#ifndef __ANIMATION__
#define __ANIMATION__

// Animation macro
#define _CritAnimate #(cr,anim)     cr.Animate(0, anim, null, true, true)
#define _CritAnimateUse       #(cr) cr.Animate(0, ANIM2_USE        , null, true, true)
#define _CritAnimatePickup    #(cr) cr.Animate(0, ANIM2_PICKUP     , null, true, true)
#define _CritAnimatePunch     #(cr) cr.Animate(0, ANIM2_PUNCH_RIGHT, null, true, true)
#define _CritAnimateKick      #(cr) cr.Animate(0, ANIM2_KICK_HI    , null, true, true)
#define _CritAnimateThrow     #(cr) cr.Animate(0, ANIM2_THROW      , null, true, true)
#define _CritAnimateThrust    #(cr) cr.Animate(0, ANIM2_THRUST_1H  , null, true, true)
#define _CritAnimateSwing     #(cr) cr.Animate(0, ANIM2_SWING_1H   , null, true, true)
#define _CritAnimateThrowWeap #(cr) cr.Animate(0, ANIM2_THROW      , null, true, true)
#define _CritAnimateSingle    #(cr) cr.Animate(0, ANIM2_SINGLE     , null, true, true)
#define _CritAnimateBrust     #(cr) cr.Animate(0, ANIM2_BURST      , null, true, true)
#define _CritAnimateFidget    #(cr) cr.Animate(0, ANIM2_FIDGET     , null, true, true)

// Anim types
#define ANIM_TYPE_FALLOUT            (0)
#define ANIM_TYPE_3D                 (1)
#define ANIM_TYPE_TACTICS            (2)
#define ANIM_TYPE_ARCANUM            (3)

// Anim loading flags
#define ANIM_FLAG_FIRST_FRAME        (0x01)
#define ANIM_FLAG_LAST_FRAME         (0x02)

// Anim1 Weapon / Flags
// 0 1 2 3 4 5 6 7
// |<  Weapon   >|
	// Manage constants
#define ANIM1_WEAPON_MASK            (0x000000FF)
#define ANIM1_FLAGS_MASK             (0xFFFFFF00)
#define ANIM1_FLAGS_BITS             (8)
	// Flags
		// Tactics specific
		// 8        9       10 1 2 3 4 5 6 7 8 9 20  1 2  3 4 5 6  7 8 9 30  1
		// | Crouch | Prone                       | Skin  | | Hair | | Armor |
#define ANIM1_CROUCH                 (0x0100)
#define ANIM1_PRONE                  (0x0200)
#define ANIM1_COLOR_SKIN  #(index)   (((index) & 0xF) << 20) // 0..15, colors see in colorOffsets animation.fos
#define ANIM1_COLOR_HAIR  #(index)   (((index) & 0xF) << 24) // 0..15, colors see in colorOffsets animation.fos
#define ANIM1_COLOR_ARMOR #(index)   (((index) & 0xF) << 28) // 0..15, colors see in colorOffsets animation.fos
		// Arcanum specific
		// 8 9 10 1 2        3 4 5 6     7     8 9 20 1 2 3 4 5 6 7 8 9 30 1
		//          | Shield       |< Palette >|
#define ANIM1_SHIELD                 (0x1000)
#define ANIM1_PALETTE #(num)         (((num) & 3) << (ANIM1_FLAGS_BITS + 8))
	// Weapons
#define ANIM1_UNARMED                (1) // Hardcoded
#define ANIM1_KNIFE                  (4)
#define ANIM1_CLUB                   (5)
#define ANIM1_HAMMER                 (6)
#define ANIM1_SPEAR                  (7)
#define ANIM1_PISTOL                 (8)
#define ANIM1_SMG                    (9)
#define ANIM1_SHOOTGUN               (10)
#define ANIM1_HEAVY_RIFLE            (11)
#define ANIM1_MINIGUN                (12)
#define ANIM1_ROCKET_LAUNCHER        (13)
#define ANIM1_FLAMER                 (14)
#define ANIM1_RIFLE                  (15)
#define ANIM1_SWORD                  (16)
#define ANIM1_LONG_SWORD             (17)
#define ANIM1_AXE                    (18)
#define ANIM1_BOW                    (19)

// Anim2 Actions
	// Manage constants
#define ANIM2_DEAD_BEGIN             (100)
#define ANIM2_DEAD_END               (120)
	// Animations
#define ANIM2_IDLE                   (1)  // Hardcoded
#define ANIM2_IDLE_STUNNED           (2)
#define ANIM2_WALK                   (3)  // Hardcoded
#define ANIM2_LIMP                   (4)  // Hardcoded
#define ANIM2_RUN                    (5)  // Hardcoded
#define ANIM2_PANIC_RUN              (6)  // Hardcoded
#define ANIM2_SNEAK_WALK             (7)  // Hardcoded
#define ANIM2_SNEAK_RUN              (8)  // Hardcoded
#define ANIM2_STAND                  (10)
#define ANIM2_CROUCH                 (11)
#define ANIM2_PRONE                  (12)
#define ANIM2_SHOW_WEAPON            (20)
#define ANIM2_HIDE_WEAPON            (21)
#define ANIM2_PREPARE_WEAPON         (22)
#define ANIM2_TURNOFF_WEAPON         (23)
#define ANIM2_FIDGET                 (24)
#define ANIM2_CLIMBING               (26)
#define ANIM2_PICKUP                 (27)
#define ANIM2_USE                    (28)
#define ANIM2_SWITCH_ITEMS           (29)
#define ANIM2_RELOAD                 (30)
#define ANIM2_REPAIR                 (31)
#define ANIM2_LOOT                   (35)
#define ANIM2_STEAL                  (36)
#define ANIM2_PUSH                   (37)
#define ANIM2_BEGIN_COMBAT           (40)
#define ANIM2_IDLE_COMBAT            (41)
#define ANIM2_END_COMBAT             (42)
#define ANIM2_PUNCH_RIGHT            (43)
#define ANIM2_PUNCH_LEFT             (44)
#define ANIM2_PUNCH_COMBO            (45)
#define ANIM2_KICK_HI                (46)
#define ANIM2_KICK_LO                (47)
#define ANIM2_KICK_COMBO             (48)
#define ANIM2_THRUST_1H              (49)
#define ANIM2_THRUST_2H              (50)
#define ANIM2_SWING_1H               (51)
#define ANIM2_SWING_2H               (52)
#define ANIM2_THROW                  (53)
#define ANIM2_SINGLE                 (54)
#define ANIM2_BURST                  (55)
#define ANIM2_SWEEP                  (56)
#define ANIM2_BUTT                   (57)
#define ANIM2_FLAME                  (58)
#define ANIM2_NO_RECOIL              (59)
#define ANIM2_DODGE_FRONT            (70)
#define ANIM2_DODGE_BACK             (71)
#define ANIM2_DAMAGE_FRONT           (72)
#define ANIM2_DAMAGE_BACK            (73)
#define ANIM2_DAMAGE_MUL_FRONT       (74)
#define ANIM2_DAMAGE_MUL_BACK        (75)
#define ANIM2_WALK_DAMAGE_FRONT      (76)
#define ANIM2_WALK_DAMAGE_BACK       (77)
#define ANIM2_LIMP_DAMAGE_FRONT      (78)
#define ANIM2_LIMP_DAMAGE_BACK       (79)
#define ANIM2_RUN_DAMAGE_FRONT       (80)
#define ANIM2_RUN_DAMAGE_BACK        (81)
#define ANIM2_KNOCK_FRONT            (82)
#define ANIM2_KNOCK_BACK             (83)
#define ANIM2_LAYDOWN_FRONT          (84)
#define ANIM2_LAYDOWN_BACK           (85)
#define ANIM2_IDLE_PRONE_FRONT       (86) // Hardcoded
#define ANIM2_IDLE_PRONE_BACK        (87) // Hardcoded
#define ANIM2_STANDUP_FRONT          (88)
#define ANIM2_STANDUP_BACK           (89)
#define ANIM2_DAMAGE_PRONE_FRONT     (90)
#define ANIM2_DAMAGE_PRONE_BACK      (91)
#define ANIM2_DAMAGE_MUL_PRONE_FRONT (92)
#define ANIM2_DAMAGE_MUL_PRONE_BACK  (93)
#define ANIM2_TWITCH_PRONE_FRONT     (94)
#define ANIM2_TWITCH_PRONE_BACK      (95)
#define ANIM2_DEAD_PRONE_FRONT       (100)
#define ANIM2_DEAD_PRONE_BACK        (101)
#define ANIM2_DEAD_FRONT             (102) // Hardcoded
#define ANIM2_DEAD_BACK              (103) // Hardcoded
#define ANIM2_DEAD_BLOODY_SINGLE     (110)
#define ANIM2_DEAD_BLOODY_BURST      (111)
#define ANIM2_DEAD_BURST             (112)
#define ANIM2_DEAD_PULSE             (113)
#define ANIM2_DEAD_PULSE_DUST        (114)
#define ANIM2_DEAD_LASER             (115)
#define ANIM2_DEAD_FUSED             (116)
#define ANIM2_DEAD_EXPLODE           (117)
#define ANIM2_DEAD_BURN              (118)
#define ANIM2_DEAD_BURN_RUN          (119)

// Knockout animations, f - face up/down
#define KNOCKOUT_ANIM2_DEFAULT #(f)  ((f)?ANIM2_KNOCK_FRONT:ANIM2_KNOCK_BACK),((f)?ANIM2_IDLE_PRONE_FRONT:ANIM2_IDLE_PRONE_BACK),((f)?ANIM2_STANDUP_FRONT:ANIM2_STANDUP_BACK)
#define KNOCKOUT_ANIM2_STUNNED #(f)  ((f)?ANIM2_DAMAGE_FRONT:ANIM2_DAMAGE_BACK),ANIM2_IDLE_STUNNED,ANIM2_IDLE_STUNNED

// 3d models layers, maximum 30
// Used in CritterCl::Anim3dLayer
#define ANIM3D_LAYER_SKIN               (0)
#define ANIM3D_LAYER_RHANDLE            (1)
#define ANIM3D_LAYER_LHANDLE            (2)
#define ANIM3D_LAYER_BODY               (3)
#define ANIM3D_LAYER_FEET               (4)
#define ANIM3D_LAYER_HANDS              (5)
#define ANIM3D_LAYER_HEAD               (6)
#define ANIM3D_LAYER_HAIR               (7)
#define ANIM3D_LAYER_EYE                (8)
#define ANIM3D_LAYER_MUSTACHE           (9)
#define ANIM3D_LAYER_PONYTAIL           (10)
#define ANIM3D_LAYER_BEARD              (11)
#define ANIM3D_LAYER_SHOULDER           (12)
#define ANIM3D_LAYER_ARMLET             (13)
#define ANIM3D_LAYER_BACK               (14)
#define ANIM3D_LAYER_BACKPACK           (15)
#define ANIM3D_LAYERS_COUNT             (30)

// 3d models attributes
	// ANIM3D_LAYER_SKIN      (0)  Skin
#define ATTRIBUTE_Skin_Human_White01               (0)
#define ATTRIBUTE_Skin_Human_White02               (1)
#define ATTRIBUTE_Skin_Human_White03               (2)
#define ATTRIBUTE_Skin_Human_Black01               (3)
#define ATTRIBUTE_Skin_Human_Black02               (4)
#define ATTRIBUTE_Skin_Human_Black03               (5)
#define ATTRIBUTE_Skin_Human_Brown01               (6)
#define ATTRIBUTE_Skin_Human_Brown02               (7)
#define ATTRIBUTE_Skin_Human_Brown03               (8)
#define ATTRIBUTE_Skin_Human_Red01                 (9)
#define ATTRIBUTE_Skin_Human_Red02                 (10)
#define ATTRIBUTE_Skin_Human_Red03                 (11)
#define ATTRIBUTE_Skin_Human_Tan01                 (12)
#define ATTRIBUTE_Skin_Human_Tan02                 (13)
#define ATTRIBUTE_Skin_Human_Tan03                 (14)
#define ATTRIBUTE_Skin_Human_Yellow01              (15)
#define ATTRIBUTE_Skin_Human_Yellow02              (16)
#define ATTRIBUTE_Skin_Human_Yellow03              (17)
#define ATTRIBUTE_Skin_Centipede_Brown             (0)
#define ATTRIBUTE_Skin_Centipede_Red               (1)
#define ATTRIBUTE_Skin_Centipede_Green             (2)
#define ATTRIBUTE_Skin_Centipede_Blue              (3)
	// ANIM3D_LAYER_RHANDLE   (1)  Right Handle
	// ANIM3D_LAYER_LHANDLE   (2)  Left Handle
#define ATTRIBUTE_Handle_Weapon_15mmArtemisRailGun                        (1)
#define ATTRIBUTE_Handle_Weapon_223Autoloader                             (2)
#define ATTRIBUTE_Handle_Weapon_223Autoloader_GunSilencer                 (3)
#define ATTRIBUTE_Handle_Weapon_223Minigun                                (4)
#define ATTRIBUTE_Handle_Weapon_22Autoloader                              (5)
#define ATTRIBUTE_Handle_Weapon_22Autoloader_GunSilencer                  (6)
#define ATTRIBUTE_Handle_Weapon_2mmGaussPistol                            (7)
#define ATTRIBUTE_Handle_Weapon_44Revolver                                (8)
#define ATTRIBUTE_Handle_Weapon_45Autoloader                              (9)
#define ATTRIBUTE_Handle_Weapon_45Autoloader_GunExtClip                   (10)
#define ATTRIBUTE_Handle_Weapon_45Autoloader_GunExtClip_GunSilencer       (11)
#define ATTRIBUTE_Handle_Weapon_45Autoloader_GunSilencer                  (12)
#define ATTRIBUTE_Handle_Weapon_45Revolver                                (13)
#define ATTRIBUTE_Handle_Weapon_50Revolver                                (14)
#define ATTRIBUTE_Handle_Weapon_9mmAutoloader                             (15)
#define ATTRIBUTE_Handle_Weapon_9mmAutoloader_GunExtClip                  (16)
#define ATTRIBUTE_Handle_Weapon_9mmAutoloader_GunExtClip_GunSilencer      (17)
#define ATTRIBUTE_Handle_Weapon_9mmAutoloader_GunSilencer                 (18)
#define ATTRIBUTE_Handle_Weapon_9mmMachinePistol                          (19)
#define ATTRIBUTE_Handle_Weapon_9mmMachinePistol_GunExtClip               (20)
#define ATTRIBUTE_Handle_Weapon_9mmMachinePistol_GunExtClip_GunSilencer   (21)
#define ATTRIBUTE_Handle_Weapon_9mmMachinePistol_GunExtClip_GunSuppressor (22)
#define ATTRIBUTE_Handle_Weapon_9mmMachinePistol_GunSilencer              (23)
#define ATTRIBUTE_Handle_Weapon_9mmMachinePistol_GunSuppressor            (24)
#define ATTRIBUTE_Handle_Weapon_APOLLOLaserPistol                         (25)
#define ATTRIBUTE_Handle_Weapon_ArcWelder                                 (26)
#define ATTRIBUTE_Handle_Weapon_Baseballbat                               (27)
#define ATTRIBUTE_Handle_Weapon_CattleProd                                (28)
#define ATTRIBUTE_Handle_Weapon_CombatKnife                               (29)
#define ATTRIBUTE_Handle_Weapon_Crowbar                                   (30)
#define ATTRIBUTE_Handle_Weapon_Dynamite                                  (31)
#define ATTRIBUTE_Handle_Weapon_Flamethrower                              (32)
#define ATTRIBUTE_Handle_Weapon_Flamethrower_FlamerExtTank                (33)
#define ATTRIBUTE_Handle_Weapon_Flare                                     (34)
#define ATTRIBUTE_Handle_Weapon_GrenadeBio                                (35)
#define ATTRIBUTE_Handle_Weapon_GrenadeEMP                                (36)
#define ATTRIBUTE_Handle_Weapon_GrenadeFrag                               (37)
#define ATTRIBUTE_Handle_Weapon_GrenadePlasma                             (38)
#define ATTRIBUTE_Handle_Weapon_HandFlamer                                (39)
#define ATTRIBUTE_Handle_Weapon_Hatchet                                   (40)
#define ATTRIBUTE_Handle_Weapon_HeavyWrench                               (41)
#define ATTRIBUTE_Handle_Weapon_KitchenKnife                              (42)
#define ATTRIBUTE_Handle_Weapon_LaserArraygun                             (43)
#define ATTRIBUTE_Handle_Weapon_LaserPistol                               (44)
#define ATTRIBUTE_Handle_Weapon_LaserSaw                                  (45)
#define ATTRIBUTE_Handle_Weapon_LeadPipe                                  (46)
#define ATTRIBUTE_Handle_Weapon_Machete                                   (47)
#define ATTRIBUTE_Handle_Weapon_NightStick                                (48)
#define ATTRIBUTE_Handle_Weapon_Rock                                      (49)
#define ATTRIBUTE_Handle_Weapon_SawedOffShotgun                           (50)
#define ATTRIBUTE_Handle_Weapon_Shiv                                      (51)
#define ATTRIBUTE_Handle_Weapon_Switchblade                               (52)
#define ATTRIBUTE_Handle_Weapon_TableLeg                                  (53)
#define ATTRIBUTE_Handle_Weapon_ThrowingKnife                             (54)
#define ATTRIBUTE_Handle_Weapon_Spear                                     (55)
#define ATTRIBUTE_Handle_Weapon_Sledgehammer                              (56)
#define ATTRIBUTE_Handle_Item_FirstAidKit                                 (100)
#define ATTRIBUTE_Handle_Item_SecurityKit                                 (101)
#define ATTRIBUTE_Handle_Item_Toolkit                                     (102)
	// ANIM3D_LAYER_BODY      (3)  Body
#define ATTRIBUTE_Body_LeatherOutfit               (1)  // Disabled subsets - Chest, Legs, Shins, UpperArms, Waist, ForeArms
#define ATTRIBUTE_Body_PowerArmor                  (2)  // Disabled subsets - Chest, Legs, UpperArms, Waist
#define ATTRIBUTE_Body_PrisonSuit                  (3)  // Disabled subsets - Chest, Legs, Shins, UpperArms, Waist
#define ATTRIBUTE_Body_VaultSuit                   (4)  // Disabled subsets - Chest, Legs, Shins, UpperArms, Waist, ForeArms
#define ATTRIBUTE_Body_CombatArmor                 (5)  // Disabled subsets - Chest, Legs, Shins, UpperArms, Waist, ForeArms
	// ANIM3D_LAYER_FEET      (4)  Feet
#define ATTRIBUTE_Feet_LeatherOutfit               (1)  // Disabled subsets - Feet
#define ATTRIBUTE_Feet_PowerArmor                  (2)  // Disabled subsets - Feet, Legs
#define ATTRIBUTE_Feet_PrisonSuit                  (3)  // Disabled subsets - Feet
#define ATTRIBUTE_Feet_VaultSuit                   (4)  // Disabled subsets - Feet
#define ATTRIBUTE_Feet_CombatArmor                 (5)  // Disabled subsets - Feet
	// ANIM3D_LAYER_HANDS     (5)  Hands
#define ATTRIBUTE_Hands_LeatherOutfit              (1)  // Disabled subsets - Hands
#define ATTRIBUTE_Hands_PowerArmor                 (2)  // Disabled subsets - Hands, ForeArms
#define ATTRIBUTE_Hands_LeatherOutfitGauntlet      (3)  // Disabled subsets - Hands
#define ATTRIBUTE_Hands_CombatArmor                (5)  // Disabled subsets - Hands
#define ATTRIBUTE_Hands_PowerFist                  (10) // Disabled subsets - Hands, ForeArms
	// ANIM3D_LAYER_HEAD      (6)  Head
#define ATTRIBUTE_Head_ArmingCap                   (1)  // Disabled layers - Hair, Ponytail
#define ATTRIBUTE_Head_PowerArmor                  (2)  // Disabled layers - Hair, Eye, Mustache, Ponytail, Beard
#define ATTRIBUTE_Head_StrawHat                    (3)  // Disabled layers - Hair
#define ATTRIBUTE_Head_CombatArmor                 (5)  // Disabled layers - Hair
#define ATTRIBUTE_Head_Motorcycle_White            (10) // Disabled layers - Hair
#define ATTRIBUTE_Head_Motorcycle_Black            (11)
#define ATTRIBUTE_Head_Motorcycle_Red              (12)
#define ATTRIBUTE_Head_Motorcycle_Green            (13)
#define ATTRIBUTE_Head_Motorcycle_Blue             (14)
#define ATTRIBUTE_Head_Motorcycle_Grey             (15)
#define ATTRIBUTE_Head_Motorcycle_Yellow           (16)
#define ATTRIBUTE_Head_Motorcycle_8Ball            (17)
#define ATTRIBUTE_Head_Motorcycle_EasyRider        (18)
#define ATTRIBUTE_Head_Motorcycle_EyeRed           (19)
#define ATTRIBUTE_Head_Motorcycle_Flames           (20)
#define ATTRIBUTE_Head_Motorcycle_Police           (21)
#define ATTRIBUTE_Head_Motorcycle_ShotSmiley       (22)
#define ATTRIBUTE_Head_Motorcycle_SkullFull        (23)
#define ATTRIBUTE_Head_Motorcycle_Skull            (24)
	// ANIM3D_LAYER_HAIR      (7)  Hair
#define ATTRIBUTE_Hair_Male_Afro                   (10)
#define ATTRIBUTE_Hair_Male_Bald                   (20)
#define ATTRIBUTE_Hair_Male_Bowl                   (30)
#define ATTRIBUTE_Hair_Male_Crown                  (40)
#define ATTRIBUTE_Hair_Male_Greaser                (50)
#define ATTRIBUTE_Hair_Male_Long                   (60)
#define ATTRIBUTE_Hair_Male_Military               (70)
#define ATTRIBUTE_Hair_Male_Mohawk                 (80)
#define ATTRIBUTE_Hair_Male_Ponytail               (90)
#define ATTRIBUTE_Hair_Male_Shaggy                 (100)
#define ATTRIBUTE_Hair_Male_Short                  (110)
#define ATTRIBUTE_Hair_Male_Shoulder               (120)
#define ATTRIBUTE_Hair_Female_Afro                 (210)
#define ATTRIBUTE_Hair_Female_Bald                 (220)
#define ATTRIBUTE_Hair_Female_Beehive              (230)
#define ATTRIBUTE_Hair_Female_BettyPage            (240)
#define ATTRIBUTE_Hair_Female_Bob                  (250)
#define ATTRIBUTE_Hair_Female_Bun                  (260)
#define ATTRIBUTE_Hair_Female_Chin                 (270)
#define ATTRIBUTE_Hair_Female_Flip                 (280)
#define ATTRIBUTE_Hair_Female_Frizzy               (290)
#define ATTRIBUTE_Hair_Female_Long                 (300)
#define ATTRIBUTE_Hair_Female_Mohawk               (310)
#define ATTRIBUTE_Hair_Female_Ponytail             (320)
#define ATTRIBUTE_Hair_Female_Pulled               (330)
#define ATTRIBUTE_Hair_Female_Short                (340)
	// ANIM3D_LAYER_EYE       (8)  Eye
#define ATTRIBUTE_Eye_PatchLeft                    (1)
#define ATTRIBUTE_Eye_PatchRight                   (2)
#define ATTRIBUTE_Eye_Authorities                  (3)
#define ATTRIBUTE_Eye_Spectacles                   (4)
	// ANIM3D_LAYER_MUSTACHE  (9)  Mustache
#define ATTRIBUTE_Mustache_Male_Full               (10)
#define ATTRIBUTE_Mustache_Male_FuManchu           (20)
#define ATTRIBUTE_Mustache_Male_Goatee             (30)
#define ATTRIBUTE_Mustache_Male_Guvner             (40)
#define ATTRIBUTE_Mustache_Male_Handlebar          (50)
#define ATTRIBUTE_Mustache_Male_Hermit             (60)
#define ATTRIBUTE_Mustache_Male_MuttonChops        (70)
#define ATTRIBUTE_Mustache_Male_Small              (80)
#define ATTRIBUTE_Mustache_Male_Stubble            (90)
#define ATTRIBUTE_Mustache_MadMax                  (200)
	// ANIM3D_LAYER_PONYTAIL  (10)  Ponytail
#define ATTRIBUTE_Ponytail_Ponytail1               (10)
#define ATTRIBUTE_Ponytail_Ponytail2               (20)
	// ANIM3D_LAYER_BEARD     (11)  Beard
#define ATTRIBUTE_Beard_Male_Amish                 (10)
#define ATTRIBUTE_Beard_Male_Full                  (20)
#define ATTRIBUTE_Beard_Male_FuManchu              (30)
#define ATTRIBUTE_Beard_Male_Goatee                (40)
#define ATTRIBUTE_Beard_Male_Guvner                (50)
#define ATTRIBUTE_Beard_Male_Hermit                (60)
#define ATTRIBUTE_Beard_Male_Stubble               (70)
	// ANIM3D_LAYER_SHOULDER  (12)  Shoulderpieces
#define ATTRIBUTE_Shoulderpieces_LeatherOutfit     (1)
#define ATTRIBUTE_Shoulderpieces_PowerArmor        (2)
#define ATTRIBUTE_Shoulderpieces_CombatArmor       (5)
	// ANIM3D_LAYER_ARMLET    (13)  Armlet
#define ATTRIBUTE_Armlet_PipBoyClosed              (1)
#define ATTRIBUTE_Armlet_PipBoyOpen                (2)
	// ANIM3D_LAYER_BACK      (14)  Back
#define ATTRIBUTE_Back_LeatherOutfit_Skull         (1)
#define ATTRIBUTE_Back_LeatherOutfit_Biohazard     (2)
#define ATTRIBUTE_Back_LeatherOutfit_Dragon        (3)
#define ATTRIBUTE_Back_LeatherOutfit_Eagle         (4)
#define ATTRIBUTE_Back_PrisonSuit                  (100) // + Number
#define ATTRIBUTE_Back_VaultSuit                   (200) // + Number
	// ANIM3D_LAYER_BACKPACK  (15)  Backpack
#define ATTRIBUTE_Backpack_PaLg01                  (1)
#define ATTRIBUTE_Backpack_PaSm01                  (2)

// Textures for Hair, Mustache, Ponytail, Beard
#define ATTRIBUTE_COLOR_Brown                      (0) // Default
#define ATTRIBUTE_COLOR_BrownGrey                  (1)
#define ATTRIBUTE_COLOR_Black                      (2)
#define ATTRIBUTE_COLOR_BlackGrey                  (3)
#define ATTRIBUTE_COLOR_White                      (4)
#define ATTRIBUTE_COLOR_WhiteGrey                  (5)
#define ATTRIBUTE_COLOR_Blonde                     (6)
#define ATTRIBUTE_COLOR_BlondeGrey                 (7)
#define ATTRIBUTE_COLOR_Red                        (8)
#define ATTRIBUTE_COLOR_RedGrey                    (9)

// Humans 3d models body subsets
#define SUBSET_Human_Chest                         (0)
#define SUBSET_Human_Feet                          (1)
#define SUBSET_Human_ForeArms                      (2)
#define SUBSET_Human_Hands                         (3)
#define SUBSET_Human_Head                          (4)
#define SUBSET_Human_Legs                          (5)
#define SUBSET_Human_Shins                         (6)
#define SUBSET_Human_UpperArms                     (7)
#define SUBSET_Human_Waist                         (8)

#endif // __ANIMATION__










