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📄 motion.h

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#ifndef _MOTION_H_
#define _MOTION_H_


enum eMOTION
{
	eMotion_Peace_Standard					 = 1,
	eMotion_Peace_Walk							,
	eMotion_Peace_Run							,
	
	eMotion_Battle_Gum_Standard					,
	eMotion_Battle_Gwun_Standard				,
	eMotion_Battle_Do_Standard					,
	eMotion_Battle_Chang_Standard				,
	eMotion_Battle_Gung_Standard				,
	eMotion_Battle_Amgi_Standard				,

	eMotion_Battle_Gum_Walk						,
	eMotion_Battle_Gwun_Walk					,
	eMotion_Battle_Do_Walk						,
	eMotion_Battle_Chang_Walk					,
	eMotion_Battle_Gung_Walk					,
	eMotion_Battle_Amgi_Walk					,
	
	eMotion_Battle_Gum_Run						,
	eMotion_Battle_Gwun_Run						,
	eMotion_Battle_Do_Run						,
	eMotion_Battle_Chang_Run					,
	eMotion_Battle_Gung_Run						,
	eMotion_Battle_Amgi_Run						,

	eMotion_Damage_Left							,
	eMotion_Damage_Right						,
	eMotion_Damage_Front						,

	eMotion_Die_Fly								,
	eMotion_Die_Normal							,

	eMotion_KyungGong1_Start_NoWeapon			,
	eMotion_KyungGong1_Move_NoWeapon			,
	eMotion_KyungGong1_End_NoWeapon				,

	eMotion_KyungGong2_Start_NoWeapon			,
	eMotion_KyungGong2_Move_NoWeapon			,
	eMotion_KyungGong2_End_NoWeapon				,

	eMotion_KyungGong3_Start_NoWeapon			,
	eMotion_KyungGong3_Move_NoWeapon			,
	eMotion_KyungGong3_End_NoWeapon				,

	eMotion_Ungijosik_Start						,
	eMotion_Ungijosik_Ing						,
	eMotion_Ungijosik_End						,
	
	eMotion_Ungijosik_Damage					,

	eMotion_StreetStall_Start					,
	eMotion_StreetStall_Ing						,
	eMotion_StreetStall_End						,
	
	eMotion_Died_Normal							,
	eMotion_Died_Fly							,

	eMotion_Defence_Gum							,
	eMotion_Defence_Gwon						,
	eMotion_Defence_Do							,
	eMotion_Defence_Chang						,
	eMotion_Defence_Gung						,
	eMotion_Defence_Amgi						,
		
	eMotion_Peace_Standard_Do					,
	eMotion_Peace_Standard_Change				,
	eMotion_Peace_Walk_Do						,
	eMotion_Peace_Walk_Change					,
	eMotion_Peace_Run_Do						,
	eMotion_Peace_Run_Change					,

	// 吝埃俊 傍拜悼累甸捞 乐绰单 弊扒 公傍府胶飘俊辑 流立 涝仿窍扁锭巩俊 鞘夸绝促.

//目孤聪萍 悼累
	eMotion_Society_Bow							= 251,
	eMotion_Society_Happy						,
	eMotion_Society_Sad							,
	eMotion_Society_Yes							,
	eMotion_Society_No							,
	eMotion_Society_Sit_Start					,
	eMotion_Society_Sit_Ing						,
	eMotion_Society_Stand						,
	eMotion_Society_BigBow						,

// pjs [3/11/2003]	肺弊牢 青悼甸...
	eMotion_Sel1Before						 = 290, // PJS 局聪啊 嘎绰瘤 矫氰  [5/15/2003]
	eMotion_sel1After						 ,
	eMotion_Sel1Afterstop					 ,
	eMotion_Sel1Back						 ,

	eMotion_Sel2Before						 ,
	eMotion_Sel2After						 ,
	eMotion_Sel2Afterstop					 ,
	eMotion_Sel2Back						 ,

	eMotion_Sel3Before						 ,
	eMotion_Sel3After						 ,
	eMotion_Sel3Afterstop					 ,
	eMotion_Sel3Back						 ,

	eMotion_Sel4Before						 ,
	eMotion_Sel4After						 ,
	eMotion_Sel4Afterstop					 ,
	eMotion_Sel4Back						 ,

		
	eMotion_Tactic_Start						= 330,
	eMotion_Tactic_Ing							= 331,
	eMotion_Tactic_Excute						= 332,
/*
	eMotion_Emoticon_Bow = 150,//牢荤
	eMotion_Emoticon_Thanks = 151,//皑荤
	eMotion_Emoticon_Yes = 152,//编沥
	eMotion_Emoticon_No = 153,//何沥
	eMotion_Emoticon_Pleasure = 154,//扁惠
	eMotion_Emoticon_Sadness = 155,//浇悄
	eMotion_Emoticon_Love = 156,//荤尔
	eMotion_Emoticon_Hostility = 157,//利措
	eMotion_Emoticon_Disappoint = 158,//角噶
	eMotion_Emoticon_Angry = 159,//盒畴
	eMotion_Emoticon_Suprised = 160,//愁恩
	eMotion_Emoticon_Evasion = 161,//雀乔
	eMotion_Emoticon_Declare = 162,//急攫
*/	
	// 漂荐公傍 悼累甸档 傍拜 悼累苞 付蛮啊瘤肺 贸府

};

enum eMONSTERMOTION
{
	eMonsterMotion_Standard = 1,
	eMonsterMotion_Walk = 2,
	eMonsterMotion_Attack1 = 3,
	eMonsterMotion_Attack2 = 4,
	eMonsterMotion_DamageFront = 5,
	eMonsterMotion_DamageLeft = 6,
	eMonsterMotion_DamageRight = 7,
	eMonsterMotion_FlyDie = 8,			// 朝扼啊辑 磷扁
	eMonsterMotion_Die = 9,				// 力磊府俊辑 磷扁
	eMonsterMotion_Died = 10,			// 磷绢辑 肛苗乐扁
	eMonsterMotion_FlyDied = 11,		// 朝扼啊辑 磷绢辑 肛苗乐扁
};

enum eBOSSMONSTERMOTION
{
	eBossMonsterMotion_Stand		= 1,
	eBossMonsterMotion_Walk			= 2,
	
	eBossMonsterMotion_Attack1		= 3,		// 老馆 傍拜
	eBossMonsterMotion_Attack2		= 4,		// 家券
	eBossMonsterMotion_Attack3		= 5,		// 嘛扁

	eBossMonsterMotion_Attack4		= 6,		// NULL
	eBossMonsterMotion_Attack5		= 7,		// NULL

	eBossMonsterMotion_Die			= 8,
	eBossMonsterMotion_Died			= 9,
	
	eBossMonsterMotion_RestDown		= 10,
	eBossMonsterMotion_RestOn		= 11,
	eBossMonsterMotion_RestUp		= 12,
};


#endif

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