#define FALSE 0 #define TRUE 1 #define false 0 #define true 1 #define ACTION_SCAN 0x01 #define ACTION_UNDER_COVER 0x02 #define ACTION_GRENADE_STOP 0x03 #define ACTION_WAIT 0x04 #define ACTION_GO_TO_COVER 0x05 #define ACTION_BREAKING_COVER 0x06 #define ACTION_SEE_COVER 0x07 #define ACTION_FLANK_LEFT 0x08 #define ACTION_FLANK_RIGHT 0x09 #define ACTION_DODGE 0x0a #define ACTION_THROW_GRENADE 0x0b #define ACTION_SEEWAIT 0x0c #define ACTION_BACKOFF 0x0d #define ACTION_SYNC_SHOOT 0x0e #define ACTION_16 0x10 // unknown #define ACTION_FOLLOW 0x12 #define ACTION_RETREAT 0x13 #define ACTION_SURRENDER 0x14 #define ACTION_COWER 0x15 #define ACTION_WARN_OTHERS 0x17 #define ACTION_RUN_AWAY 0x1f #define ACTION_FLEE_GRENADE 0x20 #define ACTION_HAND_COMBAT 0x21 #define ACTION_FACING_TARGET 0x35 #define ACTION_HAND_COMBAT_SKEDAR 0x36 #define AMMOTYPE_PISTOL 0x01 #define AMMOTYPE_SMG 0x02 #define AMMOTYPE_CROSSBOW 0x03 #define AMMOTYPE_RIFLE 0x04 #define AMMOTYPE_SHOTGUN 0x05 #define AMMOTYPE_FARSIGHT 0x06 #define AMMOTYPE_GRENADE 0x07 #define AMMOTYPE_ROCKET 0x08 #define AMMOTYPE_KNIFE 0x09 #define AMMOTYPE_MAGNUM 0x0a #define AMMOTYPE_DEVASTATOR 0x0b #define AMMOTYPE_REMOTE_MINE 0x0c #define AMMOTYPE_PROXY_MINE 0x0d #define AMMOTYPE_TIMED_MINE 0x0e #define AMMOTYPE_REAPER 0x0f // 0x10 // 0x11 #define AMMOTYPE_NBOMB 0x12 #define AMMOTYPE_SEDATIVE 0x13 #define AMMOTYPE_CLOAK 0x14 #define AMMOTYPE_BOOST 0x15 #define AMMOTYPE_PSYCHOSIS 0x16 // 0x17 #define AMMOTYPE_BUG 0x18 // 0x19 #define AMMOTYPE_ECM_MINE 0x20 #define ATTACHMENTTYPE_WEAPON 0x04 #define BANK_0 0 #define BANK_1 1 #define BANK_2 2 #define BANK_3 3 #define CASING_NONE -1 #define CASING_STANDARD 0 #define CASING_REAPER 1 #define CASING_RIFLE 2 #define CASING_SHOTGUN 3 #define CHANNEL_0 0 #define CHANNEL_1 1 #define CHANNEL_2 2 #define CHANNEL_3 3 #define CHANNEL_4 4 #define CHANNEL_5 5 #define CHANNEL_6 6 #define CHANNEL_7 7 #define CHANNEL_8 8 #define CHANNEL_9 9 #define CHANNEL_10 10 #define CHR_P1P2 0xf2 #define CHR_F3 0xf3 #define CHR_ANTI 0xf4 #define CHR_COOP 0xf5 #define CHR_TARGET 0xf6 #define CHR_BOND 0xf8 #define CHR_CLONE 0xf9 #define CHR_SEEDIE 0xfb #define CHR_PRESET 0xfc #define CHR_SELF 0xfd // Character flags - bank 0 (chr struct offset 0x114 - chr->flags) #define CHRFLAG0_CANT_ALERT_GROUP 0x00000001 // Don't set group alertness when becoming aware #define CHRFLAG0_00000002 0x00000002 // Not used in scripts #define CHRFLAG0_00000004 0x00000004 // Can search for player when heard? #define CHRFLAG0_CAN_EXAMINE_BODY 0x00000008 #define CHRFLAG0_00000010 0x00000010 // Globals, Skedar Ruins #define CHRFLAG0_SAID_INJURY_QUIP 0x00000020 #define CHRFLAG0_00000040 0x00000040 // Globals - related to cover? #define CHRFLAG0_00000080 0x00000080 // Globals, Chicago, Air Base #define CHRFLAG0_CAN_BACKOFF 0x00000100 #define CHRFLAG0_CAN_RETREAT 0x00000200 #define CHRFLAG0_UNSURPRISABLE 0x00000400 // may also be "can uncover disguise" #define CHRFLAG0_CAN_THROW_GRENADES 0x00000800 #define CHRFLAG0_CAN_FLANK 0x00001000 #define CHRFLAG0_00002000 0x00002000 // Used quite a lot #define CHRFLAG0_00004000 0x00004000 // Patroller - if set, overrides the 00002000 flag (interprets 00002000 as off) #define CHRFLAG0_00008000 0x00008000 // Something to do with breaking cover or grenades? #define CHRFLAG0_AIVSAI 0x00010000 #define CHRFLAG0_CAN_TRAP 0x00020000 #define CHRFLAG0_CAN_RUN_FOR_ALARM 0x00040000 #define CHRFLAG0_00080000 0x00080000 // Air Force One: a "spawn done" flag #define CHRFLAG0_00100000 0x00100000 // Become alert when hearing player and never on screen #define CHRFLAG0_00200000 0x00200000 // Globals, Villa hostage takers #define CHRFLAG0_00400000 0x00400000 // Not used in scripts #define CHRFLAG0_CAN_HEAR_ALARMS 0x00800000 #define CHRFLAG0_01000000 0x01000000 // Globals #define CHRFLAG0_02000000 0x02000000 // Globals - set when ambushing #define CHRFLAG0_04000000 0x04000000 // If set, chr can't follow player (ie. stays)? #define CHRFLAG0_08000000 0x08000000 // Globals, Villa, Infiltration, Pelagic #define CHRFLAG0_10000000 0x10000000 // If set, "IM GOING TO POP" #define CHRFLAG0_CAN_HEARSPAWN 0x20000000 #define CHRFLAG0_NOHEAR 0x40000000 // Globals, Villa #define CHRFLAG0_80000000 0x80000000 // Globals, Villa, Chicago, CI Training // Character flags - bank 1 (chr struct offset 0x118 - chr->flags2) #define CHRFLAG1_00000001 0x00000001 // Globals, Extraction, Air Base, Deep Sea #define CHRFLAG1_00000002 0x00000002 // Globals #define CHRFLAG1_00000004 0x00000004 // Globals - If set, avoids cmd0184 #define CHRFLAG1_00000008 0x00000008 // Only used in WAR. If set, chr waits 2 seconds before attacking while defending #define CHRFLAG1_00000010 0x00000010 // Globals - If set, avoids cmd0184 #define CHRFLAG1_00000020 0x00000020 // Globals, AF1, Defense - related to reload animation #define CHRFLAG1_CAN_SNIPE 0x00000040 #define CHRFLAG1_00000080 0x00000080 // Not used in scripts #define CHRFLAG1_DOINGIDLEANIMATION 0x00000100 #define CHRFLAG1_WARNED 0x00000200 #define CHRFLAG1_00000400 0x00000400 // Globals #define CHRFLAG1_00000800 0x00000800 // Globals - related to punch damage #define CHRFLAG1_00001000 0x00001000 // Globals, Chicago, Infiltration #define CHRFLAG1_00002000 0x00002000 // Globals - triggers grenade throw #define CHRFLAG1_00004000 0x00004000 // Globals - related to cover #define CHRFLAG1_LONG_CAMSPY_OBSERVATION 0x00008000 #define CHRFLAG1_00010000 0x00010000 // Globals - if set, prevents setting of chrflag0_00100000 #define CHRFLAG1_00020000 0x00020000 // Globals #define CHRFLAG1_00040000 0x00040000 // Globals - seems related to 00020000 #define CHRFLAG1_00080000 0x00080000 // Set in many places, read in globals and AF1 #define CHRFLAG1_00100000 0x00100000 // Globals #define CHRFLAG1_00200000 0x00200000 // Deep Sea (Elvis) #define CHRFLAG1_PUNCH_THEN_GENERAL_COMBAT 0x00400000 // If unset, return after punching. If set, assign general combat #define CHRFLAG1_DONE_SEARCH_ANIM 0x00800000 #define CHRFLAG1_01000000 0x01000000 // Can search for player when heard? #define CHRFLAG1_02000000 0x02000000 // Globals #define CHRFLAG1_CAN_LOOK_AROUND 0x04000000 #define CHRFLAG1_DISSPEE 0x08000000 #define CHRFLAG1_10000000 0x10000000 // Some kind of param for searching #define CHRFLAG1_CAN_DRAW_PISTOL 0x20000000 #define CHRFLAG1_40000000 0x40000000 // Globals #define CHRFLAG1_80000000 0x80000000 // Globals // Character flags - bank 2 (chr struct offset 0x14 - chr->hidden) #define CHRFLAG2_00000001 0x00000001 // Not used in scripts - sunglasses? #define CHRFLAG2_00000002 0x00000002 // Not used in scripts #define CHRFLAG2_00000004 0x00000004 // Not used in scripts #define CHRFLAG2_00000008 0x00000008 // Not used in scripts #define CHRFLAG2_00000010 0x00000010 // Not used in scripts #define CHRFLAG2_00000020 0x00000020 // Not used in scripts #define CHRFLAG2_TIMER_RUNNING 0x00000040 #define CHRFLAG2_00000080 0x00000080 // Not used in scripts #define CHRFLAG2_00000100 0x00000100 // Not used in scripts #define CHRFLAG2_00000200 0x00000200 // Not used in scripts #define CHRFLAG2_00000400 0x00000400 // Related to coop buddy? Also used in Chicago #define CHRFLAG2_KEEP_CORPSE 0x00000800 #define CHRFLAG2_BUDDY_PLACED 0x00001000 #define CHRFLAG2_00002000 0x00002000 // Globals, Rescue guards once disguised #define CHRFLAG2_TRIGGER_BUDDY_WARP 0x00004000 #define CHRFLAG2_00008000 0x00008000 // Duel only. Set on each opponent when they start combat. #define CHRFLAG2_DISGUISE_UNCOVERED 0x00010000 #define CHRFLAG2_00020000 0x00020000 // Used in every stage, on Jo and other chrs. Only ever set, never unset or read. #define CHRFLAG2_00040000 0x00040000 // Not used in scripts #define CHRFLAG2_DISGUISED 0x00080000 #define CHRFLAG2_00100000 0x00100000 // Set before warping to pad, never unset or read #define CHRFLAG2_00200000 0x00200000 // Not used in scripts #define CHRFLAG2_00400000 0x00400000 // Set in Chicago, G5, AF1, Defense, Attack Ship, Skedar Ruins, Maian SOS, WAR #define CHRFLAG2_00800000 0x00800000 // Not used in scripts #define CHRFLAG2_01000000 0x01000000 // Globals - asked about gun (eg. "where did you get that?") #define CHRFLAG2_02000000 0x02000000 // Similar to DISGUISED flag, but not sure where set #define CHRFLAG2_04000000 0x04000000 // Related to disguise and detection #define CHRFLAG2_08000000 0x08000000 // Globals, Villa and G5 #define CHRFLAG2_10000000 0x10000000 // Related to invincible flag #define CHRFLAG2_CLOAKED 0x20000000 #define CHRFLAG2_40000000 0x40000000 // Air Base and AF1 #define CHRFLAG2_PSYCHOSISED 0x80000000 // Character flags - bank 3 (chr struct offset 0x18 - chr->chrflags) #define CHRFLAG3_00000001 0x00000001 // Villa takers, Attack Ship Cass and skedar - both set at end of intros #define CHRFLAG3_00000002 0x00000002 // Seems to be set on guards who can spawn clones? #define CHRFLAG3_00000004 0x00000004 // Not used in scripts #define CHRFLAG3_NEVER_BEEN_ON_SCREEN 0x00000008 #define CHRFLAG3_INVINCIBLE_TO_GUNFIRE 0x00000010 #define CHRFLAG3_00000020 0x00000020 // Chicago, Infiltration, AF1, Ruins, WAR #define CHRFLAG3_00000040 0x00000040 // Used quite a lot #define CHRFLAG3_00000080 0x00000080 // Defection programmer, Rescue lab techs, globals when doing idle animation #define CHRFLAG3_JUST_INJURED 0x00000100 #define CHRFLAG3_00000200 0x00000200 // Set on clones #define CHRFLAG3_HIDDEN 0x00000400 #define CHRFLAG3_NOAUTOAIM 0x00000800 #define CHRFLAG3_UNEXPLODABLE 0x00001000 #define CHRFLAG3_00002000 0x00002000 // Not used in scripts #define CHRFLAG3_HAS_SPECIAL_DEATH_ANIMATION 0x00004000 #define CHRFLAG3_00008000 0x00008000 // Not used in scripts #define CHRFLAG3_00010000 0x00010000 // Related to dead people in intro cutscenes #define CHRFLAG3_00020000 0x00020000 // Chicago, Crash Site, Deep Sea, Defense, Ruins #define CHRFLAG3_00040000 0x00040000 // Used a lot #define CHRFLAG3_00080000 0x00080000 #define CHRFLAG3_KILLCOUNTABLE 0x00100000 #define CHRFLAG3_00200000 0x00200000 // Unset by cmd 00fd #define CHRFLAG3_00400000 0x00400000 // Not used in scripts #define CHRFLAG3_UNPLAYABLE 0x00800000 #define CHRFLAG3_01000000 0x01000000 // Typically set on allies during init #define CHRFLAG3_02000000 0x02000000 // can be unset by cmd0168 #define CHRFLAG3_04000000 0x04000000 // Set by aiChrKill command #define CHRFLAG3_08000000 0x08000000 // Not used in scripts #define CHRFLAG3_10000000 0x10000000 // Not used in scripts #define CHRFLAG3_20000000 0x20000000 // Not used in scripts #define CHRFLAG3_40000000 0x40000000 // Not used in scripts #define CHRFLAG3_INJURED 0x80000000 #define CMD_LABEL 0x0002 #define CMD_END 0x0004 #define CMD_PRINT 0x00b5 #define COLOR_00_GREEN 0x00 #define COLOR_02_WHITE 0x02 #define COLOR_03_RED 0x03 #define COLOR_04_ORANGE 0x04 #define COLOR_05_GREEN 0x05 #define COLOR_06_WHITE 0x06 #define COLOR_07_RED 0x07 #define COLOR_08_RED 0x08 #define COLOR_09_BLUE 0x09 // L/C/R = left/centered/right // big/med/sml is the font size #define CREDITSTYLE_R_BIG_R_MED 1 #define CREDITSTYLE_C_BIG 2 #define CREDITSTYLE_C_MED 3 #define CREDITSTYLE_C_SML 5 #define CREDITSTYLE_L_BIG 7 #define CREDITSTYLE_R_MED 9 #define CREDITSTYLE_C_BIG_C_BIG 10 #define CREDITSTYLE_TERMINATOR 20 #define DIFF_A 0x00 #define DIFF_SA 0x01 #define DIFF_PA 0x02 #define DIFF_PD 0x03 // These difficulties are for briefings, which can be bitwise ORed #define DIFFBIT_A 0x01 #define DIFFBIT_SA 0x02 #define DIFFBIT_PA 0x04 #define DIFFBIT_PD 0x08 #define DOORSTATE_OPEN 1 #define DOORSTATE_CLOSED 2 #define DOORSTATEBIT_CLOSED 1 #define DOORSTATEBIT_OPEN 2 #define DOORSTATEBIT_CLOSING 4 #define DOORSTATEBIT_OPENING 8 #define EEPROMFLAG_CI_TOUR_DONE 0x24 #define EEPROMFLAG_CI_HOLO7_DONE 0x29 #define EEPROMFLAG_CI_HOLO6_DONE 0x2a #define EEPROMFLAG_CI_HOLO5_DONE 0x2b #define EEPROMFLAG_CI_HOLO4_DONE 0x2c #define EEPROMFLAG_CI_HOLO3_DONE 0x2d #define EEPROMFLAG_CI_HOLO2_DONE 0x2e #define EEPROMFLAG_CI_HOLO1_DONE 0x2f #define EEPROMFLAG_CI_CLOAK_DONE 0x30 #define EEPROMFLAG_CI_DISGUISE_DONE 0x31 #define EEPROMFLAG_CI_XRAY_DONE 0x32 #define EEPROMFLAG_CI_IR_DONE 0x33 #define EEPROMFLAG_CI_RTRACKER_DONE 0x34 #define EEPROMFLAG_CI_DOORDECODER_DONE 0x35 #define EEPROMFLAG_CI_NIGHTVISION_DONE 0x36 #define EEPROMFLAG_CI_CAMSPY_DONE 0x37 #define EEPROMFLAG_CI_ECMMINE_DONE 0x38 #define EEPROMFLAG_CI_UPLINK_DONE 0x39 #define EEPROMFLAG_CI_TOUR_STARTED 0x3a #define EEPROMFLAG_CRASHSITE_BIKE 0x3b #define EEPROMFLAG_DEFENSE_JON 0x3c #define EEPROMFLAG_AF1_ENTRY 0x3d #define EEPROMFLAG_RESCUE_MECHANIC_DEAD 0x3e #define EEPROMFLAG_G5_MINE 0x3f // true if thrown on top door #define ENTITYTYPE_CHR 0x0004 #define ENTITYTYPE_PAD 0x0008 #define ENTITYTYPE_DIRECTION 0x0010 #define ENTITYTYPE_TARGETCHR 0x0200 #define GFUNC_IDLE 0x0000 #define GFUNC_UNALERTED_0001 0x0001 #define GFUNC_UNALERTED_0002 0x0002 #define GFUNC_STOP_UNALERTED 0x0003 // unused #define GFUNC_UNALERTED_0004 0x0004 #define GFUNC_END_CINEMA 0x0005 #define GFUNC_UNALERTED 0x0006 #define GFUNC_ALERTED 0x0007 #define GFUNC_WAKEUP 0x0008 #define GFUNC_IDLE_0009 0x0009 #define GFUNC_BUSY 0x000a #define GFUNC_CHOOSE_TARGET 0x000b #define GFUNC_COMBAT_WITH_TARGET 0x000c #define GFUNC_INIT_COMBAT 0x000d // unused #define GFUNC_SEE_THEN_ATTACK 0x000e // unused #define GFUNC_HAND_COMBAT 0x000f #define GFUNC_CIVILIAN_SAY_COMMENT 0x0010 #define GFUNC_FLEE_FROM_GRENADE 0x0011 #define GFUNC_INIT_COOP_100 0x0012 // unused #define GFUNC_INIT_COOP_200 0x0013 // unused #define GFUNC_COOP_BUDDY 0x0014 #define GFUNC_TEST_CUTSCENE_BUDDY 0x0015 // unused #define GFUNC_SHOW_OBJ_FAILED_MSG 0x0016 #define GFUNC_REBUILD_GROUPS 0x0017 #define GFUNC_DO_BORED_ANIMATION 0x0018 #define GFUNC_DO_SITTING_ANIMATION 0x0019 #define GFUNC_DISGUISE_DETECTION 0x001a #define GFUNC_OBSERVE_CAMSPY 0x001b #define GFUNC_SURPRISED 0x001c #define GFUNC_SEARCH_FOR_PLAYER 0x001d #define GFUNC_LOOK_AROUND 0x001e #define GFUNC_RELATED_TO_SPAWNING 0x001f #define GFUNC_PLACE_COOP_BUDDY 0x0020 #define GFUNC_STOP_AND_IDLE 0x0021 #define GFUNC_COMMENT_ON_PLAYER_DEAD 0x0022 // unused #define GFUNC_DODGE 0x0023 #define GFUNC_FOLLOW_BOND 0x0024 #define GFUNC_POINTLESS 0x0025 // unused #define GFUNC_INIT_PSYCHOSIS 0x0026 #define GFUNC_PSYCHOSISED 0x0027 #define GFUNC_AI_BOT_DEAD 0x0028 // unused #define GFUNC_AI_BOT_INIT 0x0029 // unused #define GFUNC_AI_BOT_ALIVE 0x002a // unused #define GFUNC_DO_SOMETHING_AND_WAIT 0x002b // unused #define GFUNC_INIT_SEARCH 0x002c // unused #define GFUNC_INVINCIBLE_AND_IDLE 0x002d #define IDLEACTION_STANDING 0x01 #define IDLEACTION_SITTING_TYPING 0x02 #define IDLEACTION_SITTING_DORMANT 0x03 #define IDLEACTION_OPERATING 0x04 #define IDLEACTION_OPERATING_PAD 0x05 // Object flags - bank 0 (object struct offset 0x08) #define OBJECTFLAG0_00000001 0x00000001 // Not used in scripts #define OBJECTFLAG0_00000002 0x00000002 // Not used in scripts #define OBJECTFLAG0_00000004 0x00000004 // Not used in scripts #define OBJECTFLAG0_00000008 0x00000008 // Not used in scripts #define OBJECTFLAG0_00000010 0x00000010 // Not used in scripts #define OBJECTFLAG0_00000020 0x00000020 // Not used in scripts #define OBJECTFLAG0_00000040 0x00000040 // Not used in scripts #define OBJECTFLAG0_00000080 0x00000080 // Not used in scripts #define OBJECTFLAG0_00000100 0x00000100 // G5 mines, Air Base brown door, AF1 grate and escape door, Defense shuttle, Ruins mines, MBR lift door #define OBJECTFLAG0_00000200 0x00000200 // Not used in scripts #define OBJECTFLAG0_ILLUMINATED 0x00000400 #define OBJECTFLAG0_00000800 0x00000800 // Not used in scripts #define OBJECTFLAG0_00001000 0x00001000 // Not used in scripts #define OBJECTFLAG0_00002000 0x00002000 // AF1 commhubs #define OBJECTFLAG0_00004000 0x00004000 // Not used in scripts #define OBJECTFLAG0_00008000 0x00008000 // Not used in scripts #define OBJECTFLAG0_00010000 0x00010000 // Not used in scripts #define OBJECTFLAG0_INVINCIBLE 0x00020000 #define OBJECTFLAG0_COLLECTABLE 0x00040000 #define OBJECTFLAG0_00080000 0x00080000 // Not used in scripts #define OBJECTFLAG0_00100000 0x00100000 // Lots of stages - mainly keycards? #define OBJECTFLAG0_00200000 0x00200000 // Not used in scripts #define OBJECTFLAG0_00400000 0x00400000 // Not used in scripts #define OBJECTFLAG0_00800000 0x00800000 // Not used in scripts #define OBJECTFLAG0_01000000 0x01000000 // Not used in scripts #define OBJECTFLAG0_02000000 0x02000000 // Extraction "winddoor", Rescue doors, Air Base lift door, Attack Ship hanger doors, CI xray comhubs #define OBJECTFLAG0_04000000 0x04000000 // Not used in scripts #define OBJECTFLAG0_08000000 0x08000000 // Not used in scripts #define OBJECTFLAG0_DEACTIVATED 0x10000000 #define OBJECTFLAG0_20000000 0x20000000 // Not used in scripts #define OBJECTFLAG0_40000000 0x40000000 // Used quite a lot #define OBJECTFLAG0_INTERCEPTOR_DISABLED 0x80000000 // Object flags - bank 1 (object struct offset 0x0c) #define OBJECTFLAG1_00000001 0x00000001 // Used only in CI Training #define OBJECTFLAG1_00000002 0x00000002 // Ruins spikes #define OBJECTFLAG1_00000004 0x00000004 // Defense hostage doors - openable by AI? #define OBJECTFLAG1_00000008 0x00000008 // Not used in scripts #define OBJECTFLAG1_00000010 0x00000010 // Not used in scripts #define OBJECTFLAG1_00000020 0x00000020 // Not used in scripts #define OBJECTFLAG1_00000040 0x00000040 // Not used in scripts #define OBJECTFLAG1_00000080 0x00000080 // Not used in scripts #define OBJECTFLAG1_00000100 0x00000100 // Not used in scripts #define OBJECTFLAG1_00000200 0x00000200 // Not used in scripts #define OBJECTFLAG1_00000400 0x00000400 // Not used in scripts #define OBJECTFLAG1_00000800 0x00000800 // Not used in scripts #define OBJECTFLAG1_00001000 0x00001000 // Investigation CMP150s, Air Base safe item and shield #define OBJECTFLAG1_00002000 0x00002000 // Ruins commhub #define OBJECTFLAG1_00004000 0x00004000 // Not used in scripts #define OBJECTFLAG1_00008000 0x00008000 // Not used in scripts #define OBJECTFLAG1_00010000 0x00010000 // Not used in scripts #define OBJECTFLAG1_00020000 0x00020000 // G5 mine, Air Base mine #define OBJECTFLAG1_00040000 0x00040000 // Only used in CI training #define OBJECTFLAG1_INVISIBLE 0x00080000 #define OBJECTFLAG1_00100000 0x00100000 // Not used in scripts #define OBJECTFLAG1_00200000 0x00200000 // Ruins spikes #define OBJECTFLAG1_00400000 0x00400000 // Not used in scripts #define OBJECTFLAG1_00800000 0x00800000 // Not used in scripts #define OBJECTFLAG1_01000000 0x01000000 // Not used in scripts #define OBJECTFLAG1_02000000 0x02000000 // Not used in scripts #define OBJECTFLAG1_04000000 0x04000000 // Used quite a lot - gravity? #define OBJECTFLAG1_08000000 0x08000000 // Locked door? #define OBJECTFLAG1_10000000 0x10000000 // Locked door? #define OBJECTFLAG1_20000000 0x20000000 // Locked door? Or indestructible by counter op? #define OBJECTFLAG1_40000000 0x40000000 // Not used in scripts #define OBJECTFLAG1_80000000 0x80000000 // Attack Ship glass // Object flags - bank 2 (object struct offset 0x10) #define OBJECTFLAG2_PUSHABLE 0x00000001 #define OBJECTFLAG2_GRABBABLE 0x00000002 #define OBJECTFLAG2_00000004 0x00000004 // Not used in scripts #define OBJECTFLAG2_00000008 0x00000008 // Not used in scripts #define OBJECTFLAG2_00000010 0x00000010 // Used heaps #define OBJECTFLAG2_00000020 0x00000020 // Not used in scripts #define OBJECTFLAG2_RTRACKED_YELLOW 0x00000040 #define OBJECTFLAG2_00000080 0x00000080 // Not used in scripts #define OBJECTFLAG2_00000100 0x00000100 // Not used in scripts #define OBJECTFLAG2_00000200 0x00000200 // Not used in scripts #define OBJECTFLAG2_NO_COLLISION 0x00000400 #define OBJECTFLAG2_RTRACKED_BLUE 0x00000800 #define OBJECTFLAG2_00001000 0x00001000 // Show shield around object (always) #define OBJECTFLAG2_00002000 0x00002000 // Not used in scripts #define OBJECTFLAG2_00004000 0x00004000 // Not used in scripts #define OBJECTFLAG2_00008000 0x00008000 // Not used in scripts #define OBJECTFLAG2_00010000 0x00010000 // Not used in scripts #define OBJECTFLAG2_00020000 0x00020000 // Not used in scripts #define OBJECTFLAG2_00040000 0x00040000 // Not used in scripts #define OBJECTFLAG2_00080000 0x00080000 // Not used in scripts #define OBJECTFLAG2_00100000 0x00100000 // Ruins spikes #define OBJECTFLAG2_00200000 0x00200000 // Not used in scripts #define OBJECTFLAG2_00400000 0x00400000 // Investigation tech items #define OBJECTFLAG2_00800000 0x00800000 // Not used in scripts #define OBJECTFLAG2_01000000 0x01000000 // Not used in scripts #define OBJECTFLAG2_02000000 0x02000000 // Not used in scripts #define OBJECTFLAG2_04000000 0x04000000 // Not used in scripts #define OBJECTFLAG2_08000000 0x08000000 // Not used in scripts #define OBJECTFLAG2_10000000 0x10000000 // Not used in scripts #define OBJECTFLAG2_20000000 0x20000000 // Not used in scripts #define OBJECTFLAG2_40000000 0x40000000 // Not used in scripts #define OBJECTFLAG2_80000000 0x80000000 // Not used in scripts #define OBJHIDDENFLAG_ACTIVATED_BY_BOND 0x00004000 #define OBJHIDDENFLAG_ACTIVATED_BY_COOP 0x00040000 #define OBJTYPE_DOOR 0x01 #define OBJTYPE_DOORSCALE 0x02 #define OBJTYPE_BASIC 0x03 #define OBJTYPE_KEY 0x04 #define OBJTYPE_05 0x05 #define OBJTYPE_CAMERA 0x06 #define OBJTYPE_07 0x07 #define OBJTYPE_WEAPON 0x08 #define OBJTYPE_CHR 0x09 #define OBJTYPE_SINGLEMONITOR 0x0a #define OBJTYPE_MULTIMONITOR 0x0b #define OBJTYPE_0C 0x0c #define OBJTYPE_AUTOGUN 0x0d #define OBJTYPE_LINKGUNS 0x0e #define OBJTYPE_DEBRIS 0x0f #define OBJTYPE_10 0x10 #define OBJTYPE_11 0x11 #define OBJTYPE_12 0x12 #define OBJTYPE_LINKOBJS 0x13 #define OBJTYPE_MULTIAMMOCRATE 0x14 #define OBJTYPE_SHIELD 0x15 #define OBJTYPE_TAG 0x16 #define OBJTYPE_BEGINOBJECTIVE 0x17 #define OBJTYPE_ENDOBJECTIVE 0x18 #define OBJECTIVETYPE_DESTROYOBJ 0x19 #define OBJECTIVETYPE_COMPFLAGS 0x1a #define OBJECTIVETYPE_FAILFLAGS 0x1b #define OBJECTIVETYPE_COLLECTOBJ 0x1c #define OBJECTIVETYPE_THROWOBJ 0x1d #define OBJECTIVETYPE_HOLOGRAPH 0x1e #define OBJECTIVETYPE_1F 0x1f #define OBJECTIVETYPE_ENTERROOM 0x20 #define OBJECTIVETYPE_ATTACHOBJ 0x21 #define OBJTYPE_22 0x22 #define OBJTYPE_BRIEFING 0x23 #define OBJTYPE_24 0x24 #define OBJTYPE_RENAMEOBJ 0x25 #define OBJTYPE_26 0x26 #define OBJTYPE_27 0x27 #define OBJTYPE_28 0x28 #define OBJTYPE_29 0x29 #define OBJTYPE_GLASS 0x2a #define OBJTYPE_2B 0x2b #define OBJTYPE_2C 0x2c #define OBJTYPE_2D 0x2d #define OBJTYPE_CAMERA2 0x2e #define OBJTYPE_TINTEDGLASS 0x2f #define OBJTYPE_LIFT 0x30 #define OBJTYPE_LINKSCENERY 0x31 #define OBJTYPE_LINKPATHS 0x32 #define OBJTYPE_HOVERBIKE 0x33 #define OBJTYPE_END 0x34 #define OBJTYPE_HOVERPROP 0x35 #define OBJTYPE_VENTFAN 0x36 #define OBJTYPE_HOVERVEHICLE 0x37 #define OBJTYPE_PADEFFECT 0x38 #define OBJTYPE_ARMEDVEHICLE 0x39 #define OBJTYPE_MINE 0x3a #define OBJTYPE_ESCALATOR 0x3b #define OBJECTIVE_INCOMPLETE 0 #define OBJECTIVE_COMPLETE 1 #define OBJECTIVE_FAILED 2 #define OPERATOR_LESS_THAN 0 #define OPERATOR_GREATER_THAN 1 #define OUTFIT_DEFAULT 0x00 #define OUTFIT_ELVIS 0x01 #define OUTFIT_TRENT 0x02 // unused #define OUTFIT_TRENCH 0x03 #define OUTFIT_FROCK_RIPPED 0x04 #define OUTFIT_FROCK 0x05 #define OUTFIT_LEATHER 0x06 #define OUTFIT_DEEPSEA 0x07 #define OUTFIT_WETSUIT 0x08 #define OUTFIT_SNOW 0x09 #define OUTFIT_LAB 0x0a #define OUTFIT_STEWARDESS 0x0b #define OUTFIT_MRBLONDE 0x0c #define OUTFIT_MAIAN 0x0d #define OUTFIT_NEGOTIATOR 0x0e // unused by scripts #define PADEFFECT_SPARKS 0x00 #define PADEFFECT_01 0x01 // used only in Escape on a pad containing nothing #define PADEFFECT_SPLASH 0x02 #define PADEFFECT_SPARKS2 0x03 #define PADEFFECT_SMOKE 0x04 #define PADEFFECT_SMOKE_TEMPORARY 0x05 #define PATHTYPE_BACKANDFORTH 0 #define PATHTYPE_CIRCULAR 1 #define PATHTYPE_FLYING 2 #define POSITIONTYPE_1 1 #define POSITIONTYPE_DOOR 2 #define POSITIONTYPE_CHR 3 #define POSITIONTYPE_WEAPON 4 #define POSITIONTYPE_5 5 #define POSITIONTYPE_PLAYER 6 #define SPEED_WALK 0 #define SPEED_JOG 1 #define SPEED_RUN 2 #define STAGE_MAIANSOS 0x09 #define STAGE_TEST_SILO 0x14 #define STAGE_WAR 0x16 #define STAGE_MP_RAVINE 0x17 #define STAGE_TEST_ARCH 0x18 #define STAGE_ESCAPE 0x19 #define STAGE_TEST_DEST 0x1a #define STAGE_RETAKING 0x1b #define STAGE_CRASHSITE 0x1c #define STAGE_CHICAGO 0x1d #define STAGE_G5BUILDING 0x1e #define STAGE_MP_COMPLEX 0x1f #define STAGE_MP_G5BUILDING 0x20 #define STAGE_PELAGIC 0x21 #define STAGE_EXTRACTION 0x22 #define STAGE_TEST_RUN 0x23 #define STAGE_MP_TEMPLE 0x25 #define STAGE_CITRAINING 0x26 #define STAGE_AIRBASE 0x27 #define STAGE_MP_PIPES 0x29 #define STAGE_SKEDARRUINS 0x2a #define STAGE_VILLA 0x2c #define STAGE_DEFENSE 0x2d #define STAGE_TEST_ASH 0x2e #define STAGE_INFILTRATION 0x2f #define STAGE_DEFECTION 0x30 #define STAGE_AIRFORCEONE 0x31 #define STAGE_MP_SKEDAR 0x32 #define STAGE_INVESTIGATION 0x33 #define STAGE_ATTACKSHIP 0x34 #define STAGE_RESCUE 0x35 #define STAGE_TEST_LEN 0x36 #define STAGE_MBR 0x37 #define STAGE_DEEPSEA 0x38 #define STAGE_MP_BASE 0x39 #define STAGE_TEST_MP2 0x3a #define STAGE_MP_AREA52 0x3b #define STAGE_MP_WAREHOUSE 0x3c #define STAGE_MP_CARPARK 0x3d #define STAGE_TEST_MP6 0x3e #define STAGE_TEST_MP7 0x3f #define STAGE_TEST_MP8 0x40 #define STAGE_MP_RUINS 0x41 #define STAGE_MP_SEWERS 0x42 #define STAGE_MP_FELICITY 0x43 #define STAGE_MP_FORTRESS 0x44 #define STAGE_MP_VILLA 0x45 #define STAGE_TEST_MP14 0x46 #define STAGE_MP_GRID 0x47 #define STAGE_TEST_MP16 0x48 #define STAGE_TEST_MP17 0x49 #define STAGE_TEST_MP18 0x4a #define STAGE_TEST_MP19 0x4b #define STAGE_TEST_MP20 0x4c #define STAGE_TEST_UFF 0x4d #define STAGE_TEST_OLD 0x4e #define STAGE_DUEL 0x4f #define STAGE_TEST_LAM 0x50 #define TARGET_PAD 0x2328 #define WEAPON_NONE 0x00 #define WEAPON_UNARMED 0x01 #define WEAPON_FALCON2 0x02 #define WEAPON_FALCON2_SILENCER 0x03 #define WEAPON_FALCON2_SCOPE 0x04 #define WEAPON_MAGSEC4 0x05 #define WEAPON_MAULER 0x06 #define WEAPON_PHOENIX 0x07 #define WEAPON_DY357MAGNUM 0x08 #define WEAPON_DY357LX 0x09 #define WEAPON_CMP150 0x0a #define WEAPON_CYCLONE 0x0b #define WEAPON_CALLISTONTG 0x0c #define WEAPON_RCP120 0x0d #define WEAPON_LAPTOPGUN 0x0e #define WEAPON_DRAGON 0x0f #define WEAPON_K7AVENGER 0x10 #define WEAPON_AR34 0x11 #define WEAPON_SUPERDRAGON 0x12 #define WEAPON_SHOTGUN 0x13 #define WEAPON_REAPER 0x14 #define WEAPON_SNIPERRIFLE 0x15 #define WEAPON_FARSIGHTXR20 0x16 #define WEAPON_DEVASTATOR 0x17 #define WEAPON_ROCKETLAUNCHER 0x18 #define WEAPON_SLAYER 0x19 #define WEAPON_COMBATKNIFE 0x1a #define WEAPON_CROSSBOW 0x1b #define WEAPON_TRANQUILIZER 0x1c #define WEAPON_LASER 0x1d #define WEAPON_GRENADE 0x1e #define WEAPON_NBOMB 0x1f #define WEAPON_TIMEDMINE 0x20 #define WEAPON_PROXIMITYMINE 0x21 #define WEAPON_REMOTEMINE 0x22 #define WEAPON_COMBATBOOST 0x23 #define WEAPON_PP9I 0x24 #define WEAPON_CC13 0x25 #define WEAPON_KL01313 0x26 #define WEAPON_KF7SPECIAL 0x27 #define WEAPON_ZZT9MM 0x28 #define WEAPON_DMC 0x29 #define WEAPON_AR53 0x2a #define WEAPON_RCP45 0x2b #define WEAPON_PSYCHOSISGUN 0x2c #define WEAPON_NIGHTVISION 0x2d #define WEAPON_CAMSPY 0x2e #define WEAPON_XRAYSCANNER 0x2f #define WEAPON_IRSCANNER 0x30 #define WEAPON_CLOAKINGDEVICE 0x31 #define WEAPON_HORIZONSCANNER 0x32 #define WEAPON_TESTER 0x33 #define WEAPON_ROCKETLAUNCHER_34 0x34 #define WEAPON_ECMMINE 0x35 #define WEAPON_DATAUPLINK 0x36 #define WEAPON_RTRACKER 0x37 #define WEAPON_PRESIDENTSCANNER 0x38 #define WEAPON_DOORDECODER 0x39 #define WEAPON_AUTOSURGEON 0x3a #define WEAPON_EXPLOSIVES 0x3b #define WEAPON_SKEDARBOMB 0x3c #define WEAPON_COMMSRIDER 0x3d #define WEAPON_TRACERBUG 0x3e #define WEAPON_TARGETAMPLIFIER 0x3f #define WEAPON_DISGUISE40 0x40 #define WEAPON_DISGUISE41 0x41 #define WEAPON_FLIGHTPLANS 0x42 #define WEAPON_RESEARCHTAPE 0x43 #define WEAPON_BACKUPDISK 0x44 #define WEAPON_KEYCARD45 0x45 #define WEAPON_KEYCARD46 0x46 #define WEAPON_KEYCARD47 0x47 #define WEAPON_KEYCARD48 0x48 #define WEAPON_KEYCARD49 0x49 #define WEAPON_KEYCARD4A 0x4a #define WEAPON_KEYCARD4B 0x4b #define WEAPON_KEYCARD4C 0x4c #define WEAPON_SUITCASE 0x4d #define WEAPON_BRIEFCASE 0x4e #define WEAPON_SHIELD 0x4f #define WEAPON_NECKLACE 0x50 #define WEAPON_HAMMER 0x51 #define WEAPON_52 0x52 #define WEAPON_ROCKET 0x53 #define WEAPON_HOMINGROCKET 0x54 #define WEAPON_GRENADEROUND 0x55 #define WEAPON_BOLT 0x56 #define WEAPON_BRIEFCASE2 0x57 #define WEAPON_ROCKET2 0x58 #define WEAPON_59 0x59 #define WEAPON_5A 0x5a #define WEAPON_5B 0x5b #define WEAPON_5C 0x5c #define WEAPON_SUICIDEPILL 0x5d #define MAX_WEAPON_ID 0x5d // Heads and bodies #define HEAD_RANDOM -1 #define BODY_DJBOND 0x00 #define BODY_CONNERY 0x01 #define BODY_DALTON 0x02 #define BODY_MOORE 0x03 #define HEAD_DARK_COMBAT 0x04 #define HEAD_ELVIS 0x05 #define HEAD_ROSS 0x06 #define HEAD_CARRINGTON 0x07 #define HEAD_MRBLONDE 0x08 #define HEAD_TRENT 0x09 #define HEAD_DDSHOCK 0x0a #define HEAD_GRAHAM 0x0b #define HEAD_DARK_FROCK 0x0c #define HEAD_SECRETARY 0x0d #define HEAD_CASSANDRA 0x0e #define HEAD_THEKING 0x0f #define HEAD_FEM_GUARD 0x10 #define HEAD_JON 0x11 #define HEAD_MARK2 0x12 #define HEAD_CHRIST 0x13 #define HEAD_RUSS 0x14 #define HEAD_GREY 0x15 #define HEAD_DARLING 0x16 #define HEAD_ROBERT 0x17 #define HEAD_BEAU1 0x18 #define HEAD_FEM_GUARD2 0x19 #define HEAD_BRIAN 0x1a #define HEAD_JAMIE 0x1b #define HEAD_DUNCAN2 0x1c #define HEAD_BIOTECH 0x1d #define HEAD_NEIL2 0x1e #define HEAD_EDMCG 0x1f #define HEAD_ANKA 0x20 #define HEAD_LESLIE_S 0x21 #define HEAD_MATT_C 0x22 #define HEAD_PEER_S 0x23 #define HEAD_EILEEN_T 0x24 #define HEAD_ANDY_R 0x25 #define HEAD_BEN_R 0x26 #define HEAD_STEVE_K 0x27 #define HEAD_JONATHAN 0x28 #define HEAD_MAIAN_S 0x29 #define HEAD_SHAUN 0x2a #define HEAD_BEAU2 0x2b #define HEAD_EILEEN_H 0x2c #define HEAD_SCOTT_H 0x2d #define HEAD_SANCHEZ 0x2e #define HEAD_DARKAQUA 0x2f #define HEAD_DDSNIPER 0x30 #define HEAD_BEAU3 0x31 #define HEAD_BEAU4 0x32 #define HEAD_BEAU5 0x33 #define HEAD_BEAU6 0x34 #define HEAD_GRIFFEY 0x35 #define HEAD_MOTO 0x36 #define HEAD_KEITH 0x37 #define HEAD_WINNER 0x38 #define HEAD_A51FACEPLATE 0x39 #define HEAD_ELVIS_GOGS 0x3a #define HEAD_STEVEM 0x3b #define HEAD_DARK_SNOW 0x3c #define HEAD_PRESIDENT 0x3d #define HEAD_VD 0x3e #define HEAD_KEN 0x3f #define HEAD_JOEL 0x40 #define HEAD_TIM 0x41 #define HEAD_GRANT 0x42 #define HEAD_PENNY 0x43 #define HEAD_ROBIN 0x44 #define HEAD_ALEX 0x45 #define HEAD_JULIANNE 0x46 #define HEAD_LAURA 0x47 #define HEAD_DAVEC 0x48 #define HEAD_COOK 0x49 #define HEAD_PRYCE 0x4a #define HEAD_SILKE 0x4b #define HEAD_SMITH 0x4c #define HEAD_GARETH 0x4d #define HEAD_MURCHIE 0x4e #define HEAD_WONG 0x4f #define HEAD_CARTER 0x50 #define HEAD_TINTIN 0x51 #define HEAD_MUNTON 0x52 #define HEAD_STAMPER 0x53 #define HEAD_JONES 0x54 #define HEAD_PHELPS 0x55 #define BODY_DARK_COMBAT 0x56 #define BODY_ELVIS1 0x57 #define BODY_AREA51GUARD 0x58 #define BODY_OVERALL 0x59 #define BODY_CARRINGTON 0x5a #define BODY_MRBLONDE 0x5b #define BODY_SKEDAR 0x5c #define BODY_TRENT 0x5d #define BODY_DDSHOCK 0x5e #define BODY_LABTECH 0x5f #define BODY_STRIPES 0x60 #define BODY_DARK_FROCK 0x61 #define BODY_DARK_TRENCH 0x62 #define BODY_OFFICEWORKER 0x63 #define BODY_OFFICEWORKER2 0x64 #define BODY_SECRETARY 0x65 #define BODY_CASSANDRA 0x66 #define BODY_THEKING 0x67 #define BODY_FEM_GUARD 0x68 #define BODY_DD_LABTECH 0x69 #define BODY_DD_SECGUARD 0x6a #define BODY_DRCARROLL 0x6b #define BODY_EYESPY 0x6c #define BODY_DARK_RIPPED 0x6d #define BODY_DD_GUARD 0x6e #define BODY_DD_SHOCK_INF 0x6f #define BODY_TESTCHR 0x70 #define BODY_BIOTECH 0x71 #define BODY_FBIGUY 0x72 #define BODY_CIAGUY 0x73 #define BODY_A51TROOPER 0x74 #define BODY_A51AIRMAN 0x75 #define BODY_CHICROB 0x76 #define BODY_STEWARD 0x77 #define BODY_STEWARDESS 0x78 #define BODY_PRESIDENT 0x79 #define BODY_STEWARDESS_COAT 0x7a #define BODY_MINISKEDAR 0x7b #define BODY_NSA_LACKEY 0x7c #define BODY_PRES_SECURITY 0x7d #define BODY_NEGOTIATOR 0x7e #define BODY_G5_GUARD 0x7f #define BODY_PELAGIC_GUARD 0x80 #define BODY_G5_SWAT_GUARD 0x81 #define BODY_ALASKAN_GUARD 0x82 #define BODY_MAIAN_SOLDIER 0x83 #define BODY_PRESIDENT_CLONE 0x84 #define BODY_PRESIDENT_CLONE2 0x85 #define BODY_DARK_AF1 0x86 #define BODY_DARKWET 0x87 #define BODY_DARKAQUALUNG 0x88 #define BODY_DARKSNOW 0x89 #define BODY_DARKLAB 0x8a #define BODY_FEMLABTECH 0x8b #define BODY_DDSNIPER 0x8c #define BODY_PILOTAF1 0x8d #define BODY_CILABTECH 0x8e #define BODY_CIFEMTECH 0x8f #define BODY_CARREVENINGSUIT 0x90 #define BODY_JONATHON 0x91 #define BODY_CISOLDIER 0x92 #define BODY_SKEDARKING 0x93 #define BODY_ELVISWAISTCOAT 0x94 #define BODY_DARK_LEATHER 0x95 #define BODY_DARK_NEGOTIATOR 0x96 // Models #define MODEL_ROOFGUN 0x0000 #define MODEL_GROUNDGUN 0x0001 #define MODEL_TVSCREEN 0x0002 #define MODEL_BORG_CRATE 0x0003 #define MODEL_WINDOW 0x0004 #define MODEL_A51_CRATE1_0005 0x0005 #define MODEL_A51_CRATE1_0006 0x0006 #define MODEL_A51_CRATE1_0007 0x0007 #define MODEL_A51_CRATE1_0008 0x0008 #define MODEL_A51_CRATE1_0009 0x0009 #define MODEL_A51_CRATE1_000a 0x000a #define MODEL_A51_CRATE1_000b 0x000b #define MODEL_A51_CRATE1_000c 0x000c #define MODEL_A51_CRATE1_000d 0x000d #define MODEL_A51_CRATE1_000e 0x000e #define MODEL_A51_CRATE1_000f 0x000f #define MODEL_CRYPTDOOR1B 0x0010 #define MODEL_CHRBRIEFCASE 0x0011 #define MODEL_CHRBUG 0x0012 #define MODEL_CHRDATATHIEF 0x0013 #define MODEL_NINTENDOLOGO 0x0014 #define MODEL_DOOR_ROLLERTRAIN 0x0015 #define MODEL_FLAG 0x0016 #define MODEL_MODEMBOX 0x0017 #define MODEL_DOORCONSOLE 0x0018 #define MODEL_A51_HORIZ_DOOR_TOP 0x0019 #define MODEL_A51_HORIZ_DOOR_BOT 0x001a #define MODEL_A51_VERT_DOOR_LEFT 0x001b #define MODEL_A51_VERT_DOOR_RIGHT 0x001c #define MODEL_A51_VERT_DOOR_ST 0x001d #define MODEL_A51_HORIZ_DOOR_GL 0x001e #define MODEL_A51_HORIZ_DOOR_SECRET 0x001f #define MODEL_A51_CRATE1 0x0020 #define MODEL_A51_CRATE2 0x0021 #define MODEL_A51_CRATE3 0x0022 #define MODEL_A51_EXP1 0x0023 #define MODEL_A51_UNEXP1 0x0024 #define MODEL_A51_EXP2 0x0025 #define MODEL_A51_UNEXP2 0x0026 #define MODEL_A51_UNEXP3 0x0027 #define MODEL_AIVILLADOOR1 0x0028 #define MODEL_AIVILLADOOR2A 0x0029 #define MODEL_AIVILLADOOR4 0x002a #define MODEL_A51_LIFT_HANGAR 0x002b #define MODEL_A51_LIFT_CONTROL 0x002c #define MODEL_A51_LIFT_STORE 0x002d #define MODEL_A51_LIFT_THINWALL 0x002e #define MODEL_AIVILLABOT1 0x002f #define MODEL_AIVILLABOT2 0x0030 #define MODEL_AIVILLABOT3 0x0031 #define MODEL_AIVILLAWINDMILL 0x0032 #define MODEL_HOVERBED 0x0033 #define MODEL_MARKER 0x0034 #define MODEL_ALDOOR_R 0x0035 #define MODEL_ALDOOR_L 0x0036 #define MODEL_DD_LIFTR 0x0037 #define MODEL_DD_FANROOF 0x0038 #define MODEL_DD_FANWALL 0x0039 #define MODEL_HOVBIKE 0x003a #define MODEL_DD_OFFICEDOOR 0x003b #define MODEL_DD_PLANTRUBBER 0x003c #define MODEL_DD_PLANTSPIKE 0x003d #define MODEL_DD_PLANTSPIDER 0x003e #define MODEL_DD_WINDOW 0x003f #define MODEL_DD_REDSOFA 0x0040 #define MODEL_DD_REDARM 0x0041 #define MODEL_DD_SERVICEDOOR 0x0042 #define MODEL_DD_WINDDOOR 0x0043 #define MODEL_DD_LIFTDOOR 0x0044 #define MODEL_DD_VERTBLIND 0x0045 #define MODEL_DD_DESK 0x0046 #define MODEL_DD_CHAIR 0x0047 #define MODEL_NLOGO 0x0048 #define MODEL_NLOGO2 0x0049 #define MODEL_NLOGO3 0x004a #define MODEL_PERFECTDARK 0x004b #define MODEL_PDONE 0x004c #define MODEL_PDTWO 0x004d #define MODEL_PDTHREE 0x004e #define MODEL_PDFOUR 0x004f #define MODEL_DD_HOVCOP 0x0050 #define MODEL_DD_HOVMOTO 0x0051 #define MODEL_DD_HOVTRUCK 0x0052 #define MODEL_DD_HOVCAR 0x0053 #define MODEL_DD_HOVCAB 0x0054 #define MODEL_DD_AC_UNEXP 0x0055 #define MODEL_DD_AC_EXP 0x0056 #define MODEL_DD_ACBOT_UNEXP 0x0057 #define MODEL_DD_ACBOT_EXP 0x0058 #define MODEL_PC1 0x0059 #define MODEL_HOVERCRATE1 0x005a #define MODEL_DROPSHIP 0x005b #define MODEL_AL_AIRLOCK 0x005c #define MODEL_AL_DOCKLIFT 0x005d #define MODEL_CASE 0x005e #define MODEL_DD_STONEDESK 0x005f #define MODEL_MEDLABWIN1 0x0060 #define MODEL_MEDLABWIN2 0x0061 #define MODEL_A51TABLE 0x0062 #define MODEL_A51CHAIR 0x0063 #define MODEL_A51SCREEN 0x0064 #define MODEL_A51WASTEBIN 0x0065 #define MODEL_A51DESKENT 0x0066 #define MODEL_A51TROLLEY 0x0067 #define MODEL_A51DIVIDE 0x0068 #define MODEL_A51BOARD 0x0069 #define MODEL_SKCREV_EXP1 0x006a #define MODEL_SKCREV_UNEXP1 0x006b #define MODEL_SKTNL_EXP1 0x006c #define MODEL_SKTNL_UNEXP1 0x006d #define MODEL_SK_DOOR1 0x006e #define MODEL_SK_SHIP_DOOR1 0x006f #define MODEL_SK_SHIP_HOLO1 0x0070 #define MODEL_SK_SHIP_HOLO2 0x0071 #define MODEL_SK_SHIP_HULLDOOR1 0x0072 #define MODEL_SK_SHIP_HULLDOOR2 0x0073 #define MODEL_SK_SHIP_HULLDOOR3 0x0074 #define MODEL_SK_SHIP_HULLDOOR4 0x0075 #define MODEL_SK_FIGHTER1 0x0076 #define MODEL_SK_CRYOPOD1_TOP 0x0077 #define MODEL_SK_CRYOPOD1_BOT 0x0078 #define MODEL_SK_UNDER_GENERATOR 0x0079 #define MODEL_SK_UNDER_TRANS 0x007a #define MODEL_SK_HANGARDOOR_TOP 0x007b #define MODEL_SK_HANGARDOOR_BOT 0x007c #define MODEL_DOOR2_G5 0x007d #define MODEL_DOOR1A_G5 0x007e #define MODEL_DOOR1B_G5 0x007f #define MODEL_DOOR1ATRI_G5 0x0080 #define MODEL_DOOR2A_G5 0x0081 #define MODEL_DD_DECODOOR 0x0082 #define MODEL_DD_SECRETDOOR 0x0083 #define MODEL_DD_SECRETDOOR2 0x0084 #define MODEL_DDJUMPSHIP 0x0085 #define MODEL_TAXICAB 0x0086 #define MODEL_POLICECAR 0x0087 #define MODEL_RAVINELIFT 0x0088 #define MODEL_DD_LAB_DOOR_BS 0x0089 #define MODEL_DD_LAB_DOOR_SEC 0x008a #define MODEL_DD_LAB_DOOR_WIND 0x008b #define MODEL_HOOVERBOT 0x008c #define MODEL_TESTERBOT 0x008d #define MODEL_DD_LAB_SECTOR2BOT 0x008e #define MODEL_DD_LAB_SECTOR2TOP 0x008f #define MODEL_DD_LAB_CAUTIONTOP 0x0090 #define MODEL_DD_LAB_HAZARD 0x0091 #define MODEL_DD_LAB_CAUTION 0x0092 #define MODEL_DR_CAROLL_DOOR 0x0093 #define MODEL_DD_LAB_SECTOR3TOP 0x0094 #define MODEL_DD_LAB_SECTOR3 0x0095 #define MODEL_DD_LAB_SECTOR3WIND 0x0096 #define MODEL_DD_HOVERCOPTER 0x0097 #define MODEL_DD_LAB_SECTOR4TOP 0x0098 #define MODEL_DD_LAB_RESTRICTED 0x0099 #define MODEL_DOOR4A_G5 0x009a #define MODEL_DOOR4B_G5 0x009b #define MODEL_LASDOOR 0x009c #define MODEL_G5SAFEDOOR 0x009d #define MODEL_ROPE 0x009e #define MODEL_G5_MAINFRAME 0x009f #define MODEL_DR_CAROLL_DOOR_BASE 0x00a0 #define MODEL_DR_CAROLL_DOOR_MAIN 0x00a1 #define MODEL_DR_CAROLL_DOOR_LEFT 0x00a2 #define MODEL_DR_CAROLL_DOOR_RIGHT 0x00a3 #define MODEL_DR_CAROLL_DOOR_BMAIN 0x00a4 #define MODEL_DR_CAROLL_DOOR_BLEFT 0x00a5 #define MODEL_DR_CAROLL_DOOR_BRIGHT 0x00a6 #define MODEL_DD_BANNER 0x00a7 #define MODEL_G5_ESCDOORUP 0x00a8 #define MODEL_G5_ESCDOORUPBOOM 0x00a9 #define MODEL_G5_ESCDOORDOWN 0x00aa #define MODEL_G5_ESCDOORDOWNBOOM 0x00ab #define MODEL_DUMPSTER 0x00ac #define MODEL_G5CARLIFTDOOR 0x00ad #define MODEL_CH_SHUTTER1 0x00ae #define MODEL_CCTV_PD 0x00af #define MODEL_COMHUB 0x00b0 #define MODEL_QUADPOD 0x00b1 #define MODEL_PD_CONSOLE 0x00b2 #define MODEL_DD_GRATE 0x00b3 #define MODEL_LIFT_PLATFORM 0x00b4 #define MODEL_LIGHTSWITCH 0x00b5 #define MODEL_BLASTSHIELD 0x00b6 #define MODEL_LIGHTSWITCH2 0x00b7 #define MODEL_DD_ACCESSDOORUP 0x00b8 #define MODEL_DD_ACCESSDOORDN 0x00b9 #define MODEL_LAB_CONTAINER 0x00ba #define MODEL_LAB_CHAIR 0x00bb #define MODEL_LAB_TABLE 0x00bc #define MODEL_LAB_MICROSCOPE 0x00bd #define MODEL_LAB_MAINFRAME 0x00be #define MODEL_DD_LABDOOR 0x00bf #define MODEL_DD_LAB_DOORTOP 0x00c0 #define MODEL_MULTI_AMMO_CRATE 0x00c1 #define MODEL_CHRCHAIN 0x00c2 #define MODEL_TDOOR 0x00c3 #define MODEL_CI_SOFA 0x00c4 #define MODEL_CI_LIFT 0x00c5 #define MODEL_CI_LIFTDOOR 0x00c6 #define MODEL_LASERCUT 0x00c7 #define MODEL_SK_SHUTTLE 0x00c8 #define MODEL_NEWVILLADOOR 0x00c9 #define MODEL_SK_PILLARLEFT 0x00ca #define MODEL_SK_PILLARRIGHT 0x00cb #define MODEL_SK_PLINTH_T 0x00cc #define MODEL_SK_PLINTH_ML 0x00cd #define MODEL_SK_PLINTH_MR 0x00ce #define MODEL_SK_PLINTH_BL 0x00cf #define MODEL_SK_PLINTH_BR 0x00d0 #define MODEL_SK_FL_SHAD_T 0x00d1 #define MODEL_SK_FL_SHAD_ML 0x00d2 #define MODEL_SK_FL_SHAD_MR 0x00d3 #define MODEL_SK_FL_SHAD_BL 0x00d4 #define MODEL_SK_FL_SHAD_BR 0x00d5 #define MODEL_SK_FL_NOSHAD_T 0x00d6 #define MODEL_SK_FL_NOSHAD_ML 0x00d7 #define MODEL_SK_FL_NOSHAD_MR 0x00d8 #define MODEL_SK_FL_NOSHAD_BL 0x00d9 #define MODEL_SK_FL_NOSHAD_BR 0x00da #define MODEL_SK_TEMPLECOLUMN1 0x00db #define MODEL_SK_TEMPLECOLUMN2 0x00dc #define MODEL_SK_TEMPLECOLUMN3 0x00dd #define MODEL_SK_SUNSHAD1 0x00de #define MODEL_SK_SUNSHAD2 0x00df #define MODEL_SK_SUNNOSHAD1 0x00e0 #define MODEL_SK_SUNNOSHAD2 0x00e1 #define MODEL_BARREL 0x00e2 #define MODEL_GLASS_FLOOR 0x00e3 #define MODEL_ESCA_STEP 0x00e4 #define MODEL_MATRIX_LIFT 0x00e5 #define MODEL_RUBBLE1 0x00e6 #define MODEL_RUBBLE2 0x00e7 #define MODEL_RUBBLE3 0x00e8 #define MODEL_RUBBLE4 0x00e9 #define MODEL_CABLE_CAR 0x00ea #define MODEL_ELVIS_SAUCER 0x00eb #define MODEL_STEWARDESS_TROLLEY 0x00ec #define MODEL_AIRBASE_LIFT_ENCLOSED 0x00ed #define MODEL_AIRBASE_LIFT_ANGLE 0x00ee #define MODEL_AIRBASE_SAFEDOOR 0x00ef #define MODEL_AF1_PILOTCHAIR 0x00f0 #define MODEL_AF1_PASSCHAIR 0x00f1 #define MODEL_TESTOBJ 0x00f2 #define MODEL_CHRNIGHTSIGHT 0x00f3 #define MODEL_CHRSHIELD 0x00f4 #define MODEL_CHRFALCON2 0x00f5 #define MODEL_CHRLEEGUN1 0x00f6 #define MODEL_CHRMAULER 0x00f7 #define MODEL_CHRDY357 0x00f8 #define MODEL_CHRDY357TRENT 0x00f9 #define MODEL_CHRMAIANPISTOL 0x00fa #define MODEL_CHRFALCON2SIL 0x00fb #define MODEL_CHRFALCON2SCOPE 0x00fc #define MODEL_CHRCMP150 0x00fd #define MODEL_CHRAR34 0x00fe #define MODEL_CHRDRAGON 0x00ff #define MODEL_CHRSUPERDRAGON 0x0100 #define MODEL_CHRAVENGER 0x0101 #define MODEL_CHRCYCLONE 0x0102 #define MODEL_CHRMAIANSMG 0x0103 #define MODEL_CHRRCP120 0x0104 #define MODEL_CHRPCGUN 0x0105 #define MODEL_CHRSHOTGUN 0x0106 #define MODEL_CHRSKMINIGUN 0x0107 #define MODEL_CHRDYROCKET 0x0108 #define MODEL_CHRDEVASTATOR 0x0109 #define MODEL_CHRSKROCKET 0x010a #define MODEL_CHRZ2020 0x010b #define MODEL_CHRSNIPERRIFLE 0x010c #define MODEL_CHRCROSSBOW 0x010d #define MODEL_CHRDRUGGUN 0x010e #define MODEL_CHRKNIFE 0x010f #define MODEL_CHRNBOMB 0x0110 #define MODEL_CHRFLASHBANG 0x0111 #define MODEL_CHRGRENADE 0x0112 #define MODEL_CHRTIMEDMINE 0x0113 #define MODEL_CHRPROXIMITYMINE 0x0114 #define MODEL_CHRREMOTEMINE 0x0115 #define MODEL_CHRECMMINE 0x0116 #define MODEL_CHRWPPK 0x0117 #define MODEL_CHRTT33 0x0118 #define MODEL_CHRSKORPION 0x0119 #define MODEL_CHRKALASH 0x011a #define MODEL_CHRUZI 0x011b #define MODEL_CHRMP5K 0x011c #define MODEL_CHRM16 0x011d #define MODEL_CHRFNP90 0x011e #define MODEL_CHRDYROCKETMIS 0x011f #define MODEL_CHRSKROCKETMIS 0x0120 #define MODEL_CHRCROSSBOLT 0x0121 #define MODEL_CHRDEVGRENADE 0x0122 #define MODEL_CHRDRAGGRENADE 0x0123 #define MODEL_A51_TURRET 0x0124 #define MODEL_PELAGICDOOR 0x0125 #define MODEL_AUTOSURGEON 0x0126 #define MODEL_LIMO 0x0127 #define MODEL_A51INTERCEPTOR 0x0128 #define MODEL_A51DISH 0x0129 #define MODEL_A51RADARCONSOLE 0x012a #define MODEL_A51LOCKERDOOR 0x012b #define MODEL_G5GENERATOR 0x012c #define MODEL_G5DUMPSTER 0x012d #define MODEL_CHRCLOAKER 0x012e #define MODEL_CHRSPEEDPILL 0x012f #define MODEL_BIGPELAGICDOOR 0x0130 #define MODEL_SK_JONRUBBLE3 0x0131 #define MODEL_SK_JONRUBBLE4 0x0132 #define MODEL_SK_JONRUBBLE5 0x0133 #define MODEL_SK_JONRUBBLE6 0x0134 #define MODEL_BAGGAGECARRIER 0x0135 #define MODEL_MINESIGN 0x0136 #define MODEL_CHAMBER 0x0137 #define MODEL_ISOTOPEEXPERIMENT 0x0138 #define MODEL_ISOTOPE 0x0139 #define MODEL_REACTORDOOR 0x013a #define MODEL_SAUCERINSIDE 0x013b #define MODEL_VILLASTOOL 0x013c #define MODEL_CETANWINDOW1 0x013d #define MODEL_CETANWINDOW2 0x013e #define MODEL_CETANWINDOW3 0x013f #define MODEL_BINOCULARS 0x0140 #define MODEL_SUBMARINE 0x0141 #define MODEL_AIRFORCE1 0x0142 #define MODEL_ENGINEPART 0x0143 #define MODEL_CETROOFGUN 0x0144 #define MODEL_CETANSMALLDOOR 0x0145 #define MODEL_POWERNODE 0x0146 #define MODEL_CETANBLUEGREENL 0x0147 #define MODEL_CETANBLUEGREENR 0x0148 #define MODEL_SKEDARCONSOLE 0x0149 #define MODEL_SKEDARCONSOLEPANEL 0x014a #define MODEL_WEAPONCDOOR 0x014b #define MODEL_TARGET 0x014c #define MODEL_DEVICESECRETDOOR 0x014d #define MODEL_CARRINGTONSECRETDOOR 0x014e #define MODEL_SINISTERPC 0x014f #define MODEL_SINISTERSTATION 0x0150 #define MODEL_KEYPADLOCK 0x0151 #define MODEL_THUMBPRINTSCANNER 0x0152 #define MODEL_RETINALOCK 0x0153 #define MODEL_CARDLOCK 0x0154 #define MODEL_GOODSTATION 0x0155 #define MODEL_GOODPC 0x0156 #define MODEL_CHRAUTOGUN 0x0157 #define MODEL_G5BIGCHAIR 0x0158 #define MODEL_G5SMALLCHAIR 0x0159 #define MODEL_KINGSCEPTRE 0x015a #define MODEL_LABCOAT 0x015b #define MODEL_CIDOOR1 0x015c #define MODEL_G5_CHAIR 0x015d #define MODEL_G5_CHAIR2 0x015e #define MODEL_DD_WINDOW_FOYER 0x015f #define MODEL_CI_CABINET 0x0160 #define MODEL_CI_DESK 0x0161 #define MODEL_CI_CARR_DESK 0x0162 #define MODEL_CI_F_CHAIR 0x0163 #define MODEL_CI_LOUNGER 0x0164 #define MODEL_CI_F_SOFA 0x0165 #define MODEL_CI_TABLE 0x0166 #define MODEL_CV_COFFEE_TABLE 0x0167 #define MODEL_CV_CHAIR1 0x0168 #define MODEL_CV_CHAIR2 0x0169 #define MODEL_CV_SOFA 0x016a #define MODEL_CV_CHAIR4 0x016b #define MODEL_CV_LAMP 0x016c #define MODEL_CV_CABINET 0x016d #define MODEL_CV_F_BED 0x016e #define MODEL_PEL_CHAIR1 0x016f #define MODEL_SK_CONSOLE2 0x0170 #define MODEL_DD_EAR_TABLE 0x0171 #define MODEL_DD_EAR_CHAIR 0x0172 #define MODEL_AIRBASE_TABLE2 0x0173 #define MODEL_AIRBASE_CHAIR2 0x0174 #define MODEL_MISC_CRATE 0x0175 #define MODEL_A51_CRATE1_0175 0x0176 #define MODEL_MISC_IRSPECS 0x0177 #define MODEL_A51_ROOFGUN 0x0178 #define MODEL_SK_DRONE_GUN 0x0179 #define MODEL_CI_ROOFGUN 0x017a #define MODEL_CV_TABLE 0x017b #define MODEL_CIDOOR1_REF 0x017c #define MODEL_ALASKADOOR_OUT 0x017d #define MODEL_ALASKADOOR_IN 0x017e #define MODEL_WIREFENCE 0x017f #define MODEL_RARELOGO 0x0180 #define MODEL_KEYCARD 0x0181 #define MODEL_BODYARMOUR 0x0182 #define MODEL_A51GATE_R 0x0183 #define MODEL_A51GATE_L 0x0184 #define MODEL_AF1_LAMP 0x0185 #define MODEL_AF1_TOILET 0x0186 #define MODEL_AF1_DOORBIG2 0x0187 #define MODEL_AF1_PHONE 0x0188 #define MODEL_AF1_CARGODOOR 0x0189 #define MODEL_G5_ALARM 0x018a #define MODEL_G5_LASER_SWITCH 0x018b #define MODEL_SK_TEMPLECOLUMN4 0x018c #define MODEL_COREHATCH 0x018d #define MODEL_A51GRATE 0x018e #define MODEL_AF1ESCAPEDOOR 0x018f #define MODEL_PRESCAPSULE 0x0190 #define MODEL_SKEDARBRIDGE 0x0191 #define MODEL_PELAGICDOOR2 0x0192 #define MODEL_TTB_BOX 0x0193 #define MODEL_INSTFRONTDOOR 0x0194 #define MODEL_CHRLASER 0x0195 #define MODEL_BAFTA 0x0196 #define MODEL_CHRSONICSCREWER 0x0197 #define MODEL_CHRLUMPHAMMER 0x0198 #define MODEL_EXPLOSIVEBRICK 0x0199 #define MODEL_SKEDARBOMB 0x019a #define MODEL_ZIGGYCARD 0x019b #define MODEL_SAFEITEM 0x019c #define MODEL_RUSSDAR 0x019d #define MODEL_XRAYSPECS 0x019e #define MODEL_CHRLUMPHAMMER2 0x019f #define MODEL_CHREYESPY 0x01a0 #define MODEL_CHRDOORDECODER 0x01a1 #define MODEL_AF1_TABLE 0x01a2 #define MODEL_SHUTTLEDOOR 0x01a3 #define MODEL_RUINBRIDGE 0x01a4 #define MODEL_SECRETINDOOR 0x01a5 #define MODEL_SENSITIVEINFO 0x01a6 #define MODEL_SUITCASE 0x01a7 #define MODEL_SKPUZZLEOBJECT 0x01a8 #define MODEL_A51LIFTDOOR 0x01a9 #define MODEL_CIHUB 0x01aa #define MODEL_SK_SHIP_DOOR2 0x01ab #define MODEL_SK_WINDOW1 0x01ac #define MODEL_SK_HANGARDOORB_TOP 0x01ad #define MODEL_SK_HANGARDOORB_BOT 0x01ae #define MODEL_AF1_INNERDOOR 0x01af #define MODEL_LASER_POST 0x01b0 #define MODEL_TARGETAMP 0x01b1 #define MODEL_SK_LIFT 0x01b2 #define MODEL_KNOCKKNOCK 0x01b3 #define MODEL_CETANDOOR 0x01b4 #define MODEL_AF1RUBBLE 0x01b5 #define MODEL_DD_DR_NONREF 0x01b6 #define MODEL_CETANDOORSIDE 0x01b7 #define MODEL_BUDDYBRIDGE 0x01b8 #define MUSIC_NONE 0x00 #define MUSIC_TITLE2 0x01 #define MUSIC_EXTRACTION 0x02 #define MUSIC_PAUSEMENU 0x03 #define MUSIC_DEFENSE 0x04 #define MUSIC_INVESTIGATION_SFX 0x05 #define MUSIC_ESCAPE 0x06 #define MUSIC_DEEPSEA 0x07 #define MUSIC_DDTOWER_SFX 0x08 #define MUSIC_DEFECTION 0x09 #define MUSIC_DEATH_SOLO 0x0a #define MUSIC_DEFECTION_INTRO_SFX 0x0b #define MUSIC_VILLA 0x0c #define MUSIC_CI 0x0d #define MUSIC_CHICAGO 0x0e #define MUSIC_G5 0x0f #define MUSIC_DEFECTION_X 0x10 #define MUSIC_EXTRACTION_X 0x11 #define MUSIC_INVESTIGATION 0x12 #define MUSIC_INVESTIGATION_X 0x13 #define MUSIC_INFILTRATION 0x14 #define MUSIC_DEATH_BETA 0x15 #define MUSIC_RESCUE 0x16 #define MUSIC_AIRBASE 0x17 #define MUSIC_AIRFORCEONE 0x18 #define MUSIC_DEATH_MP 0x19 #define MUSIC_EXTRACTION_OUTRO_SFX 0x1a #define MUSIC_MISSION_UNKNOWN 0x1b #define MUSIC_PELAGIC 0x1c #define MUSIC_CRASHSITE 0x1d #define MUSIC_CRASHSITE_X 0x1e #define MUSIC_ATTACKSHIP 0x1f #define MUSIC_ATTACKSHIP_X 0x20 #define MUSIC_SKEDARRUINS 0x21 #define MUSIC_DEFECTION_INTRO 0x22 #define MUSIC_DEFECTION_OUTRO 0x23 #define MUSIC_DEFENSE_X 0x24 #define MUSIC_INVESTIGATION_INTRO 0x25 #define MUSIC_INVESTIGATION_OUTRO 0x26 #define MUSIC_VILLA_X 0x27 #define MUSIC_CHICAGO_X 0x28 #define MUSIC_G5_X 0x29 #define MUSIC_INFILTRATION_X 0x2a #define MUSIC_CHICAGO_OUTRO 0x2b #define MUSIC_EXTRACTION_OUTRO 0x2c #define MUSIC_EXTRACTION_INTRO 0x2d #define MUSIC_G5_INTRO 0x2e #define MUSIC_CHICAGO_INTRO 0x2f #define MUSIC_VILLA_INTRO1 0x30 #define MUSIC_INFILTRATION_INTRO 0x31 #define MUSIC_RESCUE_X 0x32 #define MUSIC_ESCAPE_X 0x33 #define MUSIC_AIRBASE_X 0x34 #define MUSIC_AIRFORCEONE_X 0x35 #define MUSIC_PELAGIC_X 0x36 #define MUSIC_DEEPSEA_X 0x37 #define MUSIC_SKEDARRUINS_X 0x38 #define MUSIC_AIRBASE_OUTRO_LONG 0x39 #define MUSIC_DARK_COMBAT 0x3a #define MUSIC_SKEDAR_MYSTERY 0x3b #define MUSIC_DEEPSEA_BETA 0x3c #define MUSIC_CI_OPERATIVE 0x3d #define MUSIC_DATADYNE_ACTION 0x3e #define MUSIC_MAIAN_TEARS 0x3f #define MUSIC_ALIEN_CONFLICT 0x40 #define MUSIC_ESCAPE_INTRO 0x41 #define MUSIC_RESCUE_OUTRO 0x42 #define MUSIC_VILLA_INTRO2 0x43 #define MUSIC_VILLA_INTRO3 0x44 #define MUSIC_G5_OUTRO 0x45 #define MUSIC_G5_MIDCUTSCENE 0x46 #define MUSIC_MISSION_FAILED 0x47 #define MUSIC_COMBATSIM_MENU 0x48 #define MUSIC_MISSION_SUCCESS 0x49 #define MUSIC_CRASHSITE_INTRO 0x4a #define MUSIC_AIRBASE_INTRO 0x4b #define MUSIC_ATTACKSHIP_INTRO 0x4c #define MUSIC_DEEPSEA_MIDCUTSCENE 0x4d #define MUSIC_AIRFORCEONE_INTRO 0x4e #define MUSIC_ATTACKSHIP_OUTRO 0x4f #define MUSIC_ESCAPE_MIDCUTSCENE 0x50 #define MUSIC_RESCUE_INTRO 0x51 #define MUSIC_DEEPSEA_INTRO 0x52 #define MUSIC_INFILTRATION_OUTRO 0x53 #define MUSIC_PELAGIC_INTRO 0x54 #define MUSIC_ESCAPE_OUTRO_LONG 0x55 #define MUSIC_DEFENSE_INTRO 0x56 #define MUSIC_CRASHSITE_OUTRO 0x57 #define MUSIC_CREDITS 0x58 #define MUSIC_MAINMENU 0x59 #define MUSIC_DEEPSEA_OUTRO 0x5a #define MUSIC_AIRFORCEONE_MIDCUTSCENE 0x5b #define MUSIC_PELAGIC_OUTRO 0x5c #define MUSIC_AIRFORCEONE_OUTRO 0x5d #define MUSIC_SKEDARRUINS_INTRO 0x5e #define MUSIC_BETA_NOTE 0x5f #define MUSIC_AIRBASE_OUTRO 0x60 #define MUSIC_DEFENSE_OUTRO 0x61 #define MUSIC_SKEDARRUINS_OUTRO 0x62 #define MUSIC_VILLA_OUTRO 0x63 #define MUSIC_SKEDARRUINS_KING 0x64 #define MUSIC_CI_TRAINING 0x65 #define MUSIC_CRASHSITE_WIND 0x66 #define MUSIC_COMBATSIM_COMPLETE 0x67 #define MUSIC_OCEAN 0x68 #define MUSIC_WIND 0x69 #define MUSIC_TRAFFIC 0x6a #define MUSIC_TITLE1 0x6b #define MUSIC_CI_INTRO 0x6c #define MUSIC_INFILTRATION_SFX 0x6d #define MUSIC_DEEPSEA_SFX 0x6e #define MUSIC_AIRFORCEONE_SFX 0x6f #define MUSIC_ATTACKSHIP_SFX 0x70 #define MUSIC_SKEDAR_WIND 0x71 #define MUSIC_ESCAPE_OUTRO_SFX 0x72 #define MUSIC_A51_LOUDSPEAKER1 0x73 #define MUSIC_A51_LOUDSPEAKER2 0x74 #define MUSIC_BETA_MELODY 0x75 #define MUSIC_ESCAPE_OUTRO_SHORT 0x76 #define SQUADRON_00 0x00 #define SQUADRON_01 0x01 #define SQUADRON_02 0x02 #define SQUADRON_03 0x03 #define SQUADRON_04 0x04 #define SQUADRON_05 0x05 #define SQUADRON_06 0x06 #define SQUADRON_07 0x07 #define SQUADRON_08 0x08 #define SQUADRON_09 0x09 #define SQUADRON_0A 0x0a #define SQUADRON_0B 0x0b #define SQUADRON_0C 0x0c #define SQUADRON_0D 0x0d #define SQUADRON_0E 0x0e #define SQUADRON_0F 0x0f #define TEAM_00 0x00 #define TEAM_01 0x01 #define TEAM_ENEMY 0x02 #define TEAM_04 0x04 #define TEAM_ALLY 0x10 #define TEAM_20 0x20 #define TEAM_22 0x22 #define TEAM_32 0x32 #define TEAM_NONCOMBAT 0x80 // Animations //.set ANIM_, 0x0000: idle #define ANIM_TWO_GUN_HOLD 0x0001 #define ANIM_SURRENDER_002E 0x002e #define ANIM_TALKING_003D 0x003d //.set ANIM_, 0x0066: arms up action then move forward #define ANIM_TALKING_0098 0x0098 #define ANIM_YAWN 0x009a #define ANIM_SCRATCH_HEAD 0x009b #define ANIM_ROLL_HEAD 0x009c #define ANIM_GRAB_CROTCH 0x009d #define ANIM_GRAB_BUTT 0x009e #define ANIM_SNEEZE 0x009f #define ANIM_TALKING_00A0 0x00a0 //.set ANIM_, 0x00a1: two handed gun, taunting a bit #define ANIM_TALKING_00A3 0x00a3 #define ANIM_PUSH_BUTTON 0x00ac #define ANIM_STANDING_TYPE_ONE_HAND 0x00af //.set ANIM_, 0x00e1: look up //.set ANIM_, 0x0156: Jo in Defection intro //.set ANIM_, 0x0166: Jo in G5 intro //.set ANIM_, 0x0167: Guard in G5 intro //.set ANIM_, 0x0179: Jo in Chicago outro //.set ANIM_, 0x0197: Jo in G5 outro //.set ANIM_, 0x01d5: Jo in Deep Sea mid cutscene //.set ANIM_, 0x01d6: Elvis in Deep Sea mid cutscene //.set ANIM_, 0x01d7: Dr Caroll in Deep Sea mid cutscene #define ANIM_COWER_01F5 0x01f5 #define ANIM_STAND_UP_FROM_SITTING 0x01fa #define ANIM_SITTING_TYPING 0x01fb //.set ANIM_, 0x01fd: slow aim and walk forward #define ANIM_RELOAD 0x01ff #define ANIM_DONT_SHOOT 0x0201 #define ANIM_SURPRISED_0202 0x0202 #define ANIM_OPERATE_0204 0x0204 #define ANIM_OPERATE_0205 0x0205 #define ANIM_OPERATE_0206 0x0206 #define ANIM_SMOKE_CIGARETTE 0x0207 #define ANIM_RELOAD_0209 0x0209 //.set ANIM_, 0x020b: laying on floor //.set ANIM_, 0x020c: seated dead on floor #define ANIM_OPERATE_0221 0x0221 // point with right arm #define ANIM_OPERATE_0222 0x0222 // push button with right hand #define ANIM_OPERATE_0223 0x0223 // right arm up, waggle for a bit #define ANIM_WALK_BACKWARDS 0x0226 #define ANIM_SITTING_DORMANT 0x0227 #define ANIM_BLINDED 0x0228 #define ANIM_COWER_0229 0x0229 //.set ANIM_, 0x022a: on floor face down #define ANIM_TALKING_0231 0x0231 #define ANIM_TALKING_0232 0x0232 #define ANIM_TALKING_0233 0x0233 #define ANIM_TALKING_0234 0x0234 //.set ANIM_, 0x023a: scratch head #define ANIM_HEAD_ROLL 0x023b #define ANIM_PICK_UP_GUN 0x023d #define ANIM_BIG_SNEEZE 0x023f #define ANIM_DRAW_PISTOL_0245 0x0245 #define ANIM_LOOK_AROUND_025B 0x025b #define ANIM_LOOK_AROUND_025C 0x025c #define ANIM_LOOK_AROUND_025D 0x025d #define ANIM_LOOK_AROUND_025E 0x025e #define ANIM_LOOK_AROUND_FRANTIC 0x025f #define ANIM_SITTING_0265 0x0265 //.set ANIM_, 0x0266: covering mouth looking #define ANIM_DRAW_PISTOL_0288 0x0288 #define ANIM_DRAW_PISTOL_0289 0x0289 //.set ANIM_, 0x02c4: Jo in Defense intro //.set ANIM_, 0x0350: Skedar right up straight up //.set ANIM_, 0x0351: Skedar stretching arms and lefts #define ANIM_SKEDAR_COLLAPSE 0x0352