// 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 CRE_SKELETON_ANIM_H__
#define CRE_SKELETON_ANIM_H__

namespace cre_skeleton_Anim
{
    enum
    {
        CRE_NGO-SKELETON_A_MELE = 26,
        CRE_NGO-SKELETON_H_STUN = 47,
        CRE_NGO-SKELETON_M_IDLE-01 = 37,
        CRE_NGO-SKELETON_M_IDLE-02 = 38,
        CRE_NGO-SKELETON_M_IDLE-03 = 39,
        CRE_NGO-SKELETON_M_RUN  = 40,
        CRE_NGO-SKELETON_M_TURN-LEFT = 48,
        CRE_NGO-SKELETON_M_TURN-RIGHT = 49,
        CRE_NGO-SKELETON_M_WALK = 20,
        CRE_NGO-SKELETON_U_SPAWN = 53,
        CRE_NGO-SKELETON_U_SUMMON = 50,
        CRE_NGO-SKELETON_U_TELEPORT-IN = 52,
        CRE_NGO-SKELETON_U_TELEPORT-OUT = 51,
        CRE_SKELETON_A_BASIC-MELE = 1,
        CRE_SKELETON_A_BASIC-SPINJITZU = 2,
        CRE_SKELETON_A_BRUTE-SPINJITZU = 0,
        CRE_SKELETON_A_ENGINEER-SPINJITZU = 6,
        CRE_SKELETON_A_FLAME-THROWER-ATTACK = 3,
        CRE_SKELETON_A_FLAME-THROWER-MELE = 4,
        CRE_SKELETON_A_FLARE-ATTACK = 5,
        CRE_SKULLKIN_E_DANCE_01 = 17,
        CRE_SKULLKIN_E_DANCE_02 = 18,
        CRE_SKULLKIN_E_DANCE_03 = 19,
        CRE_SKULLKIN_E_DANCE2_01 = 41,
        CRE_SKULLKIN_E_DANCE2_02 = 42,
        CRE_SKULLKIN_E_DANCE2_03 = 43,
        CRE_SKULLKIN_E_DANCE3_01 = 44,
        CRE_SKULLKIN_E_DANCE3_02 = 45,
        CRE_SKULLKIN_E_DANCE3_03 = 46,
        CRE_SKULLKIN_H_AIRFLAIL = 25,
        CRE_SKULLKIN_H_HIT      = 27,
        CRE_SKULLKIN_H_KNOCKDOWN = 28,
        CRE_SKULLKIN_H_SLEEP    = 29,
        CRE_SKULLKIN_H_STUN     = 30,
        CRE_SKULLKIN_M_ATTACK-IDLE = 31,
        CRE_SKULLKIN_M_FIDGET   = 33,
        CRE_SKULLKIN_M_FIDGET-02 = 32,
        CRE_SKULLKIN_M_IDLE     = 34,
        CRE_SKULLKIN_M_PICKAXE_01 = 13,
        CRE_SKULLKIN_M_PICKAXE_02 = 14,
        CRE_SKULLKIN_M_PICKAXE_03 = 15,
        CRE_SKULLKIN_M_PICKAXE_04 = 16,
        CRE_SKULLKIN_M_RUN      = 35,
        CRE_SKULLKIN_M_TRIP     = 36,
        CRE_SKULLKIN_M_WALK     = 24,
        CRE_SKULLKINENGINEER_H_HIT = 8,
        CRE_SKULLKINENGINEER_H_KNOCKDOWN = 9,
        CRE_SKULLKINENGINEER_H_STUN = 10,
        CRE_SKULLKINENGINEER_M_ATTACK-IDLE = 23,
        CRE_SKULLKINENGINEER_M_FIDGET = 12,
        CRE_SKULLKINENGINEER_M_FIDGET-02 = 11,
        CRE_SKULLKINENGINEER_M_IDLE = 7,
        CRE_SKULLKINENGINEER_M_RUN = 21,
        CRE_SKULLKINENGINEER_M_WALK = 22
    };
}

#endif  // #ifndef CRE_SKELETON_ANIM_H__
