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goldeneye-pc-port/assets/animationtable_data.h
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#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__) || (defined(__aarch64__) && defined(__APPLE__))
/* 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.
* D608: the arm64 macOS image loads at the 16 TiB window base
* (PORT_ADDR_BASE) — same re-basing class, mechanical guard widening. */
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__ / arm64 macOS (D34, D608) */
#endif