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https://github.com/HighwayFrogs/frogger2-pc.git
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Fix nmehack.txt & reactive.txt in enemies.c
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@@ -91,11 +91,7 @@ typedef struct _NMEHACK {
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} NMEHACK;
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NMEHACK enemyAnimHack[] = {
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#ifdef DREAMCAST_VERSION
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#include "x:\teamspirit\pcversion\nmehack.txt"
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#else
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#include "x:/teamspirit/pcversion/nmehack.txt"
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#endif
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#include "..\nmehack.txt"
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};
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// Reactive Anims
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@@ -109,11 +105,7 @@ NMEHACK enemyAnimHack[] = {
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#define ANI_REACTIVE (1 << 31)
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REACTIVEANIM reactiveAnims[] = {
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#ifdef DREAMCAST_VERSION
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#include "x:\teamspirit\pcversion\reactive.txt"
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#else
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#include "x:/teamspirit/pcversion/reactive.txt"
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#endif
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#include "..\reactive.txt"
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};
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DEATHANIM_FUNC deathAnims[NUM_DEATHTYPES];
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52
nmehack.txt
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52
nmehack.txt
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@@ -0,0 +1,52 @@
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/* --------------- Animation hacks ---------------
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In a similar fashion to the reactive animations, here's a little file
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telling which model to do which little stupid animation hack.
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Flags we have right now are:
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NME_RUMBLE The enemy rumbles as it moves, like a van or chicken on a skateboard
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NME_BOB The enemy bobs up and down in sinusoidal fashion, a la floaty things
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NME_GALLOP The enemy gallops in an exciting squash and stretch kind of way
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NME_BOUNCY Bounce and roll, yay
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NME_ROLL Roll along the direction of the path (set enemy to FACE FORWARD)
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You can put an extension on if you like, but I'll just ignore it. Efficient, like.
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/*--- Name --------- ersatz 'animation' -------*/
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"moa", NME_RUMBLE, // for example
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"roll", NME_RUMBLE,
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"beetle", NME_RUMBLE,
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"warthog", NME_GALLOP,
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"stnwheel", NME_ROLL_Z,
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"boulder", NME_ROLL,
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"labspy", NME_BOB,
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"pkin", NME_BOUNCY,
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"cnut", NME_BOUNCY,
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"ghostie", NME_GALLOP,
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"snet", NME_BOB,
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"firb", NME_ROLL,
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"sbbb", NME_BOB,
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"sir", NME_BOB,
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"sbast", NME_BOB,
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"fly", NME_ROLL,
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"asteroid", NME_ROLL2,
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/*---------------------------------------------
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(,,) o
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(,,) -@ /\/\ zap . / .
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.o ___/ -\ .o .
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/- \_/_ \__/ _____ ./ _ \|/
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\_./ ##\ l / (o) / \x/ -*-
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l ___ l\LLl l ___ l . x |
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LLl LLl LLl LLl \_/ \ \|/
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\|/
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\|/ \|/
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\|/
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*/
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0,0 // change this to crash the game
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#pragma message("(Enemy hacks included from nmehack.txt)")
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145
reactive.txt
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145
reactive.txt
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@@ -0,0 +1,145 @@
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// Reactive animations
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//
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// "no.obe",10,20, 0,
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//
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// Name, Character_Anim, Frog_Anim, Type
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// 0 = Nothing,
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// ANI_CENTRE = Center,
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// ANI_FACE = Face,
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// ANI_ANTIFACE = Face away
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// ANI_FACECAMERA = Face camera
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// ANI_FIXED = Stop
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// ANI_REACTIVE = Reactive animation - the ones at the top
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//
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// Put them here ///////////////////////////////////
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/*
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Name C-Anim F-Anim Type
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*****************************************/
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//"vac.obe", 1, 39, ANI_ANTIFACE | ANI_CENTRE | ANI_FIXED | ANI_REACTIVE,
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//"mole.obe", 1, 21, ANI_FACE | ANI_CENTRE | ANI_FIXED | ANI_REACTIVE,
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//"crokhed.obe", 1, 44, ANI_FACE | ANI_FIXED | ANI_REACTIVE,
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/*
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These are the non-reactive but special death anims for the frog
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Types are:
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0 DEATHBY_NORMAL, // Cutting, prodding
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1 DEATHBY_RUNOVER, // Roller, car, bus
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2 DEATHBY_DROWNING, // Water, seminal fluid
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3 DEATHBY_SQUASHED, // Big fat rock star, piano
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4 DEATHBY_FIRE, // Hot plate, camp fire, jacket potato up jacksy
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5 DEATHBY_ELECTRICSHOCK, // Zappy turrets, faulty vibrator
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6 DEATHBY_FALLING, // Splat from a height
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7 DEATHBY_WHACKING, // Big fast things hitting froggy against screen
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8 DEATHBY_INFLATION, // Floating in space, blowpipe
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9 DEATHBY_POISON, // Wasps and other stingie thingies
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10 DEATHBY_SLICING, // Frogs with axes, spinning blades etc,
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11 DEATHBY_EXPLOSION, // Gibs rain down from the sky, and the very sun goes cold...
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12 DEATHBY_GIBBING, // Like an explosion but smaller
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13 DEATHBY_INCINERATE, // Pile of ash
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14 DEATHBY_BURSTING, // Inflate then explode - sequential
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15 DEATHBY_SPIKED, // Big stick up the ass
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16 DEATHBY_LIGHTNING // Explode in a shower of sparks
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Name C-Anim F-Anim Type
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*****************************************/
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"null_fire.obe", -1, 4, 0,
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"null_elec.obe", -1, 16, ANI_FACECAMERA,
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"electric.obe", -1, 5, 0,
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"dobi.obe", -1, 0, ANI_ANTIFACE,
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"null_kick.obe", -1, 7, 0,
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"null_pist.obe", -1, 3, 0,
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"null_gib.obe", -1, 12, 0,
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"NME.obe", -1, 7, 0,
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"null_splat.obe", -1, 7, 0,
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//Garden
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"moa.obe", -1, 12, 0,
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"bee.obe", 1, 14, 0,
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"moae.obe", -1, 12, 0,
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"roll.obe", -1, 3, ANI_ANTIFACE,
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//Ancients
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"roach.obe", -1, 9, 0,
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"mummy.obe", -1, 7, ANI_ANTIFACE,
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"ancspike.obe", -1, 15, 0,
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"ancspikea.obe", -1, 15, 0,
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"spike.obe", -1, 10, ANI_ANTIFACE,
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"beetle.obe", -1, 9, ANI_ANTIFACE,
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"cball.obe", -1, 0, ANI_ANTIFACE,
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"cnut.obe", -1, 6, 0,
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"warthog.obe", -1, 1, ANI_ANTIFACE,
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"vult.obe", -1, 12, ANI_ANTIFACE,
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//Sub
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"firb.obe", -1, 16, 0,
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"imp.obe", -1, 13, 0,
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"slug.obe", -1, 9, 0,
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"antfly.obe", -1, 9, 0,
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"louse.obe", -1, 10, 0,
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"leech.obe", -1, 9, 0,
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"lilant.obe", -1, 9, 0,
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"sarge.obe", -1, 14, 0,
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"antsnap.obe", -1, 9, 0,
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//Lab
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"copter.obe", -1, 16, 0,
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"ape.obe", -1, 11, 0,
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"fly.obe", -1, 5, 0,
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"stomp.obe", -1, 1, 0,
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"vac.obe", -1, 14, 0,
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"stomp.obe", -1, 3, 0,
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"Labspy.obe", -1, 11, 0,
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//Space
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"smine.obe", -1, 11, 0,
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"smineB.obe", -1, 11, 0,
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"smineR.obe", -1, 11, 0,
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"smineY.obe", -1, 11, 0,
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"missle.obe", -1, 11, 0,
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"missleC.obe", -1, 11, 0,
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"missleR.obe", -1, 11, 0,
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"missleY.obe", -1, 11, 0,
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"missleb.obe", -1, 11, 0,
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"misslebC.obe", -1, 11, 0,
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"misslebR.obe", -1, 11, 0,
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"misslebY.obe", -1, 11, 0,
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"snet.obe", -1, 11, 0,
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"sbast.obe", -1, 16, 0,
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"sir.obe", -1, 16, 0,
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"sbbb.obe", -1, 15, 0,
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//Halloween
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"knight.obe", -1, 10, ANI_ANTIFACE,
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"taran.obe", -1, 9, 0,
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"hand.obe", -1, 12, 0,
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"foot.obe", -1, 3, ANI_ANTIFACE,
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"pkin.obe", -1, 1, ANI_FACE,
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"ghostie.obe", -1, 8, 0,
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"ghost.obe", -1, 7, 0,
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"rat.obe", -1, 0, ANI_ANTIFACE,
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"pistona.obe", -1, 3, ANI_ANTIFACE,
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"pistonb.obe", -1, 3, ANI_ANTIFACE,
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"pistonc.obe", -1, 3, ANI_ANTIFACE,
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"pistond.obe", -1, 3, ANI_ANTIFACE,
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"pistonaa.obe", -1, 3, ANI_ANTIFACE,
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"Grinder.obe", -1, 12, 0,
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//Retro
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////////////////////////////////////////////////////
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// Leave this here please (And ignore it!)
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"",0,0,0
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#pragma message("(Reactive anims included from reactive.txt)")
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