// 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 BF_LIZARDMAN_M_ANIM_H__ #define BF_LIZARDMAN_M_ANIM_H__ namespace BF_LizardMan_M_Anim { enum { ATTACK = 301000, CRITICAL = 402000, DIE = 501000, DMG = 401000, KNOCKBACK00 = 403000, KNOCKBACK01 = 0, KNOCKBACK02 = 407000, RUN = 202000, SKILL1 = 601000, SKILL2 = 602000, STAND = 102000, WALK = 201000 }; } #endif // #ifndef BF_LIZARDMAN_M_ANIM_H__