handed_weapon_slow 0x6F08 #define PTR_ANIM_fire_kneel_right_one_handed_weapon_fast 0x700C #define PTR_ANIM_fire_kneel_left_one_handed_weapon_slow 0x71D0 #define PTR_ANIM_fire_kneel_left_one_handed_weapon_fast 0x7304 #define PTR_ANIM_fire_kneel_left_one_handed_weapon 0x7430 #define PTR_ANIM_aim_walking_one_handed_weapon 0x74A4 #define PTR_ANIM_aim_walking_left_one_handed_weapon 0x7514 #define PTR_ANIM_aim_walking_right_one_handed_weapon 0x7588 #define PTR_ANIM_aim_running_one_handed_weapon 0x75EC #define PTR_ANIM_aim_running_right_one_handed_weapon 0x7650 #define PTR_ANIM_aim_running_left_one_handed_weapon 0x76B8 #define PTR_ANIM_aim_sprinting_one_handed_weapon 0x7714 #define PTR_ANIM_running_one_handed_weapon 0x777C #define PTR_ANIM_sprinting_one_handed_weapon 0x77D4 #define PTR_ANIM_null91 1 #define PTR_ANIM_null92 1 #define PTR_ANIM_null93 1 #define PTR_ANIM_null94 1 #define PTR_ANIM_null95 1 #define PTR_ANIM_null96 1 #define PTR_ANIM_draw_one_handed_weapon_and_look_around 0x78C8 #define PTR_ANIM_draw_one_handed_weapon_and_stand_up 0x7AA8 #define PTR_ANIM_aim_one_handed_weapon_left_right 0x7C4C #define PTR_ANIM_cock_one_handed_weapon_and_turn_around 0x7D04 #define PTR_ANIM_holster_one_handed_weapon_and_cross_arms 0x7DD8 #define PTR_ANIM_cock_one_handed_weapon_turn_around_and_stand_up 0x7F0C #define PTR_ANIM_draw_one_handed_weapon_and_turn_around 0x7FB4 #define PTR_ANIM_step_forward_and_hold_one_handed_weapon 0x8080 #define PTR_ANIM_holster_one_handed_weapon_and_adjust_suit 0x8164 #define PTR_ANIM_idle_unarmed 0x8194 #define PTR_ANIM_walking_unarmed 0x8204 #define PTR_ANIM_fire_walking_dual_wield 0x8274 #define PTR_ANIM_fire_walking_dual_wield_hands_crossed 0x82E0 #define PTR_ANIM_fire_running_dual_wield 0x8340 #define PTR_ANIM_fire_running_dual_wield_hands_crossed 0x83A4 #define PTR_ANIM_fire_sprinting_dual_wield 0x8404 #define PTR_ANIM_fire_sprinting_dual_wield_hands_crossed 0x845C #define PTR_ANIM_walking_female 0x84C4 #define PTR_ANIM_running_female 0x8520 #define PTR_ANIM_fire_kneel_dual_wield 0x8698 #define PTR_ANIM_fire_kneel_dual_wield_left 0x8800 #define PTR_ANIM_fire_kneel_dual_wield_right 0x8978 #define PTR_ANIM_fire_kneel_dual_wield_hands_crossed 0x8AAC #define PTR_ANIM_fire_kneel_dual_wield_hands_crossed_left 0x8BF0 #define PTR_ANIM_fire_kneel_dual_wield_hands_crossed_right 0x8D28 #define PTR_ANIM_fire_standing_dual_wield 0x8E1C #define PTR_ANIM_fire_standing_dual_wield_left 0x8F2C #define PTR_ANIM_fire_standing_dual_wield_right 0x9084 #define PTR_ANIM_fire_standing_dual_wield_hands_crossed_left 0x9194 #define PTR_ANIM_fire_standing_dual_wield_hands_crossed_right 0x92EC #define PTR_ANIM_fire_standing_aiming_down_sights 0x9444 #define PTR_ANIM_fire_kneel_aiming_down_sights 0x95FC #define PTR_ANIM_hit_taser 0x97BC #define PTR_ANIM_death_explosion_forward 0x98C8 #define PTR_ANIM_death_explosion_left1 0x9A2C #define PTR_ANIM_death_explosion_back_left 0x9B48 #define PTR_ANIM_death_explosion_back1 0x9C4C #define PTR_ANIM_death_explosion_right 0x9D5C #define PTR_ANIM_death_explosion_forward_right1 0x9E44 #define PTR_ANIM_death_explosion_back2 0x9F48 #define PTR_ANIM_death_explosion_forward_roll 0xA094 #define PTR_ANIM_death_explosion_forward_face_down 0xA1B8 #define PTR_ANIM_death_explosion_left2 0xA2F8 #define PTR_ANIM_death_explosion_forward_right2 0xA424 #define PTR_ANIM_death_explosion_forward_right2_alt 0xA538 #define PTR_ANIM_death_explosion_forward_right3 0xA650 #define PTR_ANIM_null143 1 #define PTR_ANIM_null144 1 #define PTR_ANIM_null145 1 #define PTR_ANIM_null146 1 #define PTR_ANIM_running_hands_up 0xA6B0 #define PTR_ANIM_sprinting_hands_up 0xA704 #define PTR_ANIM_aim_and_blow_one_handed_weapon 0xA8BC #define PTR_ANIM_aim_one_handed_weapon_left 0xA94C #define PTR_ANIM_aim_one_handed_weapon_right 0xA9DC #define PTR_ANIM_conversation 0xACAC #define PTR_ANIM_drop_weapon_and_show_fight_stance 0xB174 #define PTR_ANIM_yawning 0xB2AC #define PTR_ANIM_swatting_flies 0xB528 #define PTR_ANIM_scratching_leg 0xB6B0 #define PTR_ANIM_scratching_butt 0xB7C8 #define PTR_ANIM_adjusting_crotch 0xB854 #define PTR_ANIM_sneeze 0xB9A8 #define PTR_ANIM_conversation_cleaned 0xBC40 #define PTR_ANIM_conversation_listener 0xBF80 #define PTR_ANIM_startled_and_looking_around 0xC224 #define PTR_ANIM_laughing_in_disbelief 0xC410 #define PTR_ANIM_surrendering_unarmed 0xC544 #define PTR_ANIM_coughing_standing 0xC838 #define PTR_ANIM_coughing_kneel1 0xCB78 #define PTR_ANIM_coughing_kneel2 0xCE6C #define PTR_ANIM_standing_up 0xD0A8 #define PTR_ANIM_null169 1 #define PTR_ANIM_dancing 0xD348 #define PTR_ANIM_dancing_one_handed_weapon 0xD54C #define PTR_ANIM_keyboard_right_hand1 0xD5E4 #define PTR_ANIM_keyboard_right_hand2 0xD668 #define PTR_ANIM_keyboard_left_hand 0xD6F8 #define PTR_ANIM_keyboard_right_hand_tapping 0xD728 #define PTR_ANIM_bond_eye_fire_alt 0xD89C #define PTR_ANIM_dam_jump 0xDBE4 #define PTR_ANIM_surface_vent_jump 0xDD20 #define PTR_ANIM_cradle_jump 0xE05C #define PTR_ANIM_cradle_fall 0xE08C #define PTR_ANIM_credits_bond_kissing 0xE0BC #define PTR_ANIM_credits_natalya_kissing 0xE18C // these defines are named "PTR_" + nameof(enum AIRCRAFT_ANIMATIONS value) #define PTR_ANIM_helicopter_cradle 0xE470 #define PTR_ANIM_plane_runway 0xE5F4 #define PTR_ANIM_helicopter_takeoff 0xE7C0 // These are compile time extern constants (so not "really" const), but used the same // as the defines above, which is to index into ptr_animation_table. #if defined(__x86_64__) /* D34 (docs/dev/findings.md): on N64 this segment links at VMA 0 * (ge007.ld), so &ANIM_DATA_x is the record's offset within the * animation_data segment and game code re-bases it with * `(s32)&ANIM_DATA_x + ptr_animation_table`. A PE image cannot be placed * at a low address, so each ANIM_DATA_x is instead an lvalue at * g_pc_animdata_base + offset (g_pc_animdata_base is the 4GiB-aligned PE * image base, set by romdataInit); (s32)&ANIM_DATA_x then equals * PTR_ANIM_x exactly. Address-only: the record data itself is romCopy'd * from ROM into ptr_animation_table, and assets/animationtable_data.c is * not compiled into the PC image. Never dereference these lvalues. */ extern unsigned char *g_pc_animdata_base; #define ANIM_DATA_empty (g_pc_animdata_base[0x0u]) #define ANIM_DATA_idle (g_pc_animdata_base[0x1cu]) #define ANIM_DATA_fire_standing (g_pc_animdata_base[0x144u]) #define ANIM_DATA_fire_standing_fast (g_pc_animdata_base[0x214u]) #define ANIM_DATA_fire_hip (g_pc_animdata_base[0x318u]) #define ANIM_DATA_fire_shoulder_left (g_pc_animdata_base[0x3c4u]) #define ANIM_DATA_fire_turn_right1 (g_pc_animdata_base[0x610u]) #define ANIM_DATA_fire_turn_right2 (g_pc_animdata_base[0x814u]) #define ANIM_DATA_fire_kneel_right_leg (g_pc_animdata_base[0x990u]) #define ANIM_DATA_fire_kneel_left_leg (g_pc_animdata_base[0xb84u]) #define ANIM_DATA_fire_kneel_left (g_pc_animdata_base[0xdb4u]) #define ANIM_DATA_fire_kneel_right (g_pc_animdata_base[0x1028u]) #define ANIM_DATA_fire_roll_left (g_pc_animdata_base[0x1334u]) #define ANIM_DATA_fire_roll_right1 (g_pc_animdata_base[0x1578u]) #define ANIM_DATA_fire_roll_left_fast (g_pc_animdata_base[0x17b4u]) #define ANIM_DATA_hit_left_shoulder (g_pc_animdata_base[0x186cu]) #define ANIM_DATA_hit_right_shoulder (g_pc_animdata_base[0x1984u]) #define ANIM_DATA_hit_left_arm (g_pc_animdata_base[0x1a6cu]) #define ANIM_DATA_hit_right_arm (g_pc_animdata_base[0x1b54u]) #define ANIM_DATA_hit_left_hand (g_pc_animdata_base[0x1c9cu]) #define ANIM_DATA_hit_right_hand (g_pc_animdata_base[0x1e40u]) #define ANIM_DATA_hit_left_leg (g_pc_animdata_base[0x1f84u]) #define ANIM_DATA_hit_right_leg (g_pc_animdata_base[0x2134u]) #define ANIM_DATA_death_genitalia (g_pc_animdata_base[0x282cu]) #define ANIM_DATA_hit_neck (g_pc_animdata_base[0x299cu]) #define ANIM_DATA_death_neck (g_pc_animdata_base[0x2e64u]) #define ANIM_DATA_death_stagger_back_to_wall (g_pc_animdata_base[0x2f94u]) #define ANIM_DATA_death_forward_face_down (g_pc_animdata_base[0x30b8u]) #define ANIM_DATA_death_forward_spin_face_up (g_pc_animdata_base[0x31dcu]) #define ANIM_DATA_death_backward_fall_face_up1 (g_pc_animdata_base[0x32c8u]) #define ANIM_DATA_death_backward_spin_face_down_right (g_pc_animdata_base[0x33acu]) #define ANIM_DATA_death_backward_spin_face_up_right (g_pc_animdata_base[0x34d4u]) #define ANIM_DATA_death_backward_spin_face_down_left (g_pc_animdata_base[0x35c8u]) #define ANIM_DATA_death_backward_spin_face_up_left (g_pc_animdata_base[0x36d8u]) #define ANIM_DATA_death_forward_face_down_hard (g_pc_animdata_base[0x384cu]) #define ANIM_DATA_death_forward_face_down_soft (g_pc_animdata_base[0x39c0u]) #define ANIM_DATA_death_fetal_position_right (g_pc_animdata_base[0x3af0u]) #define ANIM_DATA_death_fetal_position_left (g_pc_animdata_base[0x3c10u]) #define ANIM_DATA_death_backward_fall_face_up2 (g_pc_animdata_base[0x3d04u]) #define ANIM_DATA_side_step_left (g_pc_animdata_base[0x3d9cu]) #define ANIM_DATA_fire_roll_right2 (g_pc_animdata_base[0x3fa0u]) #define ANIM_DATA_walking (g_pc_animdata_base[0x4018u]) #define ANIM_DATA_sprinting (g_pc_animdata_base[0x4070u]) #define ANIM_DATA_running (g_pc_animdata_base[0x40d4u]) #define ANIM_DATA_bond_eye_walk (g_pc_animdata_base[0x4144u]) #define ANIM_DATA_bond_eye_fire (g_pc_animdata_base[0x4298u]) #define ANIM_DATA_bond_watch (g_pc_animdata_base[0x42c8u]) #define ANIM_DATA_surrendering_armed (g_pc_animdata_base[0x4384u]) #define ANIM_DATA_surrendering_armed_drop_weapon (g_pc_animdata_base[0x4504u]) #define ANIM_DATA_fire_walking (g_pc_animdata_base[0x4574u]) #define ANIM_DATA_fire_running (g_pc_animdata_base[0x45ccu]) #define ANIM_DATA_fire_jump_to_side_left (g_pc_animdata_base[0x47bcu]) #define ANIM_DATA_fire_jump_to_side_right (g_pc_animdata_base[0x4a40u]) #define ANIM_DATA_hit_butt_long (g_pc_animdata_base[0x4ce0u]) #define ANIM_DATA_hit_butt_short (g_pc_animdata_base[0x4f14u]) #define ANIM_DATA_death_head (g_pc_animdata_base[0x51c4u]) #define ANIM_DATA_death_left_leg (g_pc_animdata_base[0x540cu]) #define ANIM_DATA_slide_right (g_pc_animdata_base[0x54a0u]) #define ANIM_DATA_slide_left (g_pc_animdata_base[0x5554u]) #define ANIM_DATA_jump_backwards (g_pc_animdata_base[0x5684u]) #define ANIM_DATA_extending_left_hand (g_pc_animdata_base[0x5744u]) #define ANIM_DATA_fire_throw_grenade (g_pc_animdata_base[0x5964u]) #define ANIM_DATA_spotting_bond (g_pc_animdata_base[0x5d10u]) #define ANIM_DATA_look_around (g_pc_animdata_base[0x5ef0u]) #define ANIM_DATA_fire_standing_one_handed_weapon (g_pc_animdata_base[0x60d4u]) #define ANIM_DATA_fire_standing_draw_one_handed_weapon_fast (g_pc_animdata_base[0x6254u]) #define ANIM_DATA_fire_standing_draw_one_handed_weapon_slow (g_pc_animdata_base[0x637cu]) #define ANIM_DATA_fire_hip_one_handed_weapon_fast (g_pc_animdata_base[0x6484u]) #define ANIM_DATA_fire_hip_one_handed_weapon_slow (g_pc_animdata_base[0x6554u]) #define ANIM_DATA_fire_hip_forward_one_handed_weapon (g_pc_animdata_base[0x6644u]) #define ANIM_DATA_fire_standing_right_one_handed_weapon (g_pc_animdata_base[0x6738u]) #define ANIM_DATA_fire_step_right_one_handed_weapon (g_pc_animdata_base[0x6808u]) #define ANIM_DATA_fire_standing_left_one_handed_weapon_slow (g_pc_animdata_base[0x694cu]) #define ANIM_DATA_fire_standing_left_one_handed_weapon_fast (g_pc_animdata_base[0x6a18u]) #define ANIM_DATA_fire_kneel_forward_one_handed_weapon_slow (g_pc_animdata_base[0x6c18u]) #define ANIM_DATA_fire_kneel_forward_one_handed_weapon_fast (g_pc_animdata_base[0x6d50u]) #define ANIM_DATA_fire_kneel_right_one_handed_weapon_slow (g_pc_animdata_base[0x6f08u]) #define ANIM_DATA_fire_kneel_right_one_handed_weapon_fast (g_pc_animdata_base[0x700cu]) #define ANIM_DATA_fire_kneel_left_one_handed_weapon_slow (g_pc_animdata_base[0x71d0u]) #define ANIM_DATA_fire_kneel_left_one_handed_weapon_fast (g_pc_animdata_base[0x7304u]) #define ANIM_DATA_fire_kneel_left_one_handed_weapon (g_pc_animdata_base[0x7430u]) #define ANIM_DATA_aim_walking_one_handed_weapon (g_pc_animdata_base[0x74a4u]) #define ANIM_DATA_aim_walking_left_one_handed_weapon (g_pc_animdata_base[0x7514u]) #define ANIM_DATA_aim_walking_right_one_handed_weapon (g_pc_animdata_base[0x7588u]) #define ANIM_DATA_aim_running_one_handed_weapon (g_pc_animdata_base[0x75ecu]) #define ANIM_DATA_aim_running_right_one_handed_weapon (g_pc_animdata_base[0x7650u]) #define ANIM_DATA_aim_running_left_one_handed_weapon (g_pc_animdata_base[0x76b8u]) #define ANIM_DATA_aim_sprinting_one_handed_weapon (g_pc_animdata_base[0x7714u]) #define ANIM_DATA_running_one_handed_weapon (g_pc_animdata_base[0x777cu]) #define ANIM_DATA_sprinting_one_handed_weapon (g_pc_animdata_base[0x77d4u]) #define ANIM_DATA_draw_one_handed_weapon_and_look_around (g_pc_animdata_base[0x78c8u]) #define ANIM_DATA_draw_one_handed_weapon_and_stand_up (g_pc_animdata_base[0x7aa8u]) #define ANIM_DATA_aim_one_handed_weapon_left_right (g_pc_animdata_base[0x7c4cu]) #define ANIM_DATA_cock_one_handed_weapon_and_turn_around (g_pc_animdata_base[0x7d04u]) #define ANIM_DATA_holster_one_handed_weapon_and_cross_arms (g_pc_animdata_base[0x7dd8u]) #define ANIM_DATA_cock_one_handed_weapon_turn_around_and_stand_up (g_pc_animdata_base[0x7f0cu]) #define ANIM_DATA_draw_one_handed_weapon_and_turn_around (g_pc_animdata_base[0x7fb4u]) #define ANIM_DATA_step_forward_and_hold_one_handed_weapon (g_pc_animdata_base[0x8080u]) #define ANIM_DATA_holster_one_handed_weapon_and_adjust_suit (g_pc_animdata_base[0x8164u]) #define ANIM_DATA_idle_unarmed (g_pc_animdata_base[0x8194u]) #define ANIM_DATA_walking_unarmed (g_pc_animdata_base[0x8204u]) #define ANIM_DATA_fire_walking_dual_wield (g_pc_animdata_base[0x8274u]) #define ANIM_DATA_fire_walking_dual_wield_hands_crossed (g_pc_animdata_base[0x82e0u]) #define ANIM_DATA_fire_running_dual_wield (g_pc_animdata_base[0x8340u]) #define ANIM_DATA_fire_running_dual_wield_hands_crossed (g_pc_animdata_base[0x83a4u]) #define ANIM_DATA_fire_sprinting_dual_wield (g_pc_animdata_base[0x8404u]) #define ANIM_DATA_fire_sprinting_dual_wield_hands_crossed (g_pc_animdata_base[0x845cu]) #define ANIM_DATA_walking_female (g_pc_animdata_base[0x84c4u]) #define ANIM_DATA_running_female (g_pc_animdata_base[0x8520u]) #define ANIM_DATA_fire_kneel_dual_wield (g_pc_animdata_base[0x8698u]) #define ANIM_DATA_fire_kneel_dual_wield_left (g_pc_animdata_base[0x8800u]) #define ANIM_DATA_fire_kneel_dual_wield_right (g_pc_animdata_base[0x8978u]) #define ANIM_DATA_fire_kneel_dual_wield_hands_crossed (g_pc_animdata_base[0x8aacu]) #define ANIM_DATA_fire_kneel_dual_wield_hands_crossed_left (g_pc_animdata_base[0x8bf0u]) #define ANIM_DATA_fire_kneel_dual_wield_hands_crossed_right (g_pc_animdata_base[0x8d28u]) #define ANIM_DATA_fire_standing_dual_wield (g_pc_animdata_base[0x8e1cu]) #define ANIM_DATA_fire_standing_dual_wield_left (g_pc_animdata_base[0x8f2cu]) #define ANIM_DATA_fire_standing_dual_wield_right (g_pc_animdata_base[0x9084u]) #define ANIM_DATA_fire_standing_dual_wield_hands_crossed_left (g_pc_animdata_base[0x9194u]) #define ANIM_DATA_fire_standing_dual_wield_hands_crossed_right (g_pc_animdata_base[0x92ecu]) #define ANIM_DATA_fire_standing_aiming_down_sights (g_pc_animdata_base[0x9444u]) #define ANIM_DATA_fire_kneel_aiming_down_sights (g_pc_animdata_base[0x95fcu]) #define ANIM_DATA_hit_taser (g_pc_animdata_base[0x97bcu]) #define ANIM_DATA_death_explosion_forward (g_pc_animdata_base[0x98c8u]) #define ANIM_DATA_death_explosion_left1 (g_pc_animdata_base[0x9a2cu]) #define ANIM_DATA_death_explosion_back_left (g_pc_animdata_base[0x9b48u]) #define ANIM_DATA_death_explosion_back1 (g_pc_animdata_base[0x9c4cu]) #define ANIM_DATA_death_explosion_right (g_pc_animdata_base[0x9d5cu]) #define ANIM_DATA_death_explosion_forward_right1 (g_pc_animdata_base[0x9e44u]) #define ANIM_DATA_death_explosion_back2 (g_pc_animdata_base[0x9f48u]) #define ANIM_DATA_death_explosion_forward_roll (g_pc_animdata_base[0xa094u]) #define ANIM_DATA_death_explosion_forward_face_down (g_pc_animdata_base[0xa1b8u]) #define ANIM_DATA_death_explosion_left2 (g_pc_animdata_base[0xa2f8u]) #define ANIM_DATA_death_explosion_forward_right2 (g_pc_animdata_base[0xa424u]) #define ANIM_DATA_death_explosion_forward_right2_alt (g_pc_animdata_base[0xa538u]) #define ANIM_DATA_death_explosion_forward_right3 (g_pc_animdata_base[0xa650u]) #define ANIM_DATA_running_hands_up (g_pc_animdata_base[0xa6b0u]) #define ANIM_DATA_sprinting_hands_up (g_pc_animdata_base[0xa704u]) #define ANIM_DATA_aim_and_blow_one_handed_weapon (g_pc_animdata_base[0xa8bcu]) #define ANIM_DATA_aim_one_handed_weapon_left (g_pc_animdata_base[0xa94cu]) #define ANIM_DATA_aim_one_handed_weapon_right (g_pc_animdata_base[0xa9dcu]) #define ANIM_DATA_conversation (g_pc_animdata_base[0xacacu]) #define ANIM_DATA_drop_weapon_and_show_fight_stance (g_pc_animdata_base[0xb174u]) #define ANIM_DATA_yawning (g_pc_animdata_base[0xb2acu]) #define ANIM_DATA_swatting_flies (g_pc_animdata_base[0xb528u]) #define ANIM_DATA_scratching_leg (g_pc_animdata_base[0xb6b0u]) #define ANIM_DATA_scratching_butt (g_pc_animdata_base[0xb7c8u]) #define ANIM_DATA_adjusting_crotch (g_pc_animdata_base[0xb854u]) #define ANIM_DATA_sneeze (g_pc_animdata_base[0xb9a8u]) #define ANIM_DATA_conversation_cleaned (g_pc_animdata_base[0xbc40u]) #define ANIM_DATA_conversation_listener (g_pc_animdata_base[0xbf80u]) #define ANIM_DATA_startled_and_looking_around (g_pc_animdata_base[0xc224u]) #define ANIM_DATA_laughing_in_disbelief (g_pc_animdata_base[0xc410u]) #define ANIM_DATA_surrendering_unarmed (g_pc_animdata_base[0xc544u]) #define ANIM_DATA_coughing_standing (g_pc_animdata_base[0xc838u]) #define ANIM_DATA_coughing_kneel1 (g_pc_animdata_base[0xcb78u]) #define ANIM_DATA_coughing_kneel2 (g_pc_animdata_base[0xce6cu]) #define ANIM_DATA_standing_up (g_pc_animdata_base[0xd0a8u]) #define ANIM_DATA_dancing (g_pc_animdata_base[0xd348u]) #define ANIM_DATA_dancing_one_handed_weapon (g_pc_animdata_base[0xd54cu]) #define ANIM_DATA_keyboard_right_hand1 (g_pc_animdata_base[0xd5e4u]) #define ANIM_DATA_keyboard_right_hand2 (g_pc_animdata_base[0xd668u]) #define ANIM_DATA_keyboard_left_hand (g_pc_animdata_base[0xd6f8u]) #define ANIM_DATA_keyboard_right_hand_tapping (g_pc_animdata_base[0xd728u]) #define ANIM_DATA_bond_eye_fire_alt (g_pc_animdata_base[0xd89cu]) #define ANIM_DATA_dam_jump (g_pc_animdata_base[0xdbe4u]) #define ANIM_DATA_surface_vent_jump (g_pc_animdata_base[0xdd20u]) #define ANIM_DATA_cradle_jump (g_pc_animdata_base[0xe05cu]) #define ANIM_DATA_cradle_fall (g_pc_animdata_base[0xe08cu]) #define ANIM_DATA_credits_bond_kissing (g_pc_animdata_base[0xe0bcu]) #define ANIM_DATA_credits_natalya_kissing (g_pc_animdata_base[0xe18cu]) #define ANIM_DATA_helicopter_cradle (g_pc_animdata_base[0xe470u]) #define ANIM_DATA_plane_runway (g_pc_animdata_base[0xe5f4u]) #define ANIM_DATA_helicopter_takeoff (g_pc_animdata_base[0xe7c0u]) #else extern s32 ANIM_DATA_idle; extern s32 ANIM_DATA_fire_standing; extern s32 ANIM_DATA_fire_standing_fast; extern s32 ANIM_DATA_fire_hip; extern s32 ANIM_DATA_fire_shoulder_left; extern s32 ANIM_DATA_fire_turn_right1; extern s32 ANIM_DATA_fire_turn_right2; extern s32 ANIM_DATA_fire_kneel_right_leg; extern s32 ANIM_DATA_fire_kneel_left_leg; extern s32 ANIM_DATA_fire_kneel_left; extern s32 ANIM_DATA_fire_kneel_right; extern s32 ANIM_DATA_fire_roll_left; extern s32 ANIM_DATA_fire_roll_right1; extern s32 ANIM_DATA_fire_roll_left_fast; extern s32 ANIM_DATA_hit_left_shoulder; extern s32 ANIM_DATA_hit_right_shoulder; extern s32 ANIM_DATA_hit_left_arm; extern s32 ANIM_DATA_hit_right_arm; extern s32 ANIM_DATA_hit_left_hand; extern s32 ANIM_DATA_hit_right_hand; extern s32 ANIM_DATA_hit_left_leg; extern s32 ANIM_DATA_hit_right_leg; extern s32 ANIM_DATA_death_genitalia; extern s32 ANIM_DATA_hit_neck; extern s32 ANIM_DATA_death_neck; extern s32 ANIM_DATA_death_stagger_back_to_wall; extern s32 ANIM_DATA_death_forward_face_down; extern s32 ANIM_DATA_death_forward_spin_face_up; extern s32 ANIM_DATA_death_backward_fall_face_up1; extern s32 ANIM_DATA_death_backward_spin_face_down_right; extern s32 ANIM_DATA_death_backward_spin_face_up_right; extern s32 ANIM_DATA_death_backward_spin_face_down_left; extern s32 ANIM_DATA_death_backward_spin_face_up_left; extern s32 ANIM_DATA_death_forward_face_down_hard; extern s32 ANIM_DATA_death_forward_face_down_soft; extern s32 ANIM_DATA_death_fetal_position_right; extern s32 ANIM_DATA_death_fetal_position_left; extern s32 ANIM_DATA_death_backward_fall_face_up2; extern s32 ANIM_DATA_side_step_left; extern s32 ANIM_DATA_fire_roll_right2; extern s32 ANIM_DATA_walking; extern s32 ANIM_DATA_sprinting; extern s32 ANIM_DATA_running; extern s32 ANIM_DATA_bond_eye_walk; extern s32 ANIM_DATA_bond_eye_fire; extern s32 ANIM_DATA_bond_watch; extern s32 ANIM_DATA_surrendering_armed; extern s32 ANIM_DATA_surrendering_armed_drop_weapon; extern s32 ANIM_DATA_fire_walking; extern s32 ANIM_DATA_fire_running; extern s32 ANIM_DATA_null50; extern s32 ANIM_DATA_null51; extern s32 ANIM_DATA_fire_jump_to_side_left; extern s32 ANIM_DATA_fire_jump_to_side_right; extern s32 ANIM_DATA_hit_butt_long; extern s32 ANIM_DATA_hit_butt_short; extern s32 ANIM_DATA_death_head; extern s32 ANIM_DATA_death_left_leg; extern s32 ANIM_DATA_slide_right; extern s32 ANIM_DATA_slide_left; extern s32 ANIM_DATA_jump_backwards; extern s32 ANIM_DATA_extending_left_hand; extern s32 ANIM_DATA_fire_throw_grenade; extern s32 ANIM_DATA_spotting_bond; extern s32 ANIM_DATA_look_around; extern s32 ANIM_DATA_fire_standing_one_handed_weapon; extern s32 ANIM_DATA_fire_standing_draw_one_handed_weapon_fast; extern s32 ANIM_DATA_fire_standing_draw_one_handed_weapon_slow; extern s32 ANIM_DATA_fire_hip_one_handed_weapon_fast; extern s32 ANIM_DATA_fire_hip_one_handed_weapon_slow; extern s32 ANIM_DATA_fire_hip_forward_one_handed_weapon; extern s32 ANIM_DATA_fire_standing_right_one_handed_weapon; extern s32 ANIM_DATA_fire_step_right_one_handed_weapon; extern s32 ANIM_DATA_fire_standing_left_one_handed_weapon_slow; extern s32 ANIM_DATA_fire_standing_left_one_handed_weapon_fast; extern s32 ANIM_DATA_fire_kneel_forward_one_handed_weapon_slow; extern s32 ANIM_DATA_fire_kneel_forward_one_handed_weapon_fast; extern s32 ANIM_DATA_fire_kneel_right_one_handed_weapon_slow; extern s32 ANIM_DATA_fire_kneel_right_one_handed_weapon_fast; extern s32 ANIM_DATA_fire_kneel_left_one_handed_weapon_slow; extern s32 ANIM_DATA_fire_kneel_left_one_handed_weapon_fast; extern s32 ANIM_DATA_fire_kneel_left_one_handed_weapon; extern s32 ANIM_DATA_aim_walking_one_handed_weapon; extern s32 ANIM_DATA_aim_walking_left_one_handed_weapon; extern s32 ANIM_DATA_aim_walking_right_one_handed_weapon; extern s32 ANIM_DATA_aim_running_one_handed_weapon; extern s32 ANIM_DATA_aim_running_right_one_handed_weapon; extern s32 ANIM_DATA_aim_running_left_one_handed_weapon; extern s32 ANIM_DATA_aim_sprinting_one_handed_weapon; extern s32 ANIM_DATA_running_one_handed_weapon; extern s32 ANIM_DATA_sprinting_one_handed_weapon; extern s32 ANIM_DATA_null91; extern s32 ANIM_DATA_null92; extern s32 ANIM_DATA_null93; extern s32 ANIM_DATA_null94; extern s32 ANIM_DATA_null95; extern s32 ANIM_DATA_null96; extern s32 ANIM_DATA_draw_one_handed_weapon_and_look_around; extern s32 ANIM_DATA_draw_one_handed_weapon_and_stand_up; extern s32 ANIM_DATA_aim_one_handed_weapon_left_right; extern s32 ANIM_DATA_cock_one_handed_weapon_and_turn_around; extern s32 ANIM_DATA_holster_one_handed_weapon_and_cross_arms; extern s32 ANIM_DATA_cock_one_handed_weapon_turn_around_and_stand_up; extern s32 ANIM_DATA_draw_one_handed_weapon_and_turn_around; extern s32 ANIM_DATA_step_forward_and_hold_one_handed_weapon; extern s32 ANIM_DATA_holster_one_handed_weapon_and_adjust_suit; extern s32 ANIM_DATA_idle_unarmed; extern s32 ANIM_DATA_walking_unarmed; extern s32 ANIM_DATA_fire_walking_dual_wield; extern s32 ANIM_DATA_fire_walking_dual_wield_hands_crossed; extern s32 ANIM_DATA_fire_running_dual_wield; extern s32 ANIM_DATA_fire_running_dual_wield_hands_crossed; extern s32 ANIM_DATA_fire_sprinting_dual_wield; extern s32 ANIM_DATA_fire_sprinting_dual_wield_hands_crossed; extern s32 ANIM_DATA_walking_female; extern s32 ANIM_DATA_running_female; extern s32 ANIM_DATA_fire_kneel_dual_wield; extern s32 ANIM_DATA_fire_kneel_dual_wield_left; extern s32 ANIM_DATA_fire_kneel_dual_wield_right; extern s32 ANIM_DATA_fire_kneel_dual_wield_hands_crossed; extern s32 ANIM_DATA_fire_kneel_dual_wield_hands_crossed_left; extern s32 ANIM_DATA_fire_kneel_dual_wield_hands_crossed_right; extern s32 ANIM_DATA_fire_standing_dual_wield; extern s32 ANIM_DATA_fire_standing_dual_wield_left; extern s32 ANIM_DATA_fire_standing_dual_wield_right; extern s32 ANIM_DATA_fire_standing_dual_wield_hands_crossed_left; extern s32 ANIM_DATA_fire_standing_dual_wield_hands_crossed_right; extern s32 ANIM_DATA_fire_standing_aiming_down_sights; extern s32 ANIM_DATA_fire_kneel_aiming_down_sights; extern s32 ANIM_DATA_hit_taser; extern s32 ANIM_DATA_death_explosion_forward; extern s32 ANIM_DATA_death_explosion_left1; extern s32 ANIM_DATA_death_explosion_back_left; extern s32 ANIM_DATA_death_explosion_back1; extern s32 ANIM_DATA_death_explosion_right; extern s32 ANIM_DATA_death_explosion_forward_right1; extern s32 ANIM_DATA_death_explosion_back2; extern s32 ANIM_DATA_death_explosion_forward_roll; extern s32 ANIM_DATA_death_explosion_forward_face_down; extern s32 ANIM_DATA_death_explosion_left2; extern s32 ANIM_DATA_death_explosion_forward_right2; extern s32 ANIM_DATA_death_explosion_forward_right2_alt; extern s32 ANIM_DATA_death_explosion_forward_right3; extern s32 ANIM_DATA_null143; extern s32 ANIM_DATA_null144; extern s32 ANIM_DATA_null145; extern s32 ANIM_DATA_null146; extern s32 ANIM_DATA_running_hands_up; extern s32 ANIM_DATA_sprinting_hands_up; extern s32 ANIM_DATA_aim_and_blow_one_handed_weapon; extern s32 ANIM_DATA_aim_one_handed_weapon_left; extern s32 ANIM_DATA_aim_one_handed_weapon_right; extern s32 ANIM_DATA_conversation; extern s32 ANIM_DATA_drop_weapon_and_show_fight_stance; extern s32 ANIM_DATA_yawning; extern s32 ANIM_DATA_swatting_flies; extern s32 ANIM_DATA_scratching_leg; extern s32 ANIM_DATA_scratching_butt; extern s32 ANIM_DATA_adjusting_crotch; extern s32 ANIM_DATA_sneeze; extern s32 ANIM_DATA_conversation_cleaned; extern s32 ANIM_DATA_conversation_listener; extern s32 ANIM_DATA_startled_and_looking_around; extern s32 ANIM_DATA_laughing_in_disbelief; extern s32 ANIM_DATA_surrendering_unarmed; extern s32 ANIM_DATA_coughing_standing; extern s32 ANIM_DATA_coughing_kneel1; extern s32 ANIM_DATA_coughing_kneel2; extern s32 ANIM_DATA_standing_up; extern s32 ANIM_DATA_null169; extern s32 ANIM_DATA_dancing; extern s32 ANIM_DATA_dancing_one_handed_weapon; extern s32 ANIM_DATA_keyboard_right_hand1; extern s32 ANIM_DATA_keyboard_right_hand2; extern s32 ANIM_DATA_keyboard_left_hand; extern s32 ANIM_DATA_keyboard_right_hand_tapping; extern s32 ANIM_DATA_bond_eye_fire_alt; extern s32 ANIM_DATA_dam_jump; extern s32 ANIM_DATA_surface_vent_jump; extern s32 ANIM_DATA_cradle_jump; extern s32 ANIM_DATA_cradle_fall; extern s32 ANIM_DATA_credits_bond_kissing; extern s32 ANIM_DATA_credits_natalya_kissing; extern s32 ANIM_DATA_helicopter_cradle; extern s32 ANIM_DATA_plane_runway; extern s32 ANIM_DATA_helicopter_takeoff; #endif /* __x86_64__ (D34) */ #endif