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Character Animation (14 bytes)
BYTE cmd
BYTE[4] item/char ID
BYTE[2] movement model
0x00 = walk
0x01 = walk faster
0x02 = run
0x03 = run (faster?)
0x04 = nothing
0x05 = shift shoulders
0x06 = hands on hips
0x07 = attack stance (short)
0x08 = attack stance (longer)
0x09 = swing (attack with knife)
0x0a = stab (underhanded)
0x0b = swing (attack overhand with sword)
0x0c = swing (attack with sword over and side)
0x0d = swing (attack with sword side)
0x0e = stab with point of sword
0x0f = ready stance
0x10 = magic (butter churn!)
0x11 = hands over head (balerina)
0x12 = bow shot
0x13 = crossbow
0x14 = get hit
0x15 = fall down and die (backwards)
0x16 = fall down and die (forwards)
0x17 = ride horse (long)
0x18 = ride horse (medium)
0x19 = ride horse (short)
0x1a = swing sword from horse
0x1b = normal bow shot on horse
0x1c = crossbow shot
0x1d = block #2 on horse with shield
0x1e = block on ground with shield
0x1f = swing, and get hit in middle
0x20 = bow (deep)
0x21 = salute
0x22 = scratch head
0x23 = 1 foot forward for 2 secs
0x24 = same
BYTE unknown1 (0x00)
BYTE direction
BYTE[2] repeat (1 = once / 2 = twice / 0 = repeat forever)
BYTE forward/backwards(0x00=forward, 0x01=backwards)
BYTE repeat Flag (0 - Don't repeat / 1 repeat)
BYTE frame Delay (0x00 - fastest / 0xFF - Too slow to watch)
Thiago A Correa
2001-06-09