// 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 MF_PIRATE_02_ANIM_H__
#define MF_PIRATE_02_ANIM_H__

namespace mf_pirate_02_Anim
{
    enum
    {
        M_H_G_SLASH-PIRATE-HIT-UPPERBODY = 27,
        MF_A_G_SLASH-ATTACK     = 20,
        MF_A_G_SLASH-PIRATE-ATTACK-3SLASH = 16,
        MF_A_G_SLASH-PIRATE-ATTACK-IDLE = 6,
        MF_E_G_ADJUST-HAT       = 11,
        MF_E_G_CELEBRATE        = 29,
        MF_E_G_DISAPPOINTED     = 30,
        MF_E_G_PANIC            = 31,
        MF_E_G_PIRATE-JIG       = 10,
        MF_E_G_SLASH_PIRATE_SNEEZE = 21,
        MF_E_G_SLASH-PIRATE-HICCUP = 17,
        MF_E_G_SLASH-PIRATE-LISTEN = 18,
        MF_E_G_SLEEP            = 9,
        MF_E_G_SLEEP-LOOP       = 7,
        MF_E_G_SLEEP-START      = 5,
        MF_E_G_TALK-SWAY_01     = 0,
        MF_E_G_TALK-SWAY_02     = 1,
        MF_E_G_TALK-SWAY_03     = 2,
        MF_E_G_TALK-SWAY_04     = 3,
        MF_E_G_TALK-SWAY_05     = 4,
        MF_E_G_WAKE-UP          = 8,
        MF_H_G_PIRATE-DEATH     = 14,
        MF_H_G_SLASH-PIRATE-HIT = 19,
        MF_M_E_IDLE-IMPATIENT   = 32,
        MF_M_G_BACKWALK-NORMAL  = 26,
        MF_M_G_FALL             = 22,
        MF_M_G_IDLE-PIRATE-LOOK = 28,
        MF_M_G_IDLE-SWAY        = 12,
        MF_M_G_JUMPFLIP         = 23,
        MF_M_G_LAND-NORMAL      = 24,
        MF_M_G_PIRATE-RUN-AGGRESIVE = 33,
        MF_M_G_PIRATE-WALK      = 15,
        MF_M_G_RUN-SWAY         = 13,
        MF_M_G_STANDING-JUMP-NORMAL = 25,
        MF_U_G_CANNON-LAND      = 36,
        MF_U_G_CANNON-LAND2     = 35,
        MF_U_G_CANNON-SHOOT     = 34,
        MF_U_G_CANNON-SHOOT2    = 37
    };
}

#endif  // #ifndef MF_PIRATE_02_ANIM_H__
