// 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 PQ_SPECIAL_ANIM_H__
#define PQ_SPECIAL_ANIM_H__

namespace pq_special_Anim
{
    enum
    {
        PG_U_BODY_BUN           = 44,
        PG_U_BODY_ELE           = 45,
        PG_U_BODY_TER           = 46,
        PG_U_BODY_TRI           = 47,
        PG_U_HEAD_BUN           = 48,
        PG_U_HEAD_ELE           = 49,
        PG_U_HEAD_TER           = 50,
        PG_U_HEAD_TRI           = 51,
        PG_U_LEGS_BUN           = 52,
        PG_U_LEGS_ELE           = 53,
        PG_U_LEGS_TER           = 54,
        PG_U_LEGS_TRI           = 55,
        PG_U_TAIL_BUN           = 56,
        PG_U_TAIL_ELE           = 57,
        PG_U_TAIL_TER           = 58,
        PG_U_TAIL_TRI           = 43,
        PQ_E_APPROVAL           = 25,
        PQ_E_BEG                = 26,
        PQ_E_BOW                = 17,
        PQ_E_COME-HERE          = 18,
        PQ_E_DISAPPROVE         = 27,
        PQ_E_EATING             = 28,
        PQ_E_EXCITED            = 36,
        PQ_E_HOWL               = 19,
        PQ_E_SCRATCH-EAR        = 20,
        PQ_E_SLEEP              = 21,
        PQ_E_SLIP               = 22,
        PQ_E_SPEAK              = 29,
        PQ_M_BACKWARDS          = 0,
        PQ_M_BOUND              = 38,
        PQ_M_DIG                = 30,
        PQ_M_FALL               = 1,
        PQ_M_IDLE-01            = 23,
        PQ_M_IDLE-02            = 39,
        PQ_M_IDLE-03            = 40,
        PQ_M_IDLE-04            = 41,
        PQ_M_IDLE-05            = 42,
        PQ_M_JUMP               = 2,
        PQ_M_JUMP-BACK          = 3,
        PQ_M_JUMP-LEFT          = 4,
        PQ_M_JUMP-RIGHT         = 5,
        PQ_M_KNOCKBACK-HIT      = 6,
        PQ_M_ONHIT1             = 7,
        PQ_M_ONHIT2             = 8,
        PQ_M_RUN                = 9,
        PQ_M_SKUNK-WALK         = 15,
        PQ_M_STRAFE-LEFT        = 10,
        PQ_M_STRAFE-RIGHT       = 11,
        PQ_M_TELEPORT-IN        = 37,
        PQ_M_TURN-LEFT          = 12,
        PQ_M_TURN-RIGHT         = 13,
        PQ_M_WALK               = 14,
        PQ_U_GIVE-EGG           = 24,
        PQ_U_OBSTACLE-A-P1      = 31,
        PQ_U_OBSTACLE-A-P2      = 32,
        PQ_U_OBSTACLE-A-P3      = 33,
        PQ_U_OBSTACLE-A-P4      = 34,
        PQ_U_OBSTACLE-A-P5      = 35,
        PQ_U_SKUNK-SPRAY        = 16
    };
}

#endif  // #ifndef PQ_SPECIAL_ANIM_H__
