// This file was automatically generated. It contains definitions for all the // animations stored in the associated KFM file. Include this file in your // final application to easily refer to animation sequences. #ifndef SHOTGUNSET_ANIM_H__ #define SHOTGUNSET_ANIM_H__ namespace ShotgunSet_Anim { enum { ATV_RIDER = 50, E_WCDI_RIFLE = 28, E_WPDI_RIFLE = 48, E_WSDI_RIFLE = 11, MISSINGANIMATION = 0, NCDD_RIFLE = 51, NCDH_RIFLE = 52, NCUF_RIFLE = 43, NCUI_NPUI_RIFLE = 4, NCUI_NSUI_RIFLE = 5, NCUI_RIFLE = 1, NCUR_RIFLE = 49, NCUR1_RIFLE = 58, NCUR2_RIFLE = 59, NCUR3_RIFLE = 60, NE_RSDI_RIFLE = 16, NE_WCDI_RIFLE = 32, NE_WPDI_RIFLE = 21, NE_WSDI_RIFLE = 17, NPDD_RIFLE = 54, NPDH_RIFLE = 53, NPUF_RIFLE = 42, NPUI_NCUI_RIFLE = 6, NPUI_RIFLE = 2, NPUR_RIFLE = 34, NPUR1_RIFLE = 61, NPUR2_RIFLE = 62, NPUR3_RIFLE = 63, NSDD_RIFLE = 23, NSDH_RIFLE = 22, NSDR_RIFLE = 13, NSUF_RIFLE = 29, NSUI_NCUI_RIFLE = 3, NSUI_RIFLE = 30, NSUR_RIFLE = 12, NSUR1_RIFLE = 55, NSUR2_RIFLE = 56, NSUR3_RIFLE = 57, NW_RSDI_RIFLE = 15, NW_WCDI_RIFLE = 31, NW_WPDI_RIFLE = 33, NW_WSDI_RIFLE = 18, RSDI_RIFLE = 8, S_WCDI_RIFLE = 25, S_WPDI_RIFLE = 35, S_WSDI_RIFLE = 19, SE_WCDI_RIFLE = 26, SE_WPDI_RIFLE = 36, SE_WSDI_RIFLE = 46, SL_NCUI_RIFLE = 40, SL_NPUI_RIFLE = 44, SL_NSUI_RIFLE = 38, SR_NCUI_RIFLE = 41, SR_NPUI_RIFLE = 45, SR_NSUI_RIFLE = 39, SW_WCDI_RIFLE = 24, SW_WPDI_RIFLE = 37, SW_WSDI_RIFLE = 20, W_WCDI_RIFLE = 27, W_WPDI_RIFLE = 47, W_WSDI_RIFLE = 14, WCDI_RIFLE = 9, WPDI_RIFLE = 10, WSDI_RIFLE = 7 }; } #endif // #ifndef SHOTGUNSET_ANIM_H__