#include "Directories.h"
#include "ItemModel.h"
#include "Soldier_Control.h"
#include "Animation_Control.h"
#include "Animation_Data.h"
#include "Structure.h"
#include "WorldDef.h"
#include "WorldMan.h"
#include "Rotting_Corpses.h"
#include "ContentManager.h"
#include "GameInstance.h"
#include "Logger.h"

// Defines for Anim inst reading, taken from orig Jagged
#define ANIMFILENAME						BINARYDATADIR "/ja2bin.dat"

#define EMPTY_INDEX						999


struct ANIMSUBTYPE
{
	UINT16 usAnimState;
	UINT16 usAnimationSurfaces[4];
};


//Block for anim file
UINT16	gusAnimInst[MAX_ANIMATIONS][MAX_FRAMES_PER_ANIM];

// OK, this array contains definitions for random animations based on bodytype, total # allowed, and what is in their hand....
RANDOM_ANI_DEF	gRandomAnimDefs[TOTALBODYTYPES][MAX_RANDOM_ANIMS_PER_BODYTYPE];


const ANIMCONTROLTYPE gAnimControl[NUMANIMATIONSTATES] =
{
	// NAME,                           MOVE, FLAGS                                                                                                                                                                    SPEED, HEIGHT,      END_HEIGHT
	{"WALKING",                        1.6f, ANIM_MOVING | ANIM_TURNING | ANIM_NORESTART | ANIM_RAISE_WEAPON | ANIM_VARIABLE_EFFORT,                                                                                      0, ANIM_STAND,  ANIM_STAND}, //WALKING
	{"STANDING",                       0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_RAISE_WEAPON | ANIM_VARIABLE_EFFORT | ANIM_BREATH,                                                    0, ANIM_STAND,  ANIM_STAND}, //Breathing
	{"KNEEL DOWN",                     0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NOMOVE_MARKER | ANIM_STANCECHANGEANIM | ANIM_NOCHANGE_WEAPON | ANIM_MIN_EFFORT,                                                       90, ANIM_STAND,  ANIM_CROUCH}, //KNEEL DOWN
	{"CROUCHED",                       0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_RAISE_WEAPON | ANIM_NO_EFFORT | ANIM_BREATH,                                                                           0, ANIM_CROUCH, ANIM_CROUCH}, //CROUCHING
	{"KNEEL UP",                       0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NOMOVE_MARKER | ANIM_STANCECHANGEANIM | ANIM_NOCHANGE_WEAPON | ANIM_MIN_EFFORT,                                                       90, ANIM_CROUCH, ANIM_STAND}, //KNEEL UP
	{"SWAT",                           2.2f, ANIM_MOVING | ANIM_TURNING | ANIM_NORESTART | ANIM_RAISE_WEAPON | ANIM_LIGHT_EFFORT,                                                                                         0, ANIM_CROUCH, ANIM_CROUCH}, //SWAT
	{"RUN",                            2.6f, ANIM_MOVING | ANIM_TURNING | ANIM_NORESTART | ANIM_RAISE_WEAPON | ANIM_MODERATE_EFFORT,                                                                                      0, ANIM_STAND,  ANIM_STAND}, //RUN
	{"PRONE DOWN",                     0.0f, ANIM_STATIONARY | ANIM_NOMOVE_MARKER | ANIM_STANCECHANGEANIM | ANIM_NOCHANGE_WEAPON | ANIM_MIN_EFFORT,                                                                     100, ANIM_CROUCH, ANIM_PRONE}, //PRONE DOWN
	{"CRAWL",                          0.8f, ANIM_MOVING | ANIM_TURNING | ANIM_NORESTART | ANIM_RAISE_WEAPON | ANIM_MODERATE_EFFORT,                                                                                      0, ANIM_PRONE,  ANIM_PRONE}, //CRAWL
	{"PRONE UP",                       0.0f, ANIM_STATIONARY | ANIM_NOMOVE_MARKER | ANIM_STANCECHANGEANIM | ANIM_NOCHANGE_WEAPON | ANIM_MIN_EFFORT,                                                                     100, ANIM_PRONE,  ANIM_CROUCH}, //PRONE UP
	{"PRONE",                          0.0f, ANIM_STATIONARY | ANIM_FASTTURN | ANIM_RAISE_WEAPON | ANIM_NO_EFFORT | ANIM_BREATH,                                                                                          0, ANIM_PRONE,  ANIM_PRONE}, //PRONE BREATHING
	{"READY AIM (R) STAND",            0.0f, ANIM_OK_CHARGE_AP_FOR_TURN | ANIM_NORESTART | ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_RAISE_WEAPON | ANIM_MIN_EFFORT,                                          0, ANIM_STAND,  ANIM_STAND}, //READY_RIFLE_STAND
	{"AIM (R) STAND",                  0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FIREREADY | ANIM_FASTTURN | ANIM_RAISE_WEAPON | ANIM_LIGHT_EFFORT,                                                                   250, ANIM_STAND,  ANIM_STAND}, //AIM_RIFLE_STAND
	{"SHOOT (R) STAND",                0.0f, ANIM_NORESTART | ANIM_STATIONARY | ANIM_TURNING | ANIM_RAISE_WEAPON | ANIM_LIGHT_EFFORT | ANIM_FIRE | ANIM_RT_NONINTERRUPT,                                                100, ANIM_STAND,  ANIM_STAND}, //SHOOT_RIFLE_STAND
	{"END RIFLE STAND",                0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_RAISE_WEAPON | ANIM_NOCHANGE_PENDINGCOUNT | ANIM_MIN_EFFORT,                                                                          80, ANIM_STAND,  ANIM_STAND}, //END_RIFLE_STAND
	{"CROUCH TO SWAT",                 1.3f, ANIM_MOVING | ANIM_TURNING | ANIM_LIGHT_EFFORT,                                                                                                                             40, ANIM_CROUCH, ANIM_CROUCH}, //FROM CROUCH TO SWAT
	{"SWAT TO CROUCH",                 0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_LIGHT_EFFORT,                                                                                                                         40, ANIM_CROUCH, ANIM_CROUCH}, //FROM SWAT TO CROUCH
	{"FLYBACK HIT",                    1.6f, ANIM_SPECIALMOVE | ANIM_HITSTART | ANIM_HITFINISH | ANIM_NONINTERRUPT | ANIM_NOSHOW_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_IGNORE_AUTOSTANCE,                80, ANIM_STAND,  ANIM_PRONE}, //FLYBACK HIT ANIMATION
	{"READY (R) PRONE",                0.0f, ANIM_OK_CHARGE_AP_FOR_TURN | ANIM_NORESTART | ANIM_STATIONARY | ANIM_TURNING| ANIM_RAISE_WEAPON | ANIM_MIN_EFFORT,                                                         150, ANIM_PRONE,  ANIM_PRONE}, //READY_RIFLE_PRONE
	{"AIM (R) PRONE",                  0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FIREREADY | ANIM_FASTTURN| ANIM_RAISE_WEAPON | ANIM_LIGHT_EFFORT,                                                                    250, ANIM_PRONE,  ANIM_PRONE}, //AIM_RIFLE_PRONE
	{"SHOOT (R) PRONE",                0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_RAISE_WEAPON | ANIM_LIGHT_EFFORT | ANIM_FIRE | ANIM_RT_NONINTERRUPT,                                                                 100, ANIM_PRONE,  ANIM_PRONE}, //SHOOT_RIFLE_PRONE
	{"END (R) AIM PRONE",              0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_RAISE_WEAPON | ANIM_NOCHANGE_PENDINGCOUNT | ANIM_MIN_EFFORT,                                                                         150, ANIM_PRONE,  ANIM_PRONE}, //END_RIFLE_PRONE
	{"DEATH TWITCH ONE",               0.0f, ANIM_STATIONARY | ANIM_NOSHOW_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                                                              100, ANIM_PRONE,  ANIM_PRONE}, //DEATH TWITCH ONE
	{"GENERIC HIT STAND",              0.0f, ANIM_STATIONARY | ANIM_HITSTART | ANIM_TURNING | ANIM_NONINTERRUPT | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_IGNORE_AUTOSTANCE,                                       130, ANIM_STAND,  ANIM_STAND}, //GENERIC_HIT STANDING
	{"FLYBACK HIT w/B",                1.6f, ANIM_SPECIALMOVE | ANIM_HITSTART | ANIM_HITFINISH | ANIM_NONINTERRUPT | ANIM_NOSHOW_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_IGNORE_AUTOSTANCE,                80, ANIM_PRONE,  ANIM_PRONE}, //FLYBACK HIT ANIMATION W/ BLOOD
	{"FLYBACK HIT DEATH",              0.0f, ANIM_STATIONARY | ANIM_NONINTERRUPT | ANIM_NOSHOW_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                                          120, ANIM_PRONE,  ANIM_PRONE}, //FLYBACK HIT DEATH
	{"READY (R) CROUCH",               0.0f, ANIM_OK_CHARGE_AP_FOR_TURN | ANIM_NORESTART | ANIM_STATIONARY | ANIM_TURNING | ANIM_RAISE_WEAPON | ANIM_MIN_EFFORT,                                                        150, ANIM_CROUCH, ANIM_CROUCH}, //READY_RIFLE_CROUCH
	{"AIM (R) CROUCH",                 0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FIREREADY | ANIM_FASTTURN | ANIM_RAISE_WEAPON | ANIM_LIGHT_EFFORT,                                                                   250, ANIM_CROUCH, ANIM_CROUCH}, //AIM_RIFLE_CROUCH
	{"SHOOT (R) CROUCH",               0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_RAISE_WEAPON | ANIM_LIGHT_EFFORT | ANIM_FIRE | ANIM_RT_NONINTERRUPT,                                                                 100, ANIM_CROUCH, ANIM_CROUCH}, //SHOOT_RIFLE_CROUCH
	{"END (R) CROUCH",                 0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_RAISE_WEAPON | ANIM_NOCHANGE_PENDINGCOUNT | ANIM_MIN_EFFORT,                                                                         150, ANIM_CROUCH, ANIM_CROUCH}, //END_RIFLE_CROUCH
	{"FALLBACK HIT STAND",             1.6f, ANIM_SPECIALMOVE | ANIM_NONINTERRUPT | ANIM_HITFINISH | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_IGNORE_AUTOSTANCE,                                                    130, ANIM_STAND,  ANIM_PRONE}, //FALLBACK HIT STANDING
	{"ROOLOVER",                       0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                                                                    100, ANIM_PRONE,  ANIM_PRONE}, //ROLLOVER
	{"CLIMBROOF",                      0.0f, ANIM_NONINTERRUPT | ANIM_NORESTART | ANIM_STATIONARY | ANIM_NOSHOW_MARKER | ANIM_MODERATE_EFFORT | ANIM_LOWER_WEAPON,                                                       30, ANIM_STAND,  ANIM_CROUCH}, //CLIMBROOF
	{"FALL",                           0.0f, ANIM_NONINTERRUPT | ANIM_STATIONARY | ANIM_HITFINISH | ANIM_NOSHOW_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_IGNORE_AUTOSTANCE,                                 60, ANIM_STAND,  ANIM_PRONE}, //FALL
	{"GETUP FROM ROLLOVER",            0.0f, ANIM_STATIONARY | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                                                                                   100, ANIM_PRONE,  ANIM_STAND}, //GETUP FROM ROLLOVER
	{"CLIMBDOWNROOF",                  0.0f, ANIM_NONINTERRUPT | ANIM_NORESTART | ANIM_STATIONARY | ANIM_NOSHOW_MARKER | ANIM_MODERATE_EFFORT | ANIM_LOWER_WEAPON,                                                       30, ANIM_CROUCH, ANIM_STAND}, //CLIMBDOWNROOF
	{"FALL FORWARD ROOF",              0.0f, ANIM_NONINTERRUPT | ANIM_STATIONARY | ANIM_HITFINISH | ANIM_NOSHOW_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_IGNORE_AUTOSTANCE,                                 60, ANIM_STAND,  ANIM_PRONE}, //FALL FORWARD
	{"BELLY DEATHHIT NB",              0.0f, ANIM_STATIONARY | ANIM_HITWHENDOWN | ANIM_NONINTERRUPT | ANIM_NOSHOW_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                       100, ANIM_PRONE,  ANIM_PRONE}, //GENERIC HIT DEATHTWICH NO BLOOD
	{"BELLY DEATHHIT B",               0.0f, ANIM_STATIONARY | ANIM_HITWHENDOWN | ANIM_NONINTERRUPT | ANIM_NOSHOW_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                       100, ANIM_PRONE,  ANIM_PRONE}, //GENERIC HIT DEATHTWICH BLOOD
	{"FALLBACK DEATHHIT NB",           0.0f, ANIM_STATIONARY | ANIM_HITWHENDOWN | ANIM_NONINTERRUPT | ANIM_NOSHOW_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                       100, ANIM_PRONE,  ANIM_PRONE}, //FALLBACK HIT DEATHTWICH NO BLOOD
	{"FALLBACK DEATHHIT B",            0.0f, ANIM_STATIONARY | ANIM_HITWHENDOWN | ANIM_NONINTERRUPT | ANIM_NOSHOW_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                       100, ANIM_PRONE,  ANIM_PRONE}, //FALLBACK HIT DEATHTWICH BLOOD
	{"BELLY HIT DEATH",                0.0f, ANIM_STATIONARY | ANIM_NONINTERRUPT | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                                                               120, ANIM_PRONE,  ANIM_PRONE}, //GENERIC HIT DEATH
	{"FALLBACK HIT DEATH",             0.0f, ANIM_STATIONARY | ANIM_NONINTERRUPT | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                                                               120, ANIM_PRONE,  ANIM_PRONE}, //FALLBACK HIT DEATH
	{"GENERIC HIT CROUCH",             0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_HITSTART | ANIM_NONINTERRUPT | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                                 80, ANIM_CROUCH, ANIM_CROUCH}, //GENERIC HIT CROUCHED
	{"STAND BURST SHOOT",              0.0f, ANIM_NORESTART | ANIM_STATIONARY | ANIM_TURNING | ANIM_RAISE_WEAPON | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_FIRE,                                                100, ANIM_STAND,  ANIM_STAND}, //STAND BURST
	{"STAND BUTST HIT",                0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_HITSTART | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_IGNORE_AUTOSTANCE,                                                            80, ANIM_STAND,  ANIM_STAND}, //STANDING BURST HIT
	{"FALL FROM STAND",                0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NONINTERRUPT | ANIM_HITFINISH | ANIM_NOMOVE_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                          120, ANIM_STAND,  ANIM_PRONE}, //FALL FORWARD FROM HIT STAND
	{"FALL FROM CROUCH",               0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NONINTERRUPT | ANIM_HITFINISH | ANIM_NOMOVE_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                          120, ANIM_CROUCH, ANIM_PRONE}, //FALL FORWARD FROM HIT CROUCH
	{"END FALL F CROUCH",              0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NONINTERRUPT | ANIM_HITFINISH | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                               120, ANIM_PRONE,  ANIM_PRONE}, //END FALL FORWARD FROM HIT CROUCH
	{"GENERIC HIT PRONE",              0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_HITSTART | ANIM_NONINTERRUPT | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                                 80, ANIM_PRONE,  ANIM_PRONE}, //GENERIC HIT PRONE
	{"PRONE HIT DEATH",                0.0f, ANIM_STATIONARY | ANIM_NONINTERRUPT | ANIM_NOSHOW_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                                          120, ANIM_PRONE,  ANIM_PRONE}, //PRONE HIT DEATH
	{"PRONE LAY FROM HIT",             0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NONINTERRUPT | ANIM_HITFINISH | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                               160, ANIM_PRONE,  ANIM_PRONE}, //PRONE LAY FROM HIT
	{"PRONE DEATHHIT NB",              0.0f, ANIM_STATIONARY | ANIM_HITWHENDOWN | ANIM_NONINTERRUPT | ANIM_NOSHOW_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                       100, ANIM_PRONE,  ANIM_PRONE}, //PRONE HIT DEATHTWICH NO BLOOD
	{"PRONE DEATHHIT B",               0.0f, ANIM_STATIONARY | ANIM_HITWHENDOWN | ANIM_NONINTERRUPT | ANIM_NOSHOW_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                       100, ANIM_PRONE,  ANIM_PRONE}, //PRONE HIT DEATHTWICH BLOOD
	{"FEMADMON BREATHING",             0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                                                   100, ANIM_STAND,  ANIM_STAND}, //FEMALE MONSTER BREATHING
	{"FEMADMON WALKING",               2.5f, ANIM_MOVING | ANIM_TURNING | ANIM_NORESTART | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON,                                                                                     30, ANIM_STAND,  ANIM_STAND}, //FEMALE MONSTER BREATHING
	{"FEMADMON ATTACK",                2.5f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON,                                                                                 70, ANIM_STAND,  ANIM_STAND}, //FEMALE MONSTER ATTACK
	{"FLYBACK HIT DEATH STOP",         0.0f, ANIM_STATIONARY | ANIM_HITSTOP | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                                                                    120, ANIM_PRONE,  ANIM_PRONE},
	{"BELLY HIT DEATH STOP",           0.0f, ANIM_STATIONARY | ANIM_HITSTOP | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                                                                    120, ANIM_PRONE,  ANIM_PRONE},
	{"FALLBACK HIT DEATH STOP",        0.0f, ANIM_STATIONARY | ANIM_HITSTOP | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                                                                    120, ANIM_PRONE,  ANIM_PRONE},
	{"PRONE HIT DEATH STOP",           0.0f, ANIM_STATIONARY | ANIM_HITSTOP | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                                                                    120, ANIM_PRONE,  ANIM_PRONE},
	{"FLYBACK HIT STOP",               0.0f, ANIM_STATIONARY | ANIM_HITSTOP | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                                                                     70, ANIM_PRONE,  ANIM_PRONE},
	{"FALLBACK HIT STOP",              0.0f, ANIM_STATIONARY | ANIM_HITSTOP | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                                                                    350, ANIM_PRONE,  ANIM_PRONE},
	{"FALLOFF STOP",                   0.0f, ANIM_STATIONARY | ANIM_HITSTOP | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                                                                    350, ANIM_PRONE,  ANIM_PRONE},
	{"FALLOFF FORWARD HIT STOP",       0.0f, ANIM_STATIONARY | ANIM_HITSTOP | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                                                                    350, ANIM_PRONE,  ANIM_PRONE},
	{"FALLFORWARD HIT STOP",           0.0f, ANIM_STATIONARY | ANIM_HITSTOP | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                                                                    650, ANIM_PRONE,  ANIM_PRONE},
	{"PRONE_LAYFROMHIT STOP",          0.0f, ANIM_STATIONARY | ANIM_HITSTOP | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                                                                     70, ANIM_PRONE,  ANIM_PRONE},
	{"HOP FENCE",                      0.0f, ANIM_NOCHANGE_PENDINGCOUNT | ANIM_NORESTART | ANIM_STATIONARY | ANIM_NOSHOW_MARKER | ANIM_MODERATE_EFFORT | ANIM_LOWER_WEAPON | ANIM_NONINTERRUPT,                          50, ANIM_STAND,  ANIM_CROUCH},
	{"FEMMONS HIT",                    0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_HITSTART | ANIM_NONINTERRUPT | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                                 80, ANIM_STAND,  ANIM_STAND}, //GENERIC HIT CROUCHED
	{"FEMMONS DIE",                    0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NONINTERRUPT | ANIM_HITFINISH | ANIM_NOMOVE_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                           80, ANIM_STAND,  ANIM_PRONE}, //FALL FORWARD FROM HIT STAND
	{"FEMMONS DIE STOP",               0.0f, ANIM_STATIONARY | ANIM_HITSTOP | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                                                                    350, ANIM_PRONE,  ANIM_PRONE}, //FALL FORWARD FROM HIT STAND
	{"PUNCH BREATH",                   0.0f, ANIM_NORESTART | ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_FIREREADY | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON,                              150, ANIM_STAND,  ANIM_STAND}, //Breathing
	{"PUNCH",                          0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_NORESTART,                                                                                    70, ANIM_STAND,  ANIM_STAND}, //Punch
	{"NOTHING_STAND",                  0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                                   150, ANIM_STAND,  ANIM_STAND}, //Breathing
	{"JFK HIT DEATH",                  0.0f, ANIM_STATIONARY | ANIM_NONINTERRUPT | ANIM_HITSTART | ANIM_HITFINISH | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                              160, ANIM_STAND,  ANIM_PRONE}, //JFK HIT DEATH
	{"JFK HIT DEATH STOP",             0.0f, ANIM_STATIONARY | ANIM_HITSTOP | ANIM_NOSHOW_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                                               120, ANIM_PRONE,  ANIM_PRONE},
	{"JFK DEATHHIT B",                 0.0f, ANIM_STATIONARY | ANIM_HITWHENDOWN | ANIM_NONINTERRUPT | ANIM_NOSHOW_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                       100, ANIM_PRONE,  ANIM_PRONE},
	{"STAND BURST SPREAD",             0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_LIGHT_EFFORT,                                                                                                                        100, ANIM_STAND,  ANIM_STAND}, //STAND BURST
	{"FALLOFF DEATH",                  0.0f, ANIM_STATIONARY | ANIM_NONINTERRUPT | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                                                               120, ANIM_PRONE,  ANIM_PRONE}, //FALLOFF DEATH
	{"FALLOFF DEATH STOP",             0.0f, ANIM_STATIONARY | ANIM_HITSTOP | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                                                                    120, ANIM_PRONE,  ANIM_PRONE}, //FALLOFF DEATH STOP
	{"FALLOFF TWITCH BLOOD",           0.0f, ANIM_STATIONARY | ANIM_HITWHENDOWN | ANIM_NONINTERRUPT | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                                            120, ANIM_PRONE,  ANIM_PRONE}, //FALLOFF TWITCHB
	{"FALLOFF TWITCH NOBLOOD",         0.0f, ANIM_STATIONARY | ANIM_HITWHENDOWN | ANIM_NONINTERRUPT | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                                            120, ANIM_PRONE,  ANIM_PRONE}, //FALLOFF TWITCH NB
	{"FALLOFF FORWARD DEATH",          0.0f, ANIM_STATIONARY | ANIM_NONINTERRUPT | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                                                               120, ANIM_PRONE,  ANIM_PRONE}, //FALLOFF FORWARD DEATH
	{"FALLOFF FORWARD DEATH STOP",     0.0f, ANIM_STATIONARY | ANIM_HITSTOP | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                                                                    120, ANIM_PRONE,  ANIM_PRONE}, //FALLOFF FORWARD DEATH STOP
	{"FALLOFF FORWARD TWITCH BLOOD",   0.0f, ANIM_STATIONARY | ANIM_HITWHENDOWN | ANIM_NONINTERRUPT | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                                            120, ANIM_PRONE,  ANIM_PRONE}, //FALLOFF FORWARD TWITCHB
	{"FALLOFF FORWARD TWITCH NOBLOOD", 0.0f, ANIM_STATIONARY | ANIM_HITWHENDOWN | ANIM_NONINTERRUPT | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                                            120, ANIM_PRONE,  ANIM_PRONE}, //FALLOFF TWITCH NB
	{"OPEN DOOR",                      0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT,                                                                    70, ANIM_STAND,  ANIM_STAND}, //OPEN DOOR
	{"OPEN STRUCT",                    0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT,                                                                    70, ANIM_STAND,  ANIM_STAND}, //OPEN STRUCT
	{"PICKUP ITEM",                    0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT,                                                                   100, ANIM_STAND,  ANIM_STAND}, //OPEN STRUCT
	{"DROP ITEM",                      0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT,                                                                   100, ANIM_STAND,  ANIM_STAND}, //DROP ITEM
	{"SLICE",                          0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LIGHT_EFFORT,                                                                                        70, ANIM_STAND,  ANIM_STAND}, //SLICE
	{"STAB",                           0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LIGHT_EFFORT,                                                                                        70, ANIM_STAND,  ANIM_STAND}, //STAB
	{"CROUCH STAB",                    0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LIGHT_EFFORT,                                                                                        70, ANIM_CROUCH, ANIM_CROUCH}, //CROUCH STAB
	{"START AID",                      0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT,                                                90, ANIM_CROUCH, ANIM_CROUCH}, //START GIVING AID
	{"GIVING AID",                     0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LIGHT_EFFORT,                                                                                       120, ANIM_CROUCH, ANIM_CROUCH}, //GIVING AID
	{"END AID",                        0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_RAISE_WEAPON | ANIM_NO_EFFORT | ANIM_NOCHANGE_PENDINGCOUNT,                                          90, ANIM_CROUCH, ANIM_CROUCH}, //END GIVING AID
	{"DODGE ONE",                      0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                                    40, ANIM_STAND,  ANIM_STAND}, //DODGE ONE
	{"FATCIV ASS SCRATCH",             0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_NO_EFFORT,                                                                                          110, ANIM_STAND,  ANIM_STAND}, //FATCIV_ASSSCRATCH
	{"READY AIM (DW) STAND",           0.0f, ANIM_OK_CHARGE_AP_FOR_TURN | ANIM_NORESTART | ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_LIGHT_EFFORT,                                                          150, ANIM_STAND,  ANIM_STAND}, //READY_RIFLE_STAND
	{"AIM (DW) STAND",                 0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FIREREADY | ANIM_FASTTURN | ANIM_LIGHT_EFFORT,                                                                                       250, ANIM_STAND,  ANIM_STAND}, //AIM_RIFLE_STAND
	{"SHOOT (DW) STAND",               0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_LIGHT_EFFORT | ANIM_FIRE,                                                                                                            150, ANIM_STAND,  ANIM_STAND}, //SHOOT_RIFLE_STAND
	{"END DUAL STAND",                 0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NOCHANGE_PENDINGCOUNT | ANIM_LIGHT_EFFORT,                                                                                           150, ANIM_STAND,  ANIM_STAND}, //END_RIFLE_STAND
	{"RAISE RIFLE",                    0.0f, ANIM_STATIONARY | ANIM_NOMOVE_MARKER | ANIM_NOCHANGE_WEAPON | ANIM_NO_EFFORT,                                                                                               70, ANIM_STAND,  ANIM_STAND}, //RAISE RIFLE
	{"LOWER RIFLE",                    0.0f, ANIM_STATIONARY | ANIM_NOMOVE_MARKER | ANIM_NOCHANGE_WEAPON | ANIM_NO_EFFORT,                                                                                               70, ANIM_STAND,  ANIM_STAND}, //LOWER RIFLE
	{"BOD BLOW",                       0.0f, ANIM_STATIONARY | ANIM_NOMOVE_MARKER | ANIM_NO_EFFORT | ANIM_NONINTERRUPT | ANIM_NOCHANGE_WEAPON | ANIM_IGNORE_AUTOSTANCE,                                                 200, ANIM_STAND,  ANIM_STAND}, //BOD BLOW
	{"THROW ITEM",                     0.0f, ANIM_STATIONARY | ANIM_NOMOVE_MARKER | ANIM_NONINTERRUPT | ANIM_MIN_EFFORT,                                                                                                 80, ANIM_STAND,  ANIM_STAND}, //THROW ITEM
	{"LOB ITEM",                       0.0f, ANIM_STATIONARY | ANIM_NOMOVE_MARKER | ANIM_NONINTERRUPT | ANIM_MIN_EFFORT,                                                                                                 80, ANIM_STAND,  ANIM_STAND}, //LOB ITEM
	{"MONSTER_STATIONARY",             0.0f, ANIM_STATIONARY | ANIM_NOMOVE_MARKER | ANIM_NO_EFFORT | ANIM_BREATH,                                                                                                       100, ANIM_STAND,  ANIM_STAND}, //QUEEN MONSTER STATIONARY
	{"CROUCHED BURST SHOOT",           0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_LIGHT_EFFORT | ANIM_FIRE,                                                                                                            100, ANIM_CROUCH, ANIM_CROUCH}, //CROUCHED BURST
	{"PRONE BURST SHOOT",              0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_LIGHT_EFFORT | ANIM_FIRE,                                                                                                            100, ANIM_PRONE,  ANIM_PRONE}, //PRONE BURST
	{"NOT USED 1",                     0.9f, ANIM_MOVING | ANIM_TURNING | ANIM_NORESTART | ANIM_NO_EFFORT,                                                                                                               20, ANIM_STAND,  ANIM_STAND}, //180
	{"BIG GUY FLEX",                   0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_MERCIDLE | ANIM_NO_EFFORT,                                                                                                           150, ANIM_STAND,  ANIM_STAND}, //BIG GUY FLEX
	{"BIG GUY STRECH",                 0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_MERCIDLE | ANIM_NO_EFFORT,                                                                                                           110, ANIM_STAND,  ANIM_STAND}, //BIG GUY STRECH
	{"BIG GUY SHOE DUST",              0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_MERCIDLE | ANIM_NOCHANGE_WEAPON | ANIM_NO_EFFORT,                                                                                     90, ANIM_STAND,  ANIM_STAND}, //BIG GUY SOEDUST
	{"BIG GUY HEAD TURN",              0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_MERCIDLE | ANIM_NOCHANGE_WEAPON | ANIM_NO_EFFORT,                                                                                    180, ANIM_STAND,  ANIM_STAND}, //BIG GUY HEADTURN
	{"MINI GIRL STOCKING",             0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NO_EFFORT,                                                                                                                           120, ANIM_STAND,  ANIM_STAND}, //MINI GIRL STOCKING
	{"GIVE ITEM",                      0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT,                                                                   110, ANIM_STAND,  ANIM_STAND}, //GIVE ITEM
	{"CLIMB MOUNTAIN",                 0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_NOSHOW_MARKER | ANIM_MODERATE_EFFORT,                                                                50, ANIM_STAND,  ANIM_CROUCH}, //CLIMB MOUNTIAIN
	{"COW EATING",                     0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NO_EFFORT,                                                                                                                           200, ANIM_STAND,  ANIM_STAND},
	{"COW HIT",                        0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_HITSTART | ANIM_NONINTERRUPT | ANIM_NO_EFFORT,                                                                                       150, ANIM_STAND,  ANIM_STAND}, //COW HIT
	{"COW DIE",                        0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NONINTERRUPT | ANIM_HITFINISH | ANIM_NOMOVE_MARKER | ANIM_NO_EFFORT,                                                                 150, ANIM_STAND,  ANIM_PRONE}, //COW DIE
	{"COW DIE STOP",                   0.0f, ANIM_STATIONARY | ANIM_HITSTOP | ANIM_NO_EFFORT,                                                                                                                           350, ANIM_PRONE,  ANIM_PRONE}, //COW DIE STOP
	{"WATER HIT",                      0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_HITSTART | ANIM_NONINTERRUPT | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                                 80, ANIM_STAND,  ANIM_STAND}, //WATER HIT
	{"WATER DIE",                      0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NONINTERRUPT | ANIM_HITFINISH | ANIM_NOMOVE_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                          160, ANIM_STAND,  ANIM_PRONE}, //WATER DIE
	{"WATER DIE STOP",                 0.0f, ANIM_STATIONARY | ANIM_HITSTOP | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                                                                    340, ANIM_PRONE,  ANIM_PRONE}, //WATER DIE STOP
	{"CROW WALK",                      1.6f, ANIM_MOVING | ANIM_TURNING | ANIM_NORESTART | ANIM_LIGHT_EFFORT,                                                                                                            80, ANIM_STAND,  ANIM_STAND},
	{"CROW TAKEOFF",                   1.6f, ANIM_MOVING | ANIM_TURNING | ANIM_NORESTART | ANIM_NO_EFFORT,                                                                                                               80, ANIM_STAND,  ANIM_STAND},
	{"CROW LAND",                      1.6f, ANIM_MOVING | ANIM_TURNING | ANIM_NORESTART | ANIM_NO_EFFORT,                                                                                                               80, ANIM_STAND,  ANIM_STAND},
	{"CROW FLY",                       0.5f, ANIM_SPECIALMOVE | ANIM_MOVING | ANIM_TURNING | ANIM_NORESTART | ANIM_LIGHT_EFFORT,                                                                                         20, ANIM_STAND,  ANIM_STAND},
	{"CROW EAT",                       0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_MIN_EFFORT,                                                                                                          80, ANIM_STAND,  ANIM_STAND},
	{"HELIDROP",                       0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_NOSHOW_MARKER | ANIM_NO_EFFORT,                                                                                      60, ANIM_STAND,  ANIM_CROUCH},
	{"FEM CLEAN",                      0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_MERCIDLE | ANIM_NOCHANGE_WEAPON | ANIM_NO_EFFORT,                                                                                    110, ANIM_STAND,  ANIM_STAND},
	{"FEM KICKSN",                     0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_MERCIDLE | ANIM_NOCHANGE_WEAPON | ANIM_NO_EFFORT,                                                                                    110, ANIM_STAND,  ANIM_STAND},
	{"FEM LOOK",                       0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_MERCIDLE | ANIM_NOCHANGE_WEAPON | ANIM_NO_EFFORT,                                                                                    180, ANIM_STAND,  ANIM_STAND},
	{"FEM WIPE",                       0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_MERCIDLE | ANIM_NOCHANGE_WEAPON | ANIM_NO_EFFORT,                                                                                    110, ANIM_STAND,  ANIM_STAND},
	{"REG SQUISH",                     0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_MERCIDLE | ANIM_NOCHANGE_WEAPON | ANIM_NO_EFFORT,                                                                                    110, ANIM_STAND,  ANIM_STAND},
	{"REG PULL",                       0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_MERCIDLE | ANIM_NOCHANGE_WEAPON | ANIM_NO_EFFORT,                                                                                    110, ANIM_STAND,  ANIM_STAND},
	{"REG SPIT",                       0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_MERCIDLE | ANIM_NOCHANGE_WEAPON | ANIM_NO_EFFORT,                                                                                    130, ANIM_STAND,  ANIM_STAND},
	{"KID YOYO",                       0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NO_EFFORT,                                                                                                                           140, ANIM_STAND,  ANIM_STAND},
	{"KID ARMPIT",                     0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NO_EFFORT,                                                                                                                            70, ANIM_STAND,  ANIM_STAND},
	{"ADULT MONSTER CLOSE ATTACK",     0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON,                                                             70, ANIM_STAND,  ANIM_STAND},
	{"ADULT MONSTER SPIT ATTACK",      0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON,                                                             70, ANIM_STAND,  ANIM_STAND},
	{"ADULT MONSTER BEGIN EATING",     0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_NO_EFFORT,                                                                                       70, ANIM_STAND,  ANIM_STAND},
	{"ADULT MONSTER EATING",           0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_LIGHT_EFFORT,                                                                                                        70, ANIM_STAND,  ANIM_STAND},
	{"ADULT MONSTER END EATING",       0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_NO_EFFORT,                                                                                       70, ANIM_STAND,  ANIM_STAND},
	{"BLOODCAT RUN",                   5.4f, ANIM_MOVING | ANIM_TURNING | ANIM_NORESTART | ANIM_MODERATE_EFFORT,                                                                                                         50, ANIM_STAND,  ANIM_STAND}, //RUN
	{"BLOODCAT BEGIN READY",           0.0f, ANIM_OK_CHARGE_AP_FOR_TURN | ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_NO_EFFORT,                                                                              70, ANIM_STAND,  ANIM_STAND}, //
	{"BLOODCAT READY",                 0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_NO_EFFORT,                                                                                                          130, ANIM_STAND,  ANIM_STAND},
	{"BLOODCAT END READY",             0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_NO_EFFORT,                                                                                                           70, ANIM_STAND,  ANIM_STAND},
	{"BLOODCAT HIT",                   0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_HITSTART | ANIM_NONINTERRUPT | ANIM_NO_EFFORT,                                                                                       110, ANIM_STAND,  ANIM_STAND}, //CAT HIT
	{"BLOODCAT DIE",                   0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NONINTERRUPT | ANIM_HITFINISH | ANIM_NOMOVE_MARKER,                                                                                  110, ANIM_STAND,  ANIM_PRONE}, //CAT DIE
	{"BLOODCAT DIE STOP",              0.0f, ANIM_STATIONARY | ANIM_HITSTOP | ANIM_NO_EFFORT,                                                                                                                           100, ANIM_PRONE,  ANIM_PRONE}, //CAT DIE STOP
	{"BLOODCAT SWIPE",                 0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_MIN_EFFORT,                                                                                      70, ANIM_STAND,  ANIM_STAND},
	{"NINJA GOTO BREATH",              0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON,                                             70, ANIM_STAND,  ANIM_STAND},
	{"NINJA BREATH",                   0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON,                                                                                                   0, ANIM_STAND,  ANIM_STAND},
	{"NINJA LOWKICK",                  0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NONINTERRUPT | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_NORESTART,                                                             50, ANIM_STAND,  ANIM_STAND},
	{"NINJA PUNCH",                    0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NONINTERRUPT | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_NORESTART,                                                             50, ANIM_STAND,  ANIM_STAND},
	{"NINJA SPIN KICK",                0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NONINTERRUPT | ANIM_MODERATE_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_NORESTART,                                                          70, ANIM_STAND,  ANIM_STAND},
	{"END OPEN DOOR",                  0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_MIN_EFFORT,                                                                     100, ANIM_STAND,  ANIM_STAND}, //END OPEN DOOR
	{"END OPEN LOCKED DOOR",           0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_LOWER_WEAPON | ANIM_MIN_EFFORT,                                                 100, ANIM_STAND,  ANIM_STAND}, //END OPEN LOCKED DOOR
	{"KICK DOOR",                      0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT,                                                                    70, ANIM_STAND,  ANIM_STAND}, //KICK DOOR
	{"CLOSE DOOR",                     0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_MIN_EFFORT,                                                                     100, ANIM_STAND,  ANIM_STAND}, //KICK DOOR
	{"HIT STAND RIFLE",                0.0f, ANIM_STATIONARY | ANIM_HITSTART | ANIM_TURNING | ANIM_NONINTERRUPT | ANIM_NOCHANGE_WEAPON | ANIM_NO_EFFORT,                                                                150, ANIM_STAND,  ANIM_STAND}, //HIT STANDING RIFLE
	{"DEEP WATER TREAD",               0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NOCHANGE_WEAPON | ANIM_MODERATE_EFFORT,                                                                                              200, ANIM_STAND,  ANIM_STAND}, //DEEP WATER TREAD
	{"DEEP WATER SWIM",                1.3f, ANIM_MOVING | ANIM_TURNING | ANIM_NORESTART | ANIM_NOCHANGE_WEAPON | ANIM_MODERATE_EFFORT,                                                                                 160, ANIM_STAND,  ANIM_STAND}, //DEEP WATER SWIM
	{"DEEP WATER HIT",                 0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_HITSTART | ANIM_NONINTERRUPT | ANIM_NO_EFFORT,                                                                                       100, ANIM_STAND,  ANIM_STAND}, //DEEP WATER HIT
	{"DEEP WATER DIE",                 0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NONINTERRUPT | ANIM_HITFINISH | ANIM_NOMOVE_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                          210, ANIM_STAND,  ANIM_PRONE}, //DEEP WATER DIE
	{"DEEP WATER DIE STOPPING",        0.0f, ANIM_STATIONARY | ANIM_NONINTERRUPT | ANIM_HITSTOP | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                                                340, ANIM_PRONE,  ANIM_PRONE}, //DEEP WATER DIE STOPPING
	{"DEEP WATER DIE STOP",            0.0f, ANIM_STATIONARY | ANIM_HITSTOP | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                                                                    340, ANIM_PRONE,  ANIM_PRONE}, //DEEP WATER DIE STOP
	{"LOW TO DEEP WATER",              0.0f, ANIM_STATIONARY | ANIM_NOCHANGE_WEAPON | ANIM_NO_EFFORT,                                                                                                                   100, ANIM_STAND,  ANIM_STAND}, //WATER TRANSITION
	{"DEEP TO LOW WATER",              0.0f, ANIM_STATIONARY | ANIM_NOCHANGE_WEAPON | ANIM_NO_EFFORT,                                                                                                                   100, ANIM_STAND,  ANIM_STAND}, //WATER TRANSITION
	{"GOTO SLEEP",                     0.0f, ANIM_STATIONARY | ANIM_LOWER_WEAPON | ANIM_NONINTERRUPT| ANIM_NO_EFFORT,                                                                                                   100, ANIM_CROUCH, ANIM_PRONE}, //GOTO SLEEP
	{"SLEEPING",                       0.0f, ANIM_STATIONARY | ANIM_NOCHANGE_WEAPON | ANIM_NO_EFFORT,                                                                                                                  2000, ANIM_PRONE,  ANIM_PRONE}, //SLEEP
	{"WAKEUP",                         0.0f, ANIM_STATIONARY | ANIM_RAISE_WEAPON | ANIM_NO_EFFORT,                                                                                                                      100, ANIM_PRONE,  ANIM_CROUCH}, //WAKEUP
	{"SHOOT (R) STAND LOW",            0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_RAISE_WEAPON | ANIM_LIGHT_EFFORT | ANIM_FIRE,                                                                                        100, ANIM_STAND,  ANIM_STAND}, //SHOOT_RIFLE_STAND LOW
	{"BURST SHOOT (R) STAND LOW",      0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_RAISE_WEAPON | ANIM_LIGHT_EFFORT | ANIM_FIRE,                                                                                        100, ANIM_STAND,  ANIM_STAND}, //SHOOT_RIFLE_STAND LOW
	{"LARVAE BREATH",                  0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                                                   250, ANIM_STAND,  ANIM_STAND}, //LARVAE Breathing
	{"LARVAE HIT",                     0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_HITSTART | ANIM_NONINTERRUPT | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                                 80, ANIM_STAND,  ANIM_STAND}, //GENERIC HIT CROUCHED
	{"LARVAE DIE",                     0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NONINTERRUPT | ANIM_HITFINISH | ANIM_NOMOVE_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                           80, ANIM_STAND,  ANIM_PRONE}, //FALL FORWARD FROM HIT STAND
	{"LARVAE DIE STOP",                0.0f, ANIM_STATIONARY | ANIM_HITSTOP | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                                                                    350, ANIM_PRONE,  ANIM_PRONE}, //FALL FORWARD FROM HIT STAND
	{"LARVAE WALKING",                 0.5f, ANIM_MOVING | ANIM_TURNING | ANIM_NORESTART | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON,                                                                                    110, ANIM_STAND,  ANIM_STAND}, //FEMALE MONSTER BREATHING
	{"INFANT HIT",                     0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_HITSTART | ANIM_NONINTERRUPT | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                                 80, ANIM_STAND,  ANIM_STAND}, //GENERIC HIT CROUCHED
	{"INFANT DIE",                     0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NONINTERRUPT | ANIM_HITFINISH | ANIM_NOMOVE_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                           80, ANIM_STAND,  ANIM_PRONE}, //FALL FORWARD FROM HIT STAND
	{"INFANT DIE STOP",                0.0f, ANIM_STATIONARY | ANIM_HITSTOP | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                                                                    350, ANIM_PRONE,  ANIM_PRONE}, //FALL FORWARD FROM HIT STAND
	{"INFANT MONSTER SPIT ATTACK",     0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON,                                                             70, ANIM_STAND,  ANIM_STAND},
	{"INFANT MONSTER BEGIN EATING",    0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                                70, ANIM_STAND,  ANIM_STAND},
	{"INFANT MONSTER EATING",          0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON,                                                                                120, ANIM_STAND,  ANIM_STAND},
	{"INFANT MONSTER END EATING",      0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                                70, ANIM_STAND,  ANIM_STAND},
	{"ADULT MONSTER UP",               0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                               130, ANIM_STAND,  ANIM_STAND},
	{"ADULT MONSTER JUMP",             0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                               110, ANIM_STAND,  ANIM_STAND},
	{"UNJAM STANDING",                 0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NOCHANGE_WEAPON | ANIM_MIN_EFFORT,                                                                                   150, ANIM_STAND,  ANIM_STAND}, //UNJAM STANDING
	{"UNJAM CROUCH",                   0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NOCHANGE_WEAPON | ANIM_MIN_EFFORT,                                                                                   150, ANIM_CROUCH, ANIM_CROUCH}, //UNJAM CROUCH
	{"UNJAM PRONE",                    0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NOCHANGE_WEAPON | ANIM_MIN_EFFORT,                                                                                   150, ANIM_PRONE,  ANIM_PRONE}, //UNJAM PRONE
	{"UNJAM STAND DWEL",               0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NOCHANGE_WEAPON | ANIM_MIN_EFFORT,                                                                                   150, ANIM_STAND,  ANIM_STAND}, //UNJAM STAND DWEL
	{"UNJAM STAND LOW",                0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NOCHANGE_WEAPON | ANIM_MIN_EFFORT,                                                                                   150, ANIM_STAND,  ANIM_STAND}, //UNJAM STAND LOW
	{"READY AIM (DW) CROUCH",          0.0f, ANIM_OK_CHARGE_AP_FOR_TURN | ANIM_NORESTART | ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_LIGHT_EFFORT,                                                          150, ANIM_CROUCH, ANIM_CROUCH}, //READY_RIFLE_CROUCH
	{"AIM (DW) CROUCH",                0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FIREREADY | ANIM_FASTTURN | ANIM_LIGHT_EFFORT,                                                                                       250, ANIM_CROUCH, ANIM_CROUCH}, //AIM_RIFLE_CROUCH
	{"SHOOT (DW) CROUCH",              0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_LIGHT_EFFORT | ANIM_FIRE,                                                                                                            150, ANIM_CROUCH, ANIM_CROUCH}, //SHOOT_RIFLE_CROUCH
	{"END DUAL CROUCH",                0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NOCHANGE_PENDINGCOUNT | ANIM_LIGHT_EFFORT,                                                                                           150, ANIM_CROUCH, ANIM_CROUCH}, //END_RIFLE_STAND
	{"UNJAM CROUCH DWEL",              0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NOCHANGE_WEAPON | ANIM_MIN_EFFORT,                                                                                   150, ANIM_CROUCH, ANIM_CROUCH}, //UNJAM CROUCH DWEL
	{"GET ADJACENT ITEM",              0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT,                                                                   100, ANIM_STAND,  ANIM_STAND}, //GET ADJACENT ITEM
	{"CUTTING FENCE",                  0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT,                                                90, ANIM_CROUCH, ANIM_CROUCH}, //CUTTING FENCE
	{"CRIPPLE BEG",                    0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_MERCIDLE | ANIM_NOCHANGE_WEAPON | ANIM_NO_EFFORT,                                                                                    110, ANIM_STAND,  ANIM_STAND},
	{"CRIPPLE HIT",                    0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_HITSTART | ANIM_NONINTERRUPT | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                                 80, ANIM_STAND,  ANIM_STAND}, //CRIPPLE HIT
	{"CRIPPLE DIE",                    0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NONINTERRUPT | ANIM_HITFINISH | ANIM_NOMOVE_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                           80, ANIM_STAND,  ANIM_PRONE}, //CRIPPLE DIE
	{"CRIPPLE DIE STOP",               0.0f, ANIM_STATIONARY | ANIM_HITSTOP | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                                                                    350, ANIM_PRONE,  ANIM_PRONE}, //CRIPPLE DIE STOP
	{"CRIPPLE FLYBACK DIE",            0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NONINTERRUPT | ANIM_HITFINISH | ANIM_NOMOVE_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                           80, ANIM_STAND,  ANIM_PRONE}, //CRIPPLE FLYBACK DIE
	{"CRIPPLE FLYBACK DIE STOP",       0.0f, ANIM_STATIONARY | ANIM_HITSTOP | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                                                                    350, ANIM_PRONE,  ANIM_PRONE}, //CRIPPLE FLYBACK DIE STOP
	{"CRIPPLE KICK",                   0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NONINTERRUPT | ANIM_NOMOVE_MARKER | ANIM_MIN_EFFORT | ANIM_NOCHANGE_WEAPON,                                                           80, ANIM_STAND,  ANIM_STAND}, //CRIPPLE KICK
	{"INJURED TRANSITION",             0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NONINTERRUPT | ANIM_NOMOVE_MARKER | ANIM_MIN_EFFORT | ANIM_NOCHANGE_WEAPON,                                                           80, ANIM_STAND,  ANIM_STAND}, //INJURED TRANSITION
	{"THROW KNIFE",                    0.0f, ANIM_STATIONARY | ANIM_NOMOVE_MARKER | ANIM_NONINTERRUPT | ANIM_MIN_EFFORT,                                                                                                 50, ANIM_STAND,  ANIM_STAND}, //THROW KNIFE
	{"KNIFE BREATH",                   0.0f, ANIM_NORESTART | ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_FIREREADY | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON,                              150, ANIM_STAND,  ANIM_STAND}, //Breathing
	{"KNIFE GOTO BREATH",              0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_FIREREADY | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_NONINTERRUPT,                           150, ANIM_STAND,  ANIM_STAND}, //Breathing
	{"KNIFE END BREATH",               0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_FIREREADY | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_NONINTERRUPT,                           150, ANIM_STAND,  ANIM_STAND}, //Breathing
	{"ROBOT HIT",                      0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_HITSTART | ANIM_NONINTERRUPT | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                                 80, ANIM_STAND,  ANIM_STAND}, //ROBOT HIT
	{"ROBOT DIE",                      0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NONINTERRUPT | ANIM_HITFINISH | ANIM_NOMOVE_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                           80, ANIM_STAND,  ANIM_PRONE}, //ROBOT DIE
	{"ROBOT DIE STOP",                 0.0f, ANIM_STATIONARY | ANIM_HITSTOP | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                                                                    350, ANIM_PRONE,  ANIM_PRONE}, //ROBOT DIE STOP
	{"Catch Standing",                 0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_FIREREADY | ANIM_LIGHT_EFFORT | ANIM_LOWER_WEAPON,                                                   80, ANIM_STAND,  ANIM_STAND}, //Catch Standing
	{"Catch Crouched",                 0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_FIREREADY | ANIM_LIGHT_EFFORT | ANIM_LOWER_WEAPON,                                                   80, ANIM_CROUCH, ANIM_CROUCH}, //Catch Crouched
	{"PLANT BOMB",                     0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT,                                                                   120, ANIM_STAND,  ANIM_STAND}, //PLANT BOMB
	{"Use Remote",                     0.0f, ANIM_NORESTART | ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_FIREREADY | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_NONINTERRUPT,           80, ANIM_STAND,  ANIM_STAND}, //Use remote
	{"START Cower",                    0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_FIREREADY | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_NONINTERRUPT | ANIM_IGNORE_AUTOSTANCE,   80, ANIM_STAND,  ANIM_CROUCH}, //COWER
	{"Cowering",                       0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_FIREREADY | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_IGNORE_AUTOSTANCE,                       80, ANIM_CROUCH, ANIM_CROUCH}, //COWER
	{"End Cower",                      0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_FIREREADY | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_IGNORE_AUTOSTANCE,                       80, ANIM_CROUCH, ANIM_STAND}, //END COWER
	{"STEAL ITEM",                     0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT,                                                                   110, ANIM_STAND,  ANIM_STAND}, //STEAL ITEM
	{"LAUNCH ROCKET",                  0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LIGHT_EFFORT,                                                                                       110, ANIM_STAND,  ANIM_STAND}, //LAUNCH ROCKET
	{"CIV ALT DIE",                    0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NONINTERRUPT | ANIM_HITFINISH | ANIM_NOMOVE_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                           80, ANIM_STAND,  ANIM_PRONE}, //CIV ALT DIE
	{"SHOOT MORTAR",                   0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT,                                                                   110, ANIM_CROUCH, ANIM_CROUCH}, //SHOOT MORTAR
	{"CROW_DIE",                       0.0f, ANIM_STATIONARY | ANIM_NONINTERRUPT | ANIM_FASTTURN | ANIM_NORESTART | ANIM_NOCHANGE_WEAPON | ANIM_LIGHT_EFFORT,                                                           130, ANIM_STAND,  ANIM_STAND}, //CROW DIE
	{"SIDE STEPPING",                  0.4f, ANIM_MOVING | ANIM_NORESTART | ANIM_RAISE_WEAPON | ANIM_VARIABLE_EFFORT,                                                                                                    50, ANIM_STAND,  ANIM_STAND}, //SIDE STEPPING
	{"WALK BACKWARDS",                 1.4f, ANIM_MOVING | ANIM_NORESTART | ANIM_RAISE_WEAPON | ANIM_VARIABLE_EFFORT | ANIM_TURNING,                                                                                    110, ANIM_STAND,  ANIM_STAND}, //WALK BACKWARDS
	{"BEGIN OPEN STRUCT",              0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT,                                                70, ANIM_STAND,  ANIM_STAND}, //OPEN STRUCT
	{"END OPEN STRUCT",                0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT,                                                70, ANIM_STAND,  ANIM_STAND}, //END STRUCT
	{"END OPEN LOCKED STRUCT",         0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT,                                                70, ANIM_STAND,  ANIM_STAND}, //END OPEN LOCKED
	{"LOW PUNCH",                      0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                                                                     70, ANIM_CROUCH, ANIM_CROUCH}, //Punch LOw
	{"SHOOT (P) STAND LOW",            0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_RAISE_WEAPON | ANIM_LIGHT_EFFORT | ANIM_FIRE,                                                                                        100, ANIM_STAND,  ANIM_STAND}, //SHOOT_PISTOL_STAND LOW
	{"DECAPITATE",                     0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LIGHT_EFFORT | ANIM_NONINTERRUPT,                                                                    70, ANIM_CROUCH, ANIM_CROUCH}, //DECAPITATE
	{"BLOODCAT BITE",                  0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_MIN_EFFORT,                                                                                      70, ANIM_STAND,  ANIM_STAND},
	{"BIGMERC S NECK",                 0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_MERCIDLE | ANIM_NOCHANGE_WEAPON | ANIM_NO_EFFORT,                                                                                    110, ANIM_STAND,  ANIM_STAND},
	{"BIGMERC CROUCH TRANS INTO",      0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NOMOVE_MARKER | ANIM_STANCECHANGEANIM | ANIM_RAISE_WEAPON | ANIM_MIN_EFFORT,                                                          90, ANIM_STAND,  ANIM_CROUCH}, //CROUCH TRANSITION
	{"BIGMERC CROUCH TRANS OUTOF",     0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NOMOVE_MARKER | ANIM_STANCECHANGEANIM | ANIM_RAISE_WEAPON | ANIM_MIN_EFFORT,                                                          90, ANIM_CROUCH, ANIM_STAND}, //CROUCH TRANSITION
	{"GOTO PATIENT",                   0.0f, ANIM_STATIONARY | ANIM_FASTTURN | ANIM_NOCHANGE_WEAPON | ANIM_NO_EFFORT,                                                                                                  1000, ANIM_PRONE,  ANIM_PRONE}, //GOTO PATIENT
	{"BEING PATIENT",                  0.0f, ANIM_STATIONARY | ANIM_FASTTURN | ANIM_NOCHANGE_WEAPON | ANIM_NO_EFFORT,                                                                                                  1000, ANIM_PRONE,  ANIM_PRONE}, //BEING PATIENT
	{"GOTO DOCTOR",                    0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT,                                                90, ANIM_CROUCH, ANIM_CROUCH}, //GOTO DOCTOR
	{"BEING DOCTOR",                   0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LIGHT_EFFORT,                                                                                       120, ANIM_CROUCH, ANIM_CROUCH}, //BEING DOCTOR
	{"END DOCTOR",                     0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_RAISE_WEAPON | ANIM_NO_EFFORT | ANIM_NOCHANGE_PENDINGCOUNT,                                          90, ANIM_CROUCH, ANIM_CROUCH}, //ENDING DOCTOR
	{"GOTO REPAIRMAN",                 0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT,                                                90, ANIM_CROUCH, ANIM_CROUCH}, //GOTO REPAIRMAN
	{"BEING REPAIRMAN",                0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LIGHT_EFFORT,                                                                                       120, ANIM_CROUCH, ANIM_CROUCH}, //BEING REPAIRMAN
	{"END REPAIRMAN",                  0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_RAISE_WEAPON | ANIM_NO_EFFORT | ANIM_NOCHANGE_PENDINGCOUNT,                                          90, ANIM_CROUCH, ANIM_CROUCH}, //ENDING REPAIRMAN
	{"FALL INTO PIT",                  0.0f, ANIM_STATIONARY | ANIM_NONINTERRUPT | ANIM_HITFINISH | ANIM_NOSHOW_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                          60, ANIM_STAND,  ANIM_PRONE}, //FALL INTO PIT
	{"ROBOT WALKING",                  1.5f, ANIM_MOVING | ANIM_TURNING | ANIM_NORESTART | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON,                                                                                     80, ANIM_STAND,  ANIM_STAND}, //ROBOT WALK
	{"ROBOT SHOOT",                    0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_RAISE_WEAPON | ANIM_LIGHT_EFFORT | ANIM_FIRE,                                                                                        100, ANIM_STAND,  ANIM_STAND}, //ROBOT SHOOT
	{"QUEEN HIT",                      0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_HITSTART | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                                                    200, ANIM_STAND,  ANIM_STAND}, //QUEEN HIT
	{"QUEEN DIE",                      0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_HITFINISH | ANIM_NOMOVE_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                              120, ANIM_STAND,  ANIM_PRONE}, //QUEEN DIE
	{"QUEEN DIE STOP",                 0.0f, ANIM_STATIONARY | ANIM_HITSTOP | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                                                                                    350, ANIM_PRONE,  ANIM_PRONE}, //QUEEN DIE STOP
	{"QUEEN INTO READY",               0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_NO_EFFORT,                                                                                                          130, ANIM_STAND,  ANIM_STAND},
	{"QUEEN READY",                    0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_NO_EFFORT,                                                                                                          130, ANIM_STAND,  ANIM_STAND},
	{"QUEEN END READY",                0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_NO_EFFORT,                                                                                                          130, ANIM_STAND,  ANIM_STAND},
	{"QUEEN CALL",                     0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_NO_EFFORT,                                                                                                          130, ANIM_STAND,  ANIM_STAND},
	{"QUEEN MONSTER SPIT ATTACK",      0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON,                                                            130, ANIM_STAND,  ANIM_STAND},
	{"QUEEN MONSTER SWIPE ATTACK",     0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON,                                                            130, ANIM_STAND,  ANIM_STAND},
	{"RELOAD ROBOT",                   0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT,                                                70, ANIM_CROUCH, ANIM_CROUCH}, //RELOAD ROBOT
	{"Catch Standing",                 0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_FIREREADY | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_NONINTERRUPT,                            80, ANIM_STAND,  ANIM_STAND}, //End Catch Standing
	{"Catch Crouched",                 0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_FIREREADY | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_NONINTERRUPT,                            80, ANIM_CROUCH, ANIM_CROUCH}, //End Catch Crouched
	{"RADIO",                          0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_NO_EFFORT,                                                                                                          130, ANIM_STAND,  ANIM_STAND},
	{"CROUCH RADIO",                   0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NORESTART | ANIM_NO_EFFORT,                                                                                                          130, ANIM_CROUCH, ANIM_CROUCH},
	{"TANK SHOOT",                     0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NOCHANGE_WEAPON | ANIM_LIGHT_EFFORT | ANIM_FIRE,                                                                                     200, ANIM_STAND,  ANIM_STAND}, //TANK SHOOT
	{"TANK BURST",                     0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NOCHANGE_WEAPON | ANIM_LIGHT_EFFORT | ANIM_FIRE,                                                                                     100, ANIM_STAND,  ANIM_STAND}, //TANK SHOOT
	{"QUEEN SLAP",                     0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON,                                                                120, ANIM_STAND,  ANIM_STAND}, //Queen Slap
	{"SLAP HIT",                       0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON,                                                                 70, ANIM_STAND,  ANIM_STAND}, //Slap hit
	{"GET BLOOD",                      0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT,                                                70, ANIM_CROUCH, ANIM_CROUCH}, //GET BLOOD
	{"VEHICLE DIE",                    0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_NOCHANGE_WEAPON | ANIM_LIGHT_EFFORT,                                            150, ANIM_STAND,  ANIM_STAND}, //VEHICLE DIE
	{"QUEEN FRUSTRATED SLAP",          0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON,                                                                120, ANIM_STAND,  ANIM_STAND}, //Queen Frustrated Slap
	{"FIRE FIRE",                      0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_NOCHANGE_WEAPON | ANIM_LIGHT_EFFORT | ANIM_IGNORE_AUTOSTANCE,                   150, ANIM_STAND,  ANIM_STAND}, //SOLDIER BRUN
	{"AI TRIGGER",                     0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT,                                                                    70, ANIM_STAND,  ANIM_STAND}, //AI TRIGGER
	{"MONSTERMELT",                    0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NONINTERRUPT | ANIM_HITFINISH | ANIM_NOMOVE_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON,                                           80, ANIM_PRONE,  ANIM_PRONE}, //MONSTER MELT
	{"MERC INJURED IDLE ANIM",         0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_MERCIDLE | ANIM_NOCHANGE_WEAPON | ANIM_NO_EFFORT,                                                                                    110, ANIM_STAND,  ANIM_STAND},
	{"END INJURED WALK",               0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NOMOVE_MARKER | ANIM_MIN_EFFORT | ANIM_NOCHANGE_WEAPON,                                                                               80, ANIM_STAND,  ANIM_STAND}, //INJURED TRANSITION
	{"PASS OBJECT",                    0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT,                                                                   110, ANIM_STAND,  ANIM_STAND}, //PASS OBJECT
	{"ADJACENT DROP OBJECT",           0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT,                                                                   110, ANIM_STAND,  ANIM_STAND}, //ADJACENT DROP OBJECT
	{"READY AIM (DW) PRONE",           0.0f, ANIM_NORESTART | ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_LIGHT_EFFORT,                                                                                       150, ANIM_PRONE,  ANIM_PRONE}, //READY_RIFLE_PRONE
	{"AIM (DW) PRONE",                 0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FIREREADY | ANIM_FASTTURN | ANIM_LIGHT_EFFORT,                                                                                       250, ANIM_PRONE,  ANIM_PRONE}, //AIM_RIFLE_PRONE
	{"SHOOT (DW) PRONE",               0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_LIGHT_EFFORT | ANIM_FIRE,                                                                                                            150, ANIM_PRONE,  ANIM_PRONE}, //SHOOT_RIFLE_PRONE
	{"END DUAL PRONE",                 0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NOCHANGE_PENDINGCOUNT | ANIM_LIGHT_EFFORT,                                                                                           150, ANIM_PRONE,  ANIM_PRONE}, //END_RIFLE_PRONE
	{"UNJAM PRONE DWEL",               0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NOCHANGE_WEAPON | ANIM_MIN_EFFORT,                                                                                   150, ANIM_PRONE,  ANIM_PRONE}, //UNJAM PRONE DWEL
	{"PICK LOCK",                      0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT,                                                                    70, ANIM_STAND,  ANIM_STAND}, //PICK LOCK
	{"OPEN DOOR CROUCHED",             0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT,                                                                    70, ANIM_CROUCH, ANIM_CROUCH}, //OPEN DOOR CROUCHED
	{"BEGIN OPEN STRUCT CROUCHED",     0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT,                                                                    70, ANIM_CROUCH, ANIM_CROUCH}, //BEGIN OPENSTRUCT CROUCHED
	{"CLOSE DOOR CROUCHED",            0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT,                                                                    70, ANIM_CROUCH, ANIM_CROUCH}, //CLOSE DOOR CROUCHED
	{"OPEN STRUCT CROUCHED",           0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT,                                                                    70, ANIM_CROUCH, ANIM_CROUCH}, //OPEN STRUCT CROUCHED
	{"END OPEN DOOR CROUCHED",         0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT,                                                                    70, ANIM_CROUCH, ANIM_CROUCH}, //END OPEN DOOR CROUCHED
	{"END OPENSTRUCT CROUCHED",        0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT,                                                                    70, ANIM_CROUCH, ANIM_CROUCH}, //END OPENSTRUCT CROUCHED
	{"END OPNE LOCKED DOOR CR",        0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT,                                                                    70, ANIM_CROUCH, ANIM_CROUCH}, //END OPEN LOCKED DOOR CROUCHED
	{"END OPEN STRUCT LOCKED CR",      0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT,                                                                    70, ANIM_CROUCH, ANIM_CROUCH}, //END OPEN STRUCT LOCKED CR
	{"DRUNK IDLE",                     0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_MERCIDLE | ANIM_NOCHANGE_WEAPON | ANIM_NO_EFFORT,                                                                                    170, ANIM_STAND,  ANIM_STAND},
	{"CROWBAR",                        0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_NORESTART,                                                                                    70, ANIM_STAND,  ANIM_STAND}, //CROWBAR
	{"COWER HIT",                      1.6f, ANIM_HITSTART | ANIM_HITFINISH | ANIM_NONINTERRUPT | ANIM_NOSHOW_MARKER | ANIM_NO_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_IGNORE_AUTOSTANCE,                                   80, ANIM_CROUCH, ANIM_CROUCH}, //COWER HIT ANIMATION
	{"BLOODCAT WALKING BACKWARDS",     1.2f, ANIM_MOVING | ANIM_TURNING | ANIM_NORESTART | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON,                                                                                     30, ANIM_STAND,  ANIM_STAND}, //BLOODCAT WALK BACKWARDS
	{"MONSTER WALKING BACKWARDS",      2.5f, ANIM_MOVING | ANIM_TURNING | ANIM_NORESTART | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON,                                                                                     30, ANIM_STAND,  ANIM_STAND}, //CREATURE WALK BACKWARDS
	{"KID SKIPPING",                   2.0f, ANIM_MOVING | ANIM_TURNING | ANIM_NORESTART | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON,                                                                                     70, ANIM_STAND,  ANIM_STAND}, //KID SKIPPING
	{"STAND BURST SHOOT",              0.0f, ANIM_NORESTART | ANIM_STATIONARY | ANIM_TURNING | ANIM_RAISE_WEAPON | ANIM_LIGHT_EFFORT | ANIM_NOCHANGE_WEAPON | ANIM_FIRE,                                                100, ANIM_STAND,  ANIM_STAND}, //STAND BURST
	{"Attach String",                  0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT,                                                70, ANIM_CROUCH, ANIM_CROUCH}, //Attach string
	{"SWAT BACKWARDS",                 1.4f, ANIM_MOVING | ANIM_NORESTART | ANIM_LIGHT_EFFORT | ANIM_TURNING,                                                                                                           110, ANIM_CROUCH, ANIM_CROUCH}, //SWAT BACKWARDS
	{"JUMP OVER",                      3.6f, ANIM_SPECIALMOVE | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_MODERATE_EFFORT | ANIM_TURNING,                                                                               110, ANIM_STAND,  ANIM_STAND}, //JUMP OVER BLOCKING PERSON
	{"REFUEL VEHICLE",                 0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT,                                                70, ANIM_CROUCH, ANIM_CROUCH}, //REFUEL VEHICLE
	{"ROBOT CAMERA",                   0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_RAISE_WEAPON | ANIM_VARIABLE_EFFORT | ANIM_BREATH,                                                    0, ANIM_STAND,  ANIM_STAND}, //Robot camera not moving
	{"CRIPPLE OPEN DOOR",              0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LIGHT_EFFORT,                                                                                        70, ANIM_STAND,  ANIM_STAND}, //CRIPPLE OPEN DOOR
	{"CRIPPLE CLOSE DOOR",             0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_MIN_EFFORT,                                                                                         100, ANIM_STAND,  ANIM_STAND}, //CRIPPLE CLOSE DOOR
	{"END OPEN DOOR",                  0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_MIN_EFFORT,                                                                                         100, ANIM_STAND,  ANIM_STAND}, //CRIPPLE END OPEN DOOR
	{"END OPEN LOCKED DOOR",           0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_NONINTERRUPT | ANIM_MIN_EFFORT,                                                                     100, ANIM_STAND,  ANIM_STAND}, //CRIPPLE END OPEN LOCKED DOOR
	{"CROUCH PICK LOCK",               0.0f, ANIM_STATIONARY | ANIM_TURNING | ANIM_FASTTURN | ANIM_NORESTART | ANIM_LOWER_WEAPON | ANIM_LIGHT_EFFORT,                                                                    70, ANIM_CROUCH, ANIM_CROUCH} //CROUCH PICK LOCK
};


const ANI_SPEED_DEF gubAnimWalkSpeeds[TOTALBODYTYPES] =
{
	{  -5, 1.6f },// REGMALE
	{ -10, 1.6f },// BIGMALE
	{  -5, 1.6f },// STOCKYMALE
	{ -15, 1.6f },// REGFEMALE
	{   0, 1.6f },// ADULTMONSTER
	{   0, 1.6f },// ADULTMONSTER
	{   0, 1.6f },// ADULTMONSTER
	{   0, 1.6f },// ADULTMONSTER
	{   0, 1.6f },// ADULTMONSTER
	{   0, 2.2f },// INFANT
	{   0, 1.6f },// QUEEN MONSTER
	{  40, 1.3f },// FATCIV
	{  10, 1.3f },// MANCIV
	{ -10, 1.3f },// MINICIV
	{ -10, 1.3f },// DRESSCIV
	{ -20, 1.6f },// HAT KID
	{ -20, 1.6f },// NOHAT KID
	{ -20, 1.6f },// CRIPPLE
	{  60, 0.9f },// COW
	{  20, 1.6f },// CROW
	{   0, 1.2f },// BLOOD CAT
	{  20, 1.1f },// ROBOT1
	{ -10, 4.0f },// HUMVEE

	{ -10, 4.0f },// TANK_NW
	{ -10, 4.0f },// TANK_NE
	{ -10, 4.0f },// ELDORADO
	{ -10, 4.0f },// ICECREAMTRUCK
	{ -10, 4.0f },// JEEP
};


const ANI_SPEED_DEF gubAnimRunSpeeds[TOTALBODYTYPES] =
{
	{   0, 2.6f },// REGMALE
	{   5, 2.6f },// BIGMALE
	{   0, 2.6f },// STOCKYMALE
	{ -10, 2.6f },// REGFEMALE
	{   0, 2.6f },// ADULTMONSTER
	{   0, 2.6f },// ADULTMONSTER
	{   0, 2.6f },// ADULTMONSTER
	{   0, 2.6f },// ADULTMONSTER
	{   0, 2.6f },// ADULTMONSTER
	{   0, 2.6f },// ADULTMONSTER
	{   0, 2.8f },// INFANT
	{  10, 2.3f },// FATCIV
	{ -10, 2.3f },// MANCIV
	{ -20, 2.3f },// MINICIV
	{ -30, 2.3f },// DRESSCIV
	{ -40, 2.6f },// HAT KID
	{ -40, 2.6f },// NOHAT KID
	{ -20, 2.3f },// CRIPPLE
	{  30, 2.0f },// COW
};


// Really only the first mercs are using any of these values....
const ANI_SPEED_DEF gubAnimSwatSpeeds[TOTALBODYTYPES] =
{
	{   0, 2.2f }, // REGMALE
	{  20, 2.2f }, // BIGMALE
	{   0, 2.2f }, // STOCKYMALE
	{ -10, 2.2f }  // REGFEMALE
};

// Really only the first mercs are using any of these values....
const ANI_SPEED_DEF gubAnimCrawlSpeeds[TOTALBODYTYPES] =
{
	{   0, 0.8f }, // REGMALE
	{  20, 0.8f }, // BIGMALE
	{   0, 0.8f }, // STOCKYMALE
	{ -10, 0.8f }  // REGFEMALE
};


UINT16 gusNothingBreath[] =
{
	RGMNOTHING_STD,
	BGMNOTHING_STD,
	RGMNOTHING_STD,
	RGFNOTHING_STD,
};


static UINT16 gubAnimSurfaceIndex[TOTALBODYTYPES][NUMANIMATIONSTATES];
UINT16 gubAnimSurfaceMidWaterSubIndex[TOTALBODYTYPES][NUMANIMATIONSTATES][2];
UINT16 gubAnimSurfaceItemSubIndex[TOTALBODYTYPES][NUMANIMATIONSTATES];
UINT16 gubAnimSurfaceCorpseID[TOTALBODYTYPES][NUMANIMATIONSTATES];


static const ANIMSUBTYPE gRifleInjuredSub   = { WALKING,  { RGMHURTWALKINGR,  BGMHURTWALKINGR,  RGMHURTWALKINGR,  RGFHURTWALKINGR } };
static const ANIMSUBTYPE gNothingInjuredSub = { WALKING,  { RGMHURTWALKINGN,  BGMHURTWALKINGN,  RGMHURTWALKINGN,  RGFHURTWALKINGN } };
static const ANIMSUBTYPE gDoubleHandledSub  = { STANDING, { RGMDBLBREATH,     BGMDBLBREATH,     RGMDBLBREATH,     RGFDBLBREATH    } };


void InitAnimationSurfacesPerBodytype( )
{
	INT32 cnt1, cnt2;

	// Should be set to a non-init values
	for ( cnt1 = 0; cnt1 < TOTALBODYTYPES; cnt1 ++ )
	{
		for ( cnt2 = 0; cnt2 < NUMANIMATIONSTATES; cnt2 ++ )
		{
			gubAnimSurfaceIndex[cnt1][cnt2] = INVALID_ANIMATION;
			gubAnimSurfaceItemSubIndex[cnt1][cnt2] = INVALID_ANIMATION;
			gubAnimSurfaceMidWaterSubIndex[cnt1][cnt2][0] = INVALID_ANIMATION;
			gubAnimSurfaceMidWaterSubIndex[cnt1][cnt2][1] = INVALID_ANIMATION;
			gubAnimSurfaceCorpseID[cnt1][cnt2] = NO_CORPSE;
		}
	}
	for (auto& i : gRandomAnimDefs)
	{
		std::fill(std::begin(i), std::end(i), RANDOM_ANI_DEF{});
	}


	// REGULAR MALE GUY
	gubAnimSurfaceIndex[REGMALE][WALKING] = RGMBASICWALKING;
	gubAnimSurfaceIndex[REGMALE][STANDING] = RGMSTANDING;
	gubAnimSurfaceIndex[REGMALE][KNEEL_DOWN] = RGMCROUCHING;
	gubAnimSurfaceIndex[REGMALE][CROUCHING] = RGMCROUCHING;
	gubAnimSurfaceIndex[REGMALE][KNEEL_UP] = RGMCROUCHING;
	gubAnimSurfaceIndex[REGMALE][SWATTING] = RGMSNEAKING;
	gubAnimSurfaceIndex[REGMALE][RUNNING] = RGMRUNNING;
	gubAnimSurfaceIndex[REGMALE][PRONE_DOWN] = RGMPRONE;
	gubAnimSurfaceIndex[REGMALE][CRAWLING] = RGMPRONE;
	gubAnimSurfaceIndex[REGMALE][PRONE_UP] = RGMPRONE;
	gubAnimSurfaceIndex[REGMALE][PRONE] = RGMPRONE;
	gubAnimSurfaceIndex[REGMALE][READY_RIFLE_STAND] = RGMSTANDAIM;
	gubAnimSurfaceIndex[REGMALE][AIM_RIFLE_STAND] = RGMSTANDAIM;
	gubAnimSurfaceIndex[REGMALE][SHOOT_RIFLE_STAND] = RGMSTANDAIM;
	gubAnimSurfaceIndex[REGMALE][END_RIFLE_STAND] = RGMSTANDAIM;
	gubAnimSurfaceIndex[REGMALE][START_SWAT] = RGMSNEAKING;
	gubAnimSurfaceIndex[REGMALE][END_SWAT] = RGMSNEAKING;
	gubAnimSurfaceIndex[REGMALE][FLYBACK_HIT] = RGMHITHARD;
	gubAnimSurfaceIndex[REGMALE][READY_RIFLE_PRONE] = RGMPRONE;
	gubAnimSurfaceIndex[REGMALE][AIM_RIFLE_PRONE] = RGMPRONE;
	gubAnimSurfaceIndex[REGMALE][SHOOT_RIFLE_PRONE] = RGMPRONE;
	gubAnimSurfaceIndex[REGMALE][END_RIFLE_PRONE] = RGMPRONE;
	gubAnimSurfaceIndex[REGMALE][FALLBACK_DEATHTWICH] = RGMHITHARD;
	gubAnimSurfaceIndex[REGMALE][GENERIC_HIT_STAND] = RGMHITSTAND;
	gubAnimSurfaceIndex[REGMALE][FLYBACK_HIT_BLOOD_STAND] = RGMHITHARDBLOOD;
	gubAnimSurfaceIndex[REGMALE][FLYBACK_HIT_DEATH] = RGMHITHARD;
	gubAnimSurfaceIndex[REGMALE][READY_RIFLE_CROUCH] = RGMCROUCHAIM;
	gubAnimSurfaceIndex[REGMALE][AIM_RIFLE_CROUCH] = RGMCROUCHAIM;
	gubAnimSurfaceIndex[REGMALE][SHOOT_RIFLE_CROUCH] = RGMCROUCHAIM;
	gubAnimSurfaceIndex[REGMALE][END_RIFLE_CROUCH] = RGMCROUCHAIM;
	gubAnimSurfaceIndex[REGMALE][FALLBACK_HIT_STAND] = RGMHITFALLBACK;
	gubAnimSurfaceIndex[REGMALE][ROLLOVER] = RGMROLLOVER;
	gubAnimSurfaceIndex[REGMALE][CLIMBUPROOF] = RGMCLIMBROOF;
	gubAnimSurfaceIndex[REGMALE][FALLOFF] = RGMFALL;
	gubAnimSurfaceIndex[REGMALE][GETUP_FROM_ROLLOVER] = RGMPRONE;
	gubAnimSurfaceIndex[REGMALE][CLIMBDOWNROOF] = RGMCLIMBROOF;
	gubAnimSurfaceIndex[REGMALE][FALLFORWARD_ROOF] = RGMFALLF;
	gubAnimSurfaceIndex[REGMALE][GENERIC_HIT_DEATHTWITCHNB] = RGMHITSTAND;
	gubAnimSurfaceIndex[REGMALE][GENERIC_HIT_DEATHTWITCHB] = RGMHITSTAND;
	gubAnimSurfaceIndex[REGMALE][FALLBACK_HIT_DEATHTWITCHNB] = RGMHITFALLBACK;
	gubAnimSurfaceIndex[REGMALE][FALLBACK_HIT_DEATHTWITCHB] = RGMHITFALLBACK;
	gubAnimSurfaceIndex[REGMALE][GENERIC_HIT_DEATH] = RGMHITSTAND;
	gubAnimSurfaceIndex[REGMALE][FALLBACK_HIT_DEATH] = RGMHITFALLBACK;
	gubAnimSurfaceIndex[REGMALE][GENERIC_HIT_CROUCH] = RGMHITCROUCH;
	gubAnimSurfaceIndex[REGMALE][STANDING_BURST] = RGMSTANDAIM;
	gubAnimSurfaceIndex[REGMALE][STANDING_BURST_HIT] = RGMHITHARD;
	gubAnimSurfaceIndex[REGMALE][GENERIC_HIT_DEATH] = RGMHITSTAND;
	gubAnimSurfaceIndex[REGMALE][FALLFORWARD_FROMHIT_STAND] = RGMHITSTAND;
	gubAnimSurfaceIndex[REGMALE][FALLFORWARD_FROMHIT_STAND] = RGMHITSTAND;
	gubAnimSurfaceIndex[REGMALE][FALLFORWARD_FROMHIT_CROUCH] = RGMHITCROUCH;
	gubAnimSurfaceIndex[REGMALE][ENDFALLFORWARD_FROMHIT_CROUCH] = RGMHITSTAND;
	gubAnimSurfaceIndex[REGMALE][GENERIC_HIT_PRONE] = RGMHITPRONE;
	gubAnimSurfaceIndex[REGMALE][PRONE_HIT_DEATH] = RGMHITPRONE;
	gubAnimSurfaceIndex[REGMALE][PRONE_LAY_FROMHIT] = RGMHITPRONE;
	gubAnimSurfaceIndex[REGMALE][PRONE_HIT_DEATHTWITCHNB] = RGMHITPRONE;
	gubAnimSurfaceIndex[REGMALE][PRONE_HIT_DEATHTWITCHB] = RGMHITPRONE;
	gubAnimSurfaceIndex[REGMALE][FLYBACK_HITDEATH_STOP] = RGMHITHARD;
	gubAnimSurfaceIndex[REGMALE][FALLFORWARD_HITDEATH_STOP] = RGMHITSTAND;
	gubAnimSurfaceIndex[REGMALE][FALLBACK_HITDEATH_STOP] = RGMHITFALLBACK;
	gubAnimSurfaceIndex[REGMALE][PRONE_HITDEATH_STOP] = RGMHITPRONE;
	gubAnimSurfaceIndex[REGMALE][FLYBACKHIT_STOP] = RGMHITHARD;
	gubAnimSurfaceIndex[REGMALE][FALLBACKHIT_STOP] = RGMHITFALLBACK;
	gubAnimSurfaceIndex[REGMALE][FALLOFF_STOP] = RGMFALL;
	gubAnimSurfaceIndex[REGMALE][FALLOFF_FORWARD_STOP] = RGMFALLF;
	gubAnimSurfaceIndex[REGMALE][STAND_FALLFORWARD_STOP] = RGMHITSTAND;
	gubAnimSurfaceIndex[REGMALE][PRONE_LAYFROMHIT_STOP] = RGMHITPRONE;
	gubAnimSurfaceIndex[REGMALE][HOPFENCE] = RGMHOPFENCE;
	gubAnimSurfaceIndex[REGMALE][PUNCH_BREATH] = RGMPUNCH;
	gubAnimSurfaceIndex[REGMALE][PUNCH] = RGMPUNCH;
	gubAnimSurfaceIndex[REGMALE][NOTHING_STAND] = RGMNOTHING_STD;
	gubAnimSurfaceIndex[REGMALE][JFK_HITDEATH] = RGMDIE_JFK;
	gubAnimSurfaceIndex[REGMALE][JFK_HITDEATH_STOP] = RGMDIE_JFK;
	gubAnimSurfaceIndex[REGMALE][JFK_HITDEATH_TWITCHB] = RGMDIE_JFK;
	gubAnimSurfaceIndex[REGMALE][FIRE_STAND_BURST_SPREAD] = RGMSTANDAIM;
	gubAnimSurfaceIndex[REGMALE][FALLOFF_DEATH] = RGMFALL;
	gubAnimSurfaceIndex[REGMALE][FALLOFF_DEATH_STOP] = RGMFALL;
	gubAnimSurfaceIndex[REGMALE][FALLOFF_TWITCHB] = RGMFALL;
	gubAnimSurfaceIndex[REGMALE][FALLOFF_TWITCHNB] = RGMFALL;
	gubAnimSurfaceIndex[REGMALE][FALLOFF_FORWARD_DEATH] = RGMFALLF;
	gubAnimSurfaceIndex[REGMALE][FALLOFF_FORWARD_DEATH_STOP] = RGMFALLF;
	gubAnimSurfaceIndex[REGMALE][FALLOFF_FORWARD_TWITCHB] = RGMFALLF;
	gubAnimSurfaceIndex[REGMALE][FALLOFF_FORWARD_TWITCHNB] = RGMFALLF;
	gubAnimSurfaceIndex[REGMALE][OPEN_DOOR] = RGMOPEN;
	gubAnimSurfaceIndex[REGMALE][OPEN_STRUCT] = RGMOPEN;
	gubAnimSurfaceIndex[REGMALE][PICKUP_ITEM] = RGMPICKUP;
	gubAnimSurfaceIndex[REGMALE][DROP_ITEM] = RGMPICKUP;
	gubAnimSurfaceIndex[REGMALE][SLICE] = RGMSLICE;
	gubAnimSurfaceIndex[REGMALE][STAB] = RGMSTAB;
	gubAnimSurfaceIndex[REGMALE][CROUCH_STAB] = RGMCSTAB;
	gubAnimSurfaceIndex[REGMALE][START_AID] = RGMMEDIC;
	gubAnimSurfaceIndex[REGMALE][GIVING_AID] = RGMMEDIC;
	gubAnimSurfaceIndex[REGMALE][END_AID] = RGMMEDIC;
	gubAnimSurfaceIndex[REGMALE][DODGE_ONE] = RGMDODGE;
	gubAnimSurfaceIndex[REGMALE][READY_DUAL_STAND] = RGMSTANDDWALAIM;
	gubAnimSurfaceIndex[REGMALE][AIM_DUAL_STAND] = RGMSTANDDWALAIM;
	gubAnimSurfaceIndex[REGMALE][SHOOT_DUAL_STAND] = RGMSTANDDWALAIM;
	gubAnimSurfaceIndex[REGMALE][END_DUAL_STAND] = RGMSTANDDWALAIM;
	gubAnimSurfaceIndex[REGMALE][RAISE_RIFLE] = RGMRAISE;
	gubAnimSurfaceIndex[REGMALE][LOWER_RIFLE] = RGMRAISE;
	gubAnimSurfaceIndex[REGMALE][BODYEXPLODING] = BODYEXPLODE;
	gubAnimSurfaceIndex[REGMALE][THROW_ITEM] = RGMTHROW;
	gubAnimSurfaceIndex[REGMALE][LOB_ITEM] = RGMLOB;
	gubAnimSurfaceIndex[REGMALE][CROUCHED_BURST] = RGMCROUCHAIM;
	gubAnimSurfaceIndex[REGMALE][PRONE_BURST] = RGMPRONE;
	gubAnimSurfaceIndex[REGMALE][GIVE_ITEM] = RGMOPEN;
	gubAnimSurfaceIndex[REGMALE][CLIMB_CLIFF] = RGMMCLIMB;
	gubAnimSurfaceIndex[REGMALE][CLIMB_CLIFF] = RGMMCLIMB;
	gubAnimSurfaceIndex[REGMALE][WATER_HIT] = RGMWATER_DIE;
	gubAnimSurfaceIndex[REGMALE][WATER_DIE] = RGMWATER_DIE;
	gubAnimSurfaceIndex[REGMALE][WATER_DIE_STOP] = RGMWATER_DIE;
	gubAnimSurfaceIndex[REGMALE][HELIDROP] = RGMHELIDROP;
	gubAnimSurfaceIndex[REGMALE][FEM_LOOK] = RGM_LOOK;
	gubAnimSurfaceIndex[REGMALE][REG_SQUISH] = RGM_SQUISH;
	gubAnimSurfaceIndex[REGMALE][REG_PULL] = RGM_PULL;
	gubAnimSurfaceIndex[REGMALE][REG_SPIT] = RGM_SPIT;
	gubAnimSurfaceIndex[REGMALE][NINJA_GOTOBREATH] = RGMLOWKICK;
	gubAnimSurfaceIndex[REGMALE][NINJA_BREATH] = RGMLOWKICK;
	gubAnimSurfaceIndex[REGMALE][NINJA_LOWKICK] = RGMLOWKICK;
	gubAnimSurfaceIndex[REGMALE][NINJA_PUNCH] = RGMNPUNCH;
	gubAnimSurfaceIndex[REGMALE][NINJA_SPINKICK] = RGMSPINKICK;
	gubAnimSurfaceIndex[REGMALE][END_OPEN_DOOR] = RGMOPEN;
	gubAnimSurfaceIndex[REGMALE][END_OPEN_LOCKED_DOOR] = RGMOPEN;
	gubAnimSurfaceIndex[REGMALE][KICK_DOOR] = RGMKICKDOOR;
	gubAnimSurfaceIndex[REGMALE][CLOSE_DOOR] = RGMOPEN;
	gubAnimSurfaceIndex[REGMALE][RIFLE_STAND_HIT] = RGMRHIT;
	gubAnimSurfaceIndex[REGMALE][DEEP_WATER_TRED] = RGMDEEPWATER_TRED;
	gubAnimSurfaceIndex[REGMALE][DEEP_WATER_SWIM] = RGMDEEPWATER_SWIM;
	gubAnimSurfaceIndex[REGMALE][DEEP_WATER_HIT] = RGMDEEPWATER_DIE;
	gubAnimSurfaceIndex[REGMALE][DEEP_WATER_DIE] = RGMDEEPWATER_DIE;
	gubAnimSurfaceIndex[REGMALE][DEEP_WATER_DIE_STOPPING] = RGMWATER_DIE;
	gubAnimSurfaceIndex[REGMALE][DEEP_WATER_DIE_STOP] = RGMWATER_DIE;
	gubAnimSurfaceIndex[REGMALE][LOW_TO_DEEP_WATER] = RGMWATER_TRANS;
	gubAnimSurfaceIndex[REGMALE][DEEP_TO_LOW_WATER] = RGMWATER_TRANS;
	gubAnimSurfaceIndex[REGMALE][GOTO_SLEEP] = RGMSLEEP;
	gubAnimSurfaceIndex[REGMALE][SLEEPING] = RGMSLEEP;
	gubAnimSurfaceIndex[REGMALE][WKAEUP_FROM_SLEEP] = RGMSLEEP;
	gubAnimSurfaceIndex[REGMALE][FIRE_LOW_STAND] = RGMSHOOT_LOW;
	gubAnimSurfaceIndex[REGMALE][FIRE_BURST_LOW_STAND] = RGMSHOOT_LOW;
	gubAnimSurfaceIndex[REGMALE][STANDING_SHOOT_UNJAM] = RGMSTANDAIM;
	gubAnimSurfaceIndex[REGMALE][CROUCH_SHOOT_UNJAM] = RGMCROUCHAIM;
	gubAnimSurfaceIndex[REGMALE][PRONE_SHOOT_UNJAM] = RGMPRONE;
	gubAnimSurfaceIndex[REGMALE][STANDING_SHOOT_DWEL_UNJAM] = RGMSTANDDWALAIM;
	gubAnimSurfaceIndex[REGMALE][STANDING_SHOOT_LOW_UNJAM] = RGMSHOOT_LOW;
	gubAnimSurfaceIndex[REGMALE][READY_DUAL_CROUCH] = RGMCDBLSHOT;
	gubAnimSurfaceIndex[REGMALE][AIM_DUAL_CROUCH] = RGMCDBLSHOT;
	gubAnimSurfaceIndex[REGMALE][SHOOT_DUAL_CROUCH] = RGMCDBLSHOT;
	gubAnimSurfaceIndex[REGMALE][END_DUAL_CROUCH] = RGMCDBLSHOT;
	gubAnimSurfaceIndex[REGMALE][CROUCH_SHOOT_DWEL_UNJAM] = RGMCDBLSHOT;
	gubAnimSurfaceIndex[REGMALE][ADJACENT_GET_ITEM] = RGMOPEN;
	gubAnimSurfaceIndex[REGMALE][CUTTING_FENCE] = RGMMEDIC;
	gubAnimSurfaceIndex[REGMALE][FROM_INJURED_TRANSITION] = RGMHURTTRANS;
	gubAnimSurfaceIndex[REGMALE][THROW_KNIFE] = RGMTHROWKNIFE;
	gubAnimSurfaceIndex[REGMALE][KNIFE_BREATH] = RGMBREATHKNIFE;
	gubAnimSurfaceIndex[REGMALE][KNIFE_GOTOBREATH] = RGMBREATHKNIFE;
	gubAnimSurfaceIndex[REGMALE][KNIFE_ENDBREATH] = RGMBREATHKNIFE;
	gubAnimSurfaceIndex[REGMALE][CATCH_STANDING] = RGMOPEN;
	gubAnimSurfaceIndex[REGMALE][CATCH_CROUCHED] = RGMMEDIC;
	gubAnimSurfaceIndex[REGMALE][PLANT_BOMB] = RGMPICKUP;
	gubAnimSurfaceIndex[REGMALE][USE_REMOTE] = RGMOPEN;
	gubAnimSurfaceIndex[REGMALE][START_COWER] = RGMCOWER;
	gubAnimSurfaceIndex[REGMALE][COWERING] = RGMCOWER;
	gubAnimSurfaceIndex[REGMALE][END_COWER] = RGMCOWER;
	gubAnimSurfaceIndex[REGMALE][STEAL_ITEM] = RGMOPEN;
	gubAnimSurfaceIndex[REGMALE][SHOOT_ROCKET] = RGMROCKET;
	gubAnimSurfaceIndex[REGMALE][SHOOT_MORTAR] = RGMMORTAR;
	gubAnimSurfaceIndex[REGMALE][SIDE_STEP] = RGMSIDESTEP;
	gubAnimSurfaceIndex[REGMALE][WALK_BACKWARDS] = RGMBASICWALKING;
	gubAnimSurfaceIndex[REGMALE][BEGIN_OPENSTRUCT] = RGMOPEN;
	gubAnimSurfaceIndex[REGMALE][END_OPENSTRUCT] = RGMOPEN;
	gubAnimSurfaceIndex[REGMALE][END_OPENSTRUCT_LOCKED] = RGMOPEN;
	gubAnimSurfaceIndex[REGMALE][PUNCH_LOW] = RGMPUNCHLOW;
	gubAnimSurfaceIndex[REGMALE][PISTOL_SHOOT_LOW] = RGMPISTOLSHOOTLOW;
	gubAnimSurfaceIndex[REGMALE][DECAPITATE] = RGMCSTAB;
	gubAnimSurfaceIndex[REGMALE][GOTO_PATIENT] = RGMHITPRONE;
	gubAnimSurfaceIndex[REGMALE][BEING_PATIENT] = RGMHITPRONE;
	gubAnimSurfaceIndex[REGMALE][GOTO_DOCTOR] = RGMMEDIC;
	gubAnimSurfaceIndex[REGMALE][BEING_DOCTOR] = RGMMEDIC;
	gubAnimSurfaceIndex[REGMALE][END_DOCTOR] = RGMMEDIC;
	gubAnimSurfaceIndex[REGMALE][GOTO_REPAIRMAN] = RGMMEDIC;
	gubAnimSurfaceIndex[REGMALE][BEING_REPAIRMAN] = RGMMEDIC;
	gubAnimSurfaceIndex[REGMALE][END_REPAIRMAN] = RGMMEDIC;
	gubAnimSurfaceIndex[REGMALE][FALL_INTO_PIT] = RGMFALL;
	gubAnimSurfaceIndex[REGMALE][RELOAD_ROBOT] = RGMMEDIC;
	gubAnimSurfaceIndex[REGMALE][END_CATCH] = RGMOPEN;
	gubAnimSurfaceIndex[REGMALE][END_CROUCH_CATCH] = RGMMEDIC;
	gubAnimSurfaceIndex[REGMALE][AI_RADIO] = RGMRADIO;
	gubAnimSurfaceIndex[REGMALE][AI_CR_RADIO] = RGMCRRADIO;
	gubAnimSurfaceIndex[REGMALE][SLAP_HIT] = RGMHITSTAND;
	gubAnimSurfaceIndex[REGMALE][TAKE_BLOOD_FROM_CORPSE] = RGMMEDIC;
	gubAnimSurfaceIndex[REGMALE][CHARIOTS_OF_FIRE] = RGMBURN;
	gubAnimSurfaceIndex[REGMALE][AI_PULL_SWITCH] = RGMOPEN;
	gubAnimSurfaceIndex[REGMALE][MERC_HURT_IDLE_ANIM] = RGMHURTSTANDINGR;
	gubAnimSurfaceIndex[REGMALE][END_HURT_WALKING] = RGMHURTSTANDINGR;
	gubAnimSurfaceIndex[REGMALE][PASS_OBJECT] = RGMOPEN;
	gubAnimSurfaceIndex[REGMALE][DROP_ADJACENT_OBJECT] = RGMOPEN;
	gubAnimSurfaceIndex[REGMALE][READY_DUAL_PRONE] = RGMDWPRONE;
	gubAnimSurfaceIndex[REGMALE][AIM_DUAL_PRONE] = RGMDWPRONE;
	gubAnimSurfaceIndex[REGMALE][SHOOT_DUAL_PRONE] = RGMDWPRONE;
	gubAnimSurfaceIndex[REGMALE][END_DUAL_PRONE] = RGMDWPRONE;
	gubAnimSurfaceIndex[REGMALE][PRONE_SHOOT_DWEL_UNJAM] = RGMDWPRONE;
	gubAnimSurfaceIndex[REGMALE][PICK_LOCK] = RGMOPEN;
	gubAnimSurfaceIndex[REGMALE][OPEN_DOOR_CROUCHED] = RGMMEDIC;
	gubAnimSurfaceIndex[REGMALE][BEGIN_OPENSTRUCT_CROUCHED] = RGMMEDIC;
	gubAnimSurfaceIndex[REGMALE][CLOSE_DOOR_CROUCHED] = RGMMEDIC;
	gubAnimSurfaceIndex[REGMALE][OPEN_STRUCT_CROUCHED] = RGMMEDIC;
	gubAnimSurfaceIndex[REGMALE][END_OPEN_DOOR_CROUCHED] = RGMMEDIC;
	gubAnimSurfaceIndex[REGMALE][END_OPENSTRUCT_CROUCHED] = RGMMEDIC;
	gubAnimSurfaceIndex[REGMALE][END_OPEN_LOCKED_DOOR_CROUCHED] = RGMMEDIC;
	gubAnimSurfaceIndex[REGMALE][END_OPENSTRUCT_LOCKED_CROUCHED] = RGMMEDIC;
	gubAnimSurfaceIndex[REGMALE][DRUNK_IDLE] = RGMDRUNK;
	gubAnimSurfaceIndex[REGMALE][CROWBAR_ATTACK] = RGMCROWBAR;
	gubAnimSurfaceIndex[REGMALE][CRIPPLE_KICKOUT] = CRIPCIVKICK;
	gubAnimSurfaceIndex[REGMALE][ATTACH_CAN_TO_STRING] = RGMMEDIC;
	gubAnimSurfaceIndex[REGMALE][SWAT_BACKWARDS] = RGMSNEAKING;
	gubAnimSurfaceIndex[REGMALE][JUMP_OVER_BLOCKING_PERSON] = RGMJUMPOVER;
	gubAnimSurfaceIndex[REGMALE][REFUEL_VEHICLE] = RGMMEDIC;
	gubAnimSurfaceIndex[REGMALE][LOCKPICK_CROUCHED] = RGMMEDIC;


	gubAnimSurfaceMidWaterSubIndex[REGMALE][STANDING][0] = RGMWATER_R_STD;
	gubAnimSurfaceMidWaterSubIndex[REGMALE][WALKING][0] = RGMWATER_R_WALK;
	gubAnimSurfaceMidWaterSubIndex[REGMALE][RUNNING][0] = RGMWATER_R_WALK;
	gubAnimSurfaceMidWaterSubIndex[REGMALE][READY_RIFLE_STAND][0] = RGMWATER_R_AIM;
	gubAnimSurfaceMidWaterSubIndex[REGMALE][AIM_RIFLE_STAND][0] = RGMWATER_R_AIM;
	gubAnimSurfaceMidWaterSubIndex[REGMALE][SHOOT_RIFLE_STAND][0] = RGMWATER_R_AIM;
	gubAnimSurfaceMidWaterSubIndex[REGMALE][END_RIFLE_STAND][0] = RGMWATER_R_AIM;
	gubAnimSurfaceMidWaterSubIndex[REGMALE][STANDING_BURST][0] = RGMWATER_R_AIM;
	gubAnimSurfaceMidWaterSubIndex[REGMALE][FIRE_STAND_BURST_SPREAD][0] = RGMWATER_R_AIM;
	gubAnimSurfaceMidWaterSubIndex[REGMALE][STANDING][1] = RGMWATER_N_STD;
	gubAnimSurfaceMidWaterSubIndex[REGMALE][WALKING][1] = RGMWATER_N_WALK;
	gubAnimSurfaceMidWaterSubIndex[REGMALE][RUNNING][1] = RGMWATER_N_WALK;
	gubAnimSurfaceMidWaterSubIndex[REGMALE][READY_RIFLE_STAND][1] = RGMWATER_N_AIM;
	gubAnimSurfaceMidWaterSubIndex[REGMALE][AIM_RIFLE_STAND][1] = RGMWATER_N_AIM;
	gubAnimSurfaceMidWaterSubIndex[REGMALE][SHOOT_RIFLE_STAND][1] = RGMWATER_N_AIM;
	gubAnimSurfaceMidWaterSubIndex[REGMALE][END_RIFLE_STAND][1] = RGMWATER_N_AIM;
	gubAnimSurfaceMidWaterSubIndex[REGMALE][STANDING_BURST][1] = RGMWATER_N_AIM;
	gubAnimSurfaceMidWaterSubIndex[REGMALE][FIRE_STAND_BURST_SPREAD][1] = RGMWATER_N_AIM;
	gubAnimSurfaceMidWaterSubIndex[REGMALE][READY_DUAL_STAND][1] = RGMWATER_DBLSHT;
	gubAnimSurfaceMidWaterSubIndex[REGMALE][AIM_DUAL_STAND][1] = RGMWATER_DBLSHT;
	gubAnimSurfaceMidWaterSubIndex[REGMALE][SHOOT_DUAL_STAND][1] = RGMWATER_DBLSHT;
	gubAnimSurfaceMidWaterSubIndex[REGMALE][END_DUAL_STAND][1] = RGMWATER_DBLSHT;
	gubAnimSurfaceMidWaterSubIndex[REGMALE][STANDING_SHOOT_UNJAM][0] = RGMWATER_R_AIM;
	gubAnimSurfaceMidWaterSubIndex[REGMALE][STANDING_SHOOT_UNJAM][1] = RGMWATER_N_AIM;
	gubAnimSurfaceMidWaterSubIndex[REGMALE][THROW_ITEM][0] = RGMWATERTHROW;
	gubAnimSurfaceMidWaterSubIndex[REGMALE][THROW_ITEM][1] = RGMWATERTHROW;
	gubAnimSurfaceMidWaterSubIndex[REGMALE][LOB_ITEM][0] = RGMWATERTHROW;
	gubAnimSurfaceMidWaterSubIndex[REGMALE][LOB_ITEM][1] = RGMWATERTHROW;


	//Setup some random stuff
	gRandomAnimDefs[REGMALE][0].ubHandRestriction = RANDOM_ANIM_RIFLEINHAND;
	gRandomAnimDefs[REGMALE][0].sAnimID = REG_SPIT;
	gRandomAnimDefs[REGMALE][0].ubStartRoll = 0;
	gRandomAnimDefs[REGMALE][0].ubEndRoll = 3;
	gRandomAnimDefs[REGMALE][0].ubFlags = RANDOM_ANIM_CASUAL;
	gRandomAnimDefs[REGMALE][0].ubAnimHeight = ANIM_STAND;

	gRandomAnimDefs[REGMALE][1].ubHandRestriction = RANDOM_ANIM_NOTHINGINHAND;
	gRandomAnimDefs[REGMALE][1].sAnimID = REG_SQUISH;
	gRandomAnimDefs[REGMALE][1].ubStartRoll = 10;
	gRandomAnimDefs[REGMALE][1].ubEndRoll = 13;
	gRandomAnimDefs[REGMALE][1].ubFlags = RANDOM_ANIM_CASUAL;
	gRandomAnimDefs[REGMALE][1].ubAnimHeight = ANIM_STAND;

	gRandomAnimDefs[REGMALE][2].ubHandRestriction = RANDOM_ANIM_RIFLEINHAND;
	gRandomAnimDefs[REGMALE][2].sAnimID = FEM_LOOK;
	gRandomAnimDefs[REGMALE][2].ubStartRoll = 20;
	gRandomAnimDefs[REGMALE][2].ubEndRoll = 23;
	gRandomAnimDefs[REGMALE][2].ubFlags = 0;
	gRandomAnimDefs[REGMALE][2].ubAnimHeight = ANIM_STAND;

	gRandomAnimDefs[REGMALE][3].ubHandRestriction = RANDOM_ANIM_NOTHINGINHAND;
	gRandomAnimDefs[REGMALE][3].sAnimID = REG_PULL;
	gRandomAnimDefs[REGMALE][3].ubStartRoll = 30;
	gRandomAnimDefs[REGMALE][3].ubEndRoll = 33;
	gRandomAnimDefs[REGMALE][3].ubFlags = 0;
	gRandomAnimDefs[REGMALE][3].ubAnimHeight = ANIM_STAND;

	gRandomAnimDefs[REGMALE][4].ubHandRestriction = RANDOM_ANIM_IRRELEVENTINHAND;
	gRandomAnimDefs[REGMALE][4].sAnimID = MERC_HURT_IDLE_ANIM;
	gRandomAnimDefs[REGMALE][4].ubStartRoll = 40;
	gRandomAnimDefs[REGMALE][4].ubEndRoll = 100;
	gRandomAnimDefs[REGMALE][4].ubFlags = RANDOM_ANIM_INJURED;
	gRandomAnimDefs[REGMALE][4].ubAnimHeight = ANIM_STAND;

	gRandomAnimDefs[REGMALE][5].ubHandRestriction = RANDOM_ANIM_IRRELEVENTINHAND;
	gRandomAnimDefs[REGMALE][5].sAnimID = DRUNK_IDLE;
	gRandomAnimDefs[REGMALE][5].ubStartRoll = 40;
	gRandomAnimDefs[REGMALE][5].ubEndRoll = 100;
	gRandomAnimDefs[REGMALE][5].ubFlags = RANDOM_ANIM_DRUNK;
	gRandomAnimDefs[REGMALE][5].ubAnimHeight = ANIM_STAND;


	gubAnimSurfaceItemSubIndex[REGMALE][STANDING] = RGMPISTOLBREATH;
	gubAnimSurfaceItemSubIndex[REGMALE][WALKING] = RGMNOTHING_WALK;
	gubAnimSurfaceItemSubIndex[REGMALE][RUNNING] = RGMNOTHING_RUN;
	gubAnimSurfaceItemSubIndex[REGMALE][SWATTING] = RGMNOTHING_SWAT;
	gubAnimSurfaceItemSubIndex[REGMALE][START_SWAT] = RGMNOTHING_SWAT;
	gubAnimSurfaceItemSubIndex[REGMALE][END_SWAT] = RGMNOTHING_SWAT;
	gubAnimSurfaceItemSubIndex[REGMALE][KNEEL_DOWN] = RGMNOTHING_CROUCH;
	gubAnimSurfaceItemSubIndex[REGMALE][CROUCHING] = RGMNOTHING_CROUCH;
	gubAnimSurfaceItemSubIndex[REGMALE][KNEEL_UP] = RGMNOTHING_CROUCH;
	gubAnimSurfaceItemSubIndex[REGMALE][READY_RIFLE_STAND] = RGMHANDGUN_S_SHOT;
	gubAnimSurfaceItemSubIndex[REGMALE][AIM_RIFLE_STAND] = RGMHANDGUN_S_SHOT;
	gubAnimSurfaceItemSubIndex[REGMALE][SHOOT_RIFLE_STAND] = RGMHANDGUN_S_SHOT;
	gubAnimSurfaceItemSubIndex[REGMALE][END_RIFLE_STAND] = RGMHANDGUN_S_SHOT;
	gubAnimSurfaceItemSubIndex[REGMALE][STANDING_BURST] = RGMHANDGUN_S_SHOT;
	gubAnimSurfaceItemSubIndex[REGMALE][FIRE_STAND_BURST_SPREAD] = RGMHANDGUN_S_SHOT;
	gubAnimSurfaceItemSubIndex[REGMALE][READY_RIFLE_CROUCH] = RGMHANDGUN_C_SHOT;
	gubAnimSurfaceItemSubIndex[REGMALE][AIM_RIFLE_CROUCH] = RGMHANDGUN_C_SHOT;
	gubAnimSurfaceItemSubIndex[REGMALE][SHOOT_RIFLE_CROUCH] = RGMHANDGUN_C_SHOT;
	gubAnimSurfaceItemSubIndex[REGMALE][END_RIFLE_CROUCH] = RGMHANDGUN_C_SHOT;
	gubAnimSurfaceItemSubIndex[REGMALE][PRONE_DOWN] = RGMHANDGUN_PRONE;
	gubAnimSurfaceItemSubIndex[REGMALE][CRAWLING] = RGMHANDGUN_PRONE;
	gubAnimSurfaceItemSubIndex[REGMALE][PRONE_UP] = RGMHANDGUN_PRONE;
	gubAnimSurfaceItemSubIndex[REGMALE][PRONE] = RGMHANDGUN_PRONE;
	gubAnimSurfaceItemSubIndex[REGMALE][READY_RIFLE_PRONE] = RGMHANDGUN_PRONE;
	gubAnimSurfaceItemSubIndex[REGMALE][AIM_RIFLE_PRONE] = RGMHANDGUN_PRONE;
	gubAnimSurfaceItemSubIndex[REGMALE][SHOOT_RIFLE_PRONE] = RGMHANDGUN_PRONE;
	gubAnimSurfaceItemSubIndex[REGMALE][END_RIFLE_PRONE] = RGMHANDGUN_PRONE;
	gubAnimSurfaceItemSubIndex[REGMALE][GETUP_FROM_ROLLOVER] = RGMHANDGUN_PRONE;
	gubAnimSurfaceItemSubIndex[REGMALE][STANDING_SHOOT_UNJAM] = RGMHANDGUN_S_SHOT;
	gubAnimSurfaceItemSubIndex[REGMALE][CROUCH_SHOOT_UNJAM] = RGMHANDGUN_C_SHOT;
	gubAnimSurfaceItemSubIndex[REGMALE][PRONE_SHOOT_UNJAM] = RGMHANDGUN_PRONE;
	gubAnimSurfaceItemSubIndex[REGMALE][FIRE_BURST_LOW_STAND] = RGMPISTOLSHOOTLOW;
	gubAnimSurfaceItemSubIndex[REGMALE][FIRE_LOW_STAND] = RGMPISTOLSHOOTLOW;
	gubAnimSurfaceItemSubIndex[REGMALE][CROUCHED_BURST] = RGMHANDGUN_C_SHOT;
	gubAnimSurfaceItemSubIndex[REGMALE][PRONE_BURST] = RGMHANDGUN_PRONE;
	gubAnimSurfaceItemSubIndex[REGMALE][MERC_HURT_IDLE_ANIM] = RGMHURTSTANDINGN;
	gubAnimSurfaceItemSubIndex[REGMALE][END_HURT_WALKING] = RGMHURTSTANDINGN;
	gubAnimSurfaceItemSubIndex[REGMALE][WALK_BACKWARDS] = RGMNOTHING_WALK;
	gubAnimSurfaceItemSubIndex[REGMALE][DRUNK_IDLE] = RGMPISTOLDRUNK;


	gubAnimSurfaceCorpseID[REGMALE][GENERIC_HIT_DEATH] = SMERC_FWD;
	gubAnimSurfaceCorpseID[REGMALE][FALLBACK_HIT_DEATH] = SMERC_BCK;
	gubAnimSurfaceCorpseID[REGMALE][PRONE_HIT_DEATH] = SMERC_PRN;
	gubAnimSurfaceCorpseID[REGMALE][WATER_DIE] = SMERC_WTR;
	gubAnimSurfaceCorpseID[REGMALE][FLYBACK_HIT_DEATH] = SMERC_DHD;
	gubAnimSurfaceCorpseID[REGMALE][JFK_HITDEATH] = SMERC_JFK;
	gubAnimSurfaceCorpseID[REGMALE][FALLOFF_DEATH] = SMERC_FALL;
	gubAnimSurfaceCorpseID[REGMALE][FALLOFF_FORWARD_DEATH] = SMERC_FALLF;
	gubAnimSurfaceCorpseID[REGMALE][FLYBACK_HIT] = SMERC_DHD;
	gubAnimSurfaceCorpseID[REGMALE][GENERIC_HIT_DEATHTWITCHNB] = SMERC_FWD;
	gubAnimSurfaceCorpseID[REGMALE][FALLFORWARD_FROMHIT_STAND] = SMERC_FWD;
	gubAnimSurfaceCorpseID[REGMALE][ENDFALLFORWARD_FROMHIT_CROUCH] = SMERC_FWD;
	gubAnimSurfaceCorpseID[REGMALE][FALLBACK_HIT_STAND] = SMERC_BCK;
	gubAnimSurfaceCorpseID[REGMALE][FALLBACK_HIT_DEATHTWITCHNB] = SMERC_BCK;
	gubAnimSurfaceCorpseID[REGMALE][PRONE_HIT_DEATHTWITCHNB] = SMERC_PRN;
	gubAnimSurfaceCorpseID[REGMALE][PRONE_LAY_FROMHIT] = SMERC_PRN;
	gubAnimSurfaceCorpseID[REGMALE][FALLOFF] = SMERC_FALLF;
	gubAnimSurfaceCorpseID[REGMALE][FALLFORWARD_ROOF] = SMERC_FALL;
	gubAnimSurfaceCorpseID[REGMALE][FLYBACKHIT_STOP] = SMERC_DHD;
	gubAnimSurfaceCorpseID[REGMALE][STAND_FALLFORWARD_STOP] = SMERC_FWD;
	gubAnimSurfaceCorpseID[REGMALE][FALLBACKHIT_STOP] = SMERC_BCK;
	gubAnimSurfaceCorpseID[REGMALE][PRONE_LAYFROMHIT_STOP] = SMERC_PRN;
	gubAnimSurfaceCorpseID[REGMALE][CHARIOTS_OF_FIRE] = BURNT_DEAD;
	gubAnimSurfaceCorpseID[REGMALE][BODYEXPLODING] = EXPLODE_DEAD;


	// BIG MALE GUY
	gubAnimSurfaceIndex[BIGMALE][WALKING] = BGMWALKING;
	gubAnimSurfaceIndex[BIGMALE][STANDING] = BGMSTANDING;
	gubAnimSurfaceIndex[BIGMALE][KNEEL_DOWN] = BGMCROUCHING;
	gubAnimSurfaceIndex[BIGMALE][CROUCHING] = BGMCROUCHING;
	gubAnimSurfaceIndex[BIGMALE][KNEEL_UP] = BGMCROUCHING;
	gubAnimSurfaceIndex[BIGMALE][SWATTING] = BGMSNEAKING;
	gubAnimSurfaceIndex[BIGMALE][RUNNING] = BGMRUNNING;
	gubAnimSurfaceIndex[BIGMALE][PRONE_DOWN] = BGMPRONE;
	gubAnimSurfaceIndex[BIGMALE][CRAWLING] = BGMPRONE;
	gubAnimSurfaceIndex[BIGMALE][PRONE_UP] = BGMPRONE;
	gubAnimSurfaceIndex[BIGMALE][PRONE] = BGMPRONE;
	gubAnimSurfaceIndex[BIGMALE][READY_RIFLE_STAND] = BGMSTANDAIM2;
	gubAnimSurfaceIndex[BIGMALE][AIM_RIFLE_STAND] = BGMSTANDAIM2;
	gubAnimSurfaceIndex[BIGMALE][SHOOT_RIFLE_STAND] = BGMSTANDAIM2;
	gubAnimSurfaceIndex[BIGMALE][END_RIFLE_STAND] = BGMSTANDAIM2;
	gubAnimSurfaceIndex[BIGMALE][START_SWAT] = BGMSNEAKING;
	gubAnimSurfaceIndex[BIGMALE][END_SWAT] = BGMSNEAKING;
	gubAnimSurfaceIndex[BIGMALE][FLYBACK_HIT] = BGMHITHARD;
	gubAnimSurfaceIndex[BIGMALE][READY_RIFLE_PRONE] = BGMPRONE;
	gubAnimSurfaceIndex[BIGMALE][AIM_RIFLE_PRONE] = BGMPRONE;
	gubAnimSurfaceIndex[BIGMALE][SHOOT_RIFLE_PRONE] = BGMPRONE;
	gubAnimSurfaceIndex[BIGMALE][END_RIFLE_PRONE] = BGMPRONE;
	gubAnimSurfaceIndex[BIGMALE][FALLBACK_DEATHTWICH] = BGMHITHARD;
	gubAnimSurfaceIndex[BIGMALE][GENERIC_HIT_STAND] = BGMHITSTAND;
	gubAnimSurfaceIndex[BIGMALE][FLYBACK_HIT_BLOOD_STAND] = BGMHITHARDBLOOD;
	gubAnimSurfaceIndex[BIGMALE][FLYBACK_HIT_DEATH] = BGMHITHARD;
	gubAnimSurfaceIndex[BIGMALE][READY_RIFLE_CROUCH] = BGMCROUCHAIM;
	gubAnimSurfaceIndex[BIGMALE][AIM_RIFLE_CROUCH] = BGMCROUCHAIM;
	gubAnimSurfaceIndex[BIGMALE][SHOOT_RIFLE_CROUCH] = BGMCROUCHAIM;
	gubAnimSurfaceIndex[BIGMALE][END_RIFLE_CROUCH] = BGMCROUCHAIM;
	gubAnimSurfaceIndex[BIGMALE][FALLBACK_HIT_STAND] = BGMHITFALLBACK;
	gubAnimSurfaceIndex[BIGMALE][ROLLOVER] = BGMROLLOVER;
	gubAnimSurfaceIndex[BIGMALE][CLIMBUPROOF] = BGMCLIMBROOF;
	gubAnimSurfaceIndex[BIGMALE][FALLOFF] = BGMFALL;
	gubAnimSurfaceIndex[BIGMALE][GETUP_FROM_ROLLOVER] = BGMPRONE;
	gubAnimSurfaceIndex[BIGMALE][CLIMBDOWNROOF] = BGMCLIMBROOF;
	gubAnimSurfaceIndex[BIGMALE][FALLFORWARD_ROOF] = BGMFALLF;
	gubAnimSurfaceIndex[BIGMALE][GENERIC_HIT_DEATHTWITCHNB] = BGMHITSTAND;
	gubAnimSurfaceIndex[BIGMALE][GENERIC_HIT_DEATHTWITCHB] = BGMHITSTAND;
	gubAnimSurfaceIndex[BIGMALE][FALLBACK_HIT_DEATHTWITCHNB] = BGMHITFALLBACK;
	gubAnimSurfaceIndex[BIGMALE][FALLBACK_HIT_DEATHTWITCHB] = BGMHITFALLBACK;
	gubAnimSurfaceIndex[BIGMALE][GENERIC_HIT_DEATH] = BGMHITSTAND;
	gubAnimSurfaceIndex[BIGMALE][FALLBACK_HIT_DEATH] = BGMHITFALLBACK;
	gubAnimSurfaceIndex[BIGMALE][GENERIC_HIT_CROUCH] = BGMHITCROUCH;
	gubAnimSurfaceIndex[BIGMALE][STANDING_BURST] = BGMSTANDAIM2;
	gubAnimSurfaceIndex[BIGMALE][STANDING_BURST_HIT] = BGMHITHARD;
	gubAnimSurfaceIndex[BIGMALE][GENERIC_HIT_DEATH] = BGMHITSTAND;
	gubAnimSurfaceIndex[BIGMALE][FALLFORWARD_FROMHIT_STAND] = BGMHITSTAND;
	gubAnimSurfaceIndex[BIGMALE][FALLFORWARD_FROMHIT_STAND] = BGMHITSTAND;
	gubAnimSurfaceIndex[BIGMALE][FALLFORWARD_FROMHIT_CROUCH] = BGMHITCROUCH;
	gubAnimSurfaceIndex[BIGMALE][ENDFALLFORWARD_FROMHIT_CROUCH] = BGMHITSTAND;
	gubAnimSurfaceIndex[BIGMALE][GENERIC_HIT_PRONE] = BGMHITPRONE;
	gubAnimSurfaceIndex[BIGMALE][PRONE_HIT_DEATH] = BGMHITPRONE;
	gubAnimSurfaceIndex[BIGMALE][PRONE_LAY_FROMHIT] = BGMHITPRONE;
	gubAnimSurfaceIndex[BIGMALE][PRONE_HIT_DEATHTWITCHNB] = BGMHITPRONE;
	gubAnimSurfaceIndex[BIGMALE][PRONE_HIT_DEATHTWITCHB] = BGMHITPRONE;
	gubAnimSurfaceIndex[BIGMALE][FLYBACK_HITDEATH_STOP] = BGMHITHARD;
	gubAnimSurfaceIndex[BIGMALE][FALLFORWARD_HITDEATH_STOP] = BGMHITSTAND;
	gubAnimSurfaceIndex[BIGMALE][FALLBACK_HITDEATH_STOP] = BGMHITFALLBACK;
	gubAnimSurfaceIndex[BIGMALE][PRONE_HITDEATH_STOP] = BGMHITPRONE;
	gubAnimSurfaceIndex[BIGMALE][FLYBACKHIT_STOP] = BGMHITHARD;
	gubAnimSurfaceIndex[BIGMALE][FALLBACKHIT_STOP] = BGMHITFALLBACK;
	gubAnimSurfaceIndex[BIGMALE][FALLOFF_STOP] = BGMFALL;
	gubAnimSurfaceIndex[BIGMALE][FALLOFF_FORWARD_STOP] = BGMFALLF;
	gubAnimSurfaceIndex[BIGMALE][STAND_FALLFORWARD_STOP] = BGMHITSTAND;
	gubAnimSurfaceIndex[BIGMALE][PRONE_LAYFROMHIT_STOP] = BGMHITPRONE;
	gubAnimSurfaceIndex[BIGMALE][HOPFENCE] = BGMHOPFENCE;
	gubAnimSurfaceIndex[BIGMALE][PUNCH_BREATH] = BGMPUNCH;
	gubAnimSurfaceIndex[BIGMALE][PUNCH] = BGMPUNCH;
	gubAnimSurfaceIndex[BIGMALE][NOTHING_STAND] = BGMNOTHING_STD;
	gubAnimSurfaceIndex[BIGMALE][JFK_HITDEATH] = BGMDIE_JFK;
	gubAnimSurfaceIndex[BIGMALE][JFK_HITDEATH_STOP] = BGMDIE_JFK;
	gubAnimSurfaceIndex[BIGMALE][JFK_HITDEATH_TWITCHB] = BGMDIE_JFK;
	gubAnimSurfaceIndex[BIGMALE][FIRE_STAND_BURST_SPREAD] = BGMSTANDAIM2;
	gubAnimSurfaceIndex[BIGMALE][FALLOFF_DEATH] = BGMFALL;
	gubAnimSurfaceIndex[BIGMALE][FALLOFF_DEATH_STOP] = BGMFALL;
	gubAnimSurfaceIndex[BIGMALE][FALLOFF_TWITCHB] = BGMFALL;
	gubAnimSurfaceIndex[BIGMALE][FALLOFF_TWITCHNB] = BGMFALL;
	gubAnimSurfaceIndex[BIGMALE][FALLOFF_FORWARD_DEATH] = BGMFALLF;
	gubAnimSurfaceIndex[BIGMALE][FALLOFF_FORWARD_DEATH_STOP] = BGMFALLF;
	gubAnimSurfaceIndex[BIGMALE][FALLOFF_FORWARD_TWITCHB] = BGMFALLF;
	gubAnimSurfaceIndex[BIGMALE][FALLOFF_FORWARD_TWITCHNB] = BGMFALLF;
	gubAnimSurfaceIndex[BIGMALE][OPEN_STRUCT] = BGMOPEN;
	gubAnimSurfaceIndex[BIGMALE][OPEN_DOOR] = BGMOPEN;
	gubAnimSurfaceIndex[BIGMALE][PICKUP_ITEM] = BGMPICKUP;
	gubAnimSurfaceIndex[BIGMALE][DROP_ITEM] = BGMPICKUP;
	gubAnimSurfaceIndex[BIGMALE][SLICE] = BGMSLICE;
	gubAnimSurfaceIndex[BIGMALE][STAB] = BGMSTAB;
	gubAnimSurfaceIndex[BIGMALE][CROUCH_STAB] = BGMCSTAB;
	gubAnimSurfaceIndex[BIGMALE][START_AID] = BGMMEDIC;
	gubAnimSurfaceIndex[BIGMALE][GIVING_AID] = BGMMEDIC;
	gubAnimSurfaceIndex[BIGMALE][END_AID] = BGMMEDIC;
	gubAnimSurfaceIndex[BIGMALE][DODGE_ONE] = BGMDODGE;
	gubAnimSurfaceIndex[BIGMALE][READY_DUAL_STAND] = BGMSTANDDWALAIM;
	gubAnimSurfaceIndex[BIGMALE][AIM_DUAL_STAND] = BGMSTANDDWALAIM;
	gubAnimSurfaceIndex[BIGMALE][SHOOT_DUAL_STAND] = BGMSTANDDWALAIM;
	gubAnimSurfaceIndex[BIGMALE][END_DUAL_STAND] = BGMSTANDDWALAIM;
	gubAnimSurfaceIndex[BIGMALE][RAISE_RIFLE] = BGMRAISE;
	gubAnimSurfaceIndex[BIGMALE][LOWER_RIFLE] = BGMRAISE;
	gubAnimSurfaceIndex[BIGMALE][THROW_ITEM] = BGMTHROW;
	gubAnimSurfaceIndex[BIGMALE][LOB_ITEM] = BGMLOB;
	gubAnimSurfaceIndex[BIGMALE][BODYEXPLODING] = BODYEXPLODE;
	gubAnimSurfaceIndex[BIGMALE][CROUCHED_BURST] = BGMCROUCHAIM;
	gubAnimSurfaceIndex[BIGMALE][PRONE_BURST] = BGMPRONE;
	gubAnimSurfaceIndex[BIGMALE][BIGBUY_FLEX] = BGMFLEX;
	gubAnimSurfaceIndex[BIGMALE][BIGBUY_STRECH] = BGMSTRECH;
	gubAnimSurfaceIndex[BIGMALE][BIGBUY_SHOEDUST] = BGMSHOEDUST;
	gubAnimSurfaceIndex[BIGMALE][BIGBUY_HEADTURN] = BGMHEADTURN;
	gubAnimSurfaceIndex[BIGMALE][GIVE_ITEM] = BGMOPEN;
	gubAnimSurfaceIndex[BIGMALE][WATER_HIT] = BGMWATER_DIE;
	gubAnimSurfaceIndex[BIGMALE][WATER_DIE] = BGMWATER_DIE;
	gubAnimSurfaceIndex[BIGMALE][WATER_DIE_STOP] = BGMWATER_DIE;
	gubAnimSurfaceIndex[BIGMALE][HELIDROP] = BGMHELIDROP;
	gubAnimSurfaceIndex[BIGMALE][END_OPEN_DOOR] = BGMOPEN;
	gubAnimSurfaceIndex[BIGMALE][END_OPEN_LOCKED_DOOR] = BGMOPEN;
	gubAnimSurfaceIndex[BIGMALE][KICK_DOOR] = BGMKICKDOOR;
	gubAnimSurfaceIndex[BIGMALE][CLOSE_DOOR] = BGMOPEN;
	gubAnimSurfaceIndex[BIGMALE][RIFLE_STAND_HIT] = BGMRHIT;
	gubAnimSurfaceIndex[BIGMALE][DEEP_WATER_TRED] = BGMDEEPWATER_TRED;
	gubAnimSurfaceIndex[BIGMALE][DEEP_WATER_SWIM] = BGMDEEPWATER_SWIM;
	gubAnimSurfaceIndex[BIGMALE][DEEP_WATER_HIT] = BGMDEEPWATER_DIE;
	gubAnimSurfaceIndex[BIGMALE][DEEP_WATER_DIE] = BGMDEEPWATER_DIE;
	gubAnimSurfaceIndex[BIGMALE][DEEP_WATER_DIE_STOPPING] = BGMWATER_DIE;
	gubAnimSurfaceIndex[BIGMALE][DEEP_WATER_DIE_STOP] = BGMWATER_DIE;
	gubAnimSurfaceIndex[BIGMALE][LOW_TO_DEEP_WATER] = BGMWATER_TRANS;
	gubAnimSurfaceIndex[BIGMALE][DEEP_TO_LOW_WATER] = BGMWATER_TRANS;
	gubAnimSurfaceIndex[BIGMALE][GOTO_SLEEP] = BGMSLEEP;
	gubAnimSurfaceIndex[BIGMALE][SLEEPING] = BGMSLEEP;
	gubAnimSurfaceIndex[BIGMALE][WKAEUP_FROM_SLEEP] = BGMSLEEP;
	gubAnimSurfaceIndex[BIGMALE][FIRE_LOW_STAND] = BGMSHOOT_LOW;
	gubAnimSurfaceIndex[BIGMALE][FIRE_BURST_LOW_STAND] = BGMSHOOT_LOW;
	gubAnimSurfaceIndex[BIGMALE][STANDING_SHOOT_UNJAM] = BGMSTANDAIM;
	gubAnimSurfaceIndex[BIGMALE][CROUCH_SHOOT_UNJAM] = BGMCROUCHAIM;
	gubAnimSurfaceIndex[BIGMALE][PRONE_SHOOT_UNJAM] = BGMPRONE;
	gubAnimSurfaceIndex[BIGMALE][STANDING_SHOOT_DWEL_UNJAM] = BGMSTANDDWALAIM;
	gubAnimSurfaceIndex[BIGMALE][STANDING_SHOOT_LOW_UNJAM] = BGMSHOOT_LOW;
	gubAnimSurfaceIndex[BIGMALE][READY_DUAL_CROUCH] = BGMCDBLSHOT;
	gubAnimSurfaceIndex[BIGMALE][AIM_DUAL_CROUCH] = BGMCDBLSHOT;
	gubAnimSurfaceIndex[BIGMALE][SHOOT_DUAL_CROUCH] = BGMCDBLSHOT;
	gubAnimSurfaceIndex[BIGMALE][END_DUAL_CROUCH] = BGMCDBLSHOT;
	gubAnimSurfaceIndex[BIGMALE][CROUCH_SHOOT_DWEL_UNJAM] = BGMCDBLSHOT;
	gubAnimSurfaceIndex[BIGMALE][ADJACENT_GET_ITEM] = BGMOPEN;
	gubAnimSurfaceIndex[BIGMALE][CUTTING_FENCE] = BGMMEDIC;
	gubAnimSurfaceIndex[BIGMALE][FROM_INJURED_TRANSITION] = BGMHURTTRANS;
	gubAnimSurfaceIndex[BIGMALE][THROW_KNIFE] = BGMTHROWKNIFE;
	gubAnimSurfaceIndex[BIGMALE][KNIFE_BREATH] = BGMBREATHKNIFE;
	gubAnimSurfaceIndex[BIGMALE][KNIFE_GOTOBREATH] = BGMBREATHKNIFE;
	gubAnimSurfaceIndex[BIGMALE][KNIFE_ENDBREATH] = BGMBREATHKNIFE;
	gubAnimSurfaceIndex[BIGMALE][CATCH_STANDING] = BGMOPEN;
	gubAnimSurfaceIndex[BIGMALE][CATCH_CROUCHED] = BGMMEDIC;
	gubAnimSurfaceIndex[BIGMALE][PLANT_BOMB] = BGMPICKUP;
	gubAnimSurfaceIndex[BIGMALE][USE_REMOTE] = BGMOPEN;
	gubAnimSurfaceIndex[BIGMALE][START_COWER] = BGMCOWER;
	gubAnimSurfaceIndex[BIGMALE][COWERING] = BGMCOWER;
	gubAnimSurfaceIndex[BIGMALE][END_COWER] = BGMCOWER;
	gubAnimSurfaceIndex[BIGMALE][STEAL_ITEM] = BGMOPEN;
	gubAnimSurfaceIndex[BIGMALE][SHOOT_ROCKET] = BGMROCKET;
	gubAnimSurfaceIndex[BIGMALE][SHOOT_MORTAR] = BGMMORTAR;
	gubAnimSurfaceIndex[BIGMALE][SIDE_STEP] = BGMSIDESTEP;
	gubAnimSurfaceIndex[BIGMALE][WALK_BACKWARDS] = BGMWALKING;
	gubAnimSurfaceIndex[BIGMALE][BEGIN_OPENSTRUCT] = BGMOPEN;
	gubAnimSurfaceIndex[BIGMALE][END_OPENSTRUCT] = BGMOPEN;
	gubAnimSurfaceIndex[BIGMALE][END_OPENSTRUCT_LOCKED] = BGMOPEN;
	gubAnimSurfaceIndex[BIGMALE][PUNCH_LOW] = BGMPUNCHLOW;
	gubAnimSurfaceIndex[BIGMALE][PISTOL_SHOOT_LOW] = BGMPISTOLSHOOTLOW;
	gubAnimSurfaceIndex[BIGMALE][DECAPITATE] = BGMCSTAB;
	gubAnimSurfaceIndex[BIGMALE][BIGMERC_IDLE_NECK] = BGMIDLENECK;
	gubAnimSurfaceIndex[BIGMALE][BIGMERC_CROUCH_TRANS_INTO] = BGMCROUCHTRANS;
	gubAnimSurfaceIndex[BIGMALE][BIGMERC_CROUCH_TRANS_OUTOF] = BGMCROUCHTRANS;
	gubAnimSurfaceIndex[BIGMALE][GOTO_PATIENT] = BGMHITPRONE;
	gubAnimSurfaceIndex[BIGMALE][BEING_PATIENT] = BGMHITPRONE;
	gubAnimSurfaceIndex[BIGMALE][GOTO_DOCTOR] = BGMMEDIC;
	gubAnimSurfaceIndex[BIGMALE][BEING_DOCTOR] = BGMMEDIC;
	gubAnimSurfaceIndex[BIGMALE][END_DOCTOR] = BGMMEDIC;
	gubAnimSurfaceIndex[BIGMALE][GOTO_REPAIRMAN] = BGMMEDIC;
	gubAnimSurfaceIndex[BIGMALE][BEING_REPAIRMAN] = BGMMEDIC;
	gubAnimSurfaceIndex[BIGMALE][END_REPAIRMAN] = BGMMEDIC;
	gubAnimSurfaceIndex[BIGMALE][FALL_INTO_PIT] = BGMFALL;
	gubAnimSurfaceIndex[BIGMALE][RELOAD_ROBOT] = BGMMEDIC;
	gubAnimSurfaceIndex[BIGMALE][END_CATCH] = BGMOPEN;
	gubAnimSurfaceIndex[BIGMALE][END_CROUCH_CATCH] = BGMMEDIC;
	gubAnimSurfaceIndex[BIGMALE][AI_RADIO] = BGMRADIO;
	gubAnimSurfaceIndex[BIGMALE][AI_CR_RADIO] = BGMCRRADIO;
	gubAnimSurfaceIndex[BIGMALE][TAKE_BLOOD_FROM_CORPSE] = BGMMEDIC;
	gubAnimSurfaceIndex[BIGMALE][CHARIOTS_OF_FIRE] = RGMBURN;
	gubAnimSurfaceIndex[BIGMALE][AI_PULL_SWITCH] = BGMOPEN;
	gubAnimSurfaceIndex[BIGMALE][MERC_HURT_IDLE_ANIM] = BGMHURTSTANDINGR;
	gubAnimSurfaceIndex[BIGMALE][END_HURT_WALKING] = BGMHURTSTANDINGR;
	gubAnimSurfaceIndex[BIGMALE][PASS_OBJECT] = BGMOPEN;
	gubAnimSurfaceIndex[BIGMALE][DROP_ADJACENT_OBJECT] = BGMOPEN;
	gubAnimSurfaceIndex[BIGMALE][READY_DUAL_PRONE] = BGMDWPRONE;
	gubAnimSurfaceIndex[BIGMALE][AIM_DUAL_PRONE] = BGMDWPRONE;
	gubAnimSurfaceIndex[BIGMALE][SHOOT_DUAL_PRONE] = BGMDWPRONE;
	gubAnimSurfaceIndex[BIGMALE][END_DUAL_PRONE] = BGMDWPRONE;
	gubAnimSurfaceIndex[BIGMALE][PRONE_SHOOT_DWEL_UNJAM] = BGMDWPRONE;
	gubAnimSurfaceIndex[BIGMALE][PICK_LOCK] = BGMOPEN;
	gubAnimSurfaceIndex[BIGMALE][OPEN_DOOR_CROUCHED] = BGMMEDIC;
	gubAnimSurfaceIndex[BIGMALE][BEGIN_OPENSTRUCT_CROUCHED] = BGMMEDIC;
	gubAnimSurfaceIndex[BIGMALE][CLOSE_DOOR_CROUCHED] = BGMMEDIC;
	gubAnimSurfaceIndex[BIGMALE][OPEN_STRUCT_CROUCHED] = BGMMEDIC;
	gubAnimSurfaceIndex[BIGMALE][END_OPEN_DOOR_CROUCHED] = BGMMEDIC;
	gubAnimSurfaceIndex[BIGMALE][END_OPENSTRUCT_CROUCHED] = BGMMEDIC;
	gubAnimSurfaceIndex[BIGMALE][END_OPEN_LOCKED_DOOR_CROUCHED] = BGMMEDIC;
	gubAnimSurfaceIndex[BIGMALE][END_OPENSTRUCT_LOCKED_CROUCHED] = BGMMEDIC;
	gubAnimSurfaceIndex[BIGMALE][DRUNK_IDLE] = BGMDRUNK;
	gubAnimSurfaceIndex[BIGMALE][CROWBAR_ATTACK] = BGMCROWBAR;
	gubAnimSurfaceIndex[BIGMALE][ATTACH_CAN_TO_STRING] = BGMMEDIC;
	gubAnimSurfaceIndex[BIGMALE][SWAT_BACKWARDS] = BGMSNEAKING;
	gubAnimSurfaceIndex[BIGMALE][JUMP_OVER_BLOCKING_PERSON] = BGMJUMPOVER;
	gubAnimSurfaceIndex[BIGMALE][REFUEL_VEHICLE] = BGMMEDIC;
	gubAnimSurfaceIndex[BIGMALE][LOCKPICK_CROUCHED] = BGMMEDIC;


	gubAnimSurfaceItemSubIndex[BIGMALE][STANDING] = BGMPISTOLBREATH;
	gubAnimSurfaceItemSubIndex[BIGMALE][WALKING] = BGMNOTHING_WALK;
	gubAnimSurfaceItemSubIndex[BIGMALE][RUNNING] = BGMNOTHING_RUN;
	gubAnimSurfaceItemSubIndex[BIGMALE][SWATTING] = BGMNOTHING_SWAT;
	gubAnimSurfaceItemSubIndex[BIGMALE][START_SWAT] = BGMNOTHING_SWAT;
	gubAnimSurfaceItemSubIndex[BIGMALE][END_SWAT] = BGMNOTHING_SWAT;
	gubAnimSurfaceItemSubIndex[BIGMALE][KNEEL_DOWN] = BGMNOTHING_CROUCH;
	gubAnimSurfaceItemSubIndex[BIGMALE][CROUCHING] = BGMNOTHING_CROUCH;
	gubAnimSurfaceItemSubIndex[BIGMALE][KNEEL_UP] = BGMNOTHING_CROUCH;
	gubAnimSurfaceItemSubIndex[BIGMALE][READY_RIFLE_STAND] = BGMHANDGUN_S_SHOT;
	gubAnimSurfaceItemSubIndex[BIGMALE][AIM_RIFLE_STAND] = BGMHANDGUN_S_SHOT;
	gubAnimSurfaceItemSubIndex[BIGMALE][SHOOT_RIFLE_STAND] = BGMHANDGUN_S_SHOT;
	gubAnimSurfaceItemSubIndex[BIGMALE][END_RIFLE_STAND] = BGMHANDGUN_S_SHOT;
	gubAnimSurfaceItemSubIndex[BIGMALE][STANDING_BURST] = BGMHANDGUN_S_SHOT;
	gubAnimSurfaceItemSubIndex[BIGMALE][FIRE_STAND_BURST_SPREAD] = BGMHANDGUN_S_SHOT;
	gubAnimSurfaceItemSubIndex[BIGMALE][READY_RIFLE_CROUCH] = BGMHANDGUN_C_SHOT;
	gubAnimSurfaceItemSubIndex[BIGMALE][AIM_RIFLE_CROUCH] = BGMHANDGUN_C_SHOT;
	gubAnimSurfaceItemSubIndex[BIGMALE][SHOOT_RIFLE_CROUCH] = BGMHANDGUN_C_SHOT;
	gubAnimSurfaceItemSubIndex[BIGMALE][END_RIFLE_CROUCH] = BGMHANDGUN_C_SHOT;
	gubAnimSurfaceItemSubIndex[BIGMALE][PRONE_DOWN] = BGMHANDGUN_PRONE;
	gubAnimSurfaceItemSubIndex[BIGMALE][CRAWLING] = BGMHANDGUN_PRONE;
	gubAnimSurfaceItemSubIndex[BIGMALE][PRONE_UP] = BGMHANDGUN_PRONE;
	gubAnimSurfaceItemSubIndex[BIGMALE][PRONE] = BGMHANDGUN_PRONE;
	gubAnimSurfaceItemSubIndex[BIGMALE][READY_RIFLE_PRONE] = BGMHANDGUN_PRONE;
	gubAnimSurfaceItemSubIndex[BIGMALE][AIM_RIFLE_PRONE] = BGMHANDGUN_PRONE;
	gubAnimSurfaceItemSubIndex[BIGMALE][SHOOT_RIFLE_PRONE] = BGMHANDGUN_PRONE;
	gubAnimSurfaceItemSubIndex[BIGMALE][END_RIFLE_PRONE] = BGMHANDGUN_PRONE;
	gubAnimSurfaceItemSubIndex[BIGMALE][GETUP_FROM_ROLLOVER] = BGMHANDGUN_PRONE;
	gubAnimSurfaceItemSubIndex[BIGMALE][STANDING_SHOOT_UNJAM] = BGMHANDGUN_S_SHOT;
	gubAnimSurfaceItemSubIndex[BIGMALE][CROUCH_SHOOT_UNJAM] = BGMHANDGUN_C_SHOT;
	gubAnimSurfaceItemSubIndex[BIGMALE][PRONE_SHOOT_UNJAM] = BGMHANDGUN_PRONE;
	gubAnimSurfaceItemSubIndex[BIGMALE][FIRE_BURST_LOW_STAND] = BGMPISTOLSHOOTLOW;
	gubAnimSurfaceItemSubIndex[BIGMALE][FIRE_LOW_STAND] = BGMPISTOLSHOOTLOW;
	gubAnimSurfaceItemSubIndex[BIGMALE][CROUCHED_BURST] = BGMHANDGUN_C_SHOT;
	gubAnimSurfaceItemSubIndex[BIGMALE][PRONE_BURST] = BGMHANDGUN_PRONE;
	gubAnimSurfaceItemSubIndex[BIGMALE][MERC_HURT_IDLE_ANIM] = BGMHURTSTANDINGN;
	gubAnimSurfaceItemSubIndex[BIGMALE][END_HURT_WALKING] = BGMHURTSTANDINGN;
	gubAnimSurfaceItemSubIndex[BIGMALE][WALK_BACKWARDS] = BGMNOTHING_WALK;
	gubAnimSurfaceItemSubIndex[BIGMALE][DRUNK_IDLE] = BGMPISTOLDRUNK;


	gubAnimSurfaceMidWaterSubIndex[BIGMALE][STANDING][0] = BGMWATER_R_STD;
	gubAnimSurfaceMidWaterSubIndex[BIGMALE][WALKING][0] = BGMWATER_R_WALK;
	gubAnimSurfaceMidWaterSubIndex[BIGMALE][RUNNING][0] = BGMWATER_R_WALK;
	gubAnimSurfaceMidWaterSubIndex[BIGMALE][READY_RIFLE_STAND][0] = BGMWATER_R_AIM;
	gubAnimSurfaceMidWaterSubIndex[BIGMALE][AIM_RIFLE_STAND][0] = BGMWATER_R_AIM;
	gubAnimSurfaceMidWaterSubIndex[BIGMALE][SHOOT_RIFLE_STAND][0] = BGMWATER_R_AIM;
	gubAnimSurfaceMidWaterSubIndex[BIGMALE][END_RIFLE_STAND][0] = BGMWATER_R_AIM;
	gubAnimSurfaceMidWaterSubIndex[BIGMALE][STANDING_BURST][0] = BGMWATER_R_AIM;
	gubAnimSurfaceMidWaterSubIndex[BIGMALE][FIRE_STAND_BURST_SPREAD][0] = BGMWATER_R_AIM;
	gubAnimSurfaceMidWaterSubIndex[BIGMALE][STANDING][1] = BGMWATER_N_STD;
	gubAnimSurfaceMidWaterSubIndex[BIGMALE][WALKING][1] = BGMWATER_N_WALK;
	gubAnimSurfaceMidWaterSubIndex[BIGMALE][RUNNING][1] = BGMWATER_N_WALK;
	gubAnimSurfaceMidWaterSubIndex[BIGMALE][READY_RIFLE_STAND][1] = BGMWATER_N_AIM;
	gubAnimSurfaceMidWaterSubIndex[BIGMALE][AIM_RIFLE_STAND][1] = BGMWATER_N_AIM;
	gubAnimSurfaceMidWaterSubIndex[BIGMALE][SHOOT_RIFLE_STAND][1] = BGMWATER_N_AIM;
	gubAnimSurfaceMidWaterSubIndex[BIGMALE][END_RIFLE_STAND][1] = BGMWATER_N_AIM;
	gubAnimSurfaceMidWaterSubIndex[BIGMALE][STANDING_BURST][1] = BGMWATER_N_AIM;
	gubAnimSurfaceMidWaterSubIndex[BIGMALE][FIRE_STAND_BURST_SPREAD][1] = BGMWATER_N_AIM;
	gubAnimSurfaceMidWaterSubIndex[BIGMALE][READY_DUAL_STAND][1] = BGMWATER_DBLSHT;
	gubAnimSurfaceMidWaterSubIndex[BIGMALE][AIM_DUAL_STAND][1] = BGMWATER_DBLSHT;
	gubAnimSurfaceMidWaterSubIndex[BIGMALE][SHOOT_DUAL_STAND][1] = BGMWATER_DBLSHT;
	gubAnimSurfaceMidWaterSubIndex[BIGMALE][END_DUAL_STAND][1] = BGMWATER_DBLSHT;
	gubAnimSurfaceMidWaterSubIndex[BIGMALE][STANDING_SHOOT_UNJAM][0] = BGMWATER_R_AIM;
	gubAnimSurfaceMidWaterSubIndex[BIGMALE][STANDING_SHOOT_UNJAM][1] = BGMWATER_N_AIM;
	gubAnimSurfaceMidWaterSubIndex[BIGMALE][THROW_ITEM][0] = BGMWATERTHROW;
	gubAnimSurfaceMidWaterSubIndex[BIGMALE][THROW_ITEM][1] = BGMWATERTHROW;
	gubAnimSurfaceMidWaterSubIndex[BIGMALE][LOB_ITEM][0] = BGMWATERTHROW;
	gubAnimSurfaceMidWaterSubIndex[BIGMALE][LOB_ITEM][1] = BGMWATERTHROW;


	//Setup some random stuff
	gRandomAnimDefs[BIGMALE][0].ubHandRestriction = RANDOM_ANIM_NOTHINGINHAND;
	gRandomAnimDefs[BIGMALE][0].sAnimID = BIGBUY_FLEX;
	gRandomAnimDefs[BIGMALE][0].ubStartRoll = 0;
	gRandomAnimDefs[BIGMALE][0].ubEndRoll = 3;
	gRandomAnimDefs[BIGMALE][0].ubFlags = RANDOM_ANIM_CASUAL;
	gRandomAnimDefs[BIGMALE][0].ubAnimHeight = ANIM_STAND;

	gRandomAnimDefs[BIGMALE][1].ubHandRestriction = RANDOM_ANIM_NOTHINGINHAND;
	gRandomAnimDefs[BIGMALE][1].sAnimID = BIGBUY_STRECH;
	gRandomAnimDefs[BIGMALE][1].ubStartRoll = 10;
	gRandomAnimDefs[BIGMALE][1].ubEndRoll = 13;
	gRandomAnimDefs[BIGMALE][1].ubFlags = RANDOM_ANIM_CASUAL;
	gRandomAnimDefs[BIGMALE][1].ubAnimHeight = ANIM_STAND;

	gRandomAnimDefs[BIGMALE][2].ubHandRestriction = RANDOM_ANIM_RIFLEINHAND;
	gRandomAnimDefs[BIGMALE][2].sAnimID = BIGBUY_SHOEDUST;
	gRandomAnimDefs[BIGMALE][2].ubStartRoll = 20;
	gRandomAnimDefs[BIGMALE][2].ubEndRoll = 23;
	gRandomAnimDefs[BIGMALE][2].ubFlags = RANDOM_ANIM_CASUAL | RANDOM_ANIM_FIRSTBIGMERC;
	gRandomAnimDefs[BIGMALE][2].ubAnimHeight = ANIM_STAND;

	gRandomAnimDefs[BIGMALE][3].ubHandRestriction = RANDOM_ANIM_RIFLEINHAND;
	gRandomAnimDefs[BIGMALE][3].sAnimID = BIGBUY_HEADTURN;
	gRandomAnimDefs[BIGMALE][3].ubStartRoll = 30;
	gRandomAnimDefs[BIGMALE][3].ubEndRoll = 33;
	gRandomAnimDefs[BIGMALE][3].ubFlags = RANDOM_ANIM_FIRSTBIGMERC;
	gRandomAnimDefs[BIGMALE][3].ubAnimHeight = ANIM_STAND;

	gRandomAnimDefs[BIGMALE][4].ubHandRestriction = RANDOM_ANIM_RIFLEINHAND;
	gRandomAnimDefs[BIGMALE][4].sAnimID = BIGMERC_IDLE_NECK;
	gRandomAnimDefs[BIGMALE][4].ubStartRoll = 30;
	gRandomAnimDefs[BIGMALE][4].ubEndRoll = 36;
	gRandomAnimDefs[BIGMALE][4].ubFlags = RANDOM_ANIM_SECONDBIGMERC;
	gRandomAnimDefs[BIGMALE][4].ubAnimHeight = ANIM_STAND;

	gRandomAnimDefs[BIGMALE][5].ubHandRestriction = RANDOM_ANIM_IRRELEVENTINHAND;
	gRandomAnimDefs[BIGMALE][5].sAnimID = MERC_HURT_IDLE_ANIM;
	gRandomAnimDefs[BIGMALE][5].ubStartRoll = 40;
	gRandomAnimDefs[BIGMALE][5].ubEndRoll = 100;
	gRandomAnimDefs[BIGMALE][5].ubFlags = RANDOM_ANIM_INJURED;
	gRandomAnimDefs[BIGMALE][5].ubAnimHeight = ANIM_STAND;

	gRandomAnimDefs[BIGMALE][6].ubHandRestriction = RANDOM_ANIM_IRRELEVENTINHAND;
	gRandomAnimDefs[BIGMALE][6].sAnimID = DRUNK_IDLE;
	gRandomAnimDefs[BIGMALE][6].ubStartRoll = 40;
	gRandomAnimDefs[BIGMALE][6].ubEndRoll = 100;
	gRandomAnimDefs[BIGMALE][6].ubFlags = RANDOM_ANIM_DRUNK;
	gRandomAnimDefs[BIGMALE][6].ubAnimHeight = ANIM_STAND;


	gubAnimSurfaceCorpseID[BIGMALE][GENERIC_HIT_DEATH] = MMERC_FWD;
	gubAnimSurfaceCorpseID[BIGMALE][FALLBACK_HIT_DEATH] = MMERC_BCK;
	gubAnimSurfaceCorpseID[BIGMALE][PRONE_HIT_DEATH] = MMERC_PRN;
	gubAnimSurfaceCorpseID[BIGMALE][WATER_DIE] = MMERC_WTR;
	gubAnimSurfaceCorpseID[BIGMALE][FLYBACK_HIT_DEATH] = MMERC_DHD;
	gubAnimSurfaceCorpseID[BIGMALE][JFK_HITDEATH] = MMERC_JFK;
	gubAnimSurfaceCorpseID[BIGMALE][FALLOFF_DEATH] = MMERC_FALL;
	gubAnimSurfaceCorpseID[BIGMALE][FALLOFF_FORWARD_DEATH] = MMERC_FALLF;
	gubAnimSurfaceCorpseID[BIGMALE][FLYBACK_HIT] = MMERC_DHD;
	gubAnimSurfaceCorpseID[BIGMALE][GENERIC_HIT_DEATHTWITCHNB] = MMERC_FWD;
	gubAnimSurfaceCorpseID[BIGMALE][FALLFORWARD_FROMHIT_STAND] = MMERC_FWD;
	gubAnimSurfaceCorpseID[BIGMALE][ENDFALLFORWARD_FROMHIT_CROUCH] = MMERC_FWD;
	gubAnimSurfaceCorpseID[BIGMALE][FALLBACK_HIT_STAND] = MMERC_BCK;
	gubAnimSurfaceCorpseID[BIGMALE][FALLBACK_HIT_DEATHTWITCHNB] = MMERC_BCK;
	gubAnimSurfaceCorpseID[BIGMALE][PRONE_HIT_DEATHTWITCHNB] = MMERC_PRN;
	gubAnimSurfaceCorpseID[BIGMALE][PRONE_LAY_FROMHIT] = MMERC_PRN;
	gubAnimSurfaceCorpseID[REGMALE][FALLOFF] = MMERC_FALLF;
	gubAnimSurfaceCorpseID[REGMALE][FALLFORWARD_ROOF] = MMERC_FALL;
	gubAnimSurfaceCorpseID[BIGMALE][FLYBACKHIT_STOP] = MMERC_DHD;
	gubAnimSurfaceCorpseID[BIGMALE][STAND_FALLFORWARD_STOP] = MMERC_FWD;
	gubAnimSurfaceCorpseID[BIGMALE][FALLBACKHIT_STOP] = MMERC_BCK;
	gubAnimSurfaceCorpseID[BIGMALE][PRONE_LAYFROMHIT_STOP] = MMERC_PRN;
	gubAnimSurfaceCorpseID[BIGMALE][CHARIOTS_OF_FIRE] = BURNT_DEAD;
	gubAnimSurfaceCorpseID[BIGMALE][BODYEXPLODING] = EXPLODE_DEAD;


	// STOCKY MALE GUY
	gubAnimSurfaceIndex[STOCKYMALE][WALKING] = RGMBASICWALKING;
	gubAnimSurfaceIndex[STOCKYMALE][STANDING] = RGMSTANDING;
	gubAnimSurfaceIndex[STOCKYMALE][KNEEL_DOWN] = RGMCROUCHING;
	gubAnimSurfaceIndex[STOCKYMALE][CROUCHING] = RGMCROUCHING;
	gubAnimSurfaceIndex[STOCKYMALE][KNEEL_UP] = RGMCROUCHING;
	gubAnimSurfaceIndex[STOCKYMALE][SWATTING] = RGMSNEAKING;
	gubAnimSurfaceIndex[STOCKYMALE][RUNNING] = RGMRUNNING;
	gubAnimSurfaceIndex[STOCKYMALE][PRONE_DOWN] = RGMPRONE;
	gubAnimSurfaceIndex[STOCKYMALE][CRAWLING] = RGMPRONE;
	gubAnimSurfaceIndex[STOCKYMALE][PRONE_UP] = RGMPRONE;
	gubAnimSurfaceIndex[STOCKYMALE][PRONE] = RGMPRONE;
	gubAnimSurfaceIndex[STOCKYMALE][READY_RIFLE_STAND] = RGMSTANDAIM;
	gubAnimSurfaceIndex[STOCKYMALE][AIM_RIFLE_STAND] = RGMSTANDAIM;
	gubAnimSurfaceIndex[STOCKYMALE][SHOOT_RIFLE_STAND] = RGMSTANDAIM;
	gubAnimSurfaceIndex[STOCKYMALE][END_RIFLE_STAND] = RGMSTANDAIM;
	gubAnimSurfaceIndex[STOCKYMALE][START_SWAT] = RGMSNEAKING;
	gubAnimSurfaceIndex[STOCKYMALE][END_SWAT] = RGMSNEAKING;
	gubAnimSurfaceIndex[STOCKYMALE][FLYBACK_HIT] = RGMHITHARD;
	gubAnimSurfaceIndex[STOCKYMALE][READY_RIFLE_PRONE] = RGMPRONE;
	gubAnimSurfaceIndex[STOCKYMALE][AIM_RIFLE_PRONE] = RGMPRONE;
	gubAnimSurfaceIndex[STOCKYMALE][SHOOT_RIFLE_PRONE] = RGMPRONE;
	gubAnimSurfaceIndex[STOCKYMALE][END_RIFLE_PRONE] = RGMPRONE;
	gubAnimSurfaceIndex[STOCKYMALE][FALLBACK_DEATHTWICH] = RGMHITHARD;
	gubAnimSurfaceIndex[STOCKYMALE][GENERIC_HIT_STAND] = RGMHITSTAND;
	gubAnimSurfaceIndex[STOCKYMALE][FLYBACK_HIT_BLOOD_STAND] = RGMHITHARDBLOOD;
	gubAnimSurfaceIndex[STOCKYMALE][FLYBACK_HIT_DEATH] = RGMHITHARD;
	gubAnimSurfaceIndex[STOCKYMALE][READY_RIFLE_CROUCH] = RGMCROUCHAIM;
	gubAnimSurfaceIndex[STOCKYMALE][AIM_RIFLE_CROUCH] = RGMCROUCHAIM;
	gubAnimSurfaceIndex[STOCKYMALE][SHOOT_RIFLE_CROUCH] = RGMCROUCHAIM;
	gubAnimSurfaceIndex[STOCKYMALE][END_RIFLE_CROUCH] = RGMCROUCHAIM;
	gubAnimSurfaceIndex[STOCKYMALE][FALLBACK_HIT_STAND] = RGMHITFALLBACK;
	gubAnimSurfaceIndex[STOCKYMALE][ROLLOVER] = RGMROLLOVER;
	gubAnimSurfaceIndex[STOCKYMALE][CLIMBUPROOF] = RGMCLIMBROOF;
	gubAnimSurfaceIndex[STOCKYMALE][FALLOFF] = RGMFALL;
	gubAnimSurfaceIndex[STOCKYMALE][GETUP_FROM_ROLLOVER] = RGMPRONE;
	gubAnimSurfaceIndex[STOCKYMALE][CLIMBDOWNROOF] = RGMCLIMBROOF;
	gubAnimSurfaceIndex[STOCKYMALE][FALLFORWARD_ROOF] = RGMFALLF;
	gubAnimSurfaceIndex[STOCKYMALE][GENERIC_HIT_DEATHTWITCHNB] = RGMHITSTAND;
	gubAnimSurfaceIndex[STOCKYMALE][GENERIC_HIT_DEATHTWITCHB] = RGMHITSTAND;
	gubAnimSurfaceIndex[STOCKYMALE][FALLBACK_HIT_DEATHTWITCHNB] = RGMHITFALLBACK;
	gubAnimSurfaceIndex[STOCKYMALE][FALLBACK_HIT_DEATHTWITCHB] = RGMHITFALLBACK;
	gubAnimSurfaceIndex[STOCKYMALE][GENERIC_HIT_DEATH] = RGMHITSTAND;
	gubAnimSurfaceIndex[STOCKYMALE][FALLBACK_HIT_DEATH] = RGMHITFALLBACK;
	gubAnimSurfaceIndex[STOCKYMALE][GENERIC_HIT_CROUCH] = RGMHITCROUCH;
	gubAnimSurfaceIndex[STOCKYMALE][STANDING_BURST] = RGMSTANDAIM;
	gubAnimSurfaceIndex[STOCKYMALE][STANDING_BURST_HIT] = RGMHITHARD;
	gubAnimSurfaceIndex[STOCKYMALE][GENERIC_HIT_DEATH] = RGMHITSTAND;
	gubAnimSurfaceIndex[STOCKYMALE][FALLFORWARD_FROMHIT_STAND] = RGMHITSTAND;
	gubAnimSurfaceIndex[STOCKYMALE][FALLFORWARD_FROMHIT_STAND] = RGMHITSTAND;
	gubAnimSurfaceIndex[STOCKYMALE][FALLFORWARD_FROMHIT_CROUCH] = RGMHITCROUCH;
	gubAnimSurfaceIndex[STOCKYMALE][ENDFALLFORWARD_FROMHIT_CROUCH] = RGMHITSTAND;
	gubAnimSurfaceIndex[STOCKYMALE][GENERIC_HIT_PRONE] = RGMHITPRONE;
	gubAnimSurfaceIndex[STOCKYMALE][PRONE_HIT_DEATH] = RGMHITPRONE;
	gubAnimSurfaceIndex[STOCKYMALE][PRONE_LAY_FROMHIT] = RGMHITPRONE;
	gubAnimSurfaceIndex[STOCKYMALE][PRONE_HIT_DEATHTWITCHNB] = RGMHITPRONE;
	gubAnimSurfaceIndex[STOCKYMALE][PRONE_HIT_DEATHTWITCHB] = RGMHITPRONE;
	gubAnimSurfaceIndex[STOCKYMALE][FLYBACK_HITDEATH_STOP] = RGMHITHARD;
	gubAnimSurfaceIndex[STOCKYMALE][FALLFORWARD_HITDEATH_STOP] = RGMHITSTAND;
	gubAnimSurfaceIndex[STOCKYMALE][FALLBACK_HITDEATH_STOP] = RGMHITFALLBACK;
	gubAnimSurfaceIndex[STOCKYMALE][PRONE_HITDEATH_STOP] = RGMHITPRONE;
	gubAnimSurfaceIndex[STOCKYMALE][FLYBACKHIT_STOP] = RGMHITHARD;
	gubAnimSurfaceIndex[STOCKYMALE][FALLBACKHIT_STOP] = RGMHITFALLBACK;
	gubAnimSurfaceIndex[STOCKYMALE][FALLOFF_STOP] = RGMFALL;
	gubAnimSurfaceIndex[STOCKYMALE][FALLOFF_FORWARD_STOP] = RGMFALLF;
	gubAnimSurfaceIndex[STOCKYMALE][STAND_FALLFORWARD_STOP] = RGMHITSTAND;
	gubAnimSurfaceIndex[STOCKYMALE][PRONE_LAYFROMHIT_STOP] = RGMHITPRONE;
	gubAnimSurfaceIndex[STOCKYMALE][HOPFENCE] = RGMHOPFENCE;
	gubAnimSurfaceIndex[STOCKYMALE][PUNCH_BREATH] = RGMPUNCH;
	gubAnimSurfaceIndex[STOCKYMALE][PUNCH] = RGMPUNCH;
	gubAnimSurfaceIndex[STOCKYMALE][NOTHING_STAND] = RGMNOTHING_STD;
	gubAnimSurfaceIndex[STOCKYMALE][JFK_HITDEATH] = RGMDIE_JFK;
	gubAnimSurfaceIndex[STOCKYMALE][JFK_HITDEATH_STOP] = RGMDIE_JFK;
	gubAnimSurfaceIndex[STOCKYMALE][JFK_HITDEATH_TWITCHB] = RGMDIE_JFK;
	gubAnimSurfaceIndex[STOCKYMALE][FIRE_STAND_BURST_SPREAD] = RGMSTANDAIM;
	gubAnimSurfaceIndex[STOCKYMALE][FALLOFF_DEATH] = RGMFALL;
	gubAnimSurfaceIndex[STOCKYMALE][FALLOFF_DEATH_STOP] = RGMFALL;
	gubAnimSurfaceIndex[STOCKYMALE][FALLOFF_TWITCHB] = RGMFALL;
	gubAnimSurfaceIndex[STOCKYMALE][FALLOFF_TWITCHNB] = RGMFALL;
	gubAnimSurfaceIndex[STOCKYMALE][FALLOFF_FORWARD_DEATH] = RGMFALLF;
	gubAnimSurfaceIndex[STOCKYMALE][FALLOFF_FORWARD_DEATH_STOP] = RGMFALLF;
	gubAnimSurfaceIndex[STOCKYMALE][FALLOFF_FORWARD_TWITCHB] = RGMFALLF;
	gubAnimSurfaceIndex[STOCKYMALE][FALLOFF_FORWARD_TWITCHNB] = RGMFALLF;
	gubAnimSurfaceIndex[STOCKYMALE][OPEN_DOOR] = RGMOPEN;
	gubAnimSurfaceIndex[STOCKYMALE][OPEN_STRUCT] = RGMOPEN;
	gubAnimSurfaceIndex[STOCKYMALE][PICKUP_ITEM] = RGMPICKUP;
	gubAnimSurfaceIndex[STOCKYMALE][DROP_ITEM] = RGMPICKUP;
	gubAnimSurfaceIndex[STOCKYMALE][SLICE] = RGMSLICE;
	gubAnimSurfaceIndex[STOCKYMALE][STAB] = RGMSTAB;
	gubAnimSurfaceIndex[STOCKYMALE][CROUCH_STAB] = RGMCSTAB;
	gubAnimSurfaceIndex[STOCKYMALE][START_AID] = RGMMEDIC;
	gubAnimSurfaceIndex[STOCKYMALE][GIVING_AID] = RGMMEDIC;
	gubAnimSurfaceIndex[STOCKYMALE][END_AID] = RGMMEDIC;
	gubAnimSurfaceIndex[STOCKYMALE][DODGE_ONE] = RGMDODGE;
	gubAnimSurfaceIndex[STOCKYMALE][READY_DUAL_STAND] = RGMSTANDDWALAIM;
	gubAnimSurfaceIndex[STOCKYMALE][AIM_DUAL_STAND] = RGMSTANDDWALAIM;
	gubAnimSurfaceIndex[STOCKYMALE][SHOOT_DUAL_STAND] = RGMSTANDDWALAIM;
	gubAnimSurfaceIndex[STOCKYMALE][END_DUAL_STAND] = RGMSTANDDWALAIM;
	gubAnimSurfaceIndex[STOCKYMALE][RAISE_RIFLE] = RGMRAISE;
	gubAnimSurfaceIndex[STOCKYMALE][LOWER_RIFLE] = RGMRAISE;
	gubAnimSurfaceIndex[STOCKYMALE][BODYEXPLODING] = BODYEXPLODE;
	gubAnimSurfaceIndex[STOCKYMALE][THROW_ITEM] = RGMTHROW;
	gubAnimSurfaceIndex[STOCKYMALE][LOB_ITEM] = RGMLOB;
	gubAnimSurfaceIndex[STOCKYMALE][CROUCHED_BURST] = RGMCROUCHAIM;
	gubAnimSurfaceIndex[STOCKYMALE][PRONE_BURST] = RGMPRONE;
	gubAnimSurfaceIndex[STOCKYMALE][GIVE_ITEM] = RGMOPEN;
	gubAnimSurfaceIndex[STOCKYMALE][WATER_HIT] = RGMWATER_DIE;
	gubAnimSurfaceIndex[STOCKYMALE][WATER_DIE] = RGMWATER_DIE;
	gubAnimSurfaceIndex[STOCKYMALE][WATER_DIE_STOP] = RGMWATER_DIE;
	gubAnimSurfaceIndex[STOCKYMALE][HELIDROP] = RGMHELIDROP;
	gubAnimSurfaceIndex[STOCKYMALE][FEM_LOOK] = RGM_LOOK;
	gubAnimSurfaceIndex[STOCKYMALE][REG_SQUISH] = RGM_SQUISH;
	gubAnimSurfaceIndex[STOCKYMALE][REG_PULL] = RGM_PULL;
	gubAnimSurfaceIndex[STOCKYMALE][REG_SPIT] = RGM_SPIT;
	gubAnimSurfaceIndex[STOCKYMALE][NINJA_GOTOBREATH] = RGMLOWKICK;
	gubAnimSurfaceIndex[STOCKYMALE][NINJA_BREATH] = RGMLOWKICK;
	gubAnimSurfaceIndex[STOCKYMALE][NINJA_LOWKICK] = RGMLOWKICK;
	gubAnimSurfaceIndex[STOCKYMALE][NINJA_PUNCH] = RGMNPUNCH;
	gubAnimSurfaceIndex[STOCKYMALE][NINJA_SPINKICK] = RGMSPINKICK;
	gubAnimSurfaceIndex[STOCKYMALE][END_OPEN_DOOR] = RGMOPEN;
	gubAnimSurfaceIndex[STOCKYMALE][END_OPEN_LOCKED_DOOR] = RGMOPEN;
	gubAnimSurfaceIndex[STOCKYMALE][KICK_DOOR] = RGMKICKDOOR;
	gubAnimSurfaceIndex[STOCKYMALE][CLOSE_DOOR] = RGMOPEN;
	gubAnimSurfaceIndex[STOCKYMALE][RIFLE_STAND_HIT] = RGMRHIT;
	gubAnimSurfaceIndex[STOCKYMALE][DEEP_WATER_TRED] = RGMDEEPWATER_TRED;
	gubAnimSurfaceIndex[STOCKYMALE][DEEP_WATER_SWIM] = RGMDEEPWATER_SWIM;
	gubAnimSurfaceIndex[STOCKYMALE][DEEP_WATER_HIT] = RGMDEEPWATER_DIE;
	gubAnimSurfaceIndex[STOCKYMALE][DEEP_WATER_DIE] = RGMDEEPWATER_DIE;
	gubAnimSurfaceIndex[STOCKYMALE][DEEP_WATER_DIE_STOPPING] = RGMWATER_DIE;
	gubAnimSurfaceIndex[STOCKYMALE][DEEP_WATER_DIE_STOP] = RGMWATER_DIE;
	gubAnimSurfaceIndex[STOCKYMALE][LOW_TO_DEEP_WATER] = RGMWATER_TRANS;
	gubAnimSurfaceIndex[STOCKYMALE][DEEP_TO_LOW_WATER] = RGMWATER_TRANS;
	gubAnimSurfaceIndex[STOCKYMALE][GOTO_SLEEP] = RGMSLEEP;
	gubAnimSurfaceIndex[STOCKYMALE][SLEEPING] = RGMSLEEP;
	gubAnimSurfaceIndex[STOCKYMALE][WKAEUP_FROM_SLEEP] = RGMSLEEP;
	gubAnimSurfaceIndex[STOCKYMALE][FIRE_LOW_STAND] = RGMSHOOT_LOW;
	gubAnimSurfaceIndex[STOCKYMALE][FIRE_BURST_LOW_STAND] = RGMSHOOT_LOW;
	gubAnimSurfaceIndex[STOCKYMALE][STANDING_SHOOT_UNJAM] = RGMSTANDAIM;
	gubAnimSurfaceIndex[STOCKYMALE][CROUCH_SHOOT_UNJAM] = RGMCROUCHAIM;
	gubAnimSurfaceIndex[STOCKYMALE][PRONE_SHOOT_UNJAM] = RGMPRONE;
	gubAnimSurfaceIndex[STOCKYMALE][STANDING_SHOOT_DWEL_UNJAM] = RGMSTANDDWALAIM;
	gubAnimSurfaceIndex[STOCKYMALE][STANDING_SHOOT_LOW_UNJAM] = RGMSHOOT_LOW;
	gubAnimSurfaceIndex[STOCKYMALE][READY_DUAL_CROUCH] = RGMCDBLSHOT;
	gubAnimSurfaceIndex[STOCKYMALE][AIM_DUAL_CROUCH] = RGMCDBLSHOT;
	gubAnimSurfaceIndex[STOCKYMALE][SHOOT_DUAL_CROUCH] = RGMCDBLSHOT;
	gubAnimSurfaceIndex[STOCKYMALE][END_DUAL_CROUCH] = RGMCDBLSHOT;
	gubAnimSurfaceIndex[STOCKYMALE][CROUCH_SHOOT_DWEL_UNJAM] = RGMCDBLSHOT;
	gubAnimSurfaceIndex[STOCKYMALE][ADJACENT_GET_ITEM] = RGMOPEN;
	gubAnimSurfaceIndex[STOCKYMALE][CUTTING_FENCE] = RGMMEDIC;
	gubAnimSurfaceIndex[STOCKYMALE][FROM_INJURED_TRANSITION] = RGMHURTTRANS;
	gubAnimSurfaceIndex[STOCKYMALE][THROW_KNIFE] = RGMTHROWKNIFE;
	gubAnimSurfaceIndex[STOCKYMALE][KNIFE_BREATH] = RGMBREATHKNIFE;
	gubAnimSurfaceIndex[STOCKYMALE][KNIFE_GOTOBREATH] = RGMBREATHKNIFE;
	gubAnimSurfaceIndex[STOCKYMALE][KNIFE_ENDBREATH] = RGMBREATHKNIFE;
	gubAnimSurfaceIndex[STOCKYMALE][CATCH_STANDING] = RGMOPEN;
	gubAnimSurfaceIndex[STOCKYMALE][CATCH_CROUCHED] = RGMMEDIC;
	gubAnimSurfaceIndex[STOCKYMALE][PLANT_BOMB] = RGMPICKUP;
	gubAnimSurfaceIndex[STOCKYMALE][USE_REMOTE] = RGMOPEN;
	gubAnimSurfaceIndex[STOCKYMALE][START_COWER] = RGMCOWER;
	gubAnimSurfaceIndex[STOCKYMALE][COWERING] = RGMCOWER;
	gubAnimSurfaceIndex[STOCKYMALE][END_COWER] = RGMCOWER;
	gubAnimSurfaceIndex[STOCKYMALE][STEAL_ITEM] = RGMOPEN;
	gubAnimSurfaceIndex[STOCKYMALE][SHOOT_ROCKET] = RGMROCKET;
	gubAnimSurfaceIndex[STOCKYMALE][SHOOT_MORTAR] = RGMMORTAR;
	gubAnimSurfaceIndex[STOCKYMALE][SIDE_STEP] = RGMSIDESTEP;
	gubAnimSurfaceIndex[STOCKYMALE][WALK_BACKWARDS] = RGMBASICWALKING;
	gubAnimSurfaceIndex[STOCKYMALE][BEGIN_OPENSTRUCT] = RGMOPEN;
	gubAnimSurfaceIndex[STOCKYMALE][END_OPENSTRUCT] = RGMOPEN;
	gubAnimSurfaceIndex[STOCKYMALE][END_OPENSTRUCT_LOCKED] = RGMOPEN;
	gubAnimSurfaceIndex[STOCKYMALE][PUNCH_LOW] = RGMPUNCHLOW;
	gubAnimSurfaceIndex[STOCKYMALE][PISTOL_SHOOT_LOW] = RGMPISTOLSHOOTLOW;
	gubAnimSurfaceIndex[STOCKYMALE][DECAPITATE] = RGMCSTAB;
	gubAnimSurfaceIndex[STOCKYMALE][GOTO_PATIENT] = RGMHITPRONE;
	gubAnimSurfaceIndex[STOCKYMALE][BEING_PATIENT] = RGMHITPRONE;
	gubAnimSurfaceIndex[STOCKYMALE][GOTO_DOCTOR] = RGMMEDIC;
	gubAnimSurfaceIndex[STOCKYMALE][BEING_DOCTOR] = RGMMEDIC;
	gubAnimSurfaceIndex[STOCKYMALE][END_DOCTOR] = RGMMEDIC;
	gubAnimSurfaceIndex[STOCKYMALE][GOTO_REPAIRMAN] = RGMMEDIC;
	gubAnimSurfaceIndex[STOCKYMALE][BEING_REPAIRMAN] = RGMMEDIC;
	gubAnimSurfaceIndex[STOCKYMALE][END_REPAIRMAN] = RGMMEDIC;
	gubAnimSurfaceIndex[STOCKYMALE][FALL_INTO_PIT] = RGMFALL;
	gubAnimSurfaceIndex[STOCKYMALE][RELOAD_ROBOT] = RGMMEDIC;
	gubAnimSurfaceIndex[STOCKYMALE][END_CATCH] = RGMOPEN;
	gubAnimSurfaceIndex[STOCKYMALE][END_CROUCH_CATCH] = RGMMEDIC;
	gubAnimSurfaceIndex[STOCKYMALE][AI_RADIO] = RGMRADIO;
	gubAnimSurfaceIndex[STOCKYMALE][AI_CR_RADIO] = RGMCRRADIO;
	gubAnimSurfaceIndex[STOCKYMALE][SLAP_HIT] = RGMHITSTAND;
	gubAnimSurfaceIndex[STOCKYMALE][TAKE_BLOOD_FROM_CORPSE] = RGMMEDIC;
	gubAnimSurfaceIndex[STOCKYMALE][CHARIOTS_OF_FIRE] = RGMBURN;
	gubAnimSurfaceIndex[STOCKYMALE][AI_PULL_SWITCH] = RGMOPEN;
	gubAnimSurfaceIndex[STOCKYMALE][MERC_HURT_IDLE_ANIM] = RGMHURTSTANDINGR;
	gubAnimSurfaceIndex[STOCKYMALE][END_HURT_WALKING] = RGMHURTSTANDINGR;
	gubAnimSurfaceIndex[STOCKYMALE][PASS_OBJECT] = RGMOPEN;
	gubAnimSurfaceIndex[STOCKYMALE][DROP_ADJACENT_OBJECT] = RGMOPEN;
	gubAnimSurfaceIndex[STOCKYMALE][READY_DUAL_PRONE] = RGMDWPRONE;
	gubAnimSurfaceIndex[STOCKYMALE][AIM_DUAL_PRONE] = RGMDWPRONE;
	gubAnimSurfaceIndex[STOCKYMALE][SHOOT_DUAL_PRONE] = RGMDWPRONE;
	gubAnimSurfaceIndex[STOCKYMALE][END_DUAL_PRONE] = RGMDWPRONE;
	gubAnimSurfaceIndex[STOCKYMALE][PRONE_SHOOT_DWEL_UNJAM] = RGMDWPRONE;
	gubAnimSurfaceIndex[STOCKYMALE][PICK_LOCK] = RGMOPEN;
	gubAnimSurfaceIndex[STOCKYMALE][OPEN_DOOR_CROUCHED] = RGMMEDIC;
	gubAnimSurfaceIndex[STOCKYMALE][BEGIN_OPENSTRUCT_CROUCHED] = RGMMEDIC;
	gubAnimSurfaceIndex[STOCKYMALE][CLOSE_DOOR_CROUCHED] = RGMMEDIC;
	gubAnimSurfaceIndex[STOCKYMALE][OPEN_STRUCT_CROUCHED] = RGMMEDIC;
	gubAnimSurfaceIndex[STOCKYMALE][END_OPEN_DOOR_CROUCHED] = RGMMEDIC;
	gubAnimSurfaceIndex[STOCKYMALE][END_OPENSTRUCT_CROUCHED] = RGMMEDIC;
	gubAnimSurfaceIndex[STOCKYMALE][END_OPEN_LOCKED_DOOR_CROUCHED] = RGMMEDIC;
	gubAnimSurfaceIndex[STOCKYMALE][END_OPENSTRUCT_LOCKED_CROUCHED] = RGMMEDIC;
	gubAnimSurfaceIndex[STOCKYMALE][DRUNK_IDLE] = RGMDRUNK;
	gubAnimSurfaceIndex[STOCKYMALE][CROWBAR_ATTACK] = RGMCROWBAR;
	gubAnimSurfaceIndex[STOCKYMALE][ATTACH_CAN_TO_STRING] = RGMMEDIC;
	gubAnimSurfaceIndex[STOCKYMALE][SWAT_BACKWARDS] = RGMSNEAKING;
	gubAnimSurfaceIndex[STOCKYMALE][JUMP_OVER_BLOCKING_PERSON] = RGMJUMPOVER;
	gubAnimSurfaceIndex[STOCKYMALE][REFUEL_VEHICLE] = RGMMEDIC;
	gubAnimSurfaceIndex[STOCKYMALE][LOCKPICK_CROUCHED] = RGMMEDIC;


	gubAnimSurfaceItemSubIndex[STOCKYMALE][STANDING] = RGMPISTOLBREATH;
	gubAnimSurfaceItemSubIndex[STOCKYMALE][WALKING] = RGMNOTHING_WALK;
	gubAnimSurfaceItemSubIndex[STOCKYMALE][RUNNING] = RGMNOTHING_RUN;
	gubAnimSurfaceItemSubIndex[STOCKYMALE][SWATTING] = RGMNOTHING_SWAT;
	gubAnimSurfaceItemSubIndex[STOCKYMALE][START_SWAT] = RGMNOTHING_SWAT;
	gubAnimSurfaceItemSubIndex[STOCKYMALE][END_SWAT] = RGMNOTHING_SWAT;
	gubAnimSurfaceItemSubIndex[STOCKYMALE][KNEEL_DOWN] = RGMNOTHING_CROUCH;
	gubAnimSurfaceItemSubIndex[STOCKYMALE][CROUCHING] = RGMNOTHING_CROUCH;
	gubAnimSurfaceItemSubIndex[STOCKYMALE][KNEEL_UP] = RGMNOTHING_CROUCH;
	gubAnimSurfaceItemSubIndex[STOCKYMALE][READY_RIFLE_STAND] = RGMHANDGUN_S_SHOT;
	gubAnimSurfaceItemSubIndex[STOCKYMALE][AIM_RIFLE_STAND] = RGMHANDGUN_S_SHOT;
	gubAnimSurfaceItemSubIndex[STOCKYMALE][SHOOT_RIFLE_STAND] = RGMHANDGUN_S_SHOT;
	gubAnimSurfaceItemSubIndex[STOCKYMALE][END_RIFLE_STAND] = RGMHANDGUN_S_SHOT;
	gubAnimSurfaceItemSubIndex[STOCKYMALE][STANDING_BURST] = RGMHANDGUN_S_SHOT;
	gubAnimSurfaceItemSubIndex[STOCKYMALE][FIRE_STAND_BURST_SPREAD] = RGMHANDGUN_S_SHOT;
	gubAnimSurfaceItemSubIndex[STOCKYMALE][READY_RIFLE_CROUCH] = RGMHANDGUN_C_SHOT;
	gubAnimSurfaceItemSubIndex[STOCKYMALE][AIM_RIFLE_CROUCH] = RGMHANDGUN_C_SHOT;
	gubAnimSurfaceItemSubIndex[STOCKYMALE][SHOOT_RIFLE_CROUCH] = RGMHANDGUN_C_SHOT;
	gubAnimSurfaceItemSubIndex[STOCKYMALE][END_RIFLE_CROUCH] = RGMHANDGUN_C_SHOT;
	gubAnimSurfaceItemSubIndex[STOCKYMALE][PRONE_DOWN] = RGMHANDGUN_PRONE;
	gubAnimSurfaceItemSubIndex[STOCKYMALE][CRAWLING] = RGMHANDGUN_PRONE;
	gubAnimSurfaceItemSubIndex[STOCKYMALE][PRONE_UP] = RGMHANDGUN_PRONE;
	gubAnimSurfaceItemSubIndex[STOCKYMALE][PRONE] = RGMHANDGUN_PRONE;
	gubAnimSurfaceItemSubIndex[STOCKYMALE][READY_RIFLE_PRONE] = RGMHANDGUN_PRONE;
	gubAnimSurfaceItemSubIndex[STOCKYMALE][AIM_RIFLE_PRONE] = RGMHANDGUN_PRONE;
	gubAnimSurfaceItemSubIndex[STOCKYMALE][SHOOT_RIFLE_PRONE] = RGMHANDGUN_PRONE;
	gubAnimSurfaceItemSubIndex[STOCKYMALE][END_RIFLE_PRONE] = RGMHANDGUN_PRONE;
	gubAnimSurfaceItemSubIndex[STOCKYMALE][GETUP_FROM_ROLLOVER] = RGMHANDGUN_PRONE;
	gubAnimSurfaceItemSubIndex[STOCKYMALE][STANDING_SHOOT_UNJAM] = RGMHANDGUN_S_SHOT;
	gubAnimSurfaceItemSubIndex[STOCKYMALE][CROUCH_SHOOT_UNJAM] = RGMHANDGUN_C_SHOT;
	gubAnimSurfaceItemSubIndex[STOCKYMALE][PRONE_SHOOT_UNJAM] = RGMHANDGUN_PRONE;
	gubAnimSurfaceItemSubIndex[STOCKYMALE][FIRE_BURST_LOW_STAND] = RGMPISTOLSHOOTLOW;
	gubAnimSurfaceItemSubIndex[STOCKYMALE][FIRE_LOW_STAND] = RGMPISTOLSHOOTLOW;
	gubAnimSurfaceItemSubIndex[STOCKYMALE][CROUCHED_BURST] = RGMHANDGUN_C_SHOT;
	gubAnimSurfaceItemSubIndex[STOCKYMALE][PRONE_BURST] = RGMHANDGUN_PRONE;
	gubAnimSurfaceItemSubIndex[STOCKYMALE][MERC_HURT_IDLE_ANIM] = RGMHURTSTANDINGN;
	gubAnimSurfaceItemSubIndex[STOCKYMALE][END_HURT_WALKING] = RGMHURTSTANDINGN;
	gubAnimSurfaceItemSubIndex[STOCKYMALE][WALK_BACKWARDS] = RGMNOTHING_WALK;
	gubAnimSurfaceItemSubIndex[STOCKYMALE][DRUNK_IDLE] = RGMPISTOLDRUNK;


	gubAnimSurfaceMidWaterSubIndex[STOCKYMALE][STANDING][0] = RGMWATER_R_STD;
	gubAnimSurfaceMidWaterSubIndex[STOCKYMALE][WALKING][0] = RGMWATER_R_WALK;
	gubAnimSurfaceMidWaterSubIndex[STOCKYMALE][RUNNING][0] = RGMWATER_R_WALK;
	gubAnimSurfaceMidWaterSubIndex[STOCKYMALE][READY_RIFLE_STAND][0] = RGMWATER_R_AIM;
	gubAnimSurfaceMidWaterSubIndex[STOCKYMALE][AIM_RIFLE_STAND][0] = RGMWATER_R_AIM;
	gubAnimSurfaceMidWaterSubIndex[STOCKYMALE][SHOOT_RIFLE_STAND][0] = RGMWATER_R_AIM;
	gubAnimSurfaceMidWaterSubIndex[STOCKYMALE][END_RIFLE_STAND][0] = RGMWATER_R_AIM;
	gubAnimSurfaceMidWaterSubIndex[STOCKYMALE][STANDING_BURST][0] = RGMWATER_R_AIM;
	gubAnimSurfaceMidWaterSubIndex[STOCKYMALE][FIRE_STAND_BURST_SPREAD][0] = RGMWATER_R_AIM;
	gubAnimSurfaceMidWaterSubIndex[STOCKYMALE][STANDING][1] = RGMWATER_N_STD;
	gubAnimSurfaceMidWaterSubIndex[STOCKYMALE][WALKING][1] = RGMWATER_N_WALK;
	gubAnimSurfaceMidWaterSubIndex[STOCKYMALE][RUNNING][1] = RGMWATER_N_WALK;
	gubAnimSurfaceMidWaterSubIndex[STOCKYMALE][READY_RIFLE_STAND][1] = RGMWATER_N_AIM;
	gubAnimSurfaceMidWaterSubIndex[STOCKYMALE][AIM_RIFLE_STAND][1] = RGMWATER_N_AIM;
	gubAnimSurfaceMidWaterSubIndex[STOCKYMALE][SHOOT_RIFLE_STAND][1] = RGMWATER_N_AIM;
	gubAnimSurfaceMidWaterSubIndex[STOCKYMALE][END_RIFLE_STAND][1] = RGMWATER_N_AIM;
	gubAnimSurfaceMidWaterSubIndex[STOCKYMALE][STANDING_BURST][1] = RGMWATER_N_AIM;
	gubAnimSurfaceMidWaterSubIndex[STOCKYMALE][FIRE_STAND_BURST_SPREAD][1] = RGMWATER_N_AIM;
	gubAnimSurfaceMidWaterSubIndex[STOCKYMALE][READY_DUAL_STAND][1] = RGMWATER_DBLSHT;
	gubAnimSurfaceMidWaterSubIndex[STOCKYMALE][AIM_DUAL_STAND][1] = RGMWATER_DBLSHT;
	gubAnimSurfaceMidWaterSubIndex[STOCKYMALE][SHOOT_DUAL_STAND][1] = RGMWATER_DBLSHT;
	gubAnimSurfaceMidWaterSubIndex[STOCKYMALE][END_DUAL_STAND][1] = RGMWATER_DBLSHT;
	gubAnimSurfaceMidWaterSubIndex[STOCKYMALE][STANDING_SHOOT_UNJAM][0] = RGMWATER_R_AIM;
	gubAnimSurfaceMidWaterSubIndex[STOCKYMALE][STANDING_SHOOT_UNJAM][1] = RGMWATER_N_AIM;
	gubAnimSurfaceMidWaterSubIndex[STOCKYMALE][THROW_ITEM][0] = RGMWATERTHROW;
	gubAnimSurfaceMidWaterSubIndex[STOCKYMALE][THROW_ITEM][1] = RGMWATERTHROW;
	gubAnimSurfaceMidWaterSubIndex[STOCKYMALE][LOB_ITEM][0] = RGMWATERTHROW;
	gubAnimSurfaceMidWaterSubIndex[STOCKYMALE][LOB_ITEM][1] = RGMWATERTHROW;



	gubAnimSurfaceCorpseID[STOCKYMALE][GENERIC_HIT_DEATH] = SMERC_FWD;
	gubAnimSurfaceCorpseID[STOCKYMALE][FALLBACK_HIT_DEATH] = SMERC_BCK;
	gubAnimSurfaceCorpseID[STOCKYMALE][PRONE_HIT_DEATH] = SMERC_PRN;
	gubAnimSurfaceCorpseID[STOCKYMALE][WATER_DIE] = SMERC_WTR;
	gubAnimSurfaceCorpseID[STOCKYMALE][FLYBACK_HIT_DEATH] = SMERC_DHD;
	gubAnimSurfaceCorpseID[STOCKYMALE][JFK_HITDEATH] = SMERC_JFK;
	gubAnimSurfaceCorpseID[STOCKYMALE][FALLOFF_DEATH] = SMERC_FALL;
	gubAnimSurfaceCorpseID[STOCKYMALE][FALLOFF_FORWARD_DEATH] = SMERC_FALLF;
	gubAnimSurfaceCorpseID[STOCKYMALE][FLYBACK_HIT] = SMERC_DHD;
	gubAnimSurfaceCorpseID[STOCKYMALE][GENERIC_HIT_DEATHTWITCHNB] = SMERC_FWD;
	gubAnimSurfaceCorpseID[STOCKYMALE][FALLFORWARD_FROMHIT_STAND] = SMERC_FWD;
	gubAnimSurfaceCorpseID[STOCKYMALE][ENDFALLFORWARD_FROMHIT_CROUCH] = SMERC_FWD;
	gubAnimSurfaceCorpseID[STOCKYMALE][FALLBACK_HIT_STAND] = SMERC_BCK;
	gubAnimSurfaceCorpseID[STOCKYMALE][FALLBACK_HIT_DEATHTWITCHNB] = SMERC_BCK;
	gubAnimSurfaceCorpseID[STOCKYMALE][PRONE_HIT_DEATHTWITCHNB] = SMERC_PRN;
	gubAnimSurfaceCorpseID[STOCKYMALE][PRONE_LAY_FROMHIT] = SMERC_PRN;
	gubAnimSurfaceCorpseID[STOCKYMALE][FALLOFF] = SMERC_FALLF;
	gubAnimSurfaceCorpseID[STOCKYMALE][FALLFORWARD_ROOF] = SMERC_FALL;
	gubAnimSurfaceCorpseID[STOCKYMALE][FLYBACKHIT_STOP] = SMERC_DHD;
	gubAnimSurfaceCorpseID[STOCKYMALE][STAND_FALLFORWARD_STOP] = SMERC_FWD;
	gubAnimSurfaceCorpseID[STOCKYMALE][FALLBACKHIT_STOP] = SMERC_BCK;
	gubAnimSurfaceCorpseID[STOCKYMALE][PRONE_LAYFROMHIT_STOP] = SMERC_PRN;
	gubAnimSurfaceCorpseID[STOCKYMALE][CHARIOTS_OF_FIRE] = BURNT_DEAD;
	gubAnimSurfaceCorpseID[STOCKYMALE][BODYEXPLODING] = EXPLODE_DEAD;


	//Setup some random stuff
	gRandomAnimDefs[STOCKYMALE][0].ubHandRestriction = RANDOM_ANIM_RIFLEINHAND;
	gRandomAnimDefs[STOCKYMALE][0].sAnimID = REG_SPIT;
	gRandomAnimDefs[STOCKYMALE][0].ubStartRoll = 0;
	gRandomAnimDefs[STOCKYMALE][0].ubEndRoll = 3;
	gRandomAnimDefs[STOCKYMALE][0].ubFlags = RANDOM_ANIM_CASUAL;
	gRandomAnimDefs[STOCKYMALE][0].ubAnimHeight = ANIM_STAND;

	gRandomAnimDefs[STOCKYMALE][1].ubHandRestriction = RANDOM_ANIM_NOTHINGINHAND;
	gRandomAnimDefs[STOCKYMALE][1].sAnimID = REG_SQUISH;
	gRandomAnimDefs[STOCKYMALE][1].ubStartRoll = 10;
	gRandomAnimDefs[STOCKYMALE][1].ubEndRoll = 13;
	gRandomAnimDefs[STOCKYMALE][1].ubFlags = RANDOM_ANIM_CASUAL;
	gRandomAnimDefs[STOCKYMALE][1].ubAnimHeight = ANIM_STAND;

	gRandomAnimDefs[STOCKYMALE][2].ubHandRestriction = RANDOM_ANIM_RIFLEINHAND;
	gRandomAnimDefs[STOCKYMALE][2].sAnimID = FEM_LOOK;
	gRandomAnimDefs[STOCKYMALE][2].ubStartRoll = 20;
	gRandomAnimDefs[STOCKYMALE][2].ubEndRoll = 23;
	gRandomAnimDefs[STOCKYMALE][2].ubFlags = 0;
	gRandomAnimDefs[STOCKYMALE][2].ubAnimHeight = ANIM_STAND;

	gRandomAnimDefs[STOCKYMALE][3].ubHandRestriction = RANDOM_ANIM_NOTHINGINHAND;
	gRandomAnimDefs[STOCKYMALE][3].sAnimID = REG_PULL;
	gRandomAnimDefs[STOCKYMALE][3].ubStartRoll = 30;
	gRandomAnimDefs[STOCKYMALE][3].ubEndRoll = 33;
	gRandomAnimDefs[STOCKYMALE][3].ubFlags = 0;
	gRandomAnimDefs[STOCKYMALE][3].ubAnimHeight = ANIM_STAND;

	gRandomAnimDefs[STOCKYMALE][4].ubHandRestriction = RANDOM_ANIM_IRRELEVENTINHAND;
	gRandomAnimDefs[STOCKYMALE][4].sAnimID = MERC_HURT_IDLE_ANIM;
	gRandomAnimDefs[STOCKYMALE][4].ubStartRoll = 40;
	gRandomAnimDefs[STOCKYMALE][4].ubEndRoll = 100;
	gRandomAnimDefs[STOCKYMALE][4].ubFlags = RANDOM_ANIM_INJURED;
	gRandomAnimDefs[STOCKYMALE][4].ubAnimHeight = ANIM_STAND;

	gRandomAnimDefs[STOCKYMALE][5].ubHandRestriction = RANDOM_ANIM_IRRELEVENTINHAND;
	gRandomAnimDefs[STOCKYMALE][5].sAnimID = DRUNK_IDLE;
	gRandomAnimDefs[STOCKYMALE][5].ubStartRoll = 40;
	gRandomAnimDefs[STOCKYMALE][5].ubEndRoll = 100;
	gRandomAnimDefs[STOCKYMALE][5].ubFlags = RANDOM_ANIM_DRUNK;
	gRandomAnimDefs[STOCKYMALE][5].ubAnimHeight = ANIM_STAND;


	// REG FEMALE GUY
	gubAnimSurfaceIndex[REGFEMALE][WALKING] = RGFWALKING;
	gubAnimSurfaceIndex[REGFEMALE][STANDING] = RGFSTANDING;
	gubAnimSurfaceIndex[REGFEMALE][KNEEL_DOWN] = RGFCROUCHING;
	gubAnimSurfaceIndex[REGFEMALE][CROUCHING] = RGFCROUCHING;
	gubAnimSurfaceIndex[REGFEMALE][KNEEL_UP] = RGFCROUCHING;
	gubAnimSurfaceIndex[REGFEMALE][SWATTING] = RGFSNEAKING;
	gubAnimSurfaceIndex[REGFEMALE][RUNNING] = RGFRUNNING;
	gubAnimSurfaceIndex[REGFEMALE][PRONE_DOWN] = RGFPRONE;
	gubAnimSurfaceIndex[REGFEMALE][CRAWLING] = RGFPRONE;
	gubAnimSurfaceIndex[REGFEMALE][PRONE_UP] = RGFPRONE;
	gubAnimSurfaceIndex[REGFEMALE][PRONE] = RGFPRONE;
	gubAnimSurfaceIndex[REGFEMALE][READY_RIFLE_STAND] = RGFSTANDAIM;
	gubAnimSurfaceIndex[REGFEMALE][AIM_RIFLE_STAND] = RGFSTANDAIM;
	gubAnimSurfaceIndex[REGFEMALE][SHOOT_RIFLE_STAND] = RGFSTANDAIM;
	gubAnimSurfaceIndex[REGFEMALE][END_RIFLE_STAND] = RGFSTANDAIM;
	gubAnimSurfaceIndex[REGFEMALE][START_SWAT] = RGFSNEAKING;
	gubAnimSurfaceIndex[REGFEMALE][END_SWAT] = RGFSNEAKING;
	gubAnimSurfaceIndex[REGFEMALE][FLYBACK_HIT] = RGFHITHARD;
	gubAnimSurfaceIndex[REGFEMALE][READY_RIFLE_PRONE] = RGFPRONE;
	gubAnimSurfaceIndex[REGFEMALE][AIM_RIFLE_PRONE] = RGFPRONE;
	gubAnimSurfaceIndex[REGFEMALE][SHOOT_RIFLE_PRONE] = RGFPRONE;
	gubAnimSurfaceIndex[REGFEMALE][END_RIFLE_PRONE] = RGFPRONE;
	gubAnimSurfaceIndex[REGFEMALE][FALLBACK_DEATHTWICH] = RGFHITHARD;
	gubAnimSurfaceIndex[REGFEMALE][GENERIC_HIT_STAND] = RGFHITSTAND;
	gubAnimSurfaceIndex[REGFEMALE][FLYBACK_HIT_BLOOD_STAND] = RGFHITHARDBLOOD;
	gubAnimSurfaceIndex[REGFEMALE][FLYBACK_HIT_DEATH] = RGFHITHARD;
	gubAnimSurfaceIndex[REGFEMALE][READY_RIFLE_CROUCH] = RGFCROUCHAIM;
	gubAnimSurfaceIndex[REGFEMALE][AIM_RIFLE_CROUCH] = RGFCROUCHAIM;
	gubAnimSurfaceIndex[REGFEMALE][SHOOT_RIFLE_CROUCH] = RGFCROUCHAIM;
	gubAnimSurfaceIndex[REGFEMALE][END_RIFLE_CROUCH] = RGFCROUCHAIM;
	gubAnimSurfaceIndex[REGFEMALE][FALLBACK_HIT_STAND] = RGFHITFALLBACK;
	gubAnimSurfaceIndex[REGFEMALE][ROLLOVER] = RGFROLLOVER;
	gubAnimSurfaceIndex[REGFEMALE][CLIMBUPROOF] = RGFCLIMBROOF;
	gubAnimSurfaceIndex[REGFEMALE][FALLOFF] = RGFFALL;
	gubAnimSurfaceIndex[REGFEMALE][GETUP_FROM_ROLLOVER] = RGFPRONE;
	gubAnimSurfaceIndex[REGFEMALE][CLIMBDOWNROOF] = RGFCLIMBROOF;
	gubAnimSurfaceIndex[REGFEMALE][FALLFORWARD_ROOF] = RGFFALLF;
	gubAnimSurfaceIndex[REGFEMALE][GENERIC_HIT_DEATHTWITCHNB] = RGFHITSTAND;
	gubAnimSurfaceIndex[REGFEMALE][GENERIC_HIT_DEATHTWITCHB] = RGFHITSTAND;
	gubAnimSurfaceIndex[REGFEMALE][FALLBACK_HIT_DEATHTWITCHNB] = RGFHITFALLBACK;
	gubAnimSurfaceIndex[REGFEMALE][FALLBACK_HIT_DEATHTWITCHB] = RGFHITFALLBACK;
	gubAnimSurfaceIndex[REGFEMALE][GENERIC_HIT_DEATH] = RGFHITSTAND;
	gubAnimSurfaceIndex[REGFEMALE][FALLBACK_HIT_DEATH] = RGFHITFALLBACK;
	gubAnimSurfaceIndex[REGFEMALE][GENERIC_HIT_CROUCH] = RGFHITCROUCH;
	gubAnimSurfaceIndex[REGFEMALE][STANDING_BURST] = RGFSTANDAIM;
	gubAnimSurfaceIndex[REGFEMALE][STANDING_BURST_HIT] = RGFHITHARD;
	gubAnimSurfaceIndex[REGFEMALE][GENERIC_HIT_DEATH] = RGFHITSTAND;
	gubAnimSurfaceIndex[REGFEMALE][FALLFORWARD_FROMHIT_STAND] = RGFHITSTAND;
	gubAnimSurfaceIndex[REGFEMALE][FALLFORWARD_FROMHIT_STAND] = RGFHITSTAND;
	gubAnimSurfaceIndex[REGFEMALE][FALLFORWARD_FROMHIT_CROUCH] = RGFHITCROUCH;
	gubAnimSurfaceIndex[REGFEMALE][ENDFALLFORWARD_FROMHIT_CROUCH] = RGFHITSTAND;
	gubAnimSurfaceIndex[REGFEMALE][GENERIC_HIT_PRONE] = RGFHITPRONE;
	gubAnimSurfaceIndex[REGFEMALE][PRONE_HIT_DEATH] = RGFHITPRONE;
	gubAnimSurfaceIndex[REGFEMALE][PRONE_LAY_FROMHIT] = RGFHITPRONE;
	gubAnimSurfaceIndex[REGFEMALE][PRONE_HIT_DEATHTWITCHNB] = RGFHITPRONE;
	gubAnimSurfaceIndex[REGFEMALE][PRONE_HIT_DEATHTWITCHB] = RGFHITPRONE;
	gubAnimSurfaceIndex[REGFEMALE][FLYBACK_HITDEATH_STOP] = RGFHITHARD;
	gubAnimSurfaceIndex[REGFEMALE][FALLFORWARD_HITDEATH_STOP] = RGFHITSTAND;
	gubAnimSurfaceIndex[REGFEMALE][FALLBACK_HITDEATH_STOP] = RGFHITFALLBACK;
	gubAnimSurfaceIndex[REGFEMALE][PRONE_HITDEATH_STOP] = RGFHITPRONE;
	gubAnimSurfaceIndex[REGFEMALE][FLYBACKHIT_STOP] = RGFHITHARD;
	gubAnimSurfaceIndex[REGFEMALE][FALLBACKHIT_STOP] = RGFHITFALLBACK;
	gubAnimSurfaceIndex[REGFEMALE][FALLOFF_STOP] = RGFFALL;
	gubAnimSurfaceIndex[REGFEMALE][FALLOFF_FORWARD_STOP] = RGFFALLF;
	gubAnimSurfaceIndex[REGFEMALE][STAND_FALLFORWARD_STOP] = RGFHITSTAND;
	gubAnimSurfaceIndex[REGFEMALE][PRONE_LAYFROMHIT_STOP] = RGFHITPRONE;
	gubAnimSurfaceIndex[REGFEMALE][HOPFENCE] = RGFHOPFENCE;
	gubAnimSurfaceIndex[REGFEMALE][PUNCH_BREATH] = RGFPUNCH;
	gubAnimSurfaceIndex[REGFEMALE][PUNCH] = RGFPUNCH;
	gubAnimSurfaceIndex[REGFEMALE][NOTHING_STAND] = RGFNOTHING_STD;
	gubAnimSurfaceIndex[REGFEMALE][JFK_HITDEATH] = RGFDIE_JFK;
	gubAnimSurfaceIndex[REGFEMALE][JFK_HITDEATH_STOP] = RGFDIE_JFK;
	gubAnimSurfaceIndex[REGFEMALE][JFK_HITDEATH_TWITCHB] = RGFDIE_JFK;
	gubAnimSurfaceIndex[REGFEMALE][FIRE_STAND_BURST_SPREAD] = RGFSTANDAIM;
	gubAnimSurfaceIndex[REGFEMALE][FALLOFF_DEATH] = RGFFALL;
	gubAnimSurfaceIndex[REGFEMALE][FALLOFF_FORWARD_DEATH] = RGMFALLF;
	gubAnimSurfaceIndex[REGFEMALE][FALLOFF_FORWARD_DEATH_STOP] = RGMFALLF;
	gubAnimSurfaceIndex[REGFEMALE][FALLOFF_FORWARD_TWITCHB] = RGMFALLF;
	gubAnimSurfaceIndex[REGFEMALE][FALLOFF_FORWARD_TWITCHNB] = RGMFALLF;
	gubAnimSurfaceIndex[REGFEMALE][OPEN_DOOR] = RGFOPEN;
	gubAnimSurfaceIndex[REGFEMALE][OPEN_STRUCT] = RGFOPEN;
	gubAnimSurfaceIndex[REGFEMALE][PICKUP_ITEM] = RGFPICKUP;
	gubAnimSurfaceIndex[REGFEMALE][DROP_ITEM] = RGFPICKUP;
	gubAnimSurfaceIndex[REGFEMALE][SLICE] = RGFSLICE;
	gubAnimSurfaceIndex[REGFEMALE][STAB] = RGFSTAB;
	gubAnimSurfaceIndex[REGFEMALE][CROUCH_STAB] = RGFCSTAB;
	gubAnimSurfaceIndex[REGFEMALE][START_AID] = RGFMEDIC;
	gubAnimSurfaceIndex[REGFEMALE][GIVING_AID] = RGFMEDIC;
	gubAnimSurfaceIndex[REGFEMALE][END_AID] = RGFMEDIC;
	gubAnimSurfaceIndex[REGFEMALE][DODGE_ONE] = RGFDODGE;
	gubAnimSurfaceIndex[REGFEMALE][READY_DUAL_STAND] = RGFSTANDDWALAIM;
	gubAnimSurfaceIndex[REGFEMALE][AIM_DUAL_STAND] = RGFSTANDDWALAIM;
	gubAnimSurfaceIndex[REGFEMALE][SHOOT_DUAL_STAND] = RGFSTANDDWALAIM;
	gubAnimSurfaceIndex[REGFEMALE][END_DUAL_STAND] = RGFSTANDDWALAIM;
	gubAnimSurfaceIndex[REGFEMALE][RAISE_RIFLE] = RGFRAISE;
	gubAnimSurfaceIndex[REGFEMALE][LOWER_RIFLE] = RGFRAISE;
	gubAnimSurfaceIndex[REGFEMALE][BODYEXPLODING] = BODYEXPLODE;
	gubAnimSurfaceIndex[REGFEMALE][THROW_ITEM] = RGFTHROW;
	gubAnimSurfaceIndex[REGFEMALE][LOB_ITEM] = RGFLOB;
	gubAnimSurfaceIndex[REGFEMALE][CROUCHED_BURST] = RGFCROUCHAIM;
	gubAnimSurfaceIndex[REGFEMALE][PRONE_BURST] = RGFPRONE;
	gubAnimSurfaceIndex[REGFEMALE][GIVE_ITEM] = RGFOPEN;
	gubAnimSurfaceIndex[REGFEMALE][WATER_HIT] = RGFWATER_DIE;
	gubAnimSurfaceIndex[REGFEMALE][WATER_DIE] = RGFWATER_DIE;
	gubAnimSurfaceIndex[REGFEMALE][WATER_DIE_STOP] = RGFWATER_DIE;
	gubAnimSurfaceIndex[REGFEMALE][HELIDROP] = RGFHELIDROP;
	gubAnimSurfaceIndex[REGFEMALE][FEM_CLEAN] = RGFCLEAN;
	gubAnimSurfaceIndex[REGFEMALE][FEM_KICKSN] = RGFKICKSN;
	gubAnimSurfaceIndex[REGFEMALE][FEM_LOOK] = RGFALOOK;
	gubAnimSurfaceIndex[REGFEMALE][FEM_WIPE] = RGFWIPE;
	gubAnimSurfaceIndex[REGFEMALE][END_OPEN_DOOR] = RGFOPEN;
	gubAnimSurfaceIndex[REGFEMALE][END_OPEN_LOCKED_DOOR] = RGFOPEN;
	gubAnimSurfaceIndex[REGFEMALE][KICK_DOOR] = RGFKICKDOOR;
	gubAnimSurfaceIndex[REGFEMALE][CLOSE_DOOR] = RGFOPEN;
	gubAnimSurfaceIndex[REGFEMALE][RIFLE_STAND_HIT] = RGFRHIT;
	gubAnimSurfaceIndex[REGFEMALE][DEEP_WATER_TRED] = RGFDEEPWATER_TRED;
	gubAnimSurfaceIndex[REGFEMALE][DEEP_WATER_SWIM] = RGFDEEPWATER_SWIM;
	gubAnimSurfaceIndex[REGFEMALE][DEEP_WATER_HIT] = RGFDEEPWATER_DIE;
	gubAnimSurfaceIndex[REGFEMALE][DEEP_WATER_DIE] = RGFDEEPWATER_DIE;
	gubAnimSurfaceIndex[REGFEMALE][DEEP_WATER_DIE_STOPPING] = RGFWATER_DIE;
	gubAnimSurfaceIndex[REGFEMALE][DEEP_WATER_DIE_STOP] = RGFWATER_DIE;
	gubAnimSurfaceIndex[REGFEMALE][LOW_TO_DEEP_WATER] = RGFWATER_TRANS;
	gubAnimSurfaceIndex[REGFEMALE][DEEP_TO_LOW_WATER] = RGFWATER_TRANS;
	gubAnimSurfaceIndex[REGFEMALE][GOTO_SLEEP] = RGFSLEEP;
	gubAnimSurfaceIndex[REGFEMALE][SLEEPING] = RGFSLEEP;
	gubAnimSurfaceIndex[REGFEMALE][WKAEUP_FROM_SLEEP] = RGFSLEEP;
	gubAnimSurfaceIndex[REGFEMALE][FIRE_LOW_STAND] = RGFSHOOT_LOW;
	gubAnimSurfaceIndex[REGFEMALE][FIRE_BURST_LOW_STAND] = RGFSHOOT_LOW;
	gubAnimSurfaceIndex[REGFEMALE][STANDING_SHOOT_UNJAM] = RGFSTANDAIM;
	gubAnimSurfaceIndex[REGFEMALE][CROUCH_SHOOT_UNJAM] = RGFCROUCHAIM;
	gubAnimSurfaceIndex[REGFEMALE][PRONE_SHOOT_UNJAM] = RGFPRONE;
	gubAnimSurfaceIndex[REGFEMALE][STANDING_SHOOT_DWEL_UNJAM] = RGFSTANDDWALAIM;
	gubAnimSurfaceIndex[REGFEMALE][STANDING_SHOOT_LOW_UNJAM] = RGFSHOOT_LOW;
	gubAnimSurfaceIndex[REGFEMALE][READY_DUAL_CROUCH] = RGFCDBLSHOT;
	gubAnimSurfaceIndex[REGFEMALE][AIM_DUAL_CROUCH] = RGFCDBLSHOT;
	gubAnimSurfaceIndex[REGFEMALE][SHOOT_DUAL_CROUCH] = RGFCDBLSHOT;
	gubAnimSurfaceIndex[REGFEMALE][END_DUAL_CROUCH] = RGFCDBLSHOT;
	gubAnimSurfaceIndex[REGFEMALE][CROUCH_SHOOT_DWEL_UNJAM] = RGFCDBLSHOT;
	gubAnimSurfaceIndex[REGFEMALE][ADJACENT_GET_ITEM] = RGFOPEN;
	gubAnimSurfaceIndex[REGFEMALE][CUTTING_FENCE] = RGFMEDIC;
	gubAnimSurfaceIndex[REGFEMALE][FROM_INJURED_TRANSITION] = RGFHURTTRANS;
	gubAnimSurfaceIndex[REGFEMALE][THROW_KNIFE] = RGFTHROWKNIFE;
	gubAnimSurfaceIndex[REGFEMALE][KNIFE_BREATH] = RGFBREATHKNIFE;
	gubAnimSurfaceIndex[REGFEMALE][KNIFE_GOTOBREATH] = RGFBREATHKNIFE;
	gubAnimSurfaceIndex[REGFEMALE][KNIFE_ENDBREATH] = RGFBREATHKNIFE;
	gubAnimSurfaceIndex[REGFEMALE][CATCH_STANDING] = RGFOPEN;
	gubAnimSurfaceIndex[REGFEMALE][CATCH_CROUCHED] = RGFMEDIC;
	gubAnimSurfaceIndex[REGFEMALE][PLANT_BOMB] = RGFPICKUP;
	gubAnimSurfaceIndex[REGFEMALE][USE_REMOTE] = RGFOPEN;
	gubAnimSurfaceIndex[REGFEMALE][START_COWER] = RGFCOWER;
	gubAnimSurfaceIndex[REGFEMALE][COWERING] = RGFCOWER;
	gubAnimSurfaceIndex[REGFEMALE][END_COWER] = RGFCOWER;
	gubAnimSurfaceIndex[REGFEMALE][STEAL_ITEM] = RGFOPEN;
	gubAnimSurfaceIndex[REGFEMALE][SHOOT_ROCKET] = RGFROCKET;
	gubAnimSurfaceIndex[REGFEMALE][SHOOT_MORTAR] = RGFMORTAR;
	gubAnimSurfaceIndex[REGFEMALE][SIDE_STEP] = RGFSIDESTEP;
	gubAnimSurfaceIndex[REGFEMALE][WALK_BACKWARDS] = RGFWALKING;
	gubAnimSurfaceIndex[REGFEMALE][BEGIN_OPENSTRUCT] = RGFOPEN;
	gubAnimSurfaceIndex[REGFEMALE][END_OPENSTRUCT] = RGFOPEN;
	gubAnimSurfaceIndex[REGFEMALE][END_OPENSTRUCT_LOCKED] = RGFOPEN;
	gubAnimSurfaceIndex[REGFEMALE][PUNCH_LOW] = RGFPUNCHLOW;
	gubAnimSurfaceIndex[REGFEMALE][PISTOL_SHOOT_LOW] = RGFPISTOLSHOOTLOW;
	gubAnimSurfaceIndex[REGFEMALE][DECAPITATE] = RGFCSTAB;
	gubAnimSurfaceIndex[REGFEMALE][GOTO_PATIENT] = RGFHITPRONE;
	gubAnimSurfaceIndex[REGFEMALE][BEING_PATIENT] = RGFHITPRONE;
	gubAnimSurfaceIndex[REGFEMALE][GOTO_DOCTOR] = RGFMEDIC;
	gubAnimSurfaceIndex[REGFEMALE][BEING_DOCTOR] = RGFMEDIC;
	gubAnimSurfaceIndex[REGFEMALE][END_DOCTOR] = RGFMEDIC;
	gubAnimSurfaceIndex[REGFEMALE][GOTO_REPAIRMAN] = RGFMEDIC;
	gubAnimSurfaceIndex[REGFEMALE][BEING_REPAIRMAN] = RGFMEDIC;
	gubAnimSurfaceIndex[REGFEMALE][END_REPAIRMAN] = RGFMEDIC;
	gubAnimSurfaceIndex[REGFEMALE][FALL_INTO_PIT] = RGFFALL;
	gubAnimSurfaceIndex[REGFEMALE][RELOAD_ROBOT] = RGFMEDIC;
	gubAnimSurfaceIndex[REGFEMALE][END_CATCH] = RGFOPEN;
	gubAnimSurfaceIndex[REGFEMALE][END_CROUCH_CATCH] = RGFMEDIC;
	gubAnimSurfaceIndex[REGFEMALE][AI_RADIO] = RGFRADIO;
	gubAnimSurfaceIndex[REGFEMALE][AI_CR_RADIO] = RGFCRRADIO;
	gubAnimSurfaceIndex[REGFEMALE][QUEEN_SLAP] = RGFSLAP;
	gubAnimSurfaceIndex[REGFEMALE][TAKE_BLOOD_FROM_CORPSE] = RGFMEDIC;
	gubAnimSurfaceIndex[REGFEMALE][QUEEN_FRUSTRATED_SLAP] = RGFSLAP;
	gubAnimSurfaceIndex[REGFEMALE][CHARIOTS_OF_FIRE] = RGMBURN;
	gubAnimSurfaceIndex[REGFEMALE][AI_PULL_SWITCH] = RGFOPEN;
	gubAnimSurfaceIndex[REGFEMALE][MERC_HURT_IDLE_ANIM] = RGFHURTSTANDINGR;
	gubAnimSurfaceIndex[REGFEMALE][END_HURT_WALKING] = RGFHURTSTANDINGR;
	gubAnimSurfaceIndex[REGFEMALE][PASS_OBJECT] = RGFOPEN;
	gubAnimSurfaceIndex[REGFEMALE][DROP_ADJACENT_OBJECT] = RGFOPEN;
	gubAnimSurfaceIndex[REGFEMALE][READY_DUAL_PRONE] = RGFDWPRONE;
	gubAnimSurfaceIndex[REGFEMALE][AIM_DUAL_PRONE] = RGFDWPRONE;
	gubAnimSurfaceIndex[REGFEMALE][SHOOT_DUAL_PRONE] = RGFDWPRONE;
	gubAnimSurfaceIndex[REGFEMALE][END_DUAL_PRONE] = RGFDWPRONE;
	gubAnimSurfaceIndex[REGFEMALE][PRONE_SHOOT_DWEL_UNJAM] = RGFDWPRONE;
	gubAnimSurfaceIndex[REGFEMALE][PICK_LOCK] = RGFOPEN;
	gubAnimSurfaceIndex[REGFEMALE][OPEN_DOOR_CROUCHED] = RGFMEDIC;
	gubAnimSurfaceIndex[REGFEMALE][BEGIN_OPENSTRUCT_CROUCHED] = RGFMEDIC;
	gubAnimSurfaceIndex[REGFEMALE][CLOSE_DOOR_CROUCHED] = RGFMEDIC;
	gubAnimSurfaceIndex[REGFEMALE][OPEN_STRUCT_CROUCHED] = RGFMEDIC;
	gubAnimSurfaceIndex[REGFEMALE][END_OPEN_DOOR_CROUCHED] = RGFMEDIC;
	gubAnimSurfaceIndex[REGFEMALE][END_OPENSTRUCT_CROUCHED] = RGFMEDIC;
	gubAnimSurfaceIndex[REGFEMALE][END_OPEN_LOCKED_DOOR_CROUCHED] = RGFMEDIC;
	gubAnimSurfaceIndex[REGFEMALE][END_OPENSTRUCT_LOCKED_CROUCHED] = RGFMEDIC;
	gubAnimSurfaceIndex[REGFEMALE][DRUNK_IDLE] = RGFDRUNK;
	gubAnimSurfaceIndex[REGFEMALE][CROWBAR_ATTACK] = RGFCROWBAR;
	gubAnimSurfaceIndex[REGFEMALE][ATTACH_CAN_TO_STRING] = RGFMEDIC;
	gubAnimSurfaceIndex[REGFEMALE][SWAT_BACKWARDS] = RGFSNEAKING;
	gubAnimSurfaceIndex[REGFEMALE][JUMP_OVER_BLOCKING_PERSON] = RGFJUMPOVER;
	gubAnimSurfaceIndex[REGFEMALE][REFUEL_VEHICLE] = RGFMEDIC;
	gubAnimSurfaceIndex[REGFEMALE][LOCKPICK_CROUCHED] = RGFMEDIC;


	gubAnimSurfaceItemSubIndex[REGFEMALE][STANDING] = RGFPISTOLBREATH;
	gubAnimSurfaceItemSubIndex[REGFEMALE][WALKING] = RGFNOTHING_WALK;
	gubAnimSurfaceItemSubIndex[REGFEMALE][RUNNING] = RGFNOTHING_RUN;
	gubAnimSurfaceItemSubIndex[REGFEMALE][SWATTING] = RGFNOTHING_SWAT;
	gubAnimSurfaceItemSubIndex[REGFEMALE][START_SWAT] = RGFNOTHING_SWAT;
	gubAnimSurfaceItemSubIndex[REGFEMALE][END_SWAT] = RGFNOTHING_SWAT;
	gubAnimSurfaceItemSubIndex[REGFEMALE][KNEEL_DOWN] = RGFNOTHING_CROUCH;
	gubAnimSurfaceItemSubIndex[REGFEMALE][CROUCHING] = RGFNOTHING_CROUCH;
	gubAnimSurfaceItemSubIndex[REGFEMALE][KNEEL_UP] = RGFNOTHING_CROUCH;
	gubAnimSurfaceItemSubIndex[REGFEMALE][READY_RIFLE_STAND] = RGFHANDGUN_S_SHOT;
	gubAnimSurfaceItemSubIndex[REGFEMALE][AIM_RIFLE_STAND] = RGFHANDGUN_S_SHOT;
	gubAnimSurfaceItemSubIndex[REGFEMALE][SHOOT_RIFLE_STAND] = RGFHANDGUN_S_SHOT;
	gubAnimSurfaceItemSubIndex[REGFEMALE][END_RIFLE_STAND] = RGFHANDGUN_S_SHOT;
	gubAnimSurfaceItemSubIndex[REGFEMALE][STANDING_BURST] = RGFHANDGUN_S_SHOT;
	gubAnimSurfaceItemSubIndex[REGFEMALE][FIRE_STAND_BURST_SPREAD] = RGFHANDGUN_S_SHOT;
	gubAnimSurfaceItemSubIndex[REGFEMALE][READY_RIFLE_CROUCH] = RGFHANDGUN_C_SHOT;
	gubAnimSurfaceItemSubIndex[REGFEMALE][AIM_RIFLE_CROUCH] = RGFHANDGUN_C_SHOT;
	gubAnimSurfaceItemSubIndex[REGFEMALE][SHOOT_RIFLE_CROUCH] = RGFHANDGUN_C_SHOT;
	gubAnimSurfaceItemSubIndex[REGFEMALE][END_RIFLE_CROUCH] = RGFHANDGUN_C_SHOT;
	gubAnimSurfaceItemSubIndex[REGFEMALE][PRONE_DOWN] = RGFHANDGUN_PRONE;
	gubAnimSurfaceItemSubIndex[REGFEMALE][CRAWLING] = RGFHANDGUN_PRONE;
	gubAnimSurfaceItemSubIndex[REGFEMALE][PRONE_UP] = RGFHANDGUN_PRONE;
	gubAnimSurfaceItemSubIndex[REGFEMALE][PRONE] = RGFHANDGUN_PRONE;
	gubAnimSurfaceItemSubIndex[REGFEMALE][READY_RIFLE_PRONE] = RGFHANDGUN_PRONE;
	gubAnimSurfaceItemSubIndex[REGFEMALE][AIM_RIFLE_PRONE] = RGFHANDGUN_PRONE;
	gubAnimSurfaceItemSubIndex[REGFEMALE][SHOOT_RIFLE_PRONE] = RGFHANDGUN_PRONE;
	gubAnimSurfaceItemSubIndex[REGFEMALE][END_RIFLE_PRONE] = RGFHANDGUN_PRONE;
	gubAnimSurfaceItemSubIndex[REGFEMALE][GETUP_FROM_ROLLOVER] = RGFHANDGUN_PRONE;
	gubAnimSurfaceItemSubIndex[REGFEMALE][STANDING_SHOOT_UNJAM] = RGFHANDGUN_S_SHOT;
	gubAnimSurfaceItemSubIndex[REGFEMALE][CROUCH_SHOOT_UNJAM] = RGFHANDGUN_C_SHOT;
	gubAnimSurfaceItemSubIndex[REGFEMALE][PRONE_SHOOT_UNJAM] = RGFHANDGUN_PRONE;
	gubAnimSurfaceItemSubIndex[REGFEMALE][FIRE_BURST_LOW_STAND] = RGFPISTOLSHOOTLOW;
	gubAnimSurfaceItemSubIndex[REGFEMALE][FIRE_LOW_STAND] = RGFPISTOLSHOOTLOW;
	gubAnimSurfaceItemSubIndex[REGFEMALE][CROUCHED_BURST] = RGFHANDGUN_C_SHOT;
	gubAnimSurfaceItemSubIndex[REGFEMALE][PRONE_BURST] = RGFHANDGUN_PRONE;
	gubAnimSurfaceItemSubIndex[REGFEMALE][MERC_HURT_IDLE_ANIM] = RGFHURTSTANDINGN;
	gubAnimSurfaceItemSubIndex[REGFEMALE][END_HURT_WALKING] = RGFHURTSTANDINGN;
	gubAnimSurfaceItemSubIndex[REGFEMALE][WALK_BACKWARDS] = RGFNOTHING_WALK;
	gubAnimSurfaceItemSubIndex[REGFEMALE][DRUNK_IDLE] = RGMPISTOLDRUNK;


	gubAnimSurfaceMidWaterSubIndex[REGFEMALE][STANDING][0] = RGFWATER_R_STD;
	gubAnimSurfaceMidWaterSubIndex[REGFEMALE][WALKING][0] = RGFWATER_R_WALK;
	gubAnimSurfaceMidWaterSubIndex[REGFEMALE][RUNNING][0] = RGFWATER_R_WALK;
	gubAnimSurfaceMidWaterSubIndex[REGFEMALE][READY_RIFLE_STAND][0] = RGFWATER_R_AIM;
	gubAnimSurfaceMidWaterSubIndex[REGFEMALE][AIM_RIFLE_STAND][0] = RGFWATER_R_AIM;
	gubAnimSurfaceMidWaterSubIndex[REGFEMALE][SHOOT_RIFLE_STAND][0] = RGFWATER_R_AIM;
	gubAnimSurfaceMidWaterSubIndex[REGFEMALE][END_RIFLE_STAND][0] = RGFWATER_R_AIM;
	gubAnimSurfaceMidWaterSubIndex[REGFEMALE][STANDING_BURST][0] = RGFWATER_R_AIM;
	gubAnimSurfaceMidWaterSubIndex[REGFEMALE][FIRE_STAND_BURST_SPREAD][0] = RGFWATER_R_AIM;
	gubAnimSurfaceMidWaterSubIndex[REGFEMALE][STANDING][1] = RGFWATER_N_STD;
	gubAnimSurfaceMidWaterSubIndex[REGFEMALE][WALKING][1] = RGFWATER_N_WALK;
	gubAnimSurfaceMidWaterSubIndex[REGFEMALE][RUNNING][1] = RGFWATER_N_WALK;
	gubAnimSurfaceMidWaterSubIndex[REGFEMALE][READY_RIFLE_STAND][1] = RGFWATER_N_AIM;
	gubAnimSurfaceMidWaterSubIndex[REGFEMALE][AIM_RIFLE_STAND][1] = RGFWATER_N_AIM;
	gubAnimSurfaceMidWaterSubIndex[REGFEMALE][SHOOT_RIFLE_STAND][1] = RGFWATER_N_AIM;
	gubAnimSurfaceMidWaterSubIndex[REGFEMALE][END_RIFLE_STAND][1] = RGFWATER_N_AIM;
	gubAnimSurfaceMidWaterSubIndex[REGFEMALE][STANDING_BURST][1] = RGFWATER_N_AIM;
	gubAnimSurfaceMidWaterSubIndex[REGFEMALE][FIRE_STAND_BURST_SPREAD][1] = RGFWATER_N_AIM;
	gubAnimSurfaceMidWaterSubIndex[REGFEMALE][READY_DUAL_STAND][1] = RGFWATER_DBLSHT;
	gubAnimSurfaceMidWaterSubIndex[REGFEMALE][AIM_DUAL_STAND][1] = RGFWATER_DBLSHT;
	gubAnimSurfaceMidWaterSubIndex[REGFEMALE][SHOOT_DUAL_STAND][1] = RGFWATER_DBLSHT;
	gubAnimSurfaceMidWaterSubIndex[REGFEMALE][END_DUAL_STAND][1] = RGFWATER_DBLSHT;
	gubAnimSurfaceMidWaterSubIndex[REGFEMALE][STANDING_SHOOT_UNJAM][0] = RGFWATER_R_AIM;
	gubAnimSurfaceMidWaterSubIndex[REGFEMALE][STANDING_SHOOT_UNJAM][1] = RGFWATER_N_AIM;
	gubAnimSurfaceMidWaterSubIndex[REGFEMALE][THROW_ITEM][0] = RGFWATERTHROW;
	gubAnimSurfaceMidWaterSubIndex[REGFEMALE][THROW_ITEM][1] = RGFWATERTHROW;
	gubAnimSurfaceMidWaterSubIndex[REGFEMALE][LOB_ITEM][0] = RGFWATERTHROW;
	gubAnimSurfaceMidWaterSubIndex[REGFEMALE][LOB_ITEM][1] = RGFWATERTHROW;


	gubAnimSurfaceCorpseID[REGFEMALE][GENERIC_HIT_DEATH] = FMERC_FWD;
	gubAnimSurfaceCorpseID[REGFEMALE][FALLBACK_HIT_DEATH] = FMERC_BCK;
	gubAnimSurfaceCorpseID[REGFEMALE][PRONE_HIT_DEATH] = FMERC_PRN;
	gubAnimSurfaceCorpseID[REGFEMALE][WATER_DIE] = FMERC_WTR;
	gubAnimSurfaceCorpseID[REGFEMALE][FLYBACK_HIT_DEATH] = FMERC_DHD;
	gubAnimSurfaceCorpseID[REGFEMALE][JFK_HITDEATH] = FMERC_JFK;
	gubAnimSurfaceCorpseID[REGFEMALE][FALLOFF_DEATH] = FMERC_FALL;
	gubAnimSurfaceCorpseID[REGFEMALE][FALLOFF_FORWARD_DEATH] = FMERC_FALLF;
	gubAnimSurfaceCorpseID[REGFEMALE][FLYBACK_HIT] = FMERC_DHD;
	gubAnimSurfaceCorpseID[REGFEMALE][GENERIC_HIT_DEATHTWITCHNB] = FMERC_FWD;
	gubAnimSurfaceCorpseID[REGFEMALE][FALLFORWARD_FROMHIT_STAND] = FMERC_FWD;
	gubAnimSurfaceCorpseID[REGFEMALE][ENDFALLFORWARD_FROMHIT_CROUCH] = FMERC_FWD;
	gubAnimSurfaceCorpseID[REGFEMALE][FALLBACK_HIT_STAND] = FMERC_BCK;
	gubAnimSurfaceCorpseID[REGFEMALE][FALLBACK_HIT_DEATHTWITCHNB] = FMERC_BCK;
	gubAnimSurfaceCorpseID[REGFEMALE][PRONE_HIT_DEATHTWITCHNB] = FMERC_PRN;
	gubAnimSurfaceCorpseID[REGFEMALE][PRONE_LAY_FROMHIT] = FMERC_PRN;
	gubAnimSurfaceCorpseID[REGFEMALE][FALLOFF] = FMERC_FALLF;
	gubAnimSurfaceCorpseID[REGFEMALE][FALLFORWARD_ROOF] = FMERC_FALL;
	gubAnimSurfaceCorpseID[REGFEMALE][FLYBACKHIT_STOP] = FMERC_DHD;
	gubAnimSurfaceCorpseID[REGFEMALE][STAND_FALLFORWARD_STOP] = FMERC_FWD;
	gubAnimSurfaceCorpseID[REGFEMALE][FALLBACKHIT_STOP] = FMERC_BCK;
	gubAnimSurfaceCorpseID[REGFEMALE][PRONE_LAYFROMHIT_STOP] = FMERC_PRN;
	gubAnimSurfaceCorpseID[REGFEMALE][CHARIOTS_OF_FIRE] = BURNT_DEAD;
	gubAnimSurfaceCorpseID[REGFEMALE][BODYEXPLODING] = EXPLODE_DEAD;


	//Setup some random stuff
	gRandomAnimDefs[REGFEMALE][0].ubHandRestriction = RANDOM_ANIM_RIFLEINHAND;
	gRandomAnimDefs[REGFEMALE][0].sAnimID = FEM_CLEAN;
	gRandomAnimDefs[REGFEMALE][0].ubStartRoll = 0;
	gRandomAnimDefs[REGFEMALE][0].ubEndRoll = 3;
	gRandomAnimDefs[REGFEMALE][0].ubFlags = RANDOM_ANIM_CASUAL;
	gRandomAnimDefs[REGFEMALE][0].ubAnimHeight = ANIM_STAND;

	gRandomAnimDefs[REGFEMALE][1].ubHandRestriction = RANDOM_ANIM_NOTHINGINHAND;
	gRandomAnimDefs[REGFEMALE][1].sAnimID = FEM_KICKSN;
	gRandomAnimDefs[REGFEMALE][1].ubStartRoll = 10;
	gRandomAnimDefs[REGFEMALE][1].ubEndRoll = 13;
	gRandomAnimDefs[REGFEMALE][1].ubFlags = RANDOM_ANIM_CASUAL;
	gRandomAnimDefs[REGFEMALE][1].ubAnimHeight = ANIM_STAND;

	gRandomAnimDefs[REGFEMALE][2].ubHandRestriction = RANDOM_ANIM_RIFLEINHAND;
	gRandomAnimDefs[REGFEMALE][2].sAnimID = FEM_LOOK;
	gRandomAnimDefs[REGFEMALE][2].ubStartRoll = 20;
	gRandomAnimDefs[REGFEMALE][2].ubEndRoll = 23;
	gRandomAnimDefs[REGFEMALE][2].ubFlags = 0;
	gRandomAnimDefs[REGFEMALE][2].ubAnimHeight = ANIM_STAND;

	gRandomAnimDefs[REGFEMALE][3].ubHandRestriction = RANDOM_ANIM_NOTHINGINHAND;
	gRandomAnimDefs[REGFEMALE][3].sAnimID = FEM_WIPE;
	gRandomAnimDefs[REGFEMALE][3].ubStartRoll = 30;
	gRandomAnimDefs[REGFEMALE][3].ubEndRoll = 33;
	gRandomAnimDefs[REGFEMALE][3].ubFlags = 0;
	gRandomAnimDefs[REGFEMALE][3].ubAnimHeight = ANIM_STAND;

	gRandomAnimDefs[REGFEMALE][4].ubHandRestriction = RANDOM_ANIM_IRRELEVENTINHAND;
	gRandomAnimDefs[REGFEMALE][4].sAnimID = MERC_HURT_IDLE_ANIM;
	gRandomAnimDefs[REGFEMALE][4].ubStartRoll = 40;
	gRandomAnimDefs[REGFEMALE][4].ubEndRoll = 100;
	gRandomAnimDefs[REGFEMALE][4].ubFlags = RANDOM_ANIM_INJURED;
	gRandomAnimDefs[REGFEMALE][4].ubAnimHeight = ANIM_STAND;

	////////////////////////////////////////////////////
	// MONSTERS

	gubAnimSurfaceIndex[ADULTFEMALEMONSTER][STANDING] = AFMONSTERSTANDING;
	gubAnimSurfaceIndex[ADULTFEMALEMONSTER][RUNNING] = AFMONSTERSTANDING;
	gubAnimSurfaceIndex[ADULTFEMALEMONSTER][WALKING] = AFMONSTERSTANDING;
	gubAnimSurfaceIndex[ADULTFEMALEMONSTER][ADULTMONSTER_BREATHING] = AFMONSTERSTANDING;
	gubAnimSurfaceIndex[ADULTFEMALEMONSTER][ADULTMONSTER_WALKING] = AFMONSTERWALKING;
	gubAnimSurfaceIndex[ADULTFEMALEMONSTER][ADULTMONSTER_ATTACKING] = AFMONSTERATTACK;
	gubAnimSurfaceIndex[ADULTFEMALEMONSTER][ADULTMONSTER_HIT] = AFMONSTERDIE;
	gubAnimSurfaceIndex[ADULTFEMALEMONSTER][ADULTMONSTER_DYING] = AFMONSTERDIE;
	gubAnimSurfaceIndex[ADULTFEMALEMONSTER][ADULTMONSTER_DYING_STOP] = AFMONSTERDIE;
	gubAnimSurfaceIndex[ADULTFEMALEMONSTER][MONSTER_CLOSE_ATTACK] = AFMONSTERCLOSEATTACK;
	gubAnimSurfaceIndex[ADULTFEMALEMONSTER][MONSTER_SPIT_ATTACK] = AFMONSTERSPITATTACK;
	gubAnimSurfaceIndex[ADULTFEMALEMONSTER][MONSTER_BEGIN_EATTING_FLESH] = AFMONSTEREATING;
	gubAnimSurfaceIndex[ADULTFEMALEMONSTER][MONSTER_EATTING_FLESH] = AFMONSTEREATING;
	gubAnimSurfaceIndex[ADULTFEMALEMONSTER][MONSTER_END_EATTING_FLESH] = AFMONSTEREATING;
	gubAnimSurfaceIndex[ADULTFEMALEMONSTER][MONSTER_UP] = AFMUP;
	gubAnimSurfaceIndex[ADULTFEMALEMONSTER][MONSTER_JUMP] = AFMJUMP;
	gubAnimSurfaceIndex[ADULTFEMALEMONSTER][MONSTER_MELT] = AFMMELT;
	gubAnimSurfaceIndex[ADULTFEMALEMONSTER][MONSTER_WALK_BACKWARDS] = AFMONSTERWALKING;

	gubAnimSurfaceCorpseID[ADULTFEMALEMONSTER][MONSTER_MELT] = ADULTMONSTER_DEAD;

	// Adult male
	gubAnimSurfaceIndex[AM_MONSTER][STANDING] = AFMONSTERSTANDING;
	gubAnimSurfaceIndex[AM_MONSTER][RUNNING] = AFMONSTERSTANDING;
	gubAnimSurfaceIndex[AM_MONSTER][WALKING] = AFMONSTERSTANDING;
	gubAnimSurfaceIndex[AM_MONSTER][ADULTMONSTER_BREATHING] = AFMONSTERSTANDING;
	gubAnimSurfaceIndex[AM_MONSTER][ADULTMONSTER_WALKING] = AFMONSTERWALKING;
	gubAnimSurfaceIndex[AM_MONSTER][ADULTMONSTER_ATTACKING] = AFMONSTERATTACK;
	gubAnimSurfaceIndex[AM_MONSTER][ADULTMONSTER_HIT] = AFMONSTERDIE;
	gubAnimSurfaceIndex[AM_MONSTER][ADULTMONSTER_DYING] = AFMONSTERDIE;
	gubAnimSurfaceIndex[AM_MONSTER][ADULTMONSTER_DYING_STOP] = AFMONSTERDIE;
	gubAnimSurfaceIndex[AM_MONSTER][MONSTER_CLOSE_ATTACK] = AFMONSTERCLOSEATTACK;
	gubAnimSurfaceIndex[AM_MONSTER][MONSTER_SPIT_ATTACK] = AFMONSTERSPITATTACK;
	gubAnimSurfaceIndex[AM_MONSTER][MONSTER_BEGIN_EATTING_FLESH] = AFMONSTEREATING;
	gubAnimSurfaceIndex[AM_MONSTER][MONSTER_EATTING_FLESH] = AFMONSTEREATING;
	gubAnimSurfaceIndex[AM_MONSTER][MONSTER_END_EATTING_FLESH] = AFMONSTEREATING;
	gubAnimSurfaceIndex[AM_MONSTER][MONSTER_UP] = AFMUP;
	gubAnimSurfaceIndex[AM_MONSTER][MONSTER_JUMP] = AFMJUMP;
	gubAnimSurfaceIndex[AM_MONSTER][MONSTER_MELT] = AFMMELT;
	gubAnimSurfaceIndex[AM_MONSTER][MONSTER_WALK_BACKWARDS] = AFMONSTERWALKING;

	gubAnimSurfaceCorpseID[AM_MONSTER][MONSTER_MELT] = ADULTMONSTER_DEAD;

	// Young adult female
	gubAnimSurfaceIndex[YAF_MONSTER][STANDING] = AFMONSTERSTANDING;
	gubAnimSurfaceIndex[YAF_MONSTER][RUNNING] = AFMONSTERSTANDING;
	gubAnimSurfaceIndex[YAF_MONSTER][WALKING] = AFMONSTERSTANDING;
	gubAnimSurfaceIndex[YAF_MONSTER][ADULTMONSTER_BREATHING] = AFMONSTERSTANDING;
	gubAnimSurfaceIndex[YAF_MONSTER][ADULTMONSTER_WALKING] = AFMONSTERWALKING;
	gubAnimSurfaceIndex[YAF_MONSTER][ADULTMONSTER_ATTACKING] = AFMONSTERATTACK;
	gubAnimSurfaceIndex[YAF_MONSTER][ADULTMONSTER_HIT] = AFMONSTERDIE;
	gubAnimSurfaceIndex[YAF_MONSTER][ADULTMONSTER_DYING] = AFMONSTERDIE;
	gubAnimSurfaceIndex[YAF_MONSTER][ADULTMONSTER_DYING_STOP] = AFMONSTERDIE;
	gubAnimSurfaceIndex[YAF_MONSTER][MONSTER_CLOSE_ATTACK] = AFMONSTERCLOSEATTACK;
	gubAnimSurfaceIndex[YAF_MONSTER][MONSTER_SPIT_ATTACK] = AFMONSTERSPITATTACK;
	gubAnimSurfaceIndex[YAF_MONSTER][MONSTER_BEGIN_EATTING_FLESH] = AFMONSTEREATING;
	gubAnimSurfaceIndex[YAF_MONSTER][MONSTER_EATTING_FLESH] = AFMONSTEREATING;
	gubAnimSurfaceIndex[YAF_MONSTER][MONSTER_END_EATTING_FLESH] = AFMONSTEREATING;
	gubAnimSurfaceIndex[YAF_MONSTER][MONSTER_UP] = AFMUP;
	gubAnimSurfaceIndex[YAF_MONSTER][MONSTER_JUMP] = AFMJUMP;
	gubAnimSurfaceIndex[YAF_MONSTER][MONSTER_MELT] = AFMMELT;
	gubAnimSurfaceIndex[YAF_MONSTER][MONSTER_WALK_BACKWARDS] = AFMONSTERWALKING;

	gubAnimSurfaceCorpseID[YAF_MONSTER][MONSTER_MELT] = ADULTMONSTER_DEAD;


	// Young adult male
	gubAnimSurfaceIndex[YAM_MONSTER][STANDING] = AFMONSTERSTANDING;
	gubAnimSurfaceIndex[YAM_MONSTER][RUNNING] = AFMONSTERSTANDING;
	gubAnimSurfaceIndex[YAM_MONSTER][WALKING] = AFMONSTERSTANDING;
	gubAnimSurfaceIndex[YAM_MONSTER][ADULTMONSTER_BREATHING] = AFMONSTERSTANDING;
	gubAnimSurfaceIndex[YAM_MONSTER][ADULTMONSTER_WALKING] = AFMONSTERWALKING;
	gubAnimSurfaceIndex[YAM_MONSTER][ADULTMONSTER_ATTACKING] = AFMONSTERATTACK;
	gubAnimSurfaceIndex[YAM_MONSTER][ADULTMONSTER_HIT] = AFMONSTERDIE;
	gubAnimSurfaceIndex[YAM_MONSTER][ADULTMONSTER_DYING] = AFMONSTERDIE;
	gubAnimSurfaceIndex[YAM_MONSTER][ADULTMONSTER_DYING_STOP] = AFMONSTERDIE;
	gubAnimSurfaceIndex[YAM_MONSTER][MONSTER_CLOSE_ATTACK] = AFMONSTERCLOSEATTACK;
	gubAnimSurfaceIndex[YAM_MONSTER][MONSTER_SPIT_ATTACK] = AFMONSTERSPITATTACK;
	gubAnimSurfaceIndex[YAM_MONSTER][MONSTER_BEGIN_EATTING_FLESH] = AFMONSTEREATING;
	gubAnimSurfaceIndex[YAM_MONSTER][MONSTER_EATTING_FLESH] = AFMONSTEREATING;
	gubAnimSurfaceIndex[YAM_MONSTER][MONSTER_END_EATTING_FLESH] = AFMONSTEREATING;
	gubAnimSurfaceIndex[YAM_MONSTER][MONSTER_UP] = AFMUP;
	gubAnimSurfaceIndex[YAM_MONSTER][MONSTER_JUMP] = AFMJUMP;
	gubAnimSurfaceIndex[YAM_MONSTER][MONSTER_MELT] = AFMMELT;
	gubAnimSurfaceIndex[YAM_MONSTER][MONSTER_WALK_BACKWARDS] = AFMONSTERWALKING;

	gubAnimSurfaceCorpseID[YAM_MONSTER][MONSTER_MELT] = ADULTMONSTER_DEAD;


	gubAnimSurfaceIndex[LARVAE_MONSTER][LARVAE_BREATH] = LVBREATH;
	gubAnimSurfaceIndex[LARVAE_MONSTER][LARVAE_HIT] = LVDIE;
	gubAnimSurfaceIndex[LARVAE_MONSTER][LARVAE_DIE] = LVDIE;
	gubAnimSurfaceIndex[LARVAE_MONSTER][LARVAE_DIE_STOP] = LVDIE;
	gubAnimSurfaceIndex[LARVAE_MONSTER][LARVAE_WALK] = LVWALK;

	gubAnimSurfaceCorpseID[LARVAE_MONSTER][LARVAE_DIE] = LARVAEMONSTER_DEAD;

	gubAnimSurfaceIndex[INFANT_MONSTER][STANDING] = IBREATH;
	gubAnimSurfaceIndex[INFANT_MONSTER][RUNNING] = IWALK;
	gubAnimSurfaceIndex[INFANT_MONSTER][WALKING] = IWALK;
	gubAnimSurfaceIndex[INFANT_MONSTER][INFANT_HIT] = IDIE;
	gubAnimSurfaceIndex[INFANT_MONSTER][INFANT_DIE] = IDIE;
	gubAnimSurfaceIndex[INFANT_MONSTER][INFANT_DIE_STOP] = IDIE;
	gubAnimSurfaceIndex[INFANT_MONSTER][INFANT_ATTACK] = IATTACK;
	gubAnimSurfaceIndex[INFANT_MONSTER][INFANT_BEGIN_EATTING_FLESH] = IEAT;
	gubAnimSurfaceIndex[INFANT_MONSTER][INFANT_EATTING_FLESH] = IEAT;
	gubAnimSurfaceIndex[INFANT_MONSTER][INFANT_END_EATTING_FLESH] = IEAT;
	gubAnimSurfaceIndex[INFANT_MONSTER][WALK_BACKWARDS] = IWALK;


	gubAnimSurfaceCorpseID[INFANT_MONSTER][INFANT_DIE] = INFANTMONSTER_DEAD;


	gubAnimSurfaceIndex[QUEENMONSTER][QUEEN_MONSTER_BREATHING] = QUEENMONSTERSTANDING;
	gubAnimSurfaceIndex[QUEENMONSTER][QUEEN_HIT] = QUEENMONSTERDEATH;
	gubAnimSurfaceIndex[QUEENMONSTER][QUEEN_DIE] = QUEENMONSTERDEATH;
	gubAnimSurfaceIndex[QUEENMONSTER][QUEEN_DIE_STOP] = QUEENMONSTERDEATH;
	gubAnimSurfaceIndex[QUEENMONSTER][QUEEN_INTO_READY] = QUEENMONSTERREADY;
	gubAnimSurfaceIndex[QUEENMONSTER][QUEEN_READY] = QUEENMONSTERREADY;
	gubAnimSurfaceIndex[QUEENMONSTER][QUEEN_CALL] = QUEENMONSTERREADY;
	gubAnimSurfaceIndex[QUEENMONSTER][QUEEN_END_READY] = QUEENMONSTERREADY;
	gubAnimSurfaceIndex[QUEENMONSTER][QUEEN_SPIT] = QUEENMONSTERSPIT_SW;
	gubAnimSurfaceIndex[QUEENMONSTER][QUEEN_SWIPE] = QUEENMONSTERSWIPE;

	gubAnimSurfaceCorpseID[QUEENMONSTER][QUEEN_DIE] = QUEEN_MONSTER_DEAD;


	//////
	// FAT GUY
	gubAnimSurfaceIndex[FATCIV][STANDING] = FATMANSTANDING;
	gubAnimSurfaceIndex[FATCIV][WALKING] = FATMANWALKING;
	gubAnimSurfaceIndex[FATCIV][RUNNING] = FATMANRUNNING;
	gubAnimSurfaceIndex[FATCIV][GENERIC_HIT_STAND] = FATMANDIE;
	gubAnimSurfaceIndex[FATCIV][GENERIC_HIT_DEATHTWITCHNB] = FATMANDIE;
	gubAnimSurfaceIndex[FATCIV][GENERIC_HIT_DEATHTWITCHB] = FATMANDIE;
	gubAnimSurfaceIndex[FATCIV][FALLFORWARD_FROMHIT_STAND] = FATMANDIE;
	gubAnimSurfaceIndex[FATCIV][FALLFORWARD_HITDEATH_STOP] = FATMANDIE;
	gubAnimSurfaceIndex[FATCIV][STAND_FALLFORWARD_STOP] = FATMANDIE;
	gubAnimSurfaceIndex[FATCIV][GENERIC_HIT_DEATH] = FATMANDIE;
	gubAnimSurfaceIndex[FATCIV][FATCIV_ASS_SCRATCH] = FATMANASS;
	gubAnimSurfaceIndex[FATCIV][OPEN_DOOR] = FATMANACT;
	gubAnimSurfaceIndex[FATCIV][OPEN_STRUCT] = FATMANACT;
	gubAnimSurfaceIndex[FATCIV][GIVE_ITEM] = FATMANACT;
	gubAnimSurfaceIndex[FATCIV][END_OPEN_DOOR] = FATMANACT;
	gubAnimSurfaceIndex[FATCIV][END_OPEN_LOCKED_DOOR] = FATMANACT;
	gubAnimSurfaceIndex[FATCIV][CLOSE_DOOR] = FATMANACT;
	gubAnimSurfaceIndex[FATCIV][ADJACENT_GET_ITEM] = FATMANACT;
	gubAnimSurfaceIndex[FATCIV][START_COWER] = FATMANCOWER;
	gubAnimSurfaceIndex[FATCIV][COWERING] = FATMANCOWER;
	gubAnimSurfaceIndex[FATCIV][END_COWER] = FATMANCOWER;
	gubAnimSurfaceIndex[FATCIV][CIV_DIE2] = FATMANDIE2;
	gubAnimSurfaceIndex[FATCIV][CIV_COWER_HIT] = FATMANCOWERHIT;

	gubAnimSurfaceCorpseID[FATCIV][GENERIC_HIT_DEATH] = FT_DEAD1;
	gubAnimSurfaceCorpseID[FATCIV][CIV_DIE2] = FT_DEAD2;

	gRandomAnimDefs[FATCIV][0].ubHandRestriction = RANDOM_ANIM_IRRELEVENTINHAND;
	gRandomAnimDefs[FATCIV][0].sAnimID = FATCIV_ASS_SCRATCH;
	gRandomAnimDefs[FATCIV][0].ubStartRoll = 0;
	gRandomAnimDefs[FATCIV][0].ubEndRoll = 10;
	gRandomAnimDefs[FATCIV][0].ubFlags = RANDOM_ANIM_CASUAL;
	gRandomAnimDefs[FATCIV][0].ubAnimHeight = ANIM_STAND;


	// Common civ
	gubAnimSurfaceIndex[MANCIV][STANDING] = MANCIVSTANDING;
	gubAnimSurfaceIndex[MANCIV][WALKING] = MANCIVWALKING;
	gubAnimSurfaceIndex[MANCIV][RUNNING] = MANCIVRUNNING;
	gubAnimSurfaceIndex[MANCIV][GENERIC_HIT_STAND] = MANCIVDIE;
	gubAnimSurfaceIndex[MANCIV][GENERIC_HIT_DEATHTWITCHNB] = MANCIVDIE;
	gubAnimSurfaceIndex[MANCIV][GENERIC_HIT_DEATHTWITCHB] = MANCIVDIE;
	gubAnimSurfaceIndex[MANCIV][FALLFORWARD_FROMHIT_STAND] = MANCIVDIE;
	gubAnimSurfaceIndex[MANCIV][FALLFORWARD_HITDEATH_STOP] = MANCIVDIE;
	gubAnimSurfaceIndex[MANCIV][STAND_FALLFORWARD_STOP] = MANCIVDIE;
	gubAnimSurfaceIndex[MANCIV][GENERIC_HIT_DEATH] = MANCIVDIE;
	gubAnimSurfaceIndex[MANCIV][OPEN_DOOR] = MANCIVACT;
	gubAnimSurfaceIndex[MANCIV][OPEN_STRUCT] = MANCIVACT;
	gubAnimSurfaceIndex[MANCIV][GIVE_ITEM] = MANCIVACT;
	gubAnimSurfaceIndex[MANCIV][END_OPEN_DOOR] = MANCIVACT;
	gubAnimSurfaceIndex[MANCIV][END_OPEN_LOCKED_DOOR] = MANCIVACT;
	gubAnimSurfaceIndex[MANCIV][CLOSE_DOOR] = MANCIVACT;
	gubAnimSurfaceIndex[MANCIV][ADJACENT_GET_ITEM] = MANCIVACT;
	gubAnimSurfaceIndex[MANCIV][START_COWER] = MANCIVCOWER;
	gubAnimSurfaceIndex[MANCIV][COWERING] = MANCIVCOWER;
	gubAnimSurfaceIndex[MANCIV][END_COWER] = MANCIVCOWER;
	gubAnimSurfaceIndex[MANCIV][CIV_DIE2] = MANCIVDIE2;
	gubAnimSurfaceIndex[MANCIV][SLAP_HIT] = MANCIVSMACKED;
	gubAnimSurfaceIndex[MANCIV][PUNCH] = MANCIVPUNCH;
	gubAnimSurfaceIndex[MANCIV][PUNCH_BREATH] = MANCIVPUNCH;
	gubAnimSurfaceIndex[MANCIV][BEGIN_OPENSTRUCT] = MANCIVACT;
	gubAnimSurfaceIndex[MANCIV][END_OPENSTRUCT] = MANCIVACT;
	gubAnimSurfaceIndex[MANCIV][END_OPENSTRUCT_LOCKED] = MANCIVACT;
	gubAnimSurfaceIndex[MANCIV][CIV_COWER_HIT] = MANCIVCOWERHIT;


	gubAnimSurfaceCorpseID[MANCIV][GENERIC_HIT_DEATH] = M_DEAD1;
	gubAnimSurfaceCorpseID[MANCIV][CIV_DIE2] = M_DEAD2;


	// mini skirt civ
	gubAnimSurfaceIndex[MINICIV][STANDING] = MINICIVSTANDING;
	gubAnimSurfaceIndex[MINICIV][WALKING] = MINICIVWALKING;
	gubAnimSurfaceIndex[MINICIV][RUNNING] = MINICIVRUNNING;
	gubAnimSurfaceIndex[MINICIV][GENERIC_HIT_STAND] = MINICIVDIE;
	gubAnimSurfaceIndex[MINICIV][GENERIC_HIT_DEATHTWITCHNB] = MINICIVDIE;
	gubAnimSurfaceIndex[MINICIV][GENERIC_HIT_DEATHTWITCHB] = MINICIVDIE;
	gubAnimSurfaceIndex[MINICIV][FALLFORWARD_FROMHIT_STAND] = MINICIVDIE;
	gubAnimSurfaceIndex[MINICIV][FALLFORWARD_HITDEATH_STOP] = MINICIVDIE;
	gubAnimSurfaceIndex[MINICIV][STAND_FALLFORWARD_STOP] = MINICIVDIE;
	gubAnimSurfaceIndex[MINICIV][GENERIC_HIT_DEATH] = MINICIVDIE;
	gubAnimSurfaceIndex[MINICIV][MINIGIRL_STOCKING] = MINISTOCKING;
	gubAnimSurfaceIndex[MINICIV][OPEN_DOOR] = MINIACT;
	gubAnimSurfaceIndex[MINICIV][OPEN_STRUCT] = MINIACT;
	gubAnimSurfaceIndex[MINICIV][GIVE_ITEM] = MINIACT;
	gubAnimSurfaceIndex[MINICIV][END_OPEN_DOOR] = MINIACT;
	gubAnimSurfaceIndex[MINICIV][END_OPEN_LOCKED_DOOR] = MINIACT;
	gubAnimSurfaceIndex[MINICIV][CLOSE_DOOR] = MINIACT;
	gubAnimSurfaceIndex[MINICIV][ADJACENT_GET_ITEM] = MINIACT;
	gubAnimSurfaceIndex[MINICIV][START_COWER] = MINICOWER;
	gubAnimSurfaceIndex[MINICIV][COWERING] = MINICOWER;
	gubAnimSurfaceIndex[MINICIV][END_COWER] = MINICOWER;
	gubAnimSurfaceIndex[MINICIV][CIV_DIE2] = MINIDIE2;
	gubAnimSurfaceIndex[MINICIV][CIV_COWER_HIT] = MINICOWERHIT;

	gubAnimSurfaceCorpseID[MINICIV][GENERIC_HIT_DEATH] = S_DEAD1;
	gubAnimSurfaceCorpseID[MINICIV][CIV_DIE2] = S_DEAD2;


	gRandomAnimDefs[MINICIV][0].ubHandRestriction = RANDOM_ANIM_IRRELEVENTINHAND;
	gRandomAnimDefs[MINICIV][0].sAnimID = MINIGIRL_STOCKING;
	gRandomAnimDefs[MINICIV][0].ubStartRoll = 0;
	gRandomAnimDefs[MINICIV][0].ubEndRoll = 10;
	gRandomAnimDefs[MINICIV][0].ubFlags = RANDOM_ANIM_CASUAL;
	gRandomAnimDefs[MINICIV][0].ubAnimHeight = ANIM_STAND;


	// dress skirt civ
	gubAnimSurfaceIndex[DRESSCIV][STANDING] = DRESSCIVSTANDING;
	gubAnimSurfaceIndex[DRESSCIV][WALKING] = DRESSCIVWALKING;
	gubAnimSurfaceIndex[DRESSCIV][RUNNING] = DRESSCIVRUNNING;
	gubAnimSurfaceIndex[DRESSCIV][GENERIC_HIT_STAND] = DRESSCIVDIE;
	gubAnimSurfaceIndex[DRESSCIV][GENERIC_HIT_DEATHTWITCHNB] = DRESSCIVDIE;
	gubAnimSurfaceIndex[DRESSCIV][GENERIC_HIT_DEATHTWITCHB] = DRESSCIVDIE;
	gubAnimSurfaceIndex[DRESSCIV][FALLFORWARD_FROMHIT_STAND] = DRESSCIVDIE;
	gubAnimSurfaceIndex[DRESSCIV][FALLFORWARD_HITDEATH_STOP] = DRESSCIVDIE;
	gubAnimSurfaceIndex[DRESSCIV][STAND_FALLFORWARD_STOP] = DRESSCIVDIE;
	gubAnimSurfaceIndex[DRESSCIV][GENERIC_HIT_DEATH] = DRESSCIVDIE;
	gubAnimSurfaceIndex[DRESSCIV][OPEN_DOOR] = DRESSCIVACT;
	gubAnimSurfaceIndex[DRESSCIV][OPEN_STRUCT] = DRESSCIVACT;
	gubAnimSurfaceIndex[DRESSCIV][GIVE_ITEM] = DRESSCIVACT;
	gubAnimSurfaceIndex[DRESSCIV][END_OPEN_DOOR] = DRESSCIVACT;
	gubAnimSurfaceIndex[DRESSCIV][END_OPEN_LOCKED_DOOR] = DRESSCIVACT;
	gubAnimSurfaceIndex[DRESSCIV][CLOSE_DOOR] = DRESSCIVACT;
	gubAnimSurfaceIndex[DRESSCIV][ADJACENT_GET_ITEM] = DRESSCIVACT;
	gubAnimSurfaceIndex[DRESSCIV][START_COWER] = DRESSCIVCOWER;
	gubAnimSurfaceIndex[DRESSCIV][COWERING] = DRESSCIVCOWER;
	gubAnimSurfaceIndex[DRESSCIV][END_COWER] = DRESSCIVCOWER;
	gubAnimSurfaceIndex[DRESSCIV][CIV_DIE2] = DRESSCIVDIE2;
	gubAnimSurfaceIndex[DRESSCIV][CIV_COWER_HIT] = DRESSCIVCOWERHIT;

	gubAnimSurfaceCorpseID[DRESSCIV][GENERIC_HIT_DEATH] = W_DEAD1;
	gubAnimSurfaceCorpseID[DRESSCIV][CIV_DIE2] = W_DEAD2;

	// HATKID civ
	gubAnimSurfaceIndex[HATKIDCIV][STANDING] = HATKIDCIVSTANDING;
	gubAnimSurfaceIndex[HATKIDCIV][WALKING] = HATKIDCIVWALKING;
	gubAnimSurfaceIndex[HATKIDCIV][RUNNING] = HATKIDCIVRUNNING;
	gubAnimSurfaceIndex[HATKIDCIV][GENERIC_HIT_STAND] = HATKIDCIVDIE;
	gubAnimSurfaceIndex[HATKIDCIV][GENERIC_HIT_DEATHTWITCHNB] = HATKIDCIVDIE;
	gubAnimSurfaceIndex[HATKIDCIV][GENERIC_HIT_DEATHTWITCHB] = HATKIDCIVDIE;
	gubAnimSurfaceIndex[HATKIDCIV][FALLFORWARD_FROMHIT_STAND] = HATKIDCIVDIE;
	gubAnimSurfaceIndex[HATKIDCIV][FALLFORWARD_HITDEATH_STOP] = HATKIDCIVDIE;
	gubAnimSurfaceIndex[HATKIDCIV][STAND_FALLFORWARD_STOP] = HATKIDCIVDIE;
	gubAnimSurfaceIndex[HATKIDCIV][GENERIC_HIT_DEATH] = HATKIDCIVDIE;
	gubAnimSurfaceIndex[HATKIDCIV][JFK_HITDEATH] = HATKIDCIVJFK;
	gubAnimSurfaceIndex[HATKIDCIV][JFK_HITDEATH_STOP] = HATKIDCIVJFK;
	gubAnimSurfaceIndex[HATKIDCIV][JFK_HITDEATH_TWITCHB] = HATKIDCIVJFK;
	gubAnimSurfaceIndex[HATKIDCIV][HATKID_YOYO] = HATKIDCIVYOYO;
	gubAnimSurfaceIndex[HATKIDCIV][OPEN_DOOR] = HATKIDCIVACT;
	gubAnimSurfaceIndex[HATKIDCIV][OPEN_STRUCT] = HATKIDCIVACT;
	gubAnimSurfaceIndex[HATKIDCIV][GIVE_ITEM] = HATKIDCIVACT;
	gubAnimSurfaceIndex[HATKIDCIV][END_OPEN_DOOR] = HATKIDCIVACT;
	gubAnimSurfaceIndex[HATKIDCIV][END_OPEN_LOCKED_DOOR] = HATKIDCIVACT;
	gubAnimSurfaceIndex[HATKIDCIV][CLOSE_DOOR] = HATKIDCIVACT;
	gubAnimSurfaceIndex[HATKIDCIV][ADJACENT_GET_ITEM] = HATKIDCIVACT;
	gubAnimSurfaceIndex[HATKIDCIV][START_COWER] = HATKIDCIVCOWER;
	gubAnimSurfaceIndex[HATKIDCIV][COWERING] = HATKIDCIVCOWER;
	gubAnimSurfaceIndex[HATKIDCIV][END_COWER] = HATKIDCIVCOWER;
	gubAnimSurfaceIndex[HATKIDCIV][CIV_DIE2] = HATKIDCIVDIE2;
	gubAnimSurfaceIndex[HATKIDCIV][CIV_COWER_HIT] = HATKIDCIVCOWERHIT;
	gubAnimSurfaceIndex[HATKIDCIV][KID_SKIPPING] = HATKIDCIVSKIP;


	gubAnimSurfaceCorpseID[HATKIDCIV][GENERIC_HIT_DEATH] = H_DEAD1;
	gubAnimSurfaceCorpseID[HATKIDCIV][CIV_DIE2] = H_DEAD2;

	gRandomAnimDefs[HATKIDCIV][0].ubHandRestriction = RANDOM_ANIM_IRRELEVENTINHAND;
	gRandomAnimDefs[HATKIDCIV][0].sAnimID = HATKID_YOYO;
	gRandomAnimDefs[HATKIDCIV][0].ubStartRoll = 0;
	gRandomAnimDefs[HATKIDCIV][0].ubEndRoll = 10;
	gRandomAnimDefs[HATKIDCIV][0].ubFlags = RANDOM_ANIM_CASUAL;
	gRandomAnimDefs[HATKIDCIV][0].ubAnimHeight = ANIM_STAND;


	// KID civ
	gubAnimSurfaceIndex[KIDCIV][STANDING] = KIDCIVSTANDING;
	gubAnimSurfaceIndex[KIDCIV][WALKING] = KIDCIVWALKING;
	gubAnimSurfaceIndex[KIDCIV][RUNNING] = KIDCIVRUNNING;
	gubAnimSurfaceIndex[KIDCIV][GENERIC_HIT_STAND] = KIDCIVDIE;
	gubAnimSurfaceIndex[KIDCIV][GENERIC_HIT_DEATHTWITCHNB] = KIDCIVDIE;
	gubAnimSurfaceIndex[KIDCIV][GENERIC_HIT_DEATHTWITCHB] = KIDCIVDIE;
	gubAnimSurfaceIndex[KIDCIV][FALLFORWARD_FROMHIT_STAND] = KIDCIVDIE;
	gubAnimSurfaceIndex[KIDCIV][FALLFORWARD_HITDEATH_STOP] = KIDCIVDIE;
	gubAnimSurfaceIndex[KIDCIV][STAND_FALLFORWARD_STOP] = KIDCIVDIE;
	gubAnimSurfaceIndex[KIDCIV][GENERIC_HIT_DEATH] = KIDCIVDIE;
	gubAnimSurfaceIndex[KIDCIV][JFK_HITDEATH] = KIDCIVJFK;
	gubAnimSurfaceIndex[KIDCIV][JFK_HITDEATH_STOP] = KIDCIVJFK;
	gubAnimSurfaceIndex[KIDCIV][JFK_HITDEATH_TWITCHB] = KIDCIVJFK;
	gubAnimSurfaceIndex[KIDCIV][KID_ARMPIT] = KIDCIVARMPIT;
	gubAnimSurfaceIndex[KIDCIV][OPEN_DOOR] = KIDCIVACT;
	gubAnimSurfaceIndex[KIDCIV][OPEN_STRUCT] = KIDCIVACT;
	gubAnimSurfaceIndex[KIDCIV][GIVE_ITEM] = KIDCIVACT;
	gubAnimSurfaceIndex[KIDCIV][END_OPEN_DOOR] = KIDCIVACT;
	gubAnimSurfaceIndex[KIDCIV][END_OPEN_LOCKED_DOOR] = KIDCIVACT;
	gubAnimSurfaceIndex[KIDCIV][CLOSE_DOOR] = KIDCIVACT;
	gubAnimSurfaceIndex[KIDCIV][ADJACENT_GET_ITEM] = KIDCIVACT;
	gubAnimSurfaceIndex[KIDCIV][START_COWER] = KIDCIVCOWER;
	gubAnimSurfaceIndex[KIDCIV][COWERING] = KIDCIVCOWER;
	gubAnimSurfaceIndex[KIDCIV][END_COWER] = KIDCIVCOWER;
	gubAnimSurfaceIndex[KIDCIV][CIV_DIE2] = KIDCIVDIE2;
	gubAnimSurfaceIndex[KIDCIV][CIV_COWER_HIT] = KIDCIVCOWERHIT;
	gubAnimSurfaceIndex[KIDCIV][KID_SKIPPING] = KIDCIVSKIP;

	gubAnimSurfaceCorpseID[KIDCIV][GENERIC_HIT_DEATH] = K_DEAD1;
	gubAnimSurfaceCorpseID[KIDCIV][CIV_DIE2] = K_DEAD2;


	gRandomAnimDefs[KIDCIV][0].ubHandRestriction = RANDOM_ANIM_IRRELEVENTINHAND;
	gRandomAnimDefs[KIDCIV][0].sAnimID = KID_ARMPIT;
	gRandomAnimDefs[KIDCIV][0].ubStartRoll = 0;
	gRandomAnimDefs[KIDCIV][0].ubEndRoll = 10;
	gRandomAnimDefs[KIDCIV][0].ubFlags = RANDOM_ANIM_CASUAL;
	gRandomAnimDefs[KIDCIV][0].ubAnimHeight = ANIM_STAND;

	//CRIPPLE
	gubAnimSurfaceIndex[CRIPPLECIV][STANDING] = CRIPCIVSTANDING;
	gubAnimSurfaceIndex[CRIPPLECIV][WALKING] = CRIPCIVWALKING;
	gubAnimSurfaceIndex[CRIPPLECIV][RUNNING] = CRIPCIVRUNNING;
	gubAnimSurfaceIndex[CRIPPLECIV][CRIPPLE_BEG] = CRIPCIVBEG;
	gubAnimSurfaceIndex[CRIPPLECIV][CRIPPLE_HIT] = CRIPCIVDIE;
	gubAnimSurfaceIndex[CRIPPLECIV][CRIPPLE_DIE] = CRIPCIVDIE;
	gubAnimSurfaceIndex[CRIPPLECIV][CRIPPLE_DIE_STOP] = CRIPCIVDIE;
	gubAnimSurfaceIndex[CRIPPLECIV][CRIPPLE_DIE_FLYBACK] = CRIPCIVDIE2;
	gubAnimSurfaceIndex[CRIPPLECIV][CRIPPLE_DIE_FLYBACK_STOP] = CRIPCIVDIE2;
	gubAnimSurfaceIndex[CRIPPLECIV][CRIPPLE_KICKOUT] = CRIPCIVKICK;
	gubAnimSurfaceIndex[CRIPPLECIV][CRIPPLE_OPEN_DOOR] = CRIPCIVBEG;
	gubAnimSurfaceIndex[CRIPPLECIV][CRIPPLE_CLOSE_DOOR] = CRIPCIVBEG;
	gubAnimSurfaceIndex[CRIPPLECIV][CRIPPLE_END_OPEN_DOOR] = CRIPCIVBEG;
	gubAnimSurfaceIndex[CRIPPLECIV][CRIPPLE_END_OPEN_LOCKED_DOOR] = CRIPCIVBEG;

	gubAnimSurfaceCorpseID[CRIPPLECIV][CRIPPLE_DIE] = SMERC_BCK;

	gRandomAnimDefs[CRIPPLECIV][0].ubHandRestriction = RANDOM_ANIM_IRRELEVENTINHAND;
	gRandomAnimDefs[CRIPPLECIV][0].sAnimID = CRIPPLE_BEG;
	gRandomAnimDefs[CRIPPLECIV][0].ubStartRoll = 30;
	gRandomAnimDefs[CRIPPLECIV][0].ubEndRoll = 70;
	gRandomAnimDefs[CRIPPLECIV][0].ubFlags = RANDOM_ANIM_CASUAL;
	gRandomAnimDefs[CRIPPLECIV][0].ubAnimHeight = ANIM_STAND;


	// COW
	gubAnimSurfaceIndex[COW][STANDING] = COWSTANDING;
	gubAnimSurfaceIndex[COW][WALKING] = COWWALKING;
	gubAnimSurfaceIndex[COW][COW_EATING] = COWEAT;
	gubAnimSurfaceIndex[COW][COW_HIT] = COWDIE;
	gubAnimSurfaceIndex[COW][COW_DYING] = COWDIE;
	gubAnimSurfaceIndex[COW][COW_DYING_STOP] = COWDIE;

	gubAnimSurfaceCorpseID[COW][COW_DYING] = COW_DEAD;


	gRandomAnimDefs[COW][0].ubHandRestriction = RANDOM_ANIM_IRRELEVENTINHAND;
	gRandomAnimDefs[COW][0].sAnimID = COW_EATING;
	gRandomAnimDefs[COW][0].ubStartRoll = 30;
	gRandomAnimDefs[COW][0].ubEndRoll = 100;
	gRandomAnimDefs[COW][0].ubFlags = RANDOM_ANIM_CASUAL;
	gRandomAnimDefs[COW][0].ubAnimHeight = ANIM_STAND;

	gRandomAnimDefs[COW][1].ubHandRestriction = RANDOM_ANIM_IRRELEVENTINHAND;
	gRandomAnimDefs[COW][1].sAnimID = RANDOM_ANIM_SOUND;
	gRandomAnimDefs[COW][1].ubStartRoll = 0;
	gRandomAnimDefs[COW][1].ubEndRoll = 1;
	gRandomAnimDefs[COW][1].ubAnimHeight = ANIM_STAND;
	gRandomAnimDefs[COW][1].zSoundFile = SOUNDSDIR "/cowmoo1.wav";

	gRandomAnimDefs[COW][2].ubHandRestriction = RANDOM_ANIM_IRRELEVENTINHAND;
	gRandomAnimDefs[COW][2].sAnimID = RANDOM_ANIM_SOUND;
	gRandomAnimDefs[COW][2].ubStartRoll = 2;
	gRandomAnimDefs[COW][2].ubEndRoll = 3;
	gRandomAnimDefs[COW][2].ubAnimHeight = ANIM_STAND;
	gRandomAnimDefs[COW][2].zSoundFile = SOUNDSDIR "/cowmoo2.wav";

	gRandomAnimDefs[COW][3].ubHandRestriction = RANDOM_ANIM_IRRELEVENTINHAND;
	gRandomAnimDefs[COW][3].sAnimID = RANDOM_ANIM_SOUND;
	gRandomAnimDefs[COW][3].ubStartRoll = 4;
	gRandomAnimDefs[COW][3].ubEndRoll = 5;
	gRandomAnimDefs[COW][3].ubAnimHeight = ANIM_STAND;
	gRandomAnimDefs[COW][3].zSoundFile = SOUNDSDIR "/cowmoo3.wav";


	gubAnimSurfaceIndex[CROW][STANDING] = CROWWALKING;
	gubAnimSurfaceIndex[CROW][WALKING] = CROWWALKING;
	gubAnimSurfaceIndex[CROW][CROW_WALK] = CROWWALKING;
	gubAnimSurfaceIndex[CROW][CROW_FLY] = CROWFLYING;
	gubAnimSurfaceIndex[CROW][CROW_EAT] = CROWEATING;
	gubAnimSurfaceIndex[CROW][CROW_TAKEOFF] = CROWFLYING;
	gubAnimSurfaceIndex[CROW][CROW_LAND] = CROWFLYING;
	gubAnimSurfaceIndex[CROW][CROW_DIE] = CROWDYING;

	gRandomAnimDefs[CROW][0].ubHandRestriction = RANDOM_ANIM_IRRELEVENTINHAND;
	gRandomAnimDefs[CROW][0].sAnimID = RANDOM_ANIM_SOUND;
	gRandomAnimDefs[CROW][0].ubStartRoll = 0;
	gRandomAnimDefs[CROW][0].ubEndRoll = 50;
	gRandomAnimDefs[CROW][0].ubAnimHeight = ANIM_STAND;
	gRandomAnimDefs[CROW][0].zSoundFile = SOUNDSDIR "/crow3.wav";

	gRandomAnimDefs[CROW][1].ubHandRestriction = RANDOM_ANIM_IRRELEVENTINHAND;
	gRandomAnimDefs[CROW][1].sAnimID = RANDOM_ANIM_SOUND;
	gRandomAnimDefs[CROW][1].ubStartRoll = 51;
	gRandomAnimDefs[CROW][1].ubEndRoll = 70;
	gRandomAnimDefs[CROW][1].ubAnimHeight = ANIM_STAND;
	gRandomAnimDefs[CROW][1].zSoundFile = SOUNDSDIR "/crow2.wav";

	// BLOOD CAT
	gubAnimSurfaceIndex[BLOODCAT][STANDING] = CATBREATH;
	gubAnimSurfaceIndex[BLOODCAT][WALKING] = CATWALK;
	gubAnimSurfaceIndex[BLOODCAT][BLOODCAT_RUN] = CATRUN;
	gubAnimSurfaceIndex[BLOODCAT][BLOODCAT_STARTREADY] = CATREADY;
	gubAnimSurfaceIndex[BLOODCAT][BLOODCAT_READY] = CATREADY;
	gubAnimSurfaceIndex[BLOODCAT][BLOODCAT_ENDREADY] = CATREADY;
	gubAnimSurfaceIndex[BLOODCAT][BLOODCAT_HIT] = CATHIT;
	gubAnimSurfaceIndex[BLOODCAT][BLOODCAT_DYING] = CATDIE;
	gubAnimSurfaceIndex[BLOODCAT][BLOODCAT_DYING_STOP] = CATDIE;
	gubAnimSurfaceIndex[BLOODCAT][BLOODCAT_SWIPE] = CATSWIPE;
	gubAnimSurfaceIndex[BLOODCAT][BLOODCAT_BITE_ANIM] = CATBITE;
	gubAnimSurfaceIndex[BLOODCAT][BLOODCAT_WALK_BACKWARDS] = CATWALK;

	gubAnimSurfaceCorpseID[BLOODCAT][BLOODCAT_DYING] = BLOODCAT_DEAD;

	// ROBOT
	gubAnimSurfaceIndex[ROBOTNOWEAPON][STANDING] = ROBOTNWBREATH;
	gubAnimSurfaceIndex[ROBOTNOWEAPON][WALKING] = ROBOTNWBREATH;
	gubAnimSurfaceIndex[ROBOTNOWEAPON][ROBOTNW_HIT] = ROBOTNWHIT;
	gubAnimSurfaceIndex[ROBOTNOWEAPON][ROBOTNW_DIE] = ROBOTNWDIE;
	gubAnimSurfaceIndex[ROBOTNOWEAPON][ROBOTNW_DIE_STOP] = ROBOTNWDIE;
	gubAnimSurfaceIndex[ROBOTNOWEAPON][ROBOT_WALK] = ROBOTNWWALK;
	gubAnimSurfaceIndex[ROBOTNOWEAPON][ROBOT_SHOOT] = ROBOTNWSHOOT;
	gubAnimSurfaceIndex[ROBOTNOWEAPON][ROBOT_BURST_SHOOT] = ROBOTNWSHOOT;
	gubAnimSurfaceIndex[ROBOTNOWEAPON][ROBOT_CAMERA_NOT_MOVING] = ROBOTNWBREATH;
	gubAnimSurfaceCorpseID[ROBOTNOWEAPON][ROBOTNW_DIE] = ROBOT_DEAD;



	// HUMVEE
	gubAnimSurfaceIndex[HUMVEE][STANDING] = HUMVEE_BASIC;
	gubAnimSurfaceIndex[HUMVEE][WALKING] = HUMVEE_BASIC;
	gubAnimSurfaceIndex[HUMVEE][VEHICLE_DIE] = HUMVEE_DIE;
	gubAnimSurfaceCorpseID[HUMVEE][STANDING] = HUMMER_DEAD;

	// TANK
	gubAnimSurfaceIndex[TANK_NW][STANDING] = TANKNW_READY;
	gubAnimSurfaceIndex[TANK_NW][WALKING] = TANKNW_READY;
	gubAnimSurfaceIndex[TANK_NW][TANK_SHOOT] = TANKNW_SHOOT;
	gubAnimSurfaceIndex[TANK_NW][TANK_BURST] = TANKNW_SHOOT;
	gubAnimSurfaceIndex[TANK_NW][VEHICLE_DIE] = TANKNW_DIE;
	gubAnimSurfaceCorpseID[TANK_NW][STANDING] = TANK1_DEAD;

	// TANK
	gubAnimSurfaceIndex[TANK_NE][STANDING] = TANKNE_READY;
	gubAnimSurfaceIndex[TANK_NE][WALKING] = TANKNE_READY;
	gubAnimSurfaceIndex[TANK_NE][TANK_SHOOT] = TANKNE_SHOOT;
	gubAnimSurfaceIndex[TANK_NE][TANK_BURST] = TANKNE_SHOOT;
	gubAnimSurfaceIndex[TANK_NE][VEHICLE_DIE] = TANKNE_DIE;
	gubAnimSurfaceCorpseID[TANK_NE][STANDING] = TANK2_DEAD;

	// ELDORADO
	gubAnimSurfaceIndex[ELDORADO][STANDING] = HUMVEE_BASIC;
	gubAnimSurfaceIndex[ELDORADO][WALKING] = HUMVEE_BASIC;
	gubAnimSurfaceIndex[ELDORADO][VEHICLE_DIE] = HUMVEE_DIE;

	// ICECREAMTRUCK
	gubAnimSurfaceIndex[ICECREAMTRUCK][STANDING] = ICECREAMTRUCK_BASIC;
	gubAnimSurfaceIndex[ICECREAMTRUCK][WALKING] = ICECREAMTRUCK_BASIC;
	gubAnimSurfaceIndex[ICECREAMTRUCK][VEHICLE_DIE] = HUMVEE_DIE;
	gubAnimSurfaceCorpseID[ICECREAMTRUCK][STANDING] = ICECREAM_DEAD;

	// JEEP
	gubAnimSurfaceIndex[JEEP][STANDING] = HUMVEE_BASIC;
	gubAnimSurfaceIndex[JEEP][WALKING] = HUMVEE_BASIC;
	gubAnimSurfaceIndex[JEEP][VEHICLE_DIE] = HUMVEE_DIE;
}


void LoadAnimationStateInstructions()
{
	AutoSGPFile hFile(GCM->openGameResForReading(ANIMFILENAME));
	hFile->read(gusAnimInst, sizeof(gusAnimInst));
}


bool IsAnimationValidForBodyType(SOLDIERTYPE const& s, UINT16 const new_state)
{
	return DetermineSoldierAnimationSurface(&s, new_state) != INVALID_ANIMATION_SURFACE;
}


UINT16 SubstituteBodyTypeAnimation(const SOLDIERTYPE* const s, const UINT16 anim_state)
{
	switch (s->ubBodyType)
	{
		case QUEENMONSTER:
			switch (anim_state)
			{
				case STANDING:
				case WALKING:
				case RUNNING:  return QUEEN_MONSTER_BREATHING;
			}
			break;

		case LARVAE_MONSTER:
			switch (anim_state)
			{
				case STANDING: return LARVAE_BREATH;
				case WALKING:
				case RUNNING:  return LARVAE_WALK;
			}
			break;

		case CROW:
			switch (anim_state)
			{
				case WALKING:  return CROW_WALK;
				case STANDING: return CROW_EAT;
			}
			break;

		case BLOODCAT:
			switch (anim_state)
			{
				case RUNNING: return BLOODCAT_RUN;
			}
			break;

		case ADULTFEMALEMONSTER:
		case AM_MONSTER:
		case YAF_MONSTER:
		case YAM_MONSTER:
			switch (anim_state)
			{
				case WALKING:
				case RUNNING: return ADULTMONSTER_WALKING;
			}
			break;

		case ROBOTNOWEAPON:
			switch (anim_state)
			{
				case STANDING:
					// OK, if they are on the CIV_TEAM, sub for no camera moving
					if (s->bTeam == CIV_TEAM) return ROBOT_CAMERA_NOT_MOVING;
					break;

				case WALKING:
				case RUNNING: return ROBOT_WALK;
			}
			break;

		default:
			if (IS_CIV_BODY_TYPE(s))
			{
				switch (anim_state)
				{
					case KNEEL_UP:          return END_COWER;
					case KNEEL_DOWN:        return START_COWER;
					case WKAEUP_FROM_SLEEP:
					case GOTO_SLEEP:
					case SLEEPING:          return STANDING;
				}
			}
			break;
	}
	return anim_state;
}


char const* GetBodyTypePaletteSubstitution(SOLDIERTYPE const* const s, UINT8 const ubBodyType)
{
	switch (ubBodyType)
	{
		case REGMALE:
		case BIGMALE:
		case STOCKYMALE:
		case REGFEMALE:
			if (s)
			{
				// Are we on fire?
				if (s->usAnimState == CHARIOTS_OF_FIRE ||
						s->usAnimState == BODYEXPLODING)
				{
					return "";
				}

				if (s->bCamo != 0) return ANIMSDIR "/camo.COL";
			}
			return 0;

		case YAF_MONSTER:        return ANIMSDIR "/MONSTERS/fm_brite.COL";
		case YAM_MONSTER:        return ANIMSDIR "/MONSTERS/mn_brite.COL";
		case ADULTFEMALEMONSTER: return ANIMSDIR "/MONSTERS/femmon.COL";
		case AM_MONSTER:         return ANIMSDIR "/MONSTERS/monster.COL";

		case QUEENMONSTER:
		case COW:
		case CROW:
		case BLOODCAT:
		case HUMVEE:
		case ELDORADO:
		case ICECREAMTRUCK:
		case JEEP:
		case ROBOTNOWEAPON:
		case TANK_NW:
		case TANK_NE:
			return "";

		default: return 0;
	}
}



BOOLEAN SetSoldierAnimationSurface( SOLDIERTYPE *pSoldier, UINT16 usAnimState )
{
	// Delete any structure info!
	if ( pSoldier->pLevelNode != NULL )
	{
		DeleteStructureFromWorld( pSoldier->pLevelNode->pStructureData );
		pSoldier->pLevelNode->pStructureData = NULL;
	}


	UINT16 const usAnimSurface = LoadSoldierAnimationSurface(*pSoldier, usAnimState);

	// Add structure info!
	if ( pSoldier->pLevelNode != NULL && !( pSoldier->uiStatusFlags & SOLDIER_PAUSEANIMOVE ) )
	{
		AddMercStructureInfoFromAnimSurface( pSoldier->sGridNo, pSoldier, usAnimSurface, usAnimState );
	}

	// Set
	pSoldier->usAnimSurface = usAnimSurface;

	if ( usAnimSurface == INVALID_ANIMATION_SURFACE )
	{
		return( FALSE );
	}

	return( TRUE );
}


UINT16 LoadSoldierAnimationSurface(SOLDIERTYPE& s, UINT16 const anim_state)
{
	UINT16 const anim_surface = DetermineSoldierAnimationSurface(&s, anim_state);
	if (anim_surface == INVALID_ANIMATION_SURFACE) return anim_surface;
	try
	{
		// Ensure that it's been loaded
		s.AnimCache.cache(anim_surface, s.usAnimState);
		return anim_surface;
	}
	catch (...)
	{
		return INVALID_ANIMATION_SURFACE;
	}
}


UINT16	gusQueenMonsterSpitAnimPerDir[] =
{
	QUEENMONSTERSPIT_NE, //NORTH
	QUEENMONSTERSPIT_E,
	QUEENMONSTERSPIT_SE, // EAST
	QUEENMONSTERSPIT_S,
	QUEENMONSTERSPIT_SW, // SOUTH
	QUEENMONSTERSPIT_SW,
	QUEENMONSTERSPIT_SW, // WEST
	QUEENMONSTERSPIT_NE,
};


UINT16 DetermineSoldierAnimationSurface(const SOLDIERTYPE* pSoldier, UINT16 usAnimState)
{
	UINT16 usAnimSurface;
	UINT16 usAltAnimSurface;
	UINT16 usItem;
	UINT8 ubWaterHandIndex = 1;
	BOOLEAN fAdjustedForItem = FALSE;

	usAnimState = SubstituteBodyTypeAnimation(pSoldier, usAnimState);

	usAnimSurface = gubAnimSurfaceIndex[pSoldier->ubBodyType][usAnimState];

	// CHECK IF WE CAN DO THIS ANIMATION, IE WE HAVE IT AVAILIBLE
	if ( usAnimSurface == INVALID_ANIMATION	)
	{
		// WE SHOULD NOT BE USING THIS ANIMATION
		SLOGW("Invalid Animation File for Body {}, animation {}.", pSoldier->ubBodyType, gAnimControl[usAnimState].zAnimStr);
		// Set index to FOUND_INVALID_ANIMATION
		gubAnimSurfaceIndex[pSoldier->ubBodyType][usAnimState] = FOUND_INVALID_ANIMATION;
		return( INVALID_ANIMATION_SURFACE );
	}
	if ( usAnimSurface == FOUND_INVALID_ANIMATION	)
	{
		return( INVALID_ANIMATION_SURFACE );
	}


	// OK - DO SOME MAGIC HERE TO SWITCH BODY TYPES IF WE WANT!


	// If we are a queen, pick the 'real' anim surface....
	if ( usAnimSurface == QUEENMONSTERSPIT_SW )
	{
		INT8 bDir;

		// Assume a target gridno is here.... get direction...
		// ATE: use +2 in gridno because here head is far from body
		bDir = (INT8)GetDirectionToGridNoFromGridNo( (INT16)( pSoldier->sGridNo + 2 ), pSoldier->sTargetGridNo );

		return( gusQueenMonsterSpitAnimPerDir[bDir] );
	}


	// IF we are not a merc, return
	if ( pSoldier->ubBodyType > REGFEMALE )
	{
		return( usAnimSurface );
	}

	// SWITCH TO DIFFERENT AIM ANIMATION FOR BIG GUY!
	if ( usAnimSurface == BGMSTANDAIM2 )
	{
		if ( pSoldier->uiAnimSubFlags & SUB_ANIM_BIGGUYSHOOT2 )
		{
			usAnimSurface = BGMSTANDAIM;
		}
	}

	// SWITCH TO DIFFERENT STAND ANIMATION FOR BIG GUY!
	if ( usAnimSurface == BGMSTANDING )
	{
		if ( pSoldier->uiAnimSubFlags & SUB_ANIM_BIGGUYTHREATENSTANCE )
		{
			usAnimSurface = BGMTHREATENSTAND;
		}
	}

	if ( usAnimSurface == BGMWALKING )
	{
		if ( pSoldier->uiAnimSubFlags & SUB_ANIM_BIGGUYTHREATENSTANCE )
		{
			usAnimSurface = BGMWALK2;
		}
	}

	if ( usAnimSurface == BGMRUNNING )
	{
		if ( pSoldier->uiAnimSubFlags & SUB_ANIM_BIGGUYTHREATENSTANCE )
		{
			usAnimSurface = BGMRUN2;
		}
	}

	if ( usAnimSurface == BGMRAISE )
	{
		if ( pSoldier->uiAnimSubFlags & SUB_ANIM_BIGGUYTHREATENSTANCE )
		{
			usAnimSurface = BGMRAISE2;
		}
	}


	// ADJUST ANIMATION SURFACE BASED ON TERRAIN

	// CHECK FOR WATER
	if ( MercInWater( pSoldier ) )
	{

		// ADJUST BASED ON ITEM IN HAND....
		usItem = pSoldier->inv[HANDPOS].usItem;

		// Default it to the 1 ( ie: no rifle )
		if ( usItem != NOTHING )
		{
			if ((GCM->getItem(usItem)->getItemClass() == IC_GUN
				|| GCM->getItem(usItem)->getItemClass() == IC_LAUNCHER) &&
				usItem != ROCKET_LAUNCHER)
			{
				if ( (GCM->getItem(usItem)->isTwoHanded()) )
				{
					ubWaterHandIndex = 0;
				}
			}
		}

		// CHANGE BASED ON HIEGHT OF WATER
		usAltAnimSurface = gubAnimSurfaceMidWaterSubIndex[pSoldier->ubBodyType][usAnimState][ubWaterHandIndex];

		if ( usAltAnimSurface != INVALID_ANIMATION )
		{
			usAnimSurface = usAltAnimSurface;
		}

	}
	else
	{
		// ADJUST BASED ON ITEM IN HAND....
		usItem = pSoldier->inv[HANDPOS].usItem;

		if ((!(GCM->getItem(usItem)->getItemClass() == IC_GUN) &&
			!(GCM->getItem(usItem)->getItemClass() == IC_LAUNCHER)) ||
			usItem == ROCKET_LAUNCHER)
		{
			if ( usAnimState == STANDING )
			{
				usAnimSurface = gusNothingBreath[pSoldier->ubBodyType];
				fAdjustedForItem = TRUE;
			}
			else
			{
				usAltAnimSurface = gubAnimSurfaceItemSubIndex[pSoldier->ubBodyType][usAnimState];

				if ( usAltAnimSurface != INVALID_ANIMATION )
				{
					usAnimSurface = usAltAnimSurface;
					fAdjustedForItem = TRUE;
				}
			}
		}
		else
		{
			// CHECK FOR HANDGUN
			if ((GCM->getItem(usItem)->getItemClass() == IC_GUN
				|| GCM->getItem(usItem)->getItemClass() == IC_LAUNCHER) &&
				usItem != ROCKET_LAUNCHER)
			{
				if ( !(GCM->getItem(usItem)->isTwoHanded()) )
				{
					usAltAnimSurface = gubAnimSurfaceItemSubIndex[pSoldier->ubBodyType][usAnimState];
					if ( usAltAnimSurface != INVALID_ANIMATION )
					{
						usAnimSurface = usAltAnimSurface;
						fAdjustedForItem = TRUE;
					}

					// Look for good two pistols sub anim.....
					if ( gDoubleHandledSub.usAnimState == usAnimState )
					{
						// Do we carry two pistols...
						if ( GCM->getItem(pSoldier->inv[SECONDHANDPOS].usItem)->getItemClass() == IC_GUN )
						{
							if( !GCM->getItem(pSoldier->inv[SECONDHANDPOS].usItem)->isTwoHanded() )
							{
								usAnimSurface = gDoubleHandledSub.usAnimationSurfaces[pSoldier->ubBodyType];
								fAdjustedForItem = TRUE;
							}
						}
					}

				}
			}
			else
			{
				usAltAnimSurface = gubAnimSurfaceItemSubIndex[pSoldier->ubBodyType][usAnimState];

				if ( usAltAnimSurface != INVALID_ANIMATION )
				{
					usAnimSurface = usAltAnimSurface;
					fAdjustedForItem = TRUE;
				}
			}
		}

		// Based on if we have adjusted for item or not... check for injured status...
		if ( fAdjustedForItem )
		{
			// If life below thresthold for being injured
			if ( pSoldier->bLife < INJURED_CHANGE_THREASHOLD )
			{
				// ADJUST FOR INJURED....
				if (gNothingInjuredSub.usAnimState == usAnimState)
				{
					usAnimSurface = gNothingInjuredSub.usAnimationSurfaces[pSoldier->ubBodyType];
				}
			}
		}
		else
		{
			// If life below thresthold for being injured
			if ( pSoldier->bLife < INJURED_CHANGE_THREASHOLD )
			{
				// ADJUST FOR INJURED....
				if (gRifleInjuredSub.usAnimState == usAnimState)
				{
					usAnimSurface = gRifleInjuredSub.usAnimationSurfaces[pSoldier->ubBodyType];
				}
			}
		}



	}
	return( usAnimSurface );
}


UINT16 GetSoldierAnimationSurface(SOLDIERTYPE const* const pSoldier)
{
	UINT16 usAnimSurface;

	usAnimSurface = pSoldier->usAnimSurface;

	if ( usAnimSurface != INVALID_ANIMATION_SURFACE )
	{
		// Ensure that it's loaded!
		if ( gAnimSurfaceDatabase[usAnimSurface].hVideoObject == NULL )
		{
			SLOGW("Animation Surface for Body {}, animation {}, surface {} not loaded.",
				pSoldier->ubBodyType, gAnimControl[pSoldier->usAnimState].zAnimStr, usAnimSurface);
			usAnimSurface = INVALID_ANIMATION_SURFACE;
		}
	}

	return( usAnimSurface );
}


#ifdef WITH_UNITTESTS
#include "gtest/gtest.h"

TEST(AnimationControl, asserts)
{
	EXPECT_EQ(lengthof(gAnimControl), NUMANIMATIONSTATES);
}

#endif
