.set NULL, 0 .set FALSE, 0 .set TRUE, 1 .set ACTION_SCAN, 0x01 .set ACTION_UNDER_COVER, 0x02 .set ACTION_GRENADE_STOP, 0x03 .set ACTION_WAIT, 0x04 .set ACTION_GO_TO_COVER, 0x05 .set ACTION_BREAKING_COVER, 0x06 .set ACTION_SEE_COVER, 0x07 .set ACTION_FLANK_LEFT, 0x08 .set ACTION_FLANK_RIGHT, 0x09 .set ACTION_DODGE, 0x0a .set ACTION_THROW_GRENADE, 0x0b .set ACTION_SEEWAIT, 0x0c .set ACTION_BACKOFF, 0x0d .set ACTION_SYNC_SHOOT, 0x0e .set ACTION_16, 0x10 // unknown .set ACTION_FOLLOW, 0x12 .set ACTION_RETREAT, 0x13 .set ACTION_SURRENDER, 0x14 .set ACTION_COWER, 0x15 .set ACTION_WARN_OTHERS, 0x17 .set ACTION_RUN_AWAY, 0x1f .set ACTION_FLEE_GRENADE, 0x20 .set ACTION_HAND_COMBAT, 0x21 .set ACTION_FACING_TARGET, 0x35 .set ACTION_HAND_COMBAT_SKEDAR, 0x36 .set ALLIANCE_ENEMY, 0x02 .set ALLIANCE_ALLY, 0x10 .set AMMOTYPE_PISTOL, 0x01 .set AMMOTYPE_SMG, 0x02 .set AMMOTYPE_CROSSBOW, 0x03 .set AMMOTYPE_RIFLE, 0x04 .set AMMOTYPE_SHOTGUN, 0x05 .set AMMOTYPE_FARSIGHT, 0x06 .set AMMOTYPE_GRENADE, 0x07 .set AMMOTYPE_ROCKET, 0x08 .set AMMOTYPE_KNIFE, 0x09 .set AMMOTYPE_MAGNUM, 0x0a .set AMMOTYPE_DEVASTATOR, 0x0b .set AMMOTYPE_REMOTE_MINE, 0x0c .set AMMOTYPE_PROXY_MINE, 0x0d .set AMMOTYPE_TIMED_MINE, 0x0e .set AMMOTYPE_REAPER, 0x0f # 0x10 # 0x11 .set AMMOTYPE_NBOMB, 0x12 .set AMMOTYPE_SEDATIVE, 0x13 .set AMMOTYPE_CLOAK, 0x14 .set AMMOTYPE_BOOST, 0x15 .set AMMOTYPE_PSYCHOSIS, 0x16 # 0x17 .set AMMOTYPE_BUG, 0x18 # 0x19 .set AMMOTYPE_ECM_MINE, 0x20 .set BANK_0, 0 .set BANK_1, 1 .set BANK_2, 2 .set BANK_3, 3 .set CHANNEL_0, 0 .set CHANNEL_1, 1 .set CHANNEL_2, 2 .set CHANNEL_3, 3 .set CHANNEL_4, 4 .set CHANNEL_5, 5 .set CHANNEL_6, 6 .set CHANNEL_7, 7 .set CHANNEL_8, 8 .set CHANNEL_9, 9 .set CHANNEL_10, 10 .set CHR_P1P2, 0xf2 .set CHR_F3, 0xf3 .set CHR_COUNTEROP, 0xf4 .set CHR_VELVET, 0xf5 .set TARGET_CHR, 0xf6 .set CHR_JOANNA, 0xf8 .set CHR_CLONE, 0xf9 .set CHR_FRIEND, 0xfb // when seeing friend die .set FOLLOW_CHR, 0xfc .set CHR_SELF, 0xfd // Character flags - bank 0 (chr struct offset 0x114) .set CHRFLAG0_CANT_ALERT_GROUP, 0x00000001 // Don't set group alertness when becoming aware .set CHRFLAG0_00000002, 0x00000002 // Not used in scripts .set CHRFLAG0_00000004, 0x00000004 // Can search for player when heard? .set CHRFLAG0_CAN_EXAMINE_BODY, 0x00000008 .set CHRFLAG0_00000010, 0x00000010 // Globals, Skedar Ruins .set CHRFLAG0_SAID_INJURY_QUIP, 0x00000020 .set CHRFLAG0_00000040, 0x00000040 // Globals - related to cover? .set CHRFLAG0_00000080, 0x00000080 // Globals, Chicago, Air Base .set CHRFLAG0_CAN_BACKOFF, 0x00000100 .set CHRFLAG0_CAN_RETREAT, 0x00000200 .set CHRFLAG0_UNSURPRISABLE, 0x00000400 // may also be "can uncover disguise" .set CHRFLAG0_CAN_THROW_GRENADES, 0x00000800 .set CHRFLAG0_CAN_FLANK, 0x00001000 .set CHRFLAG0_00002000, 0x00002000 // Used quite a lot .set CHRFLAG0_00004000, 0x00004000 // Patroller - if set, overrides the 00002000 flag (interprets 00002000 as off) .set CHRFLAG0_00008000, 0x00008000 // Something to do with breaking cover or grenades? .set CHRFLAG0_AIVSAI, 0x00010000 .set CHRFLAG0_CAN_TRAP, 0x00020000 .set CHRFLAG0_CAN_RUN_FOR_ALARM, 0x00040000 .set CHRFLAG0_00080000, 0x00080000 // Air Force One: a "spawn done" flag .set CHRFLAG0_00100000, 0x00100000 // Become alert when hearing player and never on screen .set CHRFLAG0_00200000, 0x00200000 // Globals, Villa hostage takers .set CHRFLAG0_00400000, 0x00400000 // Not used in scripts .set CHRFLAG0_CAN_HEAR_ALARMS, 0x00800000 .set CHRFLAG0_01000000, 0x01000000 // Globals .set CHRFLAG0_02000000, 0x02000000 // Globals - set when ambushing .set CHRFLAG0_04000000, 0x04000000 // If set, chr can't follow player (ie. stays)? .set CHRFLAG0_08000000, 0x08000000 // Globals, Villa, Infiltration, Pelagic .set CHRFLAG0_10000000, 0x10000000 // If set, "IM GOING TO POP" .set CHRFLAG0_CAN_HEARSPAWN, 0x20000000 .set CHRFLAG0_NOHEAR, 0x40000000 // Globals, Villa .set CHRFLAG0_80000000, 0x80000000 // Globals, Villa, Chicago, CI Training // Character flags - bank 1 (chr struct offset 0x118) .set CHRFLAG1_00000001, 0x00000001 // Globals, Extraction, Air Base, Deep Sea .set CHRFLAG1_00000002, 0x00000002 // Globals .set CHRFLAG1_00000004, 0x00000004 // Globals - If set, avoids cmd0184 .set CHRFLAG1_00000008, 0x00000008 // Only used in WAR. If set, chr waits 2 seconds before attacking while defending .set CHRFLAG1_00000010, 0x00000010 // Globals - If set, avoids cmd0184 .set CHRFLAG1_00000020, 0x00000020 // Globals, AF1, Defense - related to reload animation .set CHRFLAG1_CAN_SNIPE, 0x00000040 .set CHRFLAG1_00000080, 0x00000080 // Not used in scripts .set CHRFLAG1_DOINGIDLEANIMATION, 0x00000100 .set CHRFLAG1_WARNED, 0x00000200 .set CHRFLAG1_00000400, 0x00000400 // Globals .set CHRFLAG1_00000800, 0x00000800 // Globals - related to punch damage .set CHRFLAG1_00001000, 0x00001000 // Globals, Chicago, Infiltration .set CHRFLAG1_00002000, 0x00002000 // Globals - triggers grenade throw .set CHRFLAG1_00004000, 0x00004000 // Globals - related to cover .set CHRFLAG1_LONG_CAMSPY_OBSERVATION, 0x00008000 .set CHRFLAG1_00010000, 0x00010000 // Globals - if set, prevents setting of chrflag0_00100000 .set CHRFLAG1_00020000, 0x00020000 // Globals .set CHRFLAG1_00040000, 0x00040000 // Globals - seems related to 00020000 .set CHRFLAG1_00080000, 0x00080000 // Set in many places, read in globals and AF1 .set CHRFLAG1_00100000, 0x00100000 // Globals .set CHRFLAG1_00200000, 0x00200000 // Deep Sea (Elvis) .set CHRFLAG1_PUNCH_THEN_GENERAL_COMBAT, 0x00400000 // If unset, return after punching. If set, assign general combat .set CHRFLAG1_DONE_SEARCH_ANIM, 0x00800000 .set CHRFLAG1_01000000, 0x01000000 // Can search for player when heard? .set CHRFLAG1_02000000, 0x02000000 // Globals .set CHRFLAG1_CAN_LOOK_AROUND, 0x04000000 .set CHRFLAG1_DISSPEE, 0x08000000 .set CHRFLAG1_10000000, 0x10000000 // Some kind of param for searching .set CHRFLAG1_CAN_DRAW_PISTOL, 0x20000000 .set CHRFLAG1_40000000, 0x40000000 // Globals .set CHRFLAG1_80000000, 0x80000000 // Globals // Character flags - bank 2 (chr struct offset 0x14) .set CHRFLAG2_00000001, 0x00000001 // Not used in scripts - sunglasses? .set CHRFLAG2_00000002, 0x00000002 // Not used in scripts .set CHRFLAG2_00000004, 0x00000004 // Not used in scripts .set CHRFLAG2_00000008, 0x00000008 // Not used in scripts .set CHRFLAG2_00000010, 0x00000010 // Not used in scripts .set CHRFLAG2_00000020, 0x00000020 // Not used in scripts .set CHRFLAG2_00000040, 0x00000040 // Not used in scripts .set CHRFLAG2_00000080, 0x00000080 // Not used in scripts .set CHRFLAG2_00000100, 0x00000100 // Not used in scripts .set CHRFLAG2_00000200, 0x00000200 // Not used in scripts .set CHRFLAG2_00000400, 0x00000400 // Related to coop buddy? Also used in Chicago .set CHRFLAG2_KEEP_CORPSE, 0x00000800 .set CHRFLAG2_BUDDY_PLACED, 0x00001000 .set CHRFLAG2_00002000, 0x00002000 // Globals, Rescue guards once disguised .set CHRFLAG2_TRIGGER_BUDDY_WARP, 0x00004000 .set CHRFLAG2_00008000, 0x00008000 // Duel only. Set on each opponent when they start combat. .set CHRFLAG2_DISGUISE_UNCOVERED, 0x00010000 .set CHRFLAG2_00020000, 0x00020000 // Used in every stage, on Jo and other chrs. Only ever set, never unset or read. .set CHRFLAG2_00040000, 0x00040000 // Not used in scripts .set CHRFLAG2_DISGUISED, 0x00080000 .set CHRFLAG2_00100000, 0x00100000 // Set before warping to pad, never unset or read .set CHRFLAG2_00200000, 0x00200000 // Not used in scripts .set CHRFLAG2_00400000, 0x00400000 // Set in Chicago, G5, AF1, Defense, Attack Ship, Skedar Ruins, Maian SOS, WAR .set CHRFLAG2_00800000, 0x00800000 // Not used in scripts .set CHRFLAG2_01000000, 0x01000000 // Globals - asked about gun (eg. "where did you get that?") .set CHRFLAG2_02000000, 0x02000000 // Similar to DISGUISED flag, but not sure where set .set CHRFLAG2_04000000, 0x04000000 // Related to disguise and detection .set CHRFLAG2_08000000, 0x08000000 // Globals, Villa and G5 .set CHRFLAG2_10000000, 0x10000000 // Related to invincible flag .set CHRFLAG2_CLOAKED, 0x20000000 .set CHRFLAG2_40000000, 0x40000000 // Air Base and AF1 .set CHRFLAG2_PSYCHOSISED, 0x80000000 // Character flags - bank 3 (chr struct offset 0x18) .set CHRFLAG3_00000001, 0x00000001 // Villa takers, Attack Ship Cass and skedar - both set at end of intros .set CHRFLAG3_00000002, 0x00000002 // Seems to be set on guards who can spawn clones? .set CHRFLAG3_00000004, 0x00000004 // Not used in scripts .set CHRFLAG3_NEVER_BEEN_ON_SCREEN, 0x00000008 .set CHRFLAG3_INVINCIBLE_TO_GUNFIRE, 0x00000010 .set CHRFLAG3_00000020, 0x00000020 // Chicago, Infiltration, AF1, Ruins, WAR .set CHRFLAG3_00000040, 0x00000040 // Used quite a lot .set CHRFLAG3_00000080, 0x00000080 // Defection programmer, Rescue lab techs, globals when doing idle animation .set CHRFLAG3_JUST_INJURED, 0x00000100 .set CHRFLAG3_00000200, 0x00000200 // Set on clones .set CHRFLAG3_HIDDEN, 0x00000400 .set CHRFLAG3_NOAUTOAIM, 0x00000800 .set CHRFLAG3_UNEXPLODABLE, 0x00001000 .set CHRFLAG3_00002000, 0x00002000 // Not used in scripts .set CHRFLAG3_HAS_SPECIAL_DEATH_ANIMATION, 0x00004000 .set CHRFLAG3_00008000, 0x00008000 // Not used in scripts .set CHRFLAG3_00010000, 0x00010000 // Related to dead people in intro cutscenes .set CHRFLAG3_00020000, 0x00020000 // Chicago, Crash Site, Deep Sea, Defense, Ruins .set CHRFLAG3_00040000, 0x00040000 // Used a lot .set CHRFLAG3_00080000, 0x00080000 .set CHRFLAG3_KILLCOUNTABLE, 0x00100000 .set CHRFLAG3_00200000, 0x00200000 // Not used in scripts .set CHRFLAG3_00400000, 0x00400000 // Not used in scripts .set CHRFLAG3_UNPLAYABLE, 0x00800000 .set CHRFLAG3_01000000, 0x01000000 // Typically set on allies during init .set CHRFLAG3_02000000, 0x02000000 // can be unset by cmd0168 .set CHRFLAG3_04000000, 0x04000000 .set CHRFLAG3_08000000, 0x08000000 // Not used in scripts .set CHRFLAG3_10000000, 0x10000000 // Not used in scripts .set CHRFLAG3_20000000, 0x20000000 // Not used in scripts .set CHRFLAG3_40000000, 0x40000000 // Not used in scripts .set CHRFLAG3_80000000, 0x80000000 // Not used in scripts .set COLOR_00_GREEN, 0x00 .set COLOR_02_WHITE, 0x02 .set COLOR_03_RED, 0x03 .set COLOR_04_ORANGE, 0x04 .set COLOR_05_GREEN, 0x05 .set COLOR_06_WHITE, 0x06 .set COLOR_07_RED, 0x07 .set COLOR_08_RED, 0x08 .set COLOR_09_BLUE, 0x09 .set DIFF_A, 0x00 .set DIFF_SA, 0x01 .set DIFF_PA, 0x02 .set DIFF_PD, 0x03 // These difficulties are for briefings, which can be bitwise ORed .set DIFFBIT_A, 0x01 .set DIFFBIT_SA, 0x02 .set DIFFBIT_PA, 0x04 .set DIFFBIT_PD, 0x08 .set DOORSTATE_CLOSED, 1 .set DOORSTATE_OPEN, 2 .set DOORSTATE_CLOSING, 4 .set DOORSTATE_OPENING, 8 .set EEPROMFLAG_CI_TOUR_DONE, 0x24 .set EEPROMFLAG_CI_HOLO7_DONE, 0x29 .set EEPROMFLAG_CI_HOLO6_DONE, 0x2a .set EEPROMFLAG_CI_HOLO5_DONE, 0x2b .set EEPROMFLAG_CI_HOLO4_DONE, 0x2c .set EEPROMFLAG_CI_HOLO3_DONE, 0x2d .set EEPROMFLAG_CI_HOLO2_DONE, 0x2e .set EEPROMFLAG_CI_HOLO1_DONE, 0x2f .set EEPROMFLAG_CI_CLOAK_DONE, 0x30 .set EEPROMFLAG_CI_DISGUISE_DONE, 0x31 .set EEPROMFLAG_CI_XRAY_DONE, 0x32 .set EEPROMFLAG_CI_IR_DONE, 0x33 .set EEPROMFLAG_CI_RTRACKER_DONE, 0x34 .set EEPROMFLAG_CI_DOORDECODER_DONE, 0x35 .set EEPROMFLAG_CI_NIGHTVISION_DONE, 0x36 .set EEPROMFLAG_CI_CAMSPY_DONE, 0x37 .set EEPROMFLAG_CI_ECMMINE_DONE, 0x38 .set EEPROMFLAG_CI_UPLINK_DONE, 0x39 .set EEPROMFLAG_CI_TOUR_STARTED, 0x3a .set EEPROMFLAG_CRASHSITE_BIKE, 0x3b .set EEPROMFLAG_DEFENSE_JON, 0x3c .set EEPROMFLAG_AF1_ENTRY, 0x3d .set EEPROMFLAG_RESCUE_MECHANIC_DEAD, 0x3e .set EEPROMFLAG_G5_MINE, 0x3f // true if thrown on top door .set ENTITYTYPE_CHR, 0x0004 .set ENTITYTYPE_PAD, 0x0008 .set ENTITYTYPE_DIRECTION, 0x0010 .set ENTITYTYPE_TARGETCHR, 0x0200 .set GFUNC_IDLE, 0x0000 .set GFUNC_UNALERTED_0001, 0x0001 .set GFUNC_UNALERTED_0002, 0x0002 .set GFUNC_STOP_UNALERTED, 0x0003 // unused .set GFUNC_UNALERTED_0004, 0x0004 .set GFUNC_END_CINEMA, 0x0005 .set GFUNC_UNALERTED, 0x0006 .set GFUNC_ALERTED, 0x0007 .set GFUNC_WAKEUP, 0x0008 .set GFUNC_IDLE_0009, 0x0009 .set GFUNC_BUSY, 0x000a .set GFUNC_CHOOSE_TARGET_CHR, 0x000b .set GFUNC_COMBAT_WITH_TARGET_CHR, 0x000c .set GFUNC_INIT_COMBAT, 0x000d // unused .set GFUNC_SEE_THEN_ATTACK, 0x000e // unused .set GFUNC_HAND_COMBAT, 0x000f .set GFUNC_CIVILIAN_SAY_COMMENT, 0x0010 .set GFUNC_FLEE_FROM_GRENADE, 0x0011 .set GFUNC_INIT_COOP_100, 0x0012 // unused .set GFUNC_INIT_COOP_200, 0x0013 // unused .set GFUNC_COOP_BUDDY, 0x0014 .set GFUNC_TEST_CUTSCENE_BUDDY, 0x0015 // unused .set GFUNC_SHOW_OBJ_FAILED_MSG, 0x0016 .set GFUNC_REBUILD_GROUPS, 0x0017 .set GFUNC_DO_BORED_ANIMATION, 0x0018 .set GFUNC_DO_SITTING_ANIMATION, 0x0019 .set GFUNC_DISGUISE_DETECTION, 0x001a .set GFUNC_OBSERVE_CAMSPY, 0x001b .set GFUNC_SURPRISED, 0x001c .set GFUNC_SEARCH_FOR_PLAYER, 0x001d .set GFUNC_LOOK_AROUND, 0x001e .set GFUNC_RELATED_TO_SPAWNING, 0x001f .set GFUNC_PLACE_COOP_BUDDY, 0x0020 .set GFUNC_STOP_AND_IDLE, 0x0021 .set GFUNC_COMMENT_ON_PLAYER_DEAD, 0x0022 // unused .set GFUNC_DODGE, 0x0023 .set GFUNC_FOLLOW_JOANNA, 0x0024 .set GFUNC_POINTLESS, 0x0025 // unused .set GFUNC_INIT_PSYCHOSIS, 0x0026 .set GFUNC_PSYCHOSISED, 0x0027 .set GFUNC_AI_BOT_DEAD, 0x0028 // unused .set GFUNC_AI_BOT_INIT, 0x0029 // unused .set GFUNC_AI_BOT_ALIVE, 0x002a // unused .set GFUNC_DO_SOMETHING_AND_WAIT, 0x002b // unused .set GFUNC_INIT_SEARCH, 0x002c // unused .set GFUNC_INVINCIBLE_AND_IDLE, 0x002d .set IDLEACTION_STANDING, 0x01 .set IDLEACTION_SITTING_TYPING, 0x02 .set IDLEACTION_SITTING_DORMANT, 0x03 .set IDLEACTION_OPERATING, 0x04 .set IDLEACTION_OPERATING_PAD, 0x05 // Object flags - bank 0 (object struct offset 0x08) .set OBJECTFLAG0_00000001, 0x00000001 // Not used in scripts .set OBJECTFLAG0_00000002, 0x00000002 // Not used in scripts .set OBJECTFLAG0_00000004, 0x00000004 // Not used in scripts .set OBJECTFLAG0_00000008, 0x00000008 // Not used in scripts .set OBJECTFLAG0_00000010, 0x00000010 // Not used in scripts .set OBJECTFLAG0_00000020, 0x00000020 // Not used in scripts .set OBJECTFLAG0_00000040, 0x00000040 // Not used in scripts .set OBJECTFLAG0_00000080, 0x00000080 // Not used in scripts .set OBJECTFLAG0_00000100, 0x00000100 // G5 mines, Air Base brown door, AF1 grate and escape door, Defense shuttle, Ruins mines, MBR lift door .set OBJECTFLAG0_00000200, 0x00000200 // Not used in scripts .set OBJECTFLAG0_ILLUMINATED, 0x00000400 .set OBJECTFLAG0_00000800, 0x00000800 // Not used in scripts .set OBJECTFLAG0_00001000, 0x00001000 // Not used in scripts .set OBJECTFLAG0_00002000, 0x00002000 // AF1 commhubs .set OBJECTFLAG0_00004000, 0x00004000 // Not used in scripts .set OBJECTFLAG0_00008000, 0x00008000 // Not used in scripts .set OBJECTFLAG0_00010000, 0x00010000 // Not used in scripts .set OBJECTFLAG0_INVINCIBLE, 0x00020000 .set OBJECTFLAG0_COLLECTABLE, 0x00040000 .set OBJECTFLAG0_00080000, 0x00080000 // Not used in scripts .set OBJECTFLAG0_00100000, 0x00100000 // Lots of stages - mainly keycards? .set OBJECTFLAG0_00200000, 0x00200000 // Not used in scripts .set OBJECTFLAG0_00400000, 0x00400000 // Not used in scripts .set OBJECTFLAG0_00800000, 0x00800000 // Not used in scripts .set OBJECTFLAG0_01000000, 0x01000000 // Not used in scripts .set OBJECTFLAG0_02000000, 0x02000000 // Extraction "winddoor", Rescue doors, Air Base lift door, Attack Ship hanger doors, CI xray comhubs .set OBJECTFLAG0_04000000, 0x04000000 // Not used in scripts .set OBJECTFLAG0_08000000, 0x08000000 // Not used in scripts .set OBJECTFLAG0_DEACTIVATED, 0x10000000 .set OBJECTFLAG0_20000000, 0x20000000 // Not used in scripts .set OBJECTFLAG0_40000000, 0x40000000 // Used quite a lot .set OBJECTFLAG0_INTERCEPTOR_DISABLED, 0x80000000 // Object flags - bank 1 (object struct offset 0x0c) .set OBJECTFLAG1_00000001, 0x00000001 // Used only in CI Training .set OBJECTFLAG1_00000002, 0x00000002 // Ruins spikes .set OBJECTFLAG1_00000004, 0x00000004 // Defense hostage doors - openable by AI? .set OBJECTFLAG1_00000008, 0x00000008 // Not used in scripts .set OBJECTFLAG1_00000010, 0x00000010 // Not used in scripts .set OBJECTFLAG1_00000020, 0x00000020 // Not used in scripts .set OBJECTFLAG1_00000040, 0x00000040 // Not used in scripts .set OBJECTFLAG1_00000080, 0x00000080 // Not used in scripts .set OBJECTFLAG1_00000100, 0x00000100 // Not used in scripts .set OBJECTFLAG1_00000200, 0x00000200 // Not used in scripts .set OBJECTFLAG1_00000400, 0x00000400 // Not used in scripts .set OBJECTFLAG1_00000800, 0x00000800 // Not used in scripts .set OBJECTFLAG1_00001000, 0x00001000 // Investigation CMP150s, Air Base safe item and shield .set OBJECTFLAG1_00002000, 0x00002000 // Ruins commhub .set OBJECTFLAG1_00004000, 0x00004000 // Not used in scripts .set OBJECTFLAG1_00008000, 0x00008000 // Not used in scripts .set OBJECTFLAG1_00010000, 0x00010000 // Not used in scripts .set OBJECTFLAG1_00020000, 0x00020000 // G5 mine, Air Base mine .set OBJECTFLAG1_00040000, 0x00040000 // Only used in CI training .set OBJECTFLAG1_INVISIBLE, 0x00080000 .set OBJECTFLAG1_00100000, 0x00100000 // Not used in scripts .set OBJECTFLAG1_00200000, 0x00200000 // Ruins spikes .set OBJECTFLAG1_00400000, 0x00400000 // Not used in scripts .set OBJECTFLAG1_00800000, 0x00800000 // Not used in scripts .set OBJECTFLAG1_01000000, 0x01000000 // Not used in scripts .set OBJECTFLAG1_02000000, 0x02000000 // Not used in scripts .set OBJECTFLAG1_04000000, 0x04000000 // Used quite a lot - gravity? .set OBJECTFLAG1_08000000, 0x08000000 // Locked door? .set OBJECTFLAG1_10000000, 0x10000000 // Locked door? .set OBJECTFLAG1_20000000, 0x20000000 // Locked door? Or indestructible by counter op? .set OBJECTFLAG1_40000000, 0x40000000 // Not used in scripts .set OBJECTFLAG1_80000000, 0x80000000 // Attack Ship glass // Object flags - bank 2 (object struct offset 0x10) .set OBJECTFLAG2_PUSHABLE, 0x00000001 .set OBJECTFLAG2_GRABBABLE, 0x00000002 .set OBJECTFLAG2_00000004, 0x00000004 // Not used in scripts .set OBJECTFLAG2_00000008, 0x00000008 // Not used in scripts .set OBJECTFLAG2_00000010, 0x00000010 // Used heaps .set OBJECTFLAG2_00000020, 0x00000020 // Not used in scripts .set OBJECTFLAG2_RTRACKED_YELLOW, 0x00000040 .set OBJECTFLAG2_00000080, 0x00000080 // Not used in scripts .set OBJECTFLAG2_00000100, 0x00000100 // Not used in scripts .set OBJECTFLAG2_00000200, 0x00000200 // Not used in scripts .set OBJECTFLAG2_NO_COLLISION, 0x00000400 .set OBJECTFLAG2_RTRACKED_BLUE, 0x00000800 .set OBJECTFLAG2_00001000, 0x00001000 // Show shield around object (always) .set OBJECTFLAG2_00002000, 0x00002000 // Not used in scripts .set OBJECTFLAG2_00004000, 0x00004000 // Not used in scripts .set OBJECTFLAG2_00008000, 0x00008000 // Not used in scripts .set OBJECTFLAG2_00010000, 0x00010000 // Not used in scripts .set OBJECTFLAG2_00020000, 0x00020000 // Not used in scripts .set OBJECTFLAG2_00040000, 0x00040000 // Not used in scripts .set OBJECTFLAG2_00080000, 0x00080000 // Not used in scripts .set OBJECTFLAG2_00100000, 0x00100000 // Ruins spikes .set OBJECTFLAG2_00200000, 0x00200000 // Not used in scripts .set OBJECTFLAG2_00400000, 0x00400000 // Investigation tech items .set OBJECTFLAG2_00800000, 0x00800000 // Not used in scripts .set OBJECTFLAG2_01000000, 0x01000000 // Not used in scripts .set OBJECTFLAG2_02000000, 0x02000000 // Not used in scripts .set OBJECTFLAG2_04000000, 0x04000000 // Not used in scripts .set OBJECTFLAG2_08000000, 0x08000000 // Not used in scripts .set OBJECTFLAG2_10000000, 0x10000000 // Not used in scripts .set OBJECTFLAG2_20000000, 0x20000000 // Not used in scripts .set OBJECTFLAG2_40000000, 0x40000000 // Not used in scripts .set OBJECTFLAG2_80000000, 0x80000000 // Not used in scripts .set OPERATOR_LESS_THAN, 0 .set OPERATOR_GREATER_THAN, 1 .set OUTFIT_DEFAULT, 0x00 .set OUTFIT_ELVIS, 0x01 .set OUTFIT_TRENT, 0x02 // unused .set OUTFIT_TRENCH, 0x03 .set OUTFIT_FROCK_RIPPED, 0x04 .set OUTFIT_FROCK, 0x05 .set OUTFIT_LEATHER, 0x06 .set OUTFIT_DEEPSEA, 0x07 .set OUTFIT_WETSUIT, 0x08 .set OUTFIT_SNOW, 0x09 .set OUTFIT_LAB, 0x0a .set OUTFIT_STEWARDESS, 0x0b .set OUTFIT_MRBLONDE, 0x0c .set OUTFIT_MAIAN, 0x0d .set OUTFIT_NEGOTIATOR, 0x0e // unused by scripts .set PADEFFECT_SPARKS, 0x00 .set PADEFFECT_01, 0x01 // used only in Escape on a pad containing nothing .set PADEFFECT_SPLASH, 0x02 .set PADEFFECT_SPARKS2, 0x03 .set PADEFFECT_SMOKE, 0x04 .set PADEFFECT_SMOKE_TEMPORARY, 0x05 .set SPEED_WALK, 0 .set SPEED_JOG, 1 .set SPEED_RUN, 2 .set STAGE_MAIANSOS, 0x09 .set STAGE_WAR, 0x16 .set STAGE_MP_RAVINE, 0x17 .set STAGE_ESCAPE, 0x19 .set STAGE_RETAKING, 0x1b .set STAGE_CRASHSITE, 0x1c .set STAGE_CHICAGO, 0x1d .set STAGE_G5BUILDING, 0x1e .set STAGE_MP_COMPLEX, 0x1f .set STAGE_MP_G5BUILDING, 0x20 .set STAGE_PELAGIC, 0x21 .set STAGE_EXTRACTION, 0x22 .set STAGE_MP_TEMPLE, 0x25 .set STAGE_CITRAINING, 0x26 .set STAGE_AIRBASE, 0x27 .set STAGE_MP_PIPES, 0x29 .set STAGE_SKEDARRUINS, 0x2a .set STAGE_VILLA, 0x2c .set STAGE_DEFENSE, 0x2d .set STAGE_INFILTRATION, 0x2f .set STAGE_DEFECTION, 0x30 .set STAGE_AIRFORCEONE, 0x31 .set STAGE_MP_SKEDAR, 0x32 .set STAGE_INVESTIGATION, 0x33 .set STAGE_ATTACKSHIP, 0x34 .set STAGE_RESCUE, 0x35 .set STAGE_MBR, 0x37 .set STAGE_DEEPSEA, 0x38 .set STAGE_MP_BASE, 0x39 .set STAGE_MP_AREA52, 0x3b .set STAGE_MP_WAREHOUSE, 0x3c .set STAGE_MP_CARPARK, 0x3d .set STAGE_MP_RUINS, 0x41 .set STAGE_MP_SEWERS, 0x42 .set STAGE_MP_FELICITY, 0x43 .set STAGE_MP_FORTRESS, 0x44 .set STAGE_MP_VILLA, 0x45 .set STAGE_MP_GRID, 0x47 .set STAGE_DUEL, 0x4f .set TARGET_PAD, 0x2328 .set WEAPON_NONE, 0x00 .set WEAPON_UNARMED, 0x01 .set WEAPON_FALCON2, 0x02 .set WEAPON_FALCON2_SILENCER, 0x03 .set WEAPON_FALCON2_SCOPE, 0x04 .set WEAPON_MAGSEC4, 0x05 .set WEAPON_MAULER, 0x06 .set WEAPON_PHOENIX, 0x07 .set WEAPON_DY357MAGNUM, 0x08 .set WEAPON_DY357LX, 0x09 .set WEAPON_CMP150, 0x0a .set WEAPON_CYCLONE, 0x0b .set WEAPON_CALLISTONTG, 0x0c .set WEAPON_RCP120, 0x0d .set WEAPON_LAPTOPGUN, 0x0e .set WEAPON_DRAGON, 0x0f .set WEAPON_K7AVENGER, 0x10 .set WEAPON_AR34, 0x11 .set WEAPON_SUPERDRAGON, 0x12 .set WEAPON_SHOTGUN, 0x13 .set WEAPON_REAPER, 0x14 .set WEAPON_SNIPERRIFLE, 0x15 .set WEAPON_FARSIGHTXR20, 0x16 .set WEAPON_DEVASTATOR, 0x17 .set WEAPON_ROCKETLAUNCHER, 0x18 .set WEAPON_SLAYER, 0x19 .set WEAPON_COMBATKNIFE, 0x1a .set WEAPON_CROSSBOW, 0x1b .set WEAPON_TRANQUILIZER, 0x1c .set WEAPON_LASER, 0x1d .set WEAPON_GRENADE, 0x1e .set WEAPON_NBOMB, 0x1f .set WEAPON_TIMEDMINE, 0x20 .set WEAPON_PROXIMITYMINE, 0x21 .set WEAPON_REMOTEMINE, 0x22 .set WEAPON_COMBATBOOST, 0x23 .set WEAPON_PP9I, 0x24 .set WEAPON_CC13, 0x25 .set WEAPON_KL01313, 0x26 .set WEAPON_KF7SPECIAL, 0x27 .set WEAPON_ZZT9MM, 0x28 .set WEAPON_DMC, 0x29 .set WEAPON_AR53, 0x2a .set WEAPON_RCP45, 0x2b .set WEAPON_PSYCHOSISGUN, 0x2c .set WEAPON_NIGHTVISION, 0x2d .set WEAPON_CAMSPY, 0x2e .set WEAPON_XRAYSCANNER, 0x2f .set WEAPON_IRSCANNER, 0x30 .set WEAPON_CLOAKINGDEVICE, 0x31 .set WEAPON_HORIZONSCANNER, 0x32 .set WEAPON_TESTER, 0x33 .set WEAPON_ROCKETLAUNCHER_34, 0x34 .set WEAPON_ECMMINE, 0x35 .set WEAPON_DATAUPLINK, 0x36 .set WEAPON_RTRACKER, 0x37 .set WEAPON_PRESIDENTSCANNER, 0x38 .set WEAPON_DOORDECODER, 0x39 .set WEAPON_AUTOSURGEON, 0x3a .set WEAPON_EXPLOSIVES, 0x3b .set WEAPON_SKEDARBOMB, 0x3c .set WEAPON_COMMSRIDER, 0x3d .set WEAPON_TRACERBUG, 0x3e .set WEAPON_TARGETAMPLIFIER, 0x3f .set WEAPON_DISGUISE40, 0x40 .set WEAPON_DISGUISE41, 0x41 .set WEAPON_FLIGHTPLANS, 0x42 .set WEAPON_RESEARCHTAPE, 0x43 .set WEAPON_BACKUPDISK, 0x44 .set WEAPON_KEYCARD45, 0x45 .set WEAPON_KEYCARD46, 0x46 .set WEAPON_KEYCARD47, 0x47 .set WEAPON_KEYCARD48, 0x48 .set WEAPON_KEYCARD49, 0x49 .set WEAPON_KEYCARD4A, 0x4a .set WEAPON_KEYCARD4B, 0x4b .set WEAPON_KEYCARD4C, 0x4c .set WEAPON_SUITCASE, 0x4d .set WEAPON_BRIEFCASE, 0x4e .set WEAPON_SHIELD, 0x4f .set WEAPON_NECKLACE, 0x50 .set WEAPON_HAMMER, 0x51 .set WEAPON_52, 0x52 .set WEAPON_ROCKET, 0x53 .set WEAPON_HOMINGROCKET, 0x54 .set WEAPON_GRENADEROUND, 0x55 .set WEAPON_BOLT, 0x56 .set WEAPON_BRIEFCASE, 0x57 .set WEAPON_ROCKET, 0x58 .set WEAPON_59, 0x59 .set WEAPON_5A, 0x5a .set WEAPON_5B, 0x5b .set WEAPON_5C, 0x5c .set WEAPON_SUICIDEPILL, 0x5d // Heads and bodies .set HEAD_RANDOM, -1 .set BODY_DJBOND, 0x00 .set BODY_CONNERY, 0x01 .set BODY_DALTON, 0x02 .set BODY_MOORE, 0x03 .set HEAD_DARK_COMBAT, 0x04 .set HEAD_ELVIS, 0x05 .set HEAD_ROSS, 0x06 .set HEAD_CARRINGTON, 0x07 .set HEAD_MRBLONDE, 0x08 .set HEAD_TRENT, 0x09 .set HEAD_DDSHOCK, 0x0a .set HEAD_GRAHAM, 0x0b .set HEAD_DARK_FROCK, 0x0c .set HEAD_SECRETARY, 0x0d .set HEAD_CASSANDRA, 0x0e .set HEAD_THEKING, 0x0f .set HEAD_FEM_GUARD, 0x10 .set HEAD_JON, 0x11 .set HEAD_MARK2, 0x12 .set HEAD_CHRIST, 0x13 .set HEAD_RUSS, 0x14 .set HEAD_GREY, 0x15 .set HEAD_DARLING, 0x16 .set HEAD_ROBERT, 0x17 .set HEAD_BEAU1, 0x18 .set HEAD_FEM_GUARD2, 0x19 .set HEAD_BRIAN, 0x1a .set HEAD_JAMIE, 0x1b .set HEAD_DUNCAN2, 0x1c .set HEAD_BIOTECH, 0x1d .set HEAD_NEIL2, 0x1e .set HEAD_EDMCG, 0x1f .set HEAD_ANKA, 0x20 .set HEAD_LESLIE_S, 0x21 .set HEAD_MATT_C, 0x22 .set HEAD_PEER_S, 0x23 .set HEAD_EILEEN_T, 0x24 .set HEAD_ANDY_R, 0x25 .set HEAD_BEN_R, 0x26 .set HEAD_STEVE_K, 0x27 .set HEAD_JONATHAN, 0x28 .set HEAD_MAIAN_S, 0x29 .set HEAD_SHAUN, 0x2a .set HEAD_BEAU2, 0x2b .set HEAD_EILEEN_H, 0x2c .set HEAD_SCOTT_H, 0x2d .set HEAD_SANCHEZ, 0x2e .set HEAD_DARKAQUA, 0x2f .set HEAD_DDSNIPER, 0x30 .set HEAD_BEAU3, 0x31 .set HEAD_BEAU4, 0x32 .set HEAD_BEAU5, 0x33 .set HEAD_BEAU6, 0x34 .set HEAD_GRIFFEY, 0x35 .set HEAD_MOTO, 0x36 .set HEAD_KEITH, 0x37 .set HEAD_WINNER, 0x38 .set HEAD_A51FACEPLATE, 0x39 .set HEAD_ELVIS_GOGS, 0x3a .set HEAD_STEVEM, 0x3b .set HEAD_DARK_SNOW, 0x3c .set HEAD_PRESIDENT, 0x3d .set HEAD_VD, 0x3e .set HEAD_KEN, 0x3f .set HEAD_JOEL, 0x40 .set HEAD_TIM, 0x41 .set HEAD_GRANT, 0x42 .set HEAD_PENNY, 0x43 .set HEAD_ROBIN, 0x44 .set HEAD_ALEX, 0x45 .set HEAD_JULIANNE, 0x46 .set HEAD_LAURA, 0x47 .set HEAD_DAVEC, 0x48 .set HEAD_COOK, 0x49 .set HEAD_PRYCE, 0x4a .set HEAD_SILKE, 0x4b .set HEAD_SMITH, 0x4c .set HEAD_GARETH, 0x4d .set HEAD_MURCHIE, 0x4e .set HEAD_WONG, 0x4f .set HEAD_CARTER, 0x50 .set HEAD_TINTIN, 0x51 .set HEAD_MUNTON, 0x52 .set HEAD_STAMPER, 0x53 .set HEAD_JONES, 0x54 .set HEAD_PHELPS, 0x55 .set BODY_DARK_COMBAT, 0x56 .set BODY_ELVIS1, 0x57 .set BODY_AREA51GUARD, 0x58 .set BODY_OVERALL, 0x59 .set BODY_CARRINGTON, 0x5a .set BODY_MRBLONDE, 0x5b .set BODY_SKEDAR, 0x5c .set BODY_TRENT, 0x5d .set BODY_DDSHOCK, 0x5e .set BODY_LABTECH, 0x5f .set BODY_STRIPES, 0x60 .set BODY_DARK_FROCK, 0x61 .set BODY_DARK_TRENCH, 0x62 .set BODY_OFFICEWORKER, 0x63 .set BODY_OFFICEWORKER2, 0x64 .set BODY_SECRETARY, 0x65 .set BODY_CASSANDRA, 0x66 .set BODY_THEKING, 0x67 .set BODY_FEM_GUARD, 0x68 .set BODY_DD_LABTECH, 0x69 .set BODY_DD_SECGUARD, 0x6a .set BODY_DRCARROLL, 0x6b .set BODY_EYESPY, 0x6c .set BODY_DARK_RIPPED, 0x6d .set BODY_DD_GUARD, 0x6e .set BODY_DD_SHOCK_INF, 0x6f .set BODY_TESTCHR, 0x70 .set BODY_BIOTECH, 0x71 .set BODY_FBIGUY, 0x72 .set BODY_CIAGUY, 0x73 .set BODY_A51TROOPER, 0x74 .set BODY_A51AIRMAN, 0x75 .set BODY_CHICROB, 0x76 .set BODY_STEWARD, 0x77 .set BODY_STEWARDESS, 0x78 .set BODY_PRESIDENT, 0x79 .set BODY_STEWARDESS_COAT, 0x7a .set BODY_MINISKEDAR, 0x7b .set BODY_NSA_LACKEY, 0x7c .set BODY_PRES_SECURITY, 0x7d .set BODY_NEGOTIATOR, 0x7e .set BODY_G5_GUARD, 0x7f .set BODY_PELAGIC_GUARD, 0x80 .set BODY_G5_SWAT_GUARD, 0x81 .set BODY_ALASKAN_GUARD, 0x82 .set BODY_MAIAN_SOLDIER, 0x83 .set BODY_PRESIDENT_CLONE, 0x84 .set BODY_PRESIDENT_CLONE, 0x85 .set BODY_DARK_AF1, 0x86 .set BODY_DARKWET, 0x87 .set BODY_DARKAQUALUNG, 0x88 .set BODY_DARKSNOW, 0x89 .set BODY_DARKLAB, 0x8a .set BODY_FEMLABTECH, 0x8b .set BODY_DDSNIPER, 0x8c .set BODY_PILOTAF1, 0x8d .set BODY_CILABTECH, 0x8e .set BODY_CIFEMTECH, 0x8f .set BODY_CARREVENINGSUIT, 0x90 .set BODY_JONATHON, 0x91 .set BODY_CISOLDIER, 0x92 .set BODY_SKEDARKING, 0x93 .set BODY_ELVISWAISTCOAT, 0x94 .set BODY_DARK_LEATHER, 0x95 .set BODY_DARK_NEGOTIATOR, 0x96 // Models .set MODEL_ROOFGUN, 0x0000 .set MODEL_GROUNDGUN, 0x0001 .set MODEL_TVSCREEN, 0x0002 .set MODEL_BORG_CRATE, 0x0003 .set MODEL_WINDOW, 0x0004 .set MODEL_A51_CRATE1_0005, 0x0005 .set MODEL_A51_CRATE1_0006, 0x0006 .set MODEL_A51_CRATE1_0007, 0x0007 .set MODEL_A51_CRATE1_0008, 0x0008 .set MODEL_A51_CRATE1_0009, 0x0009 .set MODEL_A51_CRATE1_000a, 0x000a .set MODEL_A51_CRATE1_000b, 0x000b .set MODEL_A51_CRATE1_000c, 0x000c .set MODEL_A51_CRATE1_000d, 0x000d .set MODEL_A51_CRATE1_000e, 0x000e .set MODEL_A51_CRATE1_000f, 0x000f .set MODEL_CRYPTDOOR1B, 0x0010 .set MODEL_CHRBRIEFCASE, 0x0011 .set MODEL_CHRBUG, 0x0012 .set MODEL_CHRDATATHIEF, 0x0013 .set MODEL_NINTENDOLOGO, 0x0014 .set MODEL_DOOR_ROLLERTRAIN, 0x0015 .set MODEL_FLAG, 0x0016 .set MODEL_MODEMBOX, 0x0017 .set MODEL_DOORCONSOLE, 0x0018 .set MODEL_A51_HORIZ_DOOR_TOP, 0x0019 .set MODEL_A51_HORIZ_DOOR_BOT, 0x001a .set MODEL_A51_VERT_DOOR_LEFT, 0x001b .set MODEL_A51_VERT_DOOR_RIGHT, 0x001c .set MODEL_A51_VERT_DOOR_ST, 0x001d .set MODEL_A51_HORIZ_DOOR_GL, 0x001e .set MODEL_A51_HORIZ_DOOR_SECRET, 0x001f .set MODEL_A51_CRATE1, 0x0020 .set MODEL_A51_CRATE2, 0x0021 .set MODEL_A51_CRATE3, 0x0022 .set MODEL_A51_EXP1, 0x0023 .set MODEL_A51_UNEXP1, 0x0024 .set MODEL_A51_EXP2, 0x0025 .set MODEL_A51_UNEXP2, 0x0026 .set MODEL_A51_UNEXP3, 0x0027 .set MODEL_AIVILLADOOR1, 0x0028 .set MODEL_AIVILLADOOR2A, 0x0029 .set MODEL_AIVILLADOOR4, 0x002a .set MODEL_A51_LIFT_HANGAR, 0x002b .set MODEL_A51_LIFT_CONTROL, 0x002c .set MODEL_A51_LIFT_STORE, 0x002d .set MODEL_A51_LIFT_THINWALL, 0x002e .set MODEL_AIVILLABOT1, 0x002f .set MODEL_AIVILLABOT2, 0x0030 .set MODEL_AIVILLABOT3, 0x0031 .set MODEL_AIVILLAWINDMILL, 0x0032 .set MODEL_HOVERBED, 0x0033 .set MODEL_MARKER, 0x0034 .set MODEL_ALDOOR_R, 0x0035 .set MODEL_ALDOOR_L, 0x0036 .set MODEL_DD_LIFTR, 0x0037 .set MODEL_DD_FANROOF, 0x0038 .set MODEL_DD_FANWALL, 0x0039 .set MODEL_HOVBIKE, 0x003a .set MODEL_DD_OFFICEDOOR, 0x003b .set MODEL_DD_PLANTRUBBER, 0x003c .set MODEL_DD_PLANTSPIKE, 0x003d .set MODEL_DD_PLANTSPIDER, 0x003e .set MODEL_DD_WINDOW, 0x003f .set MODEL_DD_REDSOFA, 0x0040 .set MODEL_DD_REDARM, 0x0041 .set MODEL_DD_SERVICEDOOR, 0x0042 .set MODEL_DD_WINDDOOR, 0x0043 .set MODEL_DD_LIFTDOOR, 0x0044 .set MODEL_DD_VERTBLIND, 0x0045 .set MODEL_DD_DESK, 0x0046 .set MODEL_DD_CHAIR, 0x0047 .set MODEL_NLOGO, 0x0048 .set MODEL_NLOGO2, 0x0049 .set MODEL_NLOGO3, 0x004a .set MODEL_PERFECTDARK, 0x004b .set MODEL_PDONE, 0x004c .set MODEL_PDTWO, 0x004d .set MODEL_PDTHREE, 0x004e .set MODEL_PDFOUR, 0x004f .set MODEL_DD_HOVCOP, 0x0050 .set MODEL_DD_HOVMOTO, 0x0051 .set MODEL_DD_HOVTRUCK, 0x0052 .set MODEL_DD_HOVCAR, 0x0053 .set MODEL_DD_HOVCAB, 0x0054 .set MODEL_DD_AC_UNEXP, 0x0055 .set MODEL_DD_AC_EXP, 0x0056 .set MODEL_DD_ACBOT_UNEXP, 0x0057 .set MODEL_DD_ACBOT_EXP, 0x0058 .set MODEL_PC1, 0x0059 .set MODEL_HOVERCRATE1, 0x005a .set MODEL_DROPSHIP, 0x005b .set MODEL_AL_AIRLOCK, 0x005c .set MODEL_AL_DOCKLIFT, 0x005d .set MODEL_CASE, 0x005e .set MODEL_DD_STONEDESK, 0x005f .set MODEL_MEDLABWIN1, 0x0060 .set MODEL_MEDLABWIN2, 0x0061 .set MODEL_A51TABLE, 0x0062 .set MODEL_A51CHAIR, 0x0063 .set MODEL_A51SCREEN, 0x0064 .set MODEL_A51WASTEBIN, 0x0065 .set MODEL_A51DESKENT, 0x0066 .set MODEL_A51TROLLEY, 0x0067 .set MODEL_A51DIVIDE, 0x0068 .set MODEL_A51BOARD, 0x0069 .set MODEL_SKCREV_EXP1, 0x006a .set MODEL_SKCREV_UNEXP1, 0x006b .set MODEL_SKTNL_EXP1, 0x006c .set MODEL_SKTNL_UNEXP1, 0x006d .set MODEL_SK_DOOR1, 0x006e .set MODEL_SK_SHIP_DOOR1, 0x006f .set MODEL_SK_SHIP_HOLO1, 0x0070 .set MODEL_SK_SHIP_HOLO2, 0x0071 .set MODEL_SK_SHIP_HULLDOOR1, 0x0072 .set MODEL_SK_SHIP_HULLDOOR2, 0x0073 .set MODEL_SK_SHIP_HULLDOOR3, 0x0074 .set MODEL_SK_SHIP_HULLDOOR4, 0x0075 .set MODEL_SK_FIGHTER1, 0x0076 .set MODEL_SK_CRYOPOD1_TOP, 0x0077 .set MODEL_SK_CRYOPOD1_BOT, 0x0078 .set MODEL_SK_UNDER_GENERATOR, 0x0079 .set MODEL_SK_UNDER_TRANS, 0x007a .set MODEL_SK_HANGARDOOR_TOP, 0x007b .set MODEL_SK_HANGARDOOR_BOT, 0x007c .set MODEL_DOOR2_G5, 0x007d .set MODEL_DOOR1A_G5, 0x007e .set MODEL_DOOR1B_G5, 0x007f .set MODEL_DOOR1ATRI_G5, 0x0080 .set MODEL_DOOR2A_G5, 0x0081 .set MODEL_DD_DECODOOR, 0x0082 .set MODEL_DD_SECRETDOOR, 0x0083 .set MODEL_DD_SECRETDOOR2, 0x0084 .set MODEL_DDJUMPSHIP, 0x0085 .set MODEL_TAXICAB, 0x0086 .set MODEL_POLICECAR, 0x0087 .set MODEL_RAVINELIFT, 0x0088 .set MODEL_DD_LAB_DOOR_BS, 0x0089 .set MODEL_DD_LAB_DOOR_SEC, 0x008a .set MODEL_DD_LAB_DOOR_WIND, 0x008b .set MODEL_HOOVERBOT, 0x008c .set MODEL_TESTERBOT, 0x008d .set MODEL_DD_LAB_SECTOR2BOT, 0x008e .set MODEL_DD_LAB_SECTOR2TOP, 0x008f .set MODEL_DD_LAB_CAUTIONTOP, 0x0090 .set MODEL_DD_LAB_HAZARD, 0x0091 .set MODEL_DD_LAB_CAUTION, 0x0092 .set MODEL_DR_CAROLL_DOOR, 0x0093 .set MODEL_DD_LAB_SECTOR3TOP, 0x0094 .set MODEL_DD_LAB_SECTOR3, 0x0095 .set MODEL_DD_LAB_SECTOR3WIND, 0x0096 .set MODEL_DD_HOVERCOPTER, 0x0097 .set MODEL_DD_LAB_SECTOR4TOP, 0x0098 .set MODEL_DD_LAB_RESTRICTED, 0x0099 .set MODEL_DOOR4A_G5, 0x009a .set MODEL_DOOR4B_G5, 0x009b .set MODEL_LASDOOR, 0x009c .set MODEL_G5SAFEDOOR, 0x009d .set MODEL_ROPE, 0x009e .set MODEL_G5_MAINFRAME, 0x009f .set MODEL_DR_CAROLL_DOOR_BASE, 0x00a0 .set MODEL_DR_CAROLL_DOOR_MAIN, 0x00a1 .set MODEL_DR_CAROLL_DOOR_LEFT, 0x00a2 .set MODEL_DR_CAROLL_DOOR_RIGHT, 0x00a3 .set MODEL_DR_CAROLL_DOOR_BMAIN, 0x00a4 .set MODEL_DR_CAROLL_DOOR_BLEFT, 0x00a5 .set MODEL_DR_CAROLL_DOOR_BRIGHT, 0x00a6 .set MODEL_DD_BANNER, 0x00a7 .set MODEL_G5_ESCDOORUP, 0x00a8 .set MODEL_G5_ESCDOORUPBOOM, 0x00a9 .set MODEL_G5_ESCDOORDOWN, 0x00aa .set MODEL_G5_ESCDOORDOWNBOOM, 0x00ab .set MODEL_DUMPSTER, 0x00ac .set MODEL_G5CARLIFTDOOR, 0x00ad .set MODEL_CH_SHUTTER1, 0x00ae .set MODEL_CCTV_PD, 0x00af .set MODEL_COMHUB, 0x00b0 .set MODEL_QUADPOD, 0x00b1 .set MODEL_PD_CONSOLE, 0x00b2 .set MODEL_DD_GRATE, 0x00b3 .set MODEL_LIFT_PLATFORM, 0x00b4 .set MODEL_LIGHTSWITCH, 0x00b5 .set MODEL_BLASTSHIELD, 0x00b6 .set MODEL_LIGHTSWITCH2, 0x00b7 .set MODEL_DD_ACCESSDOORUP, 0x00b8 .set MODEL_DD_ACCESSDOORDN, 0x00b9 .set MODEL_LAB_CONTAINER, 0x00ba .set MODEL_LAB_CHAIR, 0x00bb .set MODEL_LAB_TABLE, 0x00bc .set MODEL_LAB_MICROSCOPE, 0x00bd .set MODEL_LAB_MAINFRAME, 0x00be .set MODEL_DD_LABDOOR, 0x00bf .set MODEL_DD_LAB_DOORTOP, 0x00c0 .set MODEL_MULTI_AMMO_CRATE, 0x00c1 .set MODEL_CHRCHAIN, 0x00c2 .set MODEL_TDOOR, 0x00c3 .set MODEL_CI_SOFA, 0x00c4 .set MODEL_CI_LIFT, 0x00c5 .set MODEL_CI_LIFTDOOR, 0x00c6 .set MODEL_LASERCUT, 0x00c7 .set MODEL_SK_SHUTTLE, 0x00c8 .set MODEL_NEWVILLADOOR, 0x00c9 .set MODEL_SK_PILLARLEFT, 0x00ca .set MODEL_SK_PILLARRIGHT, 0x00cb .set MODEL_SK_PLINTH_T, 0x00cc .set MODEL_SK_PLINTH_ML, 0x00cd .set MODEL_SK_PLINTH_MR, 0x00ce .set MODEL_SK_PLINTH_BL, 0x00cf .set MODEL_SK_PLINTH_BR, 0x00d0 .set MODEL_SK_FL_SHAD_T, 0x00d1 .set MODEL_SK_FL_SHAD_ML, 0x00d2 .set MODEL_SK_FL_SHAD_MR, 0x00d3 .set MODEL_SK_FL_SHAD_BL, 0x00d4 .set MODEL_SK_FL_SHAD_BR, 0x00d5 .set MODEL_SK_FL_NOSHAD_T, 0x00d6 .set MODEL_SK_FL_NOSHAD_ML, 0x00d7 .set MODEL_SK_FL_NOSHAD_MR, 0x00d8 .set MODEL_SK_FL_NOSHAD_BL, 0x00d9 .set MODEL_SK_FL_NOSHAD_BR, 0x00da .set MODEL_SK_TEMPLECOLUMN1, 0x00db .set MODEL_SK_TEMPLECOLUMN2, 0x00dc .set MODEL_SK_TEMPLECOLUMN3, 0x00dd .set MODEL_SK_SUNSHAD1, 0x00de .set MODEL_SK_SUNSHAD2, 0x00df .set MODEL_SK_SUNNOSHAD1, 0x00e0 .set MODEL_SK_SUNNOSHAD2, 0x00e1 .set MODEL_BARREL, 0x00e2 .set MODEL_GLASS_FLOOR, 0x00e3 .set MODEL_ESCA_STEP, 0x00e4 .set MODEL_MATRIX_LIFT, 0x00e5 .set MODEL_RUBBLE1, 0x00e6 .set MODEL_RUBBLE2, 0x00e7 .set MODEL_RUBBLE3, 0x00e8 .set MODEL_RUBBLE4, 0x00e9 .set MODEL_CABLE_CAR, 0x00ea .set MODEL_ELVIS_SAUCER, 0x00eb .set MODEL_STEWARDESS_TROLLEY, 0x00ec .set MODEL_AIRBASE_LIFT_ENCLOSED, 0x00ed .set MODEL_AIRBASE_LIFT_ANGLE, 0x00ee .set MODEL_AIRBASE_SAFEDOOR, 0x00ef .set MODEL_AF1_PILOTCHAIR, 0x00f0 .set MODEL_AF1_PASSCHAIR, 0x00f1 .set MODEL_TESTOBJ, 0x00f2 .set MODEL_CHRNIGHTSIGHT, 0x00f3 .set MODEL_CHRSHIELD, 0x00f4 .set MODEL_CHRFALCON2, 0x00f5 .set MODEL_CHRLEEGUN1, 0x00f6 .set MODEL_CHRMAULER, 0x00f7 .set MODEL_CHRDY357, 0x00f8 .set MODEL_CHRDY357TRENT, 0x00f9 .set MODEL_CHRMAIANPISTOL, 0x00fa .set MODEL_CHRFALCON2SIL, 0x00fb .set MODEL_CHRFALCON2SCOPE, 0x00fc .set MODEL_CHRCMP150, 0x00fd .set MODEL_CHRAR34, 0x00fe .set MODEL_CHRDRAGON, 0x00ff .set MODEL_CHRSUPERDRAGON, 0x0100 .set MODEL_CHRAVENGER, 0x0101 .set MODEL_CHRCYCLONE, 0x0102 .set MODEL_CHRMAIANSMG, 0x0103 .set MODEL_CHRRCP120, 0x0104 .set MODEL_CHRPCGUN, 0x0105 .set MODEL_CHRSHOTGUN, 0x0106 .set MODEL_CHRSKMINIGUN, 0x0107 .set MODEL_CHRDYROCKET, 0x0108 .set MODEL_CHRDEVASTATOR, 0x0109 .set MODEL_CHRSKROCKET, 0x010a .set MODEL_CHRZ2020, 0x010b .set MODEL_CHRSNIPERRIFLE, 0x010c .set MODEL_CHRCROSSBOW, 0x010d .set MODEL_CHRDRUGGUN, 0x010e .set MODEL_CHRKNIFE, 0x010f .set MODEL_CHRNBOMB, 0x0110 .set MODEL_CHRFLASHBANG, 0x0111 .set MODEL_CHRGRENADE, 0x0112 .set MODEL_CHRTIMEDMINE, 0x0113 .set MODEL_CHRPROXIMITYMINE, 0x0114 .set MODEL_CHRREMOTEMINE, 0x0115 .set MODEL_CHRECMMINE, 0x0116 .set MODEL_CHRWPPK, 0x0117 .set MODEL_CHRTT33, 0x0118 .set MODEL_CHRSKORPION, 0x0119 .set MODEL_CHRKALASH, 0x011a .set MODEL_CHRUZI, 0x011b .set MODEL_CHRMP5K, 0x011c .set MODEL_CHRM16, 0x011d .set MODEL_CHRFNP90, 0x011e .set MODEL_CHRDYROCKETMIS, 0x011f .set MODEL_CHRSKROCKETMIS, 0x0120 .set MODEL_CHRCROSSBOLT, 0x0121 .set MODEL_CHRDEVGRENADE, 0x0122 .set MODEL_CHRDRAGGRENADE, 0x0123 .set MODEL_A51_TURRET, 0x0124 .set MODEL_PELAGICDOOR, 0x0125 .set MODEL_AUTOSURGEON, 0x0126 .set MODEL_LIMO, 0x0127 .set MODEL_A51INTERCEPTOR, 0x0128 .set MODEL_A51DISH, 0x0129 .set MODEL_A51RADARCONSOLE, 0x012a .set MODEL_A51LOCKERDOOR, 0x012b .set MODEL_G5GENERATOR, 0x012c .set MODEL_G5DUMPSTER, 0x012d .set MODEL_CHRCLOAKER, 0x012e .set MODEL_CHRSPEEDPILL, 0x012f .set MODEL_BIGPELAGICDOOR, 0x0130 .set MODEL_SK_JONRUBBLE3, 0x0131 .set MODEL_SK_JONRUBBLE4, 0x0132 .set MODEL_SK_JONRUBBLE5, 0x0133 .set MODEL_SK_JONRUBBLE6, 0x0134 .set MODEL_BAGGAGECARRIER, 0x0135 .set MODEL_MINESIGN, 0x0136 .set MODEL_CHAMBER, 0x0137 .set MODEL_ISOTOPEEXPERIMENT, 0x0138 .set MODEL_ISOTOPE, 0x0139 .set MODEL_REACTORDOOR, 0x013a .set MODEL_SAUCERINSIDE, 0x013b .set MODEL_VILLASTOOL, 0x013c .set MODEL_CETANWINDOW1, 0x013d .set MODEL_CETANWINDOW2, 0x013e .set MODEL_CETANWINDOW3, 0x013f .set MODEL_BINOCULARS, 0x0140 .set MODEL_SUBMARINE, 0x0141 .set MODEL_AIRFORCE1, 0x0142 .set MODEL_ENGINEPART, 0x0143 .set MODEL_CETROOFGUN, 0x0144 .set MODEL_CETANSMALLDOOR, 0x0145 .set MODEL_POWERNODE, 0x0146 .set MODEL_CETANBLUEGREENL, 0x0147 .set MODEL_CETANBLUEGREENR, 0x0148 .set MODEL_SKEDARCONSOLE, 0x0149 .set MODEL_SKEDARCONSOLEPANEL, 0x014a .set MODEL_WEAPONCDOOR, 0x014b .set MODEL_TARGET, 0x014c .set MODEL_DEVICESECRETDOOR, 0x014d .set MODEL_CARRINGTONSECRETDOOR, 0x014e .set MODEL_SINISTERPC, 0x014f .set MODEL_SINISTERSTATION, 0x0150 .set MODEL_KEYPADLOCK, 0x0151 .set MODEL_THUMBPRINTSCANNER, 0x0152 .set MODEL_RETINALOCK, 0x0153 .set MODEL_CARDLOCK, 0x0154 .set MODEL_GOODSTATION, 0x0155 .set MODEL_GOODPC, 0x0156 .set MODEL_CHRAUTOGUN, 0x0157 .set MODEL_G5BIGCHAIR, 0x0158 .set MODEL_G5SMALLCHAIR, 0x0159 .set MODEL_KINGSCEPTRE, 0x015a .set MODEL_LABCOAT, 0x015b .set MODEL_CIDOOR1, 0x015c .set MODEL_G5_CHAIR, 0x015d .set MODEL_G5_CHAIR2, 0x015e .set MODEL_DD_WINDOW_FOYER, 0x015f .set MODEL_CI_CABINET, 0x0160 .set MODEL_CI_DESK, 0x0161 .set MODEL_CI_CARR_DESK, 0x0162 .set MODEL_CI_F_CHAIR, 0x0163 .set MODEL_CI_LOUNGER, 0x0164 .set MODEL_CI_F_SOFA, 0x0165 .set MODEL_CI_TABLE, 0x0166 .set MODEL_CV_COFFEE_TABLE, 0x0167 .set MODEL_CV_CHAIR1, 0x0168 .set MODEL_CV_CHAIR2, 0x0169 .set MODEL_CV_SOFA, 0x016a .set MODEL_CV_CHAIR4, 0x016b .set MODEL_CV_LAMP, 0x016c .set MODEL_CV_CABINET, 0x016d .set MODEL_CV_F_BED, 0x016e .set MODEL_PEL_CHAIR1, 0x016f .set MODEL_SK_CONSOLE2, 0x0170 .set MODEL_DD_EAR_TABLE, 0x0171 .set MODEL_DD_EAR_CHAIR, 0x0172 .set MODEL_AIRBASE_TABLE2, 0x0173 .set MODEL_AIRBASE_CHAIR2, 0x0174 .set MODEL_MISC_CRATE, 0x0175 .set MODEL_A51_CRATE1_0175, 0x0176 .set MODEL_MISC_IRSPECS, 0x0177 .set MODEL_A51_ROOFGUN, 0x0178 .set MODEL_SK_DRONE_GUN, 0x0179 .set MODEL_CI_ROOFGUN, 0x017a .set MODEL_CV_TABLE, 0x017b .set MODEL_CIDOOR1_REF, 0x017c .set MODEL_ALASKADOOR_OUT, 0x017d .set MODEL_ALASKADOOR_IN, 0x017e .set MODEL_WIREFENCE, 0x017f .set MODEL_RARELOGO, 0x0180 .set MODEL_KEYCARD, 0x0181 .set MODEL_BODYARMOUR, 0x0182 .set MODEL_A51GATE_R, 0x0183 .set MODEL_A51GATE_L, 0x0184 .set MODEL_AF1_LAMP, 0x0185 .set MODEL_AF1_TOILET, 0x0186 .set MODEL_AF1_DOORBIG2, 0x0187 .set MODEL_AF1_PHONE, 0x0188 .set MODEL_AF1_CARGODOOR, 0x0189 .set MODEL_G5_ALARM, 0x018a .set MODEL_G5_LASER_SWITCH, 0x018b .set MODEL_SK_TEMPLECOLUMN4, 0x018c .set MODEL_COREHATCH, 0x018d .set MODEL_A51GRATE, 0x018e .set MODEL_AF1ESCAPEDOOR, 0x018f .set MODEL_PRESCAPSULE, 0x0190 .set MODEL_SKEDARBRIDGE, 0x0191 .set MODEL_PELAGICDOOR2, 0x0192 .set MODEL_TTB_BOX, 0x0193 .set MODEL_INSTFRONTDOOR, 0x0194 .set MODEL_CHRLASER, 0x0195 .set MODEL_BAFTA, 0x0196 .set MODEL_CHRSONICSCREWER, 0x0197 .set MODEL_CHRLUMPHAMMER, 0x0198 .set MODEL_EXPLOSIVEBRICK, 0x0199 .set MODEL_SKEDARBOMB, 0x019a .set MODEL_ZIGGYCARD, 0x019b .set MODEL_SAFEITEM, 0x019c .set MODEL_RUSSDAR, 0x019d .set MODEL_XRAYSPECS, 0x019e .set MODEL_CHRLUMPHAMMER, 0x019f .set MODEL_CHREYESPY, 0x01a0 .set MODEL_CHRDOORDECODER, 0x01a1 .set MODEL_AF1_TABLE, 0x01a2 .set MODEL_SHUTTLEDOOR, 0x01a3 .set MODEL_RUINBRIDGE, 0x01a4 .set MODEL_SECRETINDOOR, 0x01a5 .set MODEL_SENSITIVEINFO, 0x01a6 .set MODEL_SUITCASE, 0x01a7 .set MODEL_SKPUZZLEOBJECT, 0x01a8 .set MODEL_A51LIFTDOOR, 0x01a9 .set MODEL_CIHUB, 0x01aa .set MODEL_SK_SHIP_DOOR2, 0x01ab .set MODEL_SK_WINDOW1, 0x01ac .set MODEL_SK_HANGARDOORB_TOP, 0x01ad .set MODEL_SK_HANGARDOORB_BOT, 0x01ae .set MODEL_AF1_INNERDOOR, 0x01af .set MODEL_LASER_POST, 0x01b0 .set MODEL_TARGETAMP, 0x01b1 .set MODEL_SK_LIFT, 0x01b2 .set MODEL_KNOCKKNOCK, 0x01b3 .set MODEL_CETANDOOR, 0x01b4 .set MODEL_AF1RUBBLE, 0x01b5 .set MODEL_DD_DR_NONREF, 0x01b6 .set MODEL_CETANDOORSIDE, 0x01b7 .set MODEL_BUDDYBRIDGE, 0x01b8 .set MUSIC_NONE, 0x00 .set MUSIC_TITLE2, 0x01 .set MUSIC_EXTRACTION, 0x02 .set MUSIC_PAUSEMENU, 0x03 .set MUSIC_DEFENSE, 0x04 .set MUSIC_INVESTIGATION_SFX, 0x05 .set MUSIC_ESCAPE, 0x06 .set MUSIC_DEEPSEA, 0x07 .set MUSIC_DDTOWER_SFX, 0x08 .set MUSIC_DEFECTION, 0x09 .set MUSIC_DEATH_SOLO, 0x0a .set MUSIC_DEFECTION_INTRO_SFX, 0x0b .set MUSIC_VILLA, 0x0c .set MUSIC_CI, 0x0d .set MUSIC_CHICAGO, 0x0e .set MUSIC_G5, 0x0f .set MUSIC_DEFECTION_X, 0x10 .set MUSIC_EXTRACTION_X, 0x11 .set MUSIC_INVESTIGATION, 0x12 .set MUSIC_INVESTIGATION_x, 0x13 .set MUSIC_INFILTRATION, 0x14 .set MUSIC_DEATH_BETA, 0x15 .set MUSIC_RESCUE, 0x16 .set MUSIC_AIRBASE, 0x17 .set MUSIC_AIRFORCEONE, 0x18 .set MUSIC_DEATH_MP, 0x19 .set MUSIC_EXTRACTION_OUTRO_SFX, 0x1a .set MUSIC_MISSION_UNKNOWN, 0x1b .set MUSIC_PELAGIC, 0x1c .set MUSIC_CRASHSITE, 0x1d .set MUSIC_CRASHSITE_X, 0x1e .set MUSIC_ATTACKSHIP, 0x1f .set MUSIC_ATTACKSHIP_X, 0x20 .set MUSIC_SKEDARRUINS, 0x21 .set MUSIC_DEFECTION_INTRO, 0x22 .set MUSIC_DEFECTION_OUTRO, 0x23 .set MUSIC_DEFENSE_X, 0x24 .set MUSIC_INVESTIGATION_INTRO, 0x25 .set MUSIC_INVESTIGATION_OUTRO, 0x26 .set MUSIC_VILLA_X, 0x27 .set MUSIC_CHICAGO_X, 0x28 .set MUSIC_G5_X, 0x29 .set MUSIC_INFILTRATION_X, 0x2a .set MUSIC_CHICAGO_OUTRO, 0x2b .set MUSIC_EXTRACTION_OUTRO, 0x2c .set MUSIC_EXTRACTION_INTRO, 0x2d .set MUSIC_G5_INTRO, 0x2e .set MUSIC_CHICAGO_INTRO, 0x2f .set MUSIC_VILLA_INTRO1, 0x30 .set MUSIC_INFILTRATION_INTRO, 0x31 .set MUSIC_RESCUE_X, 0x32 .set MUSIC_ESCAPE_X, 0x33 .set MUSIC_AIRBASE_X, 0x34 .set MUSIC_AIRFORCEONE_X, 0x35 .set MUSIC_PELAGIC_X, 0x36 .set MUSIC_DEEPSEA_X, 0x37 .set MUSIC_SKEDARRUINS_X, 0x38 .set MUSIC_AIRBASE_OUTRO_LONG, 0x39 .set MUSIC_DARK_COMBAT, 0x3a .set MUSIC_SKEDAR_MYSTERY, 0x3b .set MUSIC_DEEPSEA_BETA, 0x3c .set MUSIC_CI_OPERATIVE, 0x3d .set MUSIC_DATADYNE_ACTION, 0x3e .set MUSIC_MAIAN_TEARS, 0x3f .set MUSIC_ALIEN_CONFLICT, 0x40 .set MUSIC_ESCAPE_INTRO, 0x41 .set MUSIC_RESCUE_OUTRO, 0x42 .set MUSIC_VILLA_INTRO2, 0x43 .set MUSIC_VILLA_INTRO3, 0x44 .set MUSIC_G5_OUTRO, 0x45 .set MUSIC_G5_MIDCUTSCENE, 0x46 .set MUSIC_MISSION_FAILED, 0x47 .set MUSIC_COMBATSIM_MENU, 0x48 .set MUSIC_MISSION_SUCCESS, 0x49 .set MUSIC_CRASHSITE_INTRO, 0x4a .set MUSIC_AIRBASE_INTRO, 0x4b .set MUSIC_ATTACKSHIP_INTRO, 0x4c .set MUSIC_DEEPSEA_MIDCUTSCENE, 0x4d .set MUSIC_AIRFORCEONE_INTRO, 0x4e .set MUSIC_ATTACKSHIP_OUTRO, 0x4f .set MUSIC_ESCAPE_MIDCUTSCENE, 0x50 .set MUSIC_RESCUE_INTRO, 0x51 .set MUSIC_DEEPSEA_INTRO, 0x52 .set MUSIC_INFILTRATION_OUTRO, 0x53 .set MUSIC_PELAGIC_INTRO, 0x54 .set MUSIC_ESCAPE_OUTRO_LONG, 0x55 .set MUSIC_DEFENSE_INTRO, 0x56 .set MUSIC_CRASHSITE_OUTRO, 0x57 .set MUSIC_CREDITS, 0x58 .set MUSIC_MAINMENU, 0x59 .set MUSIC_DEEPSEA_OUTRO, 0x5a .set MUSIC_AIRFORCEONE_MIDCUTSCENE, 0x5b .set MUSIC_PELAGIC_OUTRO, 0x5c .set MUSIC_AIRFORCEONE_OUTRO, 0x5d .set MUSIC_SKEDARRUINS_INTRO, 0x5e .set MUSIC_BETA_NOTE, 0x5f .set MUSIC_AIRBASE_OUTRO, 0x60 .set MUSIC_DEFENSE_OUTRO, 0x61 .set MUSIC_SKEDARRUINS_OUTRO, 0x62 .set MUSIC_VILLA_OUTRO, 0x63 .set MUSIC_SKEDARRUINS_KING, 0x64 .set MUSIC_CI_TRAINING, 0x65 .set MUSIC_CRASHSITE_WIND, 0x66 .set MUSIC_COMBATSIM_COMPLETE, 0x67 .set MUSIC_OCEAN, 0x68 .set MUSIC_WIND, 0x69 .set MUSIC_TRAFFIC, 0x6a .set MUSIC_TITLE1, 0x6b .set MUSIC_CI_INTRO, 0x6c .set MUSIC_INFILTRATION_SFX, 0x6d .set MUSIC_DEEPSEA_SFX, 0x6e .set MUSIC_AIRFORCEONE_SFX, 0x6f .set MUSIC_ATTACKSHIP_SFX, 0x70 .set MUSIC_SKEDAR_WIND, 0x71 .set MUSIC_ESCAPE_OUTRO_SFX, 0x72 .set MUSIC_A51_LOUDSPEAKER1, 0x73 .set MUSIC_A51_LOUDSPEAKER2, 0x74 .set MUSIC_BETA_MELODY, 0x75 .set MUSIC_ESCAPE_OUTRO_SHORT, 0x76 # Animations #.set ANIM_, 0x0000: idle .set ANIM_TWO_GUN_HOLD, 0x0001 .set ANIM_SURRENDER_002E, 0x002e .set ANIM_TALKING_003D, 0x003d #.set ANIM_, 0x0066: arms up action then move forward .set ANIM_TALKING_0098, 0x0098 .set ANIM_YAWN, 0x009a .set ANIM_SCRATCH_HEAD, 0x009b .set ANIM_ROLL_HEAD, 0x009c .set ANIM_GRAB_CROTCH, 0x009d .set ANIM_GRAB_BUTT, 0x009e .set ANIM_SNEEZE, 0x009f .set ANIM_TALKING_00A0, 0x00a0 #.set ANIM_, 0x00a1: two handed gun, taunting a bit .set ANIM_TALKING_00A3, 0x00a3 .set ANIM_PUSH_BUTTON, 0x00ac .set ANIM_STANDING_TYPE_ONE_HAND, 0x00af #.set ANIM_, 0x00e1: look up #.set ANIM_, 0x0156: Jo in Defection intro #.set ANIM_, 0x0166: Jo in G5 intro #.set ANIM_, 0x0167: Guard in G5 intro #.set ANIM_, 0x0179: Jo in Chicago outro #.set ANIM_, 0x0197: Jo in G5 outro #.set ANIM_, 0x01d5: Jo in Deep Sea mid cutscene #.set ANIM_, 0x01d6: Elvis in Deep Sea mid cutscene #.set ANIM_, 0x01d7: Dr Caroll in Deep Sea mid cutscene .set ANIM_COWER_01F5, 0x01f5 .set ANIM_STAND_UP_FROM_SITTING, 0x01fa .set ANIM_SITTING_TYPING, 0x01fb #.set ANIM_, 0x01fd: slow aim and walk forward .set ANIM_RELOAD, 0x01ff .set ANIM_DONT_SHOOT, 0x0201 .set ANIM_SURPRISED_0202, 0x0202 .set ANIM_OPERATE_0204, 0x0204 .set ANIM_OPERATE_0205, 0x0205 .set ANIM_OPERATE_0206, 0x0206 .set ANIM_SMOKE_CIGARETTE, 0x0207 .set ANIM_RELOAD_0209, 0x0209 #.set ANIM_, 0x020b: laying on floor #.set ANIM_, 0x020c: seated dead on floor .set ANIM_OPERATE_0221, 0x0221 // point with right arm .set ANIM_OPERATE_0222, 0x0222 // push button with right hand .set ANIM_OPERATE_0223, 0x0223 // right arm up, waggle for a bit .set ANIM_WALK_BACKWARDS, 0x0226 .set ANIM_SITTING_DORMANT, 0x0227 .set ANIM_BLINDED, 0x0228 .set ANIM_COWER_0229, 0x0229 #.set ANIM_, 0x022a: on floor face down .set ANIM_TALKING_0231, 0x0231 .set ANIM_TALKING_0232, 0x0232 .set ANIM_TALKING_0233, 0x0233 .set ANIM_TALKING_0234, 0x0234 #.set ANIM_, 0x023a: scratch head .set ANIM_HEAD_ROLL, 0x023b .set ANIM_PICK_UP_GUN, 0x023d .set ANIM_BIG_SNEEZE, 0x023f .set ANIM_DRAW_PISTOL_0245, 0x0245 .set ANIM_LOOK_AROUND_025B, 0x025b .set ANIM_LOOK_AROUND_025C, 0x025c .set ANIM_LOOK_AROUND_025D, 0x025d .set ANIM_LOOK_AROUND_025E, 0x025e .set ANIM_LOOK_AROUND_FRANTIC, 0x025f .set ANIM_SITTING_0265, 0x0265 #.set ANIM_, 0x0266: covering mouth looking .set ANIM_DRAW_PISTOL_0288, 0x0288 .set ANIM_DRAW_PISTOL_0289, 0x0289 #.set ANIM_, 0x02c4: Jo in Defense intro #.set ANIM_, 0x0350: Skedar right up straight up #.set ANIM_, 0x0351: Skedar stretching arms and lefts .set ANIM_SKEDAR_COLLAPSE, 0x0352