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📄 anim_sound.cpp

📁 Blood 2全套源码
💻 CPP
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    m_nAnim_CROUCH[1]					= pServerDE->GetAnimIndex(m_hObject, ANIM_CROUCH_RIFLE               );
    m_nAnim_CROUCH[2]					= pServerDE->GetAnimIndex(m_hObject, ANIM_CROUCH_1PISTOL              );
    m_nAnim_CROUCH[3]					= pServerDE->GetAnimIndex(m_hObject, ANIM_CROUCH_1PISTOL              );	
    m_nAnim_CROUCH[4]					= pServerDE->GetAnimIndex(m_hObject, ANIM_CROUCH_KNIFE              );
    m_nAnim_CROUCH[5]					= pServerDE->GetAnimIndex(m_hObject, ANIM_CROUCH_KNIFE		         );
    m_nAnim_CROUCH[6]					= pServerDE->GetAnimIndex(m_hObject, ANIM_CROUCH_KNIFE              );	
    m_nAnim_CROUCH[7]					= pServerDE->GetAnimIndex(m_hObject, ANIM_CROUCH_1PISTOL              );
    m_nAnim_CROUCH[8]					= pServerDE->GetAnimIndex(m_hObject, ANIM_CROUCH_1PISTOL			     );

    m_nAnim_CRAWL[0]					= pServerDE->GetAnimIndex(m_hObject, ANIM_CRAWL_RIFLE			     );	
    m_nAnim_CRAWL[1]					= pServerDE->GetAnimIndex(m_hObject, ANIM_CRAWL_RIFLE				 );
    m_nAnim_CRAWL[2]					= pServerDE->GetAnimIndex(m_hObject, ANIM_CRAWL_1PISTOL			     );
    m_nAnim_CRAWL[3]					= pServerDE->GetAnimIndex(m_hObject, ANIM_CRAWL_1PISTOL               );	
    m_nAnim_CRAWL[4]					= pServerDE->GetAnimIndex(m_hObject, ANIM_CRAWL_KNIFE               );
    m_nAnim_CRAWL[5]					= pServerDE->GetAnimIndex(m_hObject, ANIM_CRAWL_KNIFE	             );
    m_nAnim_CRAWL[6]					= pServerDE->GetAnimIndex(m_hObject, ANIM_CRAWL_KNIFE               );	
    m_nAnim_CRAWL[7]					= pServerDE->GetAnimIndex(m_hObject, ANIM_CRAWL_1PISTOL               );
    m_nAnim_CRAWL[8]					= pServerDE->GetAnimIndex(m_hObject, ANIM_CRAWL_1PISTOL	             );
										
    m_nAnim_SWIM[0]						= pServerDE->GetAnimIndex(m_hObject, ANIM_SWIM_RIFLE			     );
    m_nAnim_SWIM[1]						= pServerDE->GetAnimIndex(m_hObject, ANIM_SWIM_RIFLE	             );
    m_nAnim_SWIM[2]						= pServerDE->GetAnimIndex(m_hObject, ANIM_SWIM_PISTOL	             );
    m_nAnim_SWIM[3]						= pServerDE->GetAnimIndex(m_hObject, ANIM_SWIM_PISTOL                );
    m_nAnim_SWIM[4]						= pServerDE->GetAnimIndex(m_hObject, ANIM_SWIM_KNIFE                 );
    m_nAnim_SWIM[5]						= pServerDE->GetAnimIndex(m_hObject, ANIM_SWIM_KNIFE	             );
    m_nAnim_SWIM[6]						= pServerDE->GetAnimIndex(m_hObject, ANIM_SWIM_KNIFE                 );
    m_nAnim_SWIM[7]						= pServerDE->GetAnimIndex(m_hObject, ANIM_SWIM_PISTOL                 );
    m_nAnim_SWIM[8]						= pServerDE->GetAnimIndex(m_hObject, ANIM_SWIM_PISTOL	             );

    m_nAnim_STRAFERIGHT[0]				= pServerDE->GetAnimIndex(m_hObject, ANIM_STRAFE_RIGHT_RIFLE         );
    m_nAnim_STRAFERIGHT[1]				= pServerDE->GetAnimIndex(m_hObject, ANIM_STRAFE_RIGHT_RIFLE         );
    m_nAnim_STRAFERIGHT[2] 				= pServerDE->GetAnimIndex(m_hObject, ANIM_STRAFE_RIGHT_1PISTOL        );
    m_nAnim_STRAFERIGHT[3]				= pServerDE->GetAnimIndex(m_hObject, ANIM_STRAFE_RIGHT_2PISTOL         );
    m_nAnim_STRAFERIGHT[4]				= pServerDE->GetAnimIndex(m_hObject, ANIM_STRAFE_RIGHT_1PISTOL         );
										
    m_nAnim_STRAFELEFT[0]				= pServerDE->GetAnimIndex(m_hObject, ANIM_STRAFE_RIGHT_RIFLE         );
    m_nAnim_STRAFELEFT[1]				= pServerDE->GetAnimIndex(m_hObject, ANIM_STRAFE_LEFT_RIFLE         );
    m_nAnim_STRAFELEFT[2] 				= pServerDE->GetAnimIndex(m_hObject, ANIM_STRAFE_LEFT_1PISTOL        );
    m_nAnim_STRAFELEFT[3]				= pServerDE->GetAnimIndex(m_hObject, ANIM_STRAFE_LEFT_2PISTOL         );
    m_nAnim_STRAFELEFT[4]				= pServerDE->GetAnimIndex(m_hObject, ANIM_STRAFE_LEFT_1PISTOL         );

    m_nAnim_PICKUP_WEAPON				= pServerDE->GetAnimIndex(m_hObject, ANIM_PICKUP_WEAPON              );

    m_nAnim_SWITCH_WEAPON[0]			= pServerDE->GetAnimIndex(m_hObject, ANIM_SWITCH_WEAPON_RIFLE        );	
    m_nAnim_SWITCH_WEAPON[1]			= pServerDE->GetAnimIndex(m_hObject, ANIM_SWITCH_WEAPON_RIFLE       );
    m_nAnim_SWITCH_WEAPON[2]			= pServerDE->GetAnimIndex(m_hObject, ANIM_SWITCH_WEAPON_PISTOL        );
										
    m_nAnim_FIRE_STAND[0]				= pServerDE->GetAnimIndex(m_hObject, ANIM_FIRE_STAND_RIFLE           );
    m_nAnim_FIRE_STAND[1]				= pServerDE->GetAnimIndex(m_hObject, ANIM_FIRE_STAND_AUTORIFLE       );
    m_nAnim_FIRE_STAND[2]				= pServerDE->GetAnimIndex(m_hObject, ANIM_FIRE_STAND_1PISTOL         );
    m_nAnim_FIRE_STAND[3]				= pServerDE->GetAnimIndex(m_hObject, ANIM_FIRE_STAND_2PISTOL         );
    m_nAnim_FIRE_STAND[4]				= pServerDE->GetAnimIndex(m_hObject, ANIM_FIRE_STAND_KNIFE1          );
    m_nAnim_FIRE_STAND[5]				= pServerDE->GetAnimIndex(m_hObject, ANIM_FIRE_STAND_KNIFE2          );
    m_nAnim_FIRE_STAND[6]				= pServerDE->GetAnimIndex(m_hObject, ANIM_FIRE_STAND_KNIFE3          );
    m_nAnim_FIRE_STAND[7]				= pServerDE->GetAnimIndex(m_hObject, ANIM_FIRE_STAND_GRENADE         );
    m_nAnim_FIRE_STAND[8]				= pServerDE->GetAnimIndex(m_hObject, ANIM_FIRE_STAND_MAGIC           );
										
    m_nAnim_FIRE_WALK[0]				= pServerDE->GetAnimIndex(m_hObject, ANIM_FIRE_WALK_RIFLE            );
    m_nAnim_FIRE_WALK[1]				= pServerDE->GetAnimIndex(m_hObject, ANIM_FIRE_WALK_AUTORIFLE        );
    m_nAnim_FIRE_WALK[2]				= pServerDE->GetAnimIndex(m_hObject, ANIM_FIRE_WALK_1PISTOL          );
    m_nAnim_FIRE_WALK[3]				= pServerDE->GetAnimIndex(m_hObject, ANIM_FIRE_WALK_2PISTOL          );
    m_nAnim_FIRE_WALK[4]				= pServerDE->GetAnimIndex(m_hObject, ANIM_FIRE_WALK_KNIFE1           );
    m_nAnim_FIRE_WALK[5]				= pServerDE->GetAnimIndex(m_hObject, ANIM_FIRE_WALK_KNIFE2           );
    m_nAnim_FIRE_WALK[6]				= pServerDE->GetAnimIndex(m_hObject, ANIM_FIRE_WALK_KNIFE3           );
    m_nAnim_FIRE_WALK[7]				= pServerDE->GetAnimIndex(m_hObject, ANIM_FIRE_WALK_GRENADE          );
    m_nAnim_FIRE_WALK[8]				= pServerDE->GetAnimIndex(m_hObject, ANIM_FIRE_WALK_MAGIC            );
										
    m_nAnim_FIRE_RUN[0]					= pServerDE->GetAnimIndex(m_hObject, ANIM_FIRE_RUN_RIFLE             );
    m_nAnim_FIRE_RUN[1]					= pServerDE->GetAnimIndex(m_hObject, ANIM_FIRE_RUN_AUTORIFLE         );
    m_nAnim_FIRE_RUN[2]					= pServerDE->GetAnimIndex(m_hObject, ANIM_FIRE_RUN_1PISTOL           );
    m_nAnim_FIRE_RUN[3]					= pServerDE->GetAnimIndex(m_hObject, ANIM_FIRE_RUN_2PISTOL           );
    m_nAnim_FIRE_RUN[4]					= pServerDE->GetAnimIndex(m_hObject, ANIM_FIRE_RUN_KNIFE1            );
    m_nAnim_FIRE_RUN[5]					= pServerDE->GetAnimIndex(m_hObject, ANIM_FIRE_RUN_KNIFE2            );
    m_nAnim_FIRE_RUN[6]					= pServerDE->GetAnimIndex(m_hObject, ANIM_FIRE_RUN_KNIFE3            );
    m_nAnim_FIRE_RUN[7]					= pServerDE->GetAnimIndex(m_hObject, ANIM_FIRE_RUN_GRENADE           );
    m_nAnim_FIRE_RUN[8]					= pServerDE->GetAnimIndex(m_hObject, ANIM_FIRE_RUN_MAGIC             );
										
    m_nAnim_FIRE_JUMP[0]				= pServerDE->GetAnimIndex(m_hObject, ANIM_FIRE_JUMP_RIFLE            );
    m_nAnim_FIRE_JUMP[1]				= pServerDE->GetAnimIndex(m_hObject, ANIM_FIRE_JUMP_AUTORIFLE        );
    m_nAnim_FIRE_JUMP[2]				= pServerDE->GetAnimIndex(m_hObject, ANIM_FIRE_JUMP_1PISTOL          );
    m_nAnim_FIRE_JUMP[3]				= pServerDE->GetAnimIndex(m_hObject, ANIM_FIRE_JUMP_2PISTOL          );
    m_nAnim_FIRE_JUMP[4]				= pServerDE->GetAnimIndex(m_hObject, ANIM_FIRE_JUMP_KNIFE1           );
    m_nAnim_FIRE_JUMP[5]				= pServerDE->GetAnimIndex(m_hObject, ANIM_FIRE_JUMP_KNIFE2           );
    m_nAnim_FIRE_JUMP[6]				= pServerDE->GetAnimIndex(m_hObject, ANIM_FIRE_JUMP_KNIFE3           );
    m_nAnim_FIRE_JUMP[7]				= pServerDE->GetAnimIndex(m_hObject, ANIM_FIRE_JUMP_GRENADE          );
    m_nAnim_FIRE_JUMP[8]				= pServerDE->GetAnimIndex(m_hObject, ANIM_FIRE_JUMP_MAGIC            );
										
    m_nAnim_FIRE_CROUCH[0]				= pServerDE->GetAnimIndex(m_hObject, ANIM_FIRE_CROUCH_RIFLE          );
    m_nAnim_FIRE_CROUCH[1]				= pServerDE->GetAnimIndex(m_hObject, ANIM_FIRE_CROUCH_AUTORIFLE      );
    m_nAnim_FIRE_CROUCH[2]				= pServerDE->GetAnimIndex(m_hObject, ANIM_FIRE_CROUCH_1PISTOL        );
    m_nAnim_FIRE_CROUCH[3]				= pServerDE->GetAnimIndex(m_hObject, ANIM_FIRE_CROUCH_2PISTOL        );
    m_nAnim_FIRE_CROUCH[4]				= pServerDE->GetAnimIndex(m_hObject, ANIM_FIRE_CROUCH_KNIFE1         );
    m_nAnim_FIRE_CROUCH[5]				= pServerDE->GetAnimIndex(m_hObject, ANIM_FIRE_CROUCH_KNIFE2         );
    m_nAnim_FIRE_CROUCH[6]				= pServerDE->GetAnimIndex(m_hObject, ANIM_FIRE_CROUCH_KNIFE3         );
    m_nAnim_FIRE_CROUCH[7]				= pServerDE->GetAnimIndex(m_hObject, ANIM_FIRE_CROUCH_GRENADE        );
    m_nAnim_FIRE_CROUCH[8]				= pServerDE->GetAnimIndex(m_hObject, ANIM_FIRE_CROUCH_MAGIC          );
										
    m_nAnim_FIRE_CRAWL[0]				= pServerDE->GetAnimIndex(m_hObject, ANIM_FIRE_CRAWL_RIFLE           );
    m_nAnim_FIRE_CRAWL[1]				= pServerDE->GetAnimIndex(m_hObject, ANIM_FIRE_CRAWL_AUTORIFLE       );
    m_nAnim_FIRE_CRAWL[2]				= pServerDE->GetAnimIndex(m_hObject, ANIM_FIRE_CRAWL_1PISTOL         );
    m_nAnim_FIRE_CRAWL[3]				= pServerDE->GetAnimIndex(m_hObject, ANIM_FIRE_CRAWL_2PISTOL         );
    m_nAnim_FIRE_CRAWL[4]				= pServerDE->GetAnimIndex(m_hObject, ANIM_FIRE_CRAWL_KNIFE1          );
    m_nAnim_FIRE_CRAWL[5]				= pServerDE->GetAnimIndex(m_hObject, ANIM_FIRE_CRAWL_KNIFE2          );
    m_nAnim_FIRE_CRAWL[6]				= pServerDE->GetAnimIndex(m_hObject, ANIM_FIRE_CRAWL_KNIFE3          );
    m_nAnim_FIRE_CRAWL[7]				= pServerDE->GetAnimIndex(m_hObject, ANIM_FIRE_CRAWL_GRENADE         );
    m_nAnim_FIRE_CRAWL[8]				= pServerDE->GetAnimIndex(m_hObject, ANIM_FIRE_CRAWL_MAGIC           );
										
    m_nAnim_FALLING						= pServerDE->GetAnimIndex(m_hObject, ANIM_FALLING                    );
    m_nAnim_FALLING_UNCONTROL			= pServerDE->GetAnimIndex(m_hObject, ANIM_FALLING_UNCONTROL          );
										
    m_nAnim_ROLL_FORWARD				= pServerDE->GetAnimIndex(m_hObject, ANIM_ROLL_FORWARD               );
    m_nAnim_ROLL_RIGHT					= pServerDE->GetAnimIndex(m_hObject, ANIM_ROLL_RIGHT                 );
    m_nAnim_ROLL_LEFT					= pServerDE->GetAnimIndex(m_hObject, ANIM_ROLL_LEFT                  );
    m_nAnim_ROLL_BACK					= pServerDE->GetAnimIndex(m_hObject, ANIM_ROLL_BACK                  );
										
    m_nAnim_HANDSPRING_FORWARD			= pServerDE->GetAnimIndex(m_hObject, ANIM_HANDSPRING_FORWARD         );
    m_nAnim_HANDSPRING_RIGHT			= pServerDE->GetAnimIndex(m_hObject, ANIM_HANDSPRING_RIGHT           );
    m_nAnim_HANDSPRING_LEFT				= pServerDE->GetAnimIndex(m_hObject, ANIM_HANDSPRING_LEFT            );
    m_nAnim_HANDSPRING_BACK				= pServerDE->GetAnimIndex(m_hObject, ANIM_HANDSPRING_BACK            );
										
    m_nAnim_FLIP_FORWARD				= pServerDE->GetAnimIndex(m_hObject, ANIM_FLIP_FORWARD               );
    m_nAnim_FLIP_RIGHT					= pServerDE->GetAnimIndex(m_hObject, ANIM_FLIP_RIGHT                 );
    m_nAnim_FLIP_LEFT					= pServerDE->GetAnimIndex(m_hObject, ANIM_FLIP_LEFT                  );
    m_nAnim_FLIP_BACK					= pServerDE->GetAnimIndex(m_hObject, ANIM_FLIP_BACK                  );
										
    m_nAnim_DODGE_RIGHT					= pServerDE->GetAnimIndex(m_hObject, ANIM_DODGE_RIGHT                );
    m_nAnim_DODGE_LEFT					= pServerDE->GetAnimIndex(m_hObject, ANIM_DODGE_LEFT                 );
										
    m_nAnim_RECOIL[0]					= pServerDE->GetAnimIndex(m_hObject, ANIM_RECOIL_HEAD1               );
    m_nAnim_RECOIL[1]					= pServerDE->GetAnimIndex(m_hObject, ANIM_RECOIL_CHEST               );
    m_nAnim_RECOIL[2]					= pServerDE->GetAnimIndex(m_hObject, ANIM_RECOIL_RCHEST              );
    m_nAnim_RECOIL[3]					= pServerDE->GetAnimIndex(m_hObject, ANIM_RECOIL_LCHEST              );
    m_nAnim_RECOIL[4]					= pServerDE->GetAnimIndex(m_hObject, ANIM_RECOIL_LLEG1               );
    m_nAnim_RECOIL[5]					= pServerDE->GetAnimIndex(m_hObject, ANIM_RECOIL_RLEG1               );
    m_nAnim_RECOIL[6]					= pServerDE->GetAnimIndex(m_hObject, ANIM_RECOIL_HEAD2               );
    m_nAnim_RECOIL[7]					= pServerDE->GetAnimIndex(m_hObject, ANIM_RECOIL_CHEST2              );
    m_nAnim_RECOIL[8]					= pServerDE->GetAnimIndex(m_hObject, ANIM_RECOIL_RCHEST2              );
    m_nAnim_RECOIL[9]					= pServerDE->GetAnimIndex(m_hObject, ANIM_RECOIL_LCHEST2              );
    m_nAnim_RECOIL[10]					= pServerDE->GetAnimIndex(m_hObject, ANIM_RECOIL_LLEG2               );
    m_nAnim_RECOIL[11]					= pServerDE->GetAnimIndex(m_hObject, ANIM_RECOIL_RLEG2               );
										
    m_nAnim_TAUNT[0]					= pServerDE->GetAnimIndex(m_hObject, ANIM_TAUNT_DANCE1               );
    m_nAnim_TAUNT[1]					= pServerDE->GetAnimIndex(m_hObject, ANIM_TAUNT_DANCE2               );
    m_nAnim_TAUNT[2]					= pServerDE->GetAnimIndex(m_hObject, ANIM_TAUNT_DANCE3               );
    m_nAnim_TAUNT[3]					= pServerDE->GetAnimIndex(m_hObject, ANIM_TAUNT_DANCE4               );
    m_nAnim_TAUNT[4]					= pServerDE->GetAnimIndex(m_hObject, ANIM_TAUNT_FLIP                 );
    m_nAnim_TAUNT[5]					= pServerDE->GetAnimIndex(m_hObject, ANIM_TAUNT_WAVE                 );
    m_nAnim_TAUNT[6]					= pServerDE->GetAnimIndex(m_hObject, ANIM_TAUNT_BEG                  );
										
    m_nAnim_SPOTPLAYER_RIGHT			= pServerDE->GetAnimIndex(m_hObject, ANIM_SPOTPLAYER_RIGHT           );
    m_nAnim_SPOTPLAYER_LEFT				= pServerDE->GetAnimIndex(m_hObject, ANIM_SPOTPLAYER_LEFT            );
    m_nAnim_SPOTPLAYER_POINT			= pServerDE->GetAnimIndex(m_hObject, ANIM_SPOTPLAYER_POINT           );


	// Set the humiliation animations...
    
    m_nAnim_HUMILIATION[0]				= pServerDE->GetAnimIndex(m_hObject, ANIM_HUMILIATION_DAZED          );
    m_nAnim_HUMILIATION[1]				= pServerDE->GetAnimIndex(m_hObject, ANIM_HUMILIATION_DIZZY          );
    m_nAnim_HUMILIATION[2]				= pServerDE->GetAnimIndex(m_hObject, ANIM_HUMILIATION_MERCY          );
    m_nAnim_HUMILIATION[3]				= pServerDE->GetAnimIndex(m_hObject, ANIM_HUMILIATION_DEAD           );

	if (m_nAnim_HUMILIATION[3] == -1)
	{
	    m_nAnim_HUMILIATION[3] = pServerDE->GetAnimIndex(m_hObject, ANIM_HUMILIATION_DEAD2           );
	}


	// Gabby and Ishmael's humiliation animations are spelled wrong, so deal with that here...

	if (m_nAnim_HUMILIATION[0] == -1) m_nAnim_HUMILIATION[0] = pServerDE->GetAnimIndex(m_hObject, "humilation_01");
	if (m_nAnim_HUMILIATION[1] == -1) m_nAnim_HUMILIATION[1] = pServerDE->GetAnimIndex(m_hObject, "humilation_02");
	if (m_nAnim_HUMILIATION[2] == -1) m_nAnim_HUMILIATION[2] = pServerDE->GetAnimIndex(m_hObject, "humilation_03");
	if (m_nAnim_HUMILIATION[3] == -1) m_nAnim_HUMILIATION[3] = pServerDE->GetAnimIndex(m_hObject, "humilation_05");


	// Playable enemy characters only have 01, 03, and 05--so fill in index 1 if necessary...

	if (m_nAnim_HUMILIATION[1] == -1) m_nAnim_HUMILIATION[1] = pServerDE->GetAnimIndex(m_hObject, ANIM_HUMILIATION_DAZED);


	// Continue...

    m_nAnim_DEATH[0]					= pServerDE->GetAnimIndex(m_hObject, ANIM_DEATH1                     );
    m_nAnim_DEATH[1]					= pServerDE->GetAnimIndex(m_hObject, ANIM_DEATH2                     );
	m_nAnim_DEATH[2]					= pServerDE->GetAnimIndex(m_hObject, ANIM_DEATH3                     );
    m_nAnim_DEATH[3]					= pServerDE->GetAnimIndex(m_hObject, ANIM_DEATH4                     );
    m_nAnim_DEATH[4]					= pServerDE->GetAnimIndex(m_hObject, ANIM_DEATH5                     );
    m_nAnim_DEATH[5]					= pServerDE->GetAnimIndex(m_hObject, ANIM_DEATH6                     );
    m_nAnim_DEATH[6]					= pServerDE->GetAnimIndex(m_hObject, ANIM_DEATH7                     );
    m_nAnim_DEATH[7]					= pServerDE->GetAnimIndex(m_hObject, ANIM_DEATH8                     );
	m_nAnim_DEATH[8]					= pServerDE->GetAnimIndex(m_hObject, ANIM_DEATH9                     );
    m_nAnim_DEATH[9]					= pServerDE->GetAnimIndex(m_hObject, ANIM_DEATH10                     );
    m_nAnim_DEATH[10]					= pServerDE->GetAnimIndex(m_hObject, ANIM_DEATH11                     );
    m_nAnim_DEATH[11]					= pServerDE->GetAnimIndex(m_hObject, ANIM_DEATH12                     );
		
    m_nAnim_CORPSE[0]					= pServerDE->GetAnimIndex(m_hObject, ANIM_CORPSE1                    );
    m_nAnim_CORPSE[1]					= pServerDE->GetAnimIndex(m_hObject, ANIM_CORPSE2                    );
    m_nAnim_CORPSE[2]					= pServerDE->GetAnimIndex(m_hObject, ANIM_CORPSE3                    );
    m_nAnim_CORPSE[3]					= pServerDE->GetAnimIndex(m_hObject, ANIM_CORPSE4                    );
    m_nAnim_CORPSE[4]					= pServerDE->GetAnimIndex(m_hObject, ANIM_CORPSE5                    );
    m_nAnim_CORPSE[5]					= pServerDE->GetAnimIndex(m_hObject, ANIM_CORPSE6                    );
    m_nAnim_CORPSE[6]					= pServerDE->GetAnimIndex(m_hObject, ANIM_CORPSE7                    );
    m_nAnim_CORPSE[7]					= pServerDE->GetAnimIndex(m_hObject, ANIM_CORPSE8                    );

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