My static website generator using poole https://www.xythobuz.de
您最多选择25个主题 主题必须以字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符

TRosettaStone.html 328KB

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  1. <!doctype html public "-//w3c//dtd html 4.0 transitional//en">
  2. <html>
  3. <head>
  4. <meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
  5. <meta name="GENERATOR" content="Mozilla/4.6 [en] (Win98; I) [Netscape]">
  6. <title>Tomb Raider II Data Formats</title>
  7. </head>
  8. <body link="#0000FF" vlink="#800080">
  9. <center><b><i><u><font size=+3>TRosettaStone</font></u></i></b>
  10. <p><b>Tomb Raider II .TR2 Data File Format</b>
  11. <br><font size=-1>(Including Tomb Raider .PHD/.TUB and Tomb Raider III .TR2 information, where available)</font>
  12. <br><font size=-1>(Also includes TOMBPC.DAT script information)</font>
  13. <br><font size=-2>Document Version 1.00 (991108)</font>
  14. <p><i><font size=-2>The Rosetta Stone was the key that unlocked the mysteries
  15. of Egyptian hieroglyphics. It contains an inscription praising King Ptolemy
  16. V, which is repeated three times - once in hieroglyphic, once in demotic,
  17. and once in Greek. By translating the Greek, comparisons could be made
  18. with the demotic and hieroglyphic versions, providing an invaluable lexicon
  19. with which to translate other hieroglyphic works. The efforts that went
  20. into making the document you are now reading could be likened to a form
  21. of digital arch&aelig;ology, and hopefully this document will provide sufficient
  22. information for others to decipher and create their own "TR-hieroglyphic"
  23. works.</font></i></center>
  24. <p>&nbsp;&nbsp;&nbsp; This document contains detailed descriptions of the
  25. Tomb Raider II data file formats ({Level-name}.TR2 and TOMBPC.DAT). It
  26. is assumed that the reader has knowledge and experience programming in
  27. C or C++, and has at least a passing familiarity with graphics programming.
  28. This document is self-contained; all hyperlinks refer only to itself. All
  29. information in this document was derived independently, without the aid
  30. or assistance of anyone at Core Design or Eidos. As such, the information
  31. in this document may contain errors or omissions, and all structure and
  32. variable names were deduced from the interpretation of the data (and therefore
  33. could be misleading or completely wrong). All the information in this document
  34. was tested and is therefore plausible, but could also be a misinterpretation.
  35. All information herein is provided as is - you get what you pay for, and
  36. this one's free. This was a spare-time project that set out to document
  37. the Tomb Raider 2 file format; along the way, additional information about
  38. Tomb Raider 1 / Gold (.PHD, .TUB) and Tomb Raider 3 (.TR2) files became
  39. available, and that information is provided in context. Where applicable,
  40. Tomb Raider I, Tomb Raider Unfinished Business, and Tomb Raider Gold are
  41. all referred to as TR1, and if the information specific to TR1 is interspersed
  42. with TR2 information, the <font color="#FF0000">TR1 information is highlighted
  43. in RED</font>. Likewise, Tomb Raider III is referred to as TR3, and <font color="#008000">information
  44. specific to TR3 is highlighted in GREEN</font>.&nbsp; In the few places
  45. where there is such information, <font color="#000080">information specific
  46. to TR2 ONLY is highlighted in BLUE</font>.&nbsp; Everything else is assumed
  47. to pertain to TR2 only, or to all three games. [Late note: as this document
  48. was being prepared for release, the Tomb Raider: Last Revelation demo was
  49. released.&nbsp; .TR4 files will be hopefully be addressed in a future revision
  50. of this document.]
  51. <p>&nbsp;&nbsp;&nbsp; Because of Core/Eidos' position on Tomb Raider level
  52. editing tools, it is suggested that any tools that you develop be released
  53. in source code form, anonymously, using Usenet newsgroups.&nbsp; Anonymity
  54. can protect you from legal action, wide distribution via Usenet prevents
  55. Core/Eidos from attempting to recall or control the distribution of your
  56. software, and distributing source code both allows multi-platform development
  57. (e.g. let others port it to the Mac or Linux for you) and encourages others
  58. to write utilities, since they can learn and benefit from your source code.&nbsp;
  59. Also, Linux has taught us that 40,000 people debugging a single application
  60. makes for a clean final product ;-)
  61. <p>Tomb Raider, Tomb Raider Gold, Unfinished Business, Tomb Raider II,
  62. Tomb Raider III, Lara Croft, and all images and data within the data files
  63. and game engine are Copyright &copy; Core Design and/or Eidos PLC.&nbsp;
  64. Modification and/or distribution of any part of a Tomb Raider data file
  65. (any version) is almost certainly a copyright violation.
  66. <p>This document was composed at a screen resolution of 1024x768, and is
  67. best viewed at that resolution.&nbsp; It contains many links, but all of
  68. them refer only to this document;&nbsp; no link from this page will take
  69. you to another web site, and this document can be viewed offline (not connected
  70. to the Internet).&nbsp; Use your browser's <b>BACK</b> button to return
  71. from a link, e.g. if you click on a structure declaration to see its definition,
  72. clicking <b>BACK</b> will return you to your point of origin after you've
  73. examined the structure definition.
  74. <p>
  75. <hr>
  76. <center>
  77. <p><b><u><font size=+2>Table of Contents</font></u></b></center>
  78. <p>&nbsp;<a href="#Fundamentals">I. The Fundamentals</a>
  79. <br>&nbsp;&nbsp;&nbsp; <a href="#Fundamentals.Overview">Overview</a>
  80. <br>&nbsp;&nbsp;&nbsp; <a href="#Fundamentals.Coordinates">Coordinates</a>
  81. <br>&nbsp;&nbsp;&nbsp; <a href="#Fundamentals_Colours">Colours</a>
  82. <br>&nbsp;&nbsp;&nbsp; <a href="#Fundamentals_Objects">Objects</a>
  83. <br>&nbsp;&nbsp;&nbsp; <a href="#Fundamentals_Animations">Animations</a>
  84. <br>&nbsp;&nbsp;&nbsp; <a href="#Fundamentals_Lighting">Lighting</a>
  85. <br>&nbsp;&nbsp;&nbsp; <a href="#Fundamentals.BasicDataStructures">Basic Data Structures</a>
  86. <br>&nbsp;&nbsp;&nbsp; <a href="#Fundamentals_Textures">Textures</a>
  87. <br>&nbsp;&nbsp;&nbsp; <a href="#Fundamentals_Sounds">Sounds</a>
  88. <p>&nbsp;<a href="#RoomGeometry">II. Room Geometry</a>
  89. <br>&nbsp;&nbsp;&nbsp; <a href="#RoomGeometry.Overview">Overview</a>
  90. <br>&nbsp;&nbsp;&nbsp; <a href="#RoomGeometry.RoomStructures">Room Structures</a>
  91. <p>&nbsp;<a href="#FloorData">III. FloorData</a>
  92. <p>&nbsp;<a href="#MeshGeometry">IV. Mesh Geometry</a>
  93. <p>&nbsp;<a href="#MeshConstructionAndAnimation">V. Mesh Construction and Animation</a>
  94. <p>&nbsp;<a href="#NonPlayerCharacterBehaviour">VI. Non-Player Character Behaviour</a>
  95. <p>&nbsp;<a href="#Sound">VII. Sound</a>
  96. <p>&nbsp;<a href="#Miscellany">VIII. Miscellany</a>
  97. <br>&nbsp;&nbsp;&nbsp; <a href="#Miscellany.Version">Version</a>
  98. <p>&nbsp;<a href="#EntireTR2level">IX. The Entire TR2 Level Format</a>
  99. <br>&nbsp;&nbsp;&nbsp; <a href="#EntireLevelFormat.TR2">Tomb Raider II</a>
  100. <br>&nbsp;&nbsp;&nbsp; <a href="#EntireLevelFormat.TR1">Tomb Raider I</a>
  101. <br>&nbsp;&nbsp;&nbsp; <a href="#EntireFileFormat.TR3">Tomb Raider III</a>
  102. <p>&nbsp;<a href="#ItemizedDifferencesBetweenTR1andTR2">Itemized Differences between TRI and TRII</a>
  103. <p>&nbsp;<a href="#ItemizedDifferencesBetweenTR2andTR3">Itemized Differences between TRII and TRIII</a>
  104. <p>&nbsp;<a href="#ItemizedDifferencesBetweenTRandDemos">Itemized Differences between "normal" TRs and Demos</a>
  105. <p><a href="#ScriptingWithTOMBPC.DAT">X. Scripting with TOMBPC.DAT</a>
  106. <p><a href="#Catalogs">Catalogues</a>
  107. <br>&nbsp;&nbsp;&nbsp; <a href="#Catalogs.TR2ItemIDs">TR2 Item IDs</a>
  108. <br>&nbsp;&nbsp;&nbsp; <a href="#Catalogs.TR1EntityStates">TR1 Entity States</a>
  109. <br>&nbsp;&nbsp;&nbsp; <a href="#Catalogs.TR2EntityStates">TR2 Entity States</a>
  110. <br>&nbsp;&nbsp;&nbsp; <a href="#Catalogs.TR1Animations">TR1 Animations</a>
  111. <br>&nbsp;&nbsp;&nbsp; <a href="#Catalogs.TR2Animations">TR2 Animations</a>
  112. <br>&nbsp;&nbsp;&nbsp; <a href="#Catalogs.TR2SoundIDs">TR2 Sound IDs</a>
  113. <p>&nbsp;<a href="#Index">Index</a>
  114. <p>
  115. <hr>
  116. <center>
  117. <p><a NAME="Fundamentals"></a><b><u><font size=+1>I. The Fundamentals</font></u></b></center>
  118. <p><a NAME="Fundamentals_Overview"></a><b>Overview:</b> Tomb Raider II
  119. is driven by two sets of files. The script file, TOMBPC.DAT, contains all
  120. the text strings describing the various elements in the game (e.g. the
  121. game engine knows about "Key 1"; it looks in TOMBPC.DAT to determine the
  122. name to be displayed in Lara's inventory, such as "Rusty Key" or "Taste
  123. rostige" or "Cl&eacute; Rouill&eacute;e"), the level and cut-scene filenames
  124. (e.g. WALL.TR2, CUT3.TR2), the order in which they are to be played, and
  125. various per-level and per-game configuration options (e.g. what weapons
  126. and objects Lara starts the level with, whether or not the "cheat" codes
  127. work, etc.). The level files, {level-name}.TR2, contain everything about
  128. the level, including the geographical geometry, the geometry (meshes) of
  129. all animate and inanimate objects in the level, all the textures and colour
  130. data, all animation data, index information (and, in TR1, the actual sound
  131. sample data) for all sounds, accessibility maps - everything necessary
  132. to run the game. For whatever reason, Core has included everything in one
  133. file instead of breaking it up into logical groupings; this means that
  134. every level contains all the meshes, textures, sound information, and animation
  135. data for Lara and all of her weapons. There are a fair number of other
  136. redundancies, too.
  137. <p><a NAME="Data_Types"></a>&nbsp;&nbsp; For the purposes of further discussion,
  138. the following are assumed:
  139. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <b>bit8</b>
  140. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; specifies an 8-bit signed integer (range -128..127)
  141. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <b>bitu8</b>
  142. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; specifies an 8-bit unsigned integer (range 0..255)
  143. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <b>bit16</b>
  144. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; specifies a 16-bit signed integer (range -32768..32767)
  145. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <b>bitu16</b>
  146. &nbsp;&nbsp; specifies a 16-bit unsigned integer (range 0..65535)
  147. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <b>bit32</b>
  148. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp; specifies a 32-bit signed integer (range -2147483648..2147483647)
  149. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <b>bitu32</b>
  150. &nbsp;&nbsp; specifies a 32-bit unsigned integer (range 0..4294967295)
  151. <br>&nbsp;&nbsp;&nbsp; All multi-byte integers (bit{u}16, bit{u}32) are
  152. stored in little-endian (Intel-x86, etc.) format, with the least significant
  153. byte stored first and the most significant byte stored last. When using
  154. this data in platforms with big-endian (PowerPC, etc.) number format, be
  155. sure to reverse the order of bytes.
  156. <p>Data alignment is something one has to be careful about. When some entity
  157. gets an address that is a multiple of n, it is said to be n-byte aligned.
  158. The reason it is important here is that some systems prefer multibyte alignment
  159. for multibyte quantities, and compilers for such systems may pad the data
  160. to get the "correct" alignments, thus making the in-memory structures out
  161. of sync with their file counterparts. However, a compiler may be commanded
  162. to use a lower level of alignment, one that will not cause padding. And
  163. for TR's data structures, 2-byte alignment should be successful in nearly
  164. all cases, with exceptions noted below.
  165. <p>To set single-byte alignment in <u>Microsoft Visual C++</u>, use the following compiler directive:
  166. <pre>#pragma pack(push, tr2, 1)</pre>
  167. To return to the project's default alignment, use the following directive:
  168. <pre>#pragma pack(pop, tr2)</pre>
  169. <p>To achieve 2-byte alignment in <u>Metrowerks CodeWarrior</u>, widely used in
  170. the MacOS, use this compiler directive:
  171. <pre>#pragma options align=mac68k</pre>
  172. To return to the project's default alignment, use this directive:
  173. <pre>#pragma options align=reset</pre>
  174. Similar options exist for other compilers.
  175. <p><a NAME="Fundamentals_Coordinates"></a><b>Coordinates:</b> The world
  176. coordinate system is oriented with the X-Z plane horizontal and Y vertical,
  177. with -Y being "up" (e.g. decreasing Y values indicate increasing altitude).
  178. The world coordinate system is specified using bit32 values; however, the
  179. geography is limited to the +X/+Z quadrant for reasons that are explained
  180. below. Mesh coordinates are relative and are specified using <a href="#Data_Types">bit16</a>s.&nbsp;
  181. There are some additional coordinate values used, such as "the number of
  182. 1024-unit blocks between points A and B";&nbsp; these are simply scaled
  183. versions of more conventional coordinates.
  184. <p><a NAME="Fundamentals_Colours"></a><b>Colours:</b> All colours in TR2
  185. are specified either explicitly (using either the <a href="#struct.tr2_colour">tr2_colour</a>
  186. structure, described below, or the 16-bit ARGB structure) or implicitly,
  187. by indexing one of the palettes.&nbsp; If, for some reason, 16-bit textures
  188. are turned off, all colours and textures use an 8-bit palette that is stored
  189. in the .TR2 file.&nbsp; This palette consists of a 256-element array of
  190. <a href="#struct.tr2_colour">tr2_colour</a>
  191. structures, each designating some colour;&nbsp; textures and other elements
  192. that need to reference a colour specify an index (0..255) into the Palette[]
  193. array.&nbsp; There is also a 16-bit palette, which is used for identifying
  194. colours of solid polygons.&nbsp; The 16-bit palette contains up to 256
  195. four-byte entries;&nbsp; the first three bytes are a <a href="#struct.tr2_colour">tr2_colour</a>,
  196. while the last byte is ignored (set to 0).
  197. <br>The 16-bit textile array, which contains <a href="#struct.tr2_textile16">tr2_textile16</a>
  198. structures, specifies colours using 16-bit ARGB, where the highest bit
  199. (0x8000) is a crude alpha channel (really just simple transparency - 0
  200. ::= transparent, 1 ::= opaque).&nbsp; The next 5 bits (0x7c00) specify
  201. the red channel, the next 5 bits (0x03e0) specify the green channel, and
  202. the last 5 bits (0x001f) specify the blue channel, each on a scale from
  203. 0..31.
  204. <p><a NAME="Fundamentals_Objects"></a><b>Objects:</b> There are two basic
  205. types of objects in TR2 - meshes and sprites. <b>Meshes</b> are collections
  206. of textured or coloured polygons that are assembled to form a three-dimensional
  207. object (such as a tree, a tiger, or Lara herself). The "rooms" themselves
  208. are also composed of meshes. Mesh objects may contain more than one mesh;
  209. though these meshes are moved relative to each other, each mesh is rigid.
  210. <b>Sprites</b>
  211. are two-dimensional images that are inserted into three-dimensional space,
  212. such as the "secret" dragons, ammunition, medi-packs, etc. There are also
  213. animated sprite sequences, such as the fire at the end of "The Great Wall."
  214. Core had presumably used this method to reduce CPU utilization on the PlayStation
  215. and/or the earlier PCs. Sprites become less and less abundant; TR2 has
  216. very few scenery sprites, and TR3's pickups are models instead of sprites.
  217. Objects are referenced in one of two ways - as an offset into an array
  218. (e.g. Moveables[i]) or using an identifying tag (ObjectID). In the latter
  219. case, the related array (Items[], Moveables[], etc.) is searched until
  220. a matching ObjectID is found.
  221. <p><a NAME="Fundamentals_Animations"></a><b>Animations:</b> There are three
  222. basic types of animations in TR2, two corresponding directly with meshes
  223. and sprites, and a third type, animated textures. Sprite animation (sprite
  224. sequences) consists simply of a series of sprites that are to be displayed
  225. one after another, e.g. grenade explosions. Mesh animations are much more
  226. complex, done by what is essentially a skeletal-modeling scheme. These
  227. involve some arrays (Frames[] and MeshTree[]) of offsets and rotations
  228. for each element of a composite mesh. Frames are then grouped into an array
  229. (Animations[]) that describes discrete "movements," e.g. Lara taking a
  230. step or a tiger striking with its paw. The animations are "sewn together"
  231. by a state change array and an animation dispatch array, which, together
  232. with state information about the character, ensure that the animation is
  233. fluid (e.g. if Lara is running and the player releases the RUN key, she
  234. will stop; depending upon which of her feet was down at the time, either
  235. her left or right foot will strike the floor as part of the "stop" animation.
  236. The correct animation (left foot stop vs. right foot stop) is selected
  237. using these structures and the state information). Animated textures are
  238. simply a list of textures that are cycled through in an endless loop; they
  239. are normally used as geographic elements of the levels (e.g. water surface,
  240. bubbling lava, Atlantean plasma walls).
  241. <p><a NAME="Fundamentals_Lighting"></a><b>Lighting:</b> There are two main
  242. types of lighting in Tomb Raider, constant and vertex. Constant lighting
  243. means that all parts of an object have the same illumination, while in
  244. vertex lighting, each polygon vertex has its own light value, and the illumination
  245. of the polygon interiors is interpolated from the vertex values. Furthermore,
  246. lighting can be either internal or external. Internal lighting is specified
  247. in an object's data, external lighting is calculated using the room's light
  248. sources (ambient light, point light sources, flares, gunshots). Light intensities
  249. are described with a single value in TR1 and a pair of values in TR2 and
  250. TR3; the paired values are almost always equal, and the pairing may reflect
  251. some feature that was only imperfectly implemented, such as off/on or minimum/maximum
  252. values. In TR1 and TR2, the light values go from 0 (maximum light) to 8192
  253. (minimum light), while in TR3, the light values go from 0 (minimum light)
  254. to 32767 (maximum light).
  255. <p><a NAME="Fundamentals_BasicDataStructures"></a><b>Basic Data Structures:</b>
  256. Much of the .TR2 file is comprised of structures based on a few fundamental
  257. data structures, described below.
  258. <ul>
  259. <li>
  260. <a NAME="struct_tr2_colour"></a><b>Colour structure</b> - this is how most
  261. colours are specified.</li>
  262. </ul>
  263. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; typedef struct {&nbsp;&nbsp;&nbsp; // 3 bytes
  264. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  265. <a href="#Data.Types">bitu8</a> Red;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; // Red component (0 ::= darkest, 255 ::= brightest)
  266. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  267. <a href="#Data.Types">bitu8</a> Green;&nbsp;&nbsp;&nbsp;&nbsp; // Green component (0 ::= darkest, 255 ::= brightest)
  268. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  269. <a href="#Data.Types">bitu8</a> Blue;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; // Blue component (0 ::= darkest, 255 ::= brightest)
  270. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; } <b>tr2_colour</b>;
  271. <br>(Some compilers, like CodeWarrior, will pad this structure to make 4
  272. bytes; one must either read and write 3 bytes explicitly, or else use a
  273. simple array of bytes instead of this structure.)
  274. <p>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; And as mentioned earlier, the 16-bit palette uses a similar structure:
  275. </p>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; typedef struct { // 4 bytes
  276. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<a href="#Data_Types">bitu8</a> Red;
  277. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<a href="#Data_Types">bitu8</a> Green;
  278. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<a href="#Data_Types">bitu8</a> Blue;
  279. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<a href="#Data_Types">bitu8</a> Unused;
  280. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;} <b>tr2_colour4</b>;
  281. <ul>
  282. <li>
  283. <a NAME="struct_tr2_vertex"></a><b>Vertex structure</b> - this is how vertices
  284. are specified, using relative coordinates.&nbsp; They are generally formed
  285. into lists, such that other entities (such as quads or triangles) can refer
  286. to them by simply using their index in the list.</li>
  287. </ul>
  288. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; typedef
  289. struct {&nbsp;&nbsp;&nbsp; // 6 bytes
  290. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  291. <a href="#Data.Types">bit16</a> x;
  292. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  293. <a href="#Data.Types">bit16</a> y;
  294. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  295. <a href="#Data.Types">bit16</a> z;
  296. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  297. } <b>tr2_vertex</b>;
  298. <ul>
  299. <li>
  300. <a NAME="struct_tr2_face4"></a><b>Rectangular (quad) face definition</b>.
  301. Four vertices (the values are indices into the appropriate vertex list)
  302. and a texture (an index into the object-texture list) or colour (index
  303. into 8-bit palette or 16-bit palette).&nbsp; If the rectangle is a coloured
  304. polygon (not textured), the .Texture element contains two indices: the
  305. low byte (.Texture &amp; 0xff) is an index into the 256-colour palette,
  306. while the high byte (.Texture >> 8) is in index into the 16-bit palette,
  307. when present. A textured rectangle will have its vertices mapped onto all
  308. 4 vertices of an object texture, in appropriate correspondence.</li>
  309. </ul>
  310. <dir>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; typedef struct {&nbsp;&nbsp;&nbsp;
  311. // 10 bytes
  312. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bitu16</a>
  313. Vertices[4];
  314. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bitu16</a>
  315. Texture;
  316. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; } <b>tr2_face4</b>;</dir>
  317. <ul>
  318. <li>
  319. <a NAME="struct_tr2_face3"></a><b>Triangular face definition</b>. Three
  320. vertices (the values are indices into the appropriate vertex list) and
  321. a texture (an index into the object-texture list) or colour (index into
  322. 8-bit palette or 16-bit palette).&nbsp; If the triangle is a coloured polygon
  323. (not textured), the .Texture element contains two indices: the low byte
  324. (.Texture &amp; 0xff) is an index into the 256-colour palette, while the
  325. high byte (.Texture >> 8) is in index into the 16-bit palette, when present.
  326. A textured triangle will have its vertices mapped onto the first 3 vertices
  327. of an object texture, in appropriate correspondence.</li>
  328. </ul>
  329. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; typedef
  330. struct {&nbsp;&nbsp;&nbsp; // 8 bytes
  331. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  332. <a href="#Data.Types">bitu16</a> Vertices[3];
  333. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  334. <a href="#Data.Types">bitu16</a> Texture;
  335. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  336. } <b>tr2_face3</b>;
  337. <br>&nbsp;
  338. <ul>
  339. <li>
  340. <a NAME="struct_tr2_textile8"></a><b>8-bit texture tile</b> (65536 bytes).
  341. Each <a href="#Data.Types">bitu8</a> represents a pixel whose colour is
  342. in the 8-bit palette.</li>
  343. </ul>
  344. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; typedef
  345. struct {&nbsp;&nbsp;&nbsp; // 65536 bytes
  346. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  347. <a href="#Data.Types">bitu8</a> Tile[256 * 256];
  348. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  349. } <b>tr2_textile8</b>;
  350. <ul>
  351. <li>
  352. <a NAME="struct_tr2_textile16"></a><b>16-bit texture tile</b> (131072 bytes).
  353. Each <a href="#Data.Types">bitu16</a> represents a pixel whose colour is
  354. of the form ARGB, MSB-to-LSB:</li>
  355. </ul>
  356. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  357. 1-bit transparency (0 ::= transparent, 1 ::= opaque) (0x8000)
  358. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  359. 5-bit red channel (0x7c00)
  360. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  361. 5-bit green channel (0x03e0)
  362. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  363. 5-bit blue channel (0x001f)
  364. <p>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; typedef
  365. struct {&nbsp;&nbsp;&nbsp; // 131072 bytes
  366. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  367. <a href="#Data.Types">bitu16</a> Tile[256 * 256];
  368. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  369. } <b>tr2_textile16</b>;
  370. <br>&nbsp;
  371. <p><a NAME="Fundamentals_Textures"></a><b>Textures:</b> All mesh surfaces
  372. are either <b>coloured</b> or <b>textured</b>.&nbsp; Coloured surfaces
  373. are "painted" with a single colour that is either specified explicitly
  374. or using an index into the palette.&nbsp; Textured surfaces map textures
  375. (bitmapped images) from the texture tiles (textiles) to each point on the
  376. mesh surface.&nbsp; This is done using conventional UV mapping, which is
  377. specified in "Object Textures" below; each object texture specifies a mapping
  378. from a set of vertices to locations in the textile, and these texture vertices
  379. are associated with position vertices specified here.
  380. <p><a NAME="Fundamentals_Sounds"></a>
  381. <p>
  382. <hr>
  383. <p><b>Sounds:</b> There are several sorts of sounds, which can be classified
  384. as either continuous or triggered. Continuous sounds are level-background
  385. sounds (such as the blowing wind in "The Great Wall") and sound sources
  386. (such as waterfalls; these are in SoundSources[]). Triggered sounds are
  387. sounds played when some event happens, such as at certain animation frames
  388. (footsteps and other Lara sounds), when doors open and close, and when
  389. weapons are fired. Sounds are stored in two places: the game-data files
  390. and the CD audio tracks (the latter are separate soundfiles in the MacOS
  391. version). The latter kind of sound is referred to straightforwardly, by
  392. index, while the former kind of sound is referred to using a three-layer
  393. indexing scheme, to provide a maximum amount of abstraction. An internal
  394. sound index references SoundMap[], which points to a SoundDetails[] record,
  395. which in turn points to a SampleIndices[] entry, which in turn points to
  396. a sound sample. SoundDetails[] contains such features as sound intensity,
  397. how many sound samples to choose from, among others. The sound samples
  398. themselves are in Microsoft WAVE format, and they are embedded either in
  399. the data files (TR1, some later TR demos) or in a separate file (MAIN.SFX)
  400. in TR2 and TR3.
  401. <br>&nbsp;
  402. <br>&nbsp;
  403. <br>
  404. <center>
  405. <p><a NAME="RoomGeometry"></a><b><u><font size=+1>II. Room Geometry</font></u></b></center>
  406. <p><a NAME="RoomGeometry_Overview"></a><b>Overview: </b>A <b>room</b> in
  407. TR2 is simply a rectangular three-dimensional area. A room may be "indoors"
  408. or "outdoors," may or may not be enclosed, may be accessible or inaccessible
  409. to Lara, may or may not contain doors or objects. All rooms have "portals,"
  410. called "doors" in some documentation, which are pathways to adjacent rooms.
  411. There are two kinds of portals, visibility portals and collisional portals.
  412. Visibility portals are for determining how much of a room (if any) is visible
  413. from another room, while collisional portals are for enabling an object
  414. to travel from one room to another. The visibility portals are most likely
  415. for doing "portal rendering", which is a visibility-calculation scheme
  416. that goes as follows: The viewpoint is a member of some room, which is
  417. then listed as visible from it. This room's portals are checked for visibility
  418. from that viewpoint, and visible portals have their opposite-side rooms
  419. marked as visible. These rooms are then checked for portals that are visible
  420. from the viewpoint through the viewpoint's room's portals, and visible
  421. ones have their opposite-side rooms marked as visible. This operation is
  422. repeated, with viewing through intermediate portals, until all visible
  423. portals have been found. The result is a tree of rooms, starting from the
  424. viewpoint's room; only those rooms and their contents need be rendered.
  425. It is clear that both visibility and collision calculations require that
  426. objects have room memberships given for them, and indeed we shall find
  427. that most map objects have room memberships.
  428. <p>Rooms may overlap; as we shall see, this is involved in how horizontal
  429. collisional portals are implemented. However, different rooms may overlap
  430. without either being directly accessible from the other; there are several
  431. inadvertent examples of such "5D space" in the Tomb Raider series. The
  432. only possibly deliberate example I know of is the flying saucer in "Area
  433. 51" in TR3, whose interior is bigger than its exterior.
  434. <p>A room can have an "alternate room" specified for it; that means that
  435. that room can be replaced by that alternate as the game is running. This
  436. trick is used to produce such tricks as empty rooms vs. rooms full of water,
  437. scenery rearrangements (for example, the dynamited house in "Bartoli's
  438. Hideout" in TR2), and so forth. An empty room is first created, and then
  439. a full room is created at its location from a copy of it. The empty room
  440. then has that full room set as its alternate, and when that room is made
  441. to alternate, one sees a full room rather than an empty one.
  442. <p>The rooms are stored sequentially in an array, and "Room Numbers" are
  443. simply indices into this array (e.g. "Room Number 5" is simply Rooms[5];
  444. the first room is Rooms[0]).
  445. <p>Rooms are divided into <b>Sectors</b>, which are 1024x1024 unit squares
  446. that form a grid on the X-Z plane.&nbsp; Sectors are the defining area
  447. for floor/ceiling height and various actions (e.g. a tiger appears and
  448. attacks when Lara steps on a given square);&nbsp; the various attributes
  449. of each sector are stored in the Sector Data (described in this section)
  450. and the <a href="#FloorData">FloorData</a>.&nbsp; As an aside, Sectors
  451. correspond to the "squares," easily visible in all of the Tomb Raider games,
  452. that experienced players count when gauging jumps;&nbsp; they also account
  453. for some of the game's less-appealing graphic artifacts. Careful tiling
  454. and texture construction can make these "squares" almost invisible.
  455. <p>Rooms have two kinds of surfaces, rendered and collisional, much like
  456. the two kinds of portals. The former are what is seen, while the latter
  457. control how objects interact with the world geometry. Furthermore, these
  458. two types are specified separately in the room data.
  459. <p>Rooms are defined with a complex structure, which is described below
  460. "inside-out," meaning that the smaller component structures are described
  461. first, followed by the larger structures that are built using the smaller
  462. structures.
  463. <p><a NAME="RoomGeometry_RoomStructures"></a><b>Room Structures:</b>
  464. <ul>
  465. <li>
  466. <a NAME="struct_tr2_room_info"></a><b>Room header.</b>&nbsp; X/Z indicate
  467. the base position of the room mesh in world coordinates (Y is always zero-relative)</li>
  468. </ul>
  469. <dir>&nbsp;&nbsp;&nbsp;&nbsp; typedef struct {&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  470. // 16 bytes
  471. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bit32</a>
  472. x;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  473. // X-offset of room (world coordinates)
  474. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bit32</a>
  475. z;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  476. // Z-offset of room (world coordinates)
  477. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bit32</a>
  478. yBottom;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; // (actually largest value,
  479. but indicates lowest point in room)
  480. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bit32</a>
  481. yTop;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  482. // (actually smallest value, but indicates highest point in room)
  483. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; } <b>tr2_room_info</b>;</dir>
  484. <ul>
  485. <li>
  486. <a NAME="struct_tr2_room_door"></a><b>Portal structure.</b>&nbsp; These
  487. portals, sometimes called "doors", define the view from a room into another
  488. room. This can be through a "real" door, a window, or even some open area
  489. that makes the rooms look like one big room. Note that "rooms" here are
  490. really just areas; they aren't necessarily enclosed.&nbsp; The portal structure
  491. below defines visibility portals, not an actual moveable door mesh, texture,
  492. or action (if any).&nbsp; And if the portal is not properly oriented, the
  493. camera cannot "see" through it.</li>
  494. </ul>
  495. <dir>
  496. <dir>typedef struct {&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  497. // 32 bytes
  498. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bitu16</a> AdjoiningRoom;&nbsp;&nbsp;&nbsp;&nbsp;
  499. // which room this portal leads to
  500. <br>&nbsp;&nbsp;&nbsp; <a href="#struct.tr2_vertex">tr2_vertex</a> Normal;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  501. // which way the portal faces (the normal
  502. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; // points <i>away</i> from the adjacent room; to be seen through, it
  503. must point <i>toward</i> the viewpoint).
  504. <br>&nbsp;&nbsp;&nbsp; <a href="#struct.tr2_vertex">tr2_vertex</a> Vertices[4];&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  505. // the corners of this portal (the right-hand rule applies with respect
  506. to the normal)
  507. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; // if the right-hand-rule is not followed, the portal will
  508. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; // contain visual artifacts instead of a viewport to
  509. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; // AdjoiningRoom
  510. <br>&nbsp;&nbsp;&nbsp; } <b>tr2_room_portal</b>;</dir>
  511. </dir>
  512. <ul>
  513. <li>
  514. <a NAME="struct_tr2_room_sector"></a><b>Room Sector structure.&nbsp; All
  515. the geometry specified here is collisional geometry.</b> Sectors are 1024
  516. * 1024 (world coordinates). Floor and Ceiling are signed numbers of 256
  517. units of height (relative to 0), e.g. Floor 0x04 corresponds to Y = 1024
  518. in world coordinates. Note: this implies that, while X and Z can be quite
  519. large, Y is constrained to -32768..32512. Floor/Ceiling value of 0x81 is
  520. used to indicate impenetrable walls around the sector. Floor values are
  521. used by the game engine to determine what objects Lara can traverse and
  522. how. Relative steps of 1 (-256) can be walked up; steps of 2..7 (-512..-1792)
  523. can/must be jumped up; steps larger than 7 (-2048..-32768) cannot be jumped
  524. up (too tall). RoomAbove and RoomBelow indicate what neighboring rooms
  525. are in these directions; if RoomAbove is not "none", then the ceiling is
  526. a collisional portal to that room, while if RoomBelow is not "none", then
  527. the floor is a collisional portal to that room.</li>
  528. </ul>
  529. <dir>
  530. <dir>&nbsp;
  531. <br>typedef struct {&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  532. // 8 bytes
  533. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bitu16</a> FDindex;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  534. // Index into FloorData[]
  535. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bitu16</a> BoxIndex;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  536. // Index into Boxes[]/Zones[] (-1 if none)
  537. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bitu8</a>&nbsp;&nbsp; RoomBelow;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  538. // The number of the room below this one (-1 or 255 if none)
  539. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bit8</a>&nbsp;&nbsp;&nbsp;&nbsp;
  540. Floor;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  541. // Absolute height of floor (multiply by 256 for world coordinates)
  542. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bitu8</a>&nbsp;&nbsp; RoomAbove;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  543. // The number of the room above this one (-1 or 255 if none)
  544. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bit8</a>&nbsp;&nbsp;&nbsp;&nbsp;
  545. Ceiling;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  546. // Absolute height of ceiling (multiply by 256 for world coordinates)
  547. <br>&nbsp;&nbsp;&nbsp; } <b>tr2_room_sector</b>;
  548. <p><font color="#008000">In TR3, BoxIndex is more complicated. Only bits
  549. 4-14 are the "real" index; bits 0-3 are most likely some kind of flag,
  550. such as what kind of footstep sound to make (wood, metal, snow). Furthermore,
  551. there is a special value of the "real" index, 2047, or 0x7ff.</font></dir>
  552. </dir>
  553. <ul>
  554. <li>
  555. <a NAME="struct_tr2_room_light"></a><b>Room Lighting structure.</b>&nbsp;
  556. X/Y/Z are in world coordinates.&nbsp; Intensity1/Intensity2 are almost
  557. always equal. This lighting only affects externally-lit objects. Tomb Raider
  558. 1 has only the first of the paired Intensity and Fade values.</li>
  559. </ul>
  560. <dir>&nbsp;&nbsp;&nbsp; typedef struct {&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  561. // 24 bytes [TR1: 18 bytes]
  562. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bit32</a>&nbsp;&nbsp;
  563. x;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  564. // X-position of light, in world coordinates
  565. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bit32</a>&nbsp;&nbsp;
  566. y;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  567. // Y-position of light, in world coordinates
  568. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bit32</a>&nbsp;&nbsp;
  569. z;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  570. // Z-position of light, in world coordinates
  571. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bitu16</a>
  572. Intensity1;&nbsp;&nbsp;&nbsp; // Light intensity
  573. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bitu16</a>
  574. Intensity2;&nbsp;&nbsp;&nbsp; // Almost always equal to Intensity1 [absent
  575. from TR1 data files]
  576. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bitu32</a>
  577. Fade1;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; // Falloff value
  578. 1
  579. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bitu32</a>
  580. Fade2;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; // Falloff value
  581. 2 [absent from TR1 data files]
  582. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; } <b>tr2_room_light</b>;</dir>
  583. <ul>
  584. <li>
  585. <a NAME="struct_tr2_room_vertex"></a><b>Room Vertex structure.</b>&nbsp;
  586. This defines the vertices within a room. Room lighting is internal vertex
  587. lighting, except for necessarily external sources like flares; room ambient
  588. lights and point sources are ignored. Tomb Raider 1 has only the first
  589. of the two light values and lacks the rendering attributes.</li>
  590. </ul>
  591. <dir>
  592. <dir>typedef struct {&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  593. // 12 bytes [TR1: 8 bytes]
  594. <br>&nbsp;&nbsp;&nbsp; <a href="#struct.tr2_vertex">tr2_vertex</a> Vertex;
  595. // where this vertex lies (relative to tr2_room_info::x/z)
  596. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bit16</a> Lighting1;
  597. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bitu16</a> Attributes;&nbsp;&nbsp;&nbsp;
  598. // A set of flags for special rendering effects [absent from TR1 data files]
  599. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;// 0x8000 something to do with water surface
  600. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  601. // 0x4000 under water lighting modulation and
  602. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;// movement if viewed from above water surface
  603. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  604. // 0x2000 water/quicksand surface movement
  605. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  606. // 0x0010 "normal"
  607. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bit16</a> Lighting2;&nbsp;&nbsp;&nbsp;&nbsp;
  608. // Almost always equal to Lighting1 [absent from TR1 data files]
  609. <br>&nbsp;&nbsp;&nbsp; } <b>tr2_vertex_room</b>;</dir>
  610. </dir>
  611. <ul>
  612. <li>
  613. <a NAME="struct_tr2_room_sprite"></a><b>Room Sprite structure.</b> This
  614. indicates a point in space (Room.Vertices[room_sprite.Vertex]) and a sprite
  615. to display there (.Texture is an index into the sprite texture list).</li>
  616. </ul>
  617. <dir>
  618. <dir>typedef struct {&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; //
  619. 4 bytes
  620. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bit16</a> Vertex;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  621. // offset into vertex list
  622. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bit16</a> Texture;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  623. // offset into sprite texture list
  624. <br>&nbsp;&nbsp;&nbsp; } <b>tr2_room_sprite</b>;</dir>
  625. </dir>
  626. <ul>
  627. <li>
  628. <a NAME="struct_tr2_room_data"></a><b>Room Data structure.</b>&nbsp; This
  629. is the geometry of the "room," including walls, floors, rocks, water, etc.
  630. It does <i><u>not</u></i> include objects that Lara can interact with (keyboxes,
  631. moveable blocks, moveable doors, etc.) The surfaces specified here are
  632. rendered surfaces.&nbsp; <b>NOTE</b> that this is not a "real" C/C++ structure,
  633. in that the arrays are sized by the NumXXX elements that precede them.</li>
  634. </ul>
  635. <dir>
  636. <dir>typedef struct {&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  637. // (variable length)
  638. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bit16</a> NumVertices;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  639. // number of vertices in the following list
  640. <br>&nbsp;&nbsp;&nbsp; <a href="#struct.tr2_room_vertex">tr2_vertex_room</a>
  641. Vertices[NumVertices];&nbsp; // list of vertices (relative coordinates)
  642. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bit16</a> NumRectangles;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  643. // number of textured rectangles
  644. <br>&nbsp;&nbsp;&nbsp; <a href="#struct.tr2_face4">tr2_face4</a> Rectangles[NumRectangles];&nbsp;&nbsp;&nbsp;&nbsp;
  645. // list of textured rectangles
  646. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bit16</a> NumTriangles;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  647. // number of textured triangles
  648. <br>&nbsp;&nbsp;&nbsp; <a href="#struct.tr2_face3">tr2_face3</a> Triangles[NumTriangles];&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  649. // list of textured triangles
  650. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bit16</a> NumSprites;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  651. // number of sprites
  652. <br>&nbsp;&nbsp;&nbsp; <a href="#struct.tr2_room_sprite">tr2_room_sprite</a>
  653. Sprites[NumSprites];&nbsp;&nbsp;&nbsp;&nbsp; // list of sprites
  654. <br>&nbsp;&nbsp;&nbsp; } <b>tr2_room_data</b>;</dir>
  655. </dir>
  656. <ul>
  657. <li>
  658. <a NAME="struct_tr2_room_staticmesh"></a><b>Room Static Mesh structure.</b>&nbsp;
  659. Positions and IDs of static meshes (e.g. skeletons, spiderwebs, furniture,
  660. trees). This is comparable to the <a href="#struct_tr2_item">tr2_item</a>
  661. structure, except that static meshes typically have no animations and are
  662. confined to a single room.</li>
  663. </ul>
  664. <dir>
  665. <dir>typedef struct {&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; // 20 bytes
  666. <font color="#800000">[TR1: 18 bytes]</font>
  667. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bitu32</a> x;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  668. // absolute X position in world coordinates
  669. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bitu32</a> y;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  670. // absolute Y position in world coordinates
  671. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bitu32</a> z;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  672. // absolute Z position in world coordinates
  673. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bitu16</a> Rotation;&nbsp;&nbsp;
  674. // high two bits (0xC000) indicate steps of
  675. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;// 90 degrees (e.g. (Rotation >> 14) * 90)
  676. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bitu16</a> Intensity1; //
  677. Constant lighting; -1 means use mesh lighting
  678. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bitu16</a> Intensity2; //
  679. Like Intensity 1, and almost always the same value [absent from TR1 data
  680. files]
  681. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bitu16</a> ObjectID;&nbsp;
  682. // which StaticMesh item to draw
  683. <br>&nbsp;&nbsp;&nbsp; } <b>tr2_room_staticmesh</b>;</dir>
  684. </dir>
  685. <ul>
  686. <li>
  687. <a NAME="struct_tr2_room"></a><b>Room structure.</b>&nbsp; Here's where
  688. all the room data come together.&nbsp; As it's stored in the file, the
  689. <a href="#struct.tr2_room_info">tr2_room_info</a>
  690. structure comes first, followed by a <a href="#Data_Types">bitu32</a> NumDataWords,
  691. which specifies the number of 16-bit words to follow.&nbsp; Those data
  692. words must be parsed in order to interpret and construct the variable-length
  693. arrays of vertices, meshes, doors, and sectors.&nbsp; <b>NOTE</b> that
  694. this is not a "real" C/C++ structure, in that the arrays are sized by the
  695. NumXXX elements that precede them.</li>
  696. </ul>
  697. <blockquote>typedef struct {&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  698. // (variable length)
  699. <br>&nbsp;&nbsp;&nbsp; <a href="#struct.tr2_room_info">tr2_room_info</a>
  700. info;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  701. // where the room exists, in world coordinates
  702. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bitu32</a> NumDataWords;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  703. // number of data words (bitu16s)
  704. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bitu16</a> Data[NumDataWords];&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  705. // the raw data from which the rest of
  706. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;// this is derived
  707. <br>&nbsp;&nbsp;&nbsp; <a href="#struct.tr2_room_data">tr2_room_data</a>
  708. RoomData;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  709. // the room mesh
  710. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bitu16</a> NumPortals;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  711. // number of visibility portals to other rooms
  712. <br>&nbsp;&nbsp;&nbsp; <a href="#struct.tr2_room_portal">tr2_room_portal</a>
  713. Portals[NumPortals]; // list of visibility portals
  714. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bitu16</a> NumZsectors;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  715. // "width" of sector list
  716. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bitu16</a> NumXsectors;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  717. // "height" of sector list
  718. <br>&nbsp;&nbsp;&nbsp; <a href="#struct.tr2_room_sector">tr2_room_sector</a>
  719. SectorList[NumXsectors * NumZsectors];&nbsp;&nbsp;&nbsp; // list of sectors
  720. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;// in this room
  721. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bit16</a> AmbientIntensity1;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  722. // This and the next one only affect
  723. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;// externally-lit objects
  724. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bit16</a> AmbientIntensity2;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  725. // Almost always the same value as AmbientIntensity1 [absent from TR1 data
  726. files]
  727. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bit16</a> LightMode;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  728. // (present only in TR2: 0 is normal, 1 is
  729. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;// flickering(?), 2 and 3 are uncertain)
  730. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bitu16</a> NumLights;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  731. // number of point lights in this room
  732. <br>&nbsp;&nbsp;&nbsp; <a href="#struct.tr2_room_light">tr2_room_light</a>
  733. Lights[NumLights]; // list of point lights
  734. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bitu16</a> NumStaticMeshes;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  735. // number of static meshes
  736. <br>&nbsp;&nbsp;&nbsp; <a href="#struct.tr2_room_staticmesh">tr2_room_staticmesh</a>
  737. StaticMeshes[NumStaticMeshes]; // list of static meshes
  738. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bit16</a> AlternateRoom;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  739. // number of the room that this room can alternate
  740. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;// with (e.g. empty/filled with water is implemented as an empty room
  741. that alternates with a full room)
  742. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bit16</a> Flags;&nbsp;&nbsp;
  743. // flag bits: 0x0001 - room is filled with water,
  744. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;// 0x0020 - Lara's ponytail gets blown
  745. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;// by the wind;
  746. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;// <font color="#FF0000">TR1 has only the water flag and the extra</font>
  747. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;// <font color="#FF0000">unknown flag 0x0100.</font>
  748. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;// <font color="#008000">TR3 most likely has flags for "is raining",
  749. "is snowing", "water is cold", and "is</font>
  750. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;// <font color="#008000">filled by quicksand", among others.</font>
  751. <br>&nbsp;&nbsp;&nbsp; <a href="#struct.tr2_colour">tr2_colour</a><font color="#008000">
  752. RoomLightColour; // Present in TR3 only; absent from TR1/TR2.</font>
  753. <br>&nbsp;&nbsp;&nbsp; } <b>tr2_room</b>;</blockquote>
  754. <hr>
  755. <center>
  756. <p><a NAME="FloorData"></a><b><u><font size=+1>III. FloorData</font></u></b></center>
  757. <p>The <b>FloorData</b> defines special sector attributes such as floor
  758. and ceiling slopes, collisional portals to other rooms, climbability of
  759. walls, and all the various types of triggering. It is referenced by the
  760. sectors as an array of 16-bit unsigned integers, e.g. the current sector
  761. is calculated as (((CurrentX - tr2_room_info.x) / 1024) * tr2_room.NumZsectors)
  762. + ((CurrentZ - tr2_room_info.z) / 1024), which is then used as an offset
  763. into tr2_room:: SectorList[]; tr2_room_sector::FDindex is an offset into
  764. the FloorData[] array.
  765. <p>The FloorData consists of opcodes and operands.&nbsp; Opcodes are 16
  766. bits, as follows:
  767. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <b>Function</b>:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  768. bits 0..7 (0x00FF)
  769. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <b>SubFunction</b>:&nbsp;&nbsp;&nbsp;
  770. bits 8..14 (0x7F00)
  771. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <b>EndData</b>:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  772. bit 15 (0x8000)
  773. <br>If <i>EndData</i> is set, there are no more opcodes (after the current
  774. one) in this section of FloorData;&nbsp; otherwise, the next opcode in
  775. FloorData should be interpreted after the current one.
  776. <p>Some functions reference an <b>FDlist</b>, which is a separate list
  777. of opcodes and operands that immediately follows the current FloorData
  778. opcode.&nbsp; FDlist opcodes and operands are different from the base FloorData
  779. opcodes and operands:
  780. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <b>FDfunction:&nbsp; </b>bits
  781. 10-13 (0x3C00)
  782. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <b>Operands:&nbsp; </b>bits
  783. 0-9 (0x03FF) vary, depending on FDfunction
  784. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <b>FDcontinue:&nbsp; </b>bit
  785. 15 (0x8000)
  786. <p>Several of the functions indicate adjustments to the sector's floor
  787. and ceiling heights; these are specified by adjusting the corner heights.
  788. The corners will be denoted as 00, 01, 10, and 11; the first is the corner's
  789. X coordinate and the second is the corner's Z coordinate, with both given
  790. as multiples of 1024.
  791. <p><font color="#008000">When parsing functions for TR3, use only the lower
  792. 5 bits to find the function value, because some of TR3's functions use
  793. the upper 3 bits of the lower byte as part of the operand. However, this
  794. will also work correctly in TR1 and TR2.</font>
  795. <p><b><u><font size=+1>FloorData Functions are described below.</font></u></b>
  796. <br>&nbsp;&nbsp;&nbsp; Function 0x01: <b>Portal Sector</b>
  797. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; SubFunction 0x00: Room Portal:
  798. the next FloorData element (the operand) is the number of the room that
  799. this sector is a collisional portal to.
  800. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; An entity that arrives in
  801. a sector with this function present will gets its room membership changed
  802. to this function's operand, without any change in position.
  803. <p>&nbsp;&nbsp;&nbsp; Function 0x02: <b>Floor Slant</b>
  804. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; SubFunction 0x00: Floor
  805. Slant: The next FloorData element contains the slant values for the floor
  806. of this sector.&nbsp; Slant values are specified in increments of 256 units.
  807. The high byte (bit8) is the Z slope, while the low byte (bit8) is the X
  808. slope. If the X slope is greater than zero, then its value is added to
  809. the floor heights of corners 00 and 01. If it is less than zero, then its
  810. value is subtracted from the floor heights of corners 10 and 11. If the
  811. Z slope is greater than zero, then its value is added to the floor heights
  812. of corners 00 and 10. If it is less than zero, then its value is subtracted
  813. from the floor heights of corners 01 and 11.
  814. <p>&nbsp;&nbsp;&nbsp; Function 0x03: <b>Ceiling Slant</b>
  815. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; SubFunction 0x00: Ceiling
  816. Slant: The next FloorData element contains the slant values for the ceiling
  817. of this sector.&nbsp; Slant values are specified in increments of 256 units.
  818. The high byte (bit8) is the Z slope, while the low byte (bit8) is the X
  819. slope. If the X slope is greater than zero, then its value is subtracted
  820. from the ceiling heights of corners 10 and 11. If it is less than zero,
  821. then its value is added to the ceiling heights of corners 00 and 01. If
  822. the Z slope is greater than zero, then its value is subtracted from the
  823. ceiling heights of corners 00 and 10. If it is less than zero, then its
  824. value is added to the ceiling heights of corners 01 and 11.
  825. <p>&nbsp;&nbsp;&nbsp; Function 0x04: <b>Trigger</b> items, switch cameras,
  826. end the level and much more.
  827. <br>As used below, "run FDlist(activate or deactivate)" means go through
  828. each element in FDlist and perform its function ("run FDlist+1" just means
  829. start at FDlist[1] rather than FDlist[0]).&nbsp; Activate/deactivate is
  830. only used for the activate/deactivate item function.
  831. <br>There are two states for each item, active/inactive (the meaning depends
  832. on the item, e.g. a tiger must be active to be seen, if a door is active
  833. it is open, if it is inactive it is closed, etc.) and on/off (keyholes
  834. and switches).
  835. <br>The <b>bitu16</b> immediately following the 0x04 FloorData opcode contains
  836. flags; the bits at 0x3e00 are the Activation Mask (which is XORed with
  837. any appropriate item flags), the bit at 0x0100 indicates "state change
  838. occurs only once". A good example of activation-mask use is the multiple-switch
  839. room of "Palace Midas" in TR1.
  840. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; SubFunction 0x00: Run FDlist(activate)
  841. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; SubFunction 0x01: If Lara
  842. is on the ground, run FDlist(activate)
  843. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; SubFunction 0x02: If item
  844. at FDlist[0] is on, run FDlist+1(activate), else run FDlist+1(deactivate)
  845. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; SubFunction 0x03: If item
  846. at FDlist[0] is on, run FDlist+1(activate)
  847. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; SubFunction 0x04: If item
  848. at FDlist[0] is picked up, run FDlist+1(activate)
  849. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; SubFunction 0x05: If item
  850. at FDlist[0] is in this sector, run FDlist+1(activate), else run FDlist+1(deactivate)
  851. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; SubFunction 0x06: If Lara
  852. is on the ground, run FDlist(deactivate)
  853. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; SubFunction 0x07: unknown
  854. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; SubFunction 0x08: If Lara
  855. is not on the ground, run FDlist(activate)
  856. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  857. (mainly used for activating collision detection with such objects as footbridges)
  858. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; SubFunction 0x09: Run FDlist(deactivate)
  859. <p>&nbsp;&nbsp;&nbsp; Function 0x05: <b>Kills Lara</b>
  860. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Any SubFunction: If Lara
  861. is on the ground, it kills Lara with fire.
  862. <p>&nbsp;&nbsp;&nbsp; Function 0x06: <b>Climbable Walls</b>
  863. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; This subfunction indicates
  864. climbability of walls; its value is the bitwise OR of the values associated
  865. with all the climbable-wall directions (0x01 ::= +Z, 0x02 ::= +X, 0x04
  866. ::= -Z, 0x08 ::= -X), e.g. SubFunction 0x09 indicates that the walls on
  867. both the +Z and -X sides of this sector are climbable.
  868. <p><font color="#008000">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Functions 0x07
  869. to 0x12: (only in TR3) These specify the floor and ceiling slopes, which
  870. are more complicated here, since these functions specify dividing up the
  871. floors and ceilings into triangles along either of the two diagonals. Also,
  872. one of the triangles may be a collisional portal to the room above (if
  873. in the ceiling) or to the room below (if in the floor). The function word
  874. must be parsed as follows:</font>
  875. <p><font color="#008000">Bit 15: Continuation bit</font>
  876. <br><font color="#008000">Bits 10-14: value t01</font>
  877. <br><font color="#008000">Bits 5-9: value t00</font>
  878. <br><font color="#008000">Bits 0-4 function value</font>
  879. <p><font color="#008000">where t00 and t01 are signed.</font>
  880. <p><font color="#008000">It is followed by one operand, to be parsed as
  881. follows:</font>
  882. <p><font color="#008000">Bits 12-15: value t13</font>
  883. <br><font color="#008000">Bits 8-11: value t12</font>
  884. <br><font color="#008000">Bits 4-7: value t11</font>
  885. <br><font color="#008000">Bits 0-3: value t10</font>
  886. <p><font color="#008000">where t10, t11, t12, and t13 are unsigned.</font>
  887. <p><font color="#008000">Here are the triangulations and vertex adjustments;
  888. for some of the functions, one of the triangles is a portal to another
  889. room:</font>
  890. <p><font color="#008000">Functions 0x07, 0x0b, 0x0c:</font>
  891. <p><font color="#008000">Triangle 1: 00-01-10 (function 0x0b: is a portal)</font>
  892. <br><font color="#008000">Triangle 2: 11-10-01 (function 0x0c: is a portal)</font>
  893. <p><font color="#008000">Overall adjustment: adj = t00 + t01 + t10 + t12</font>
  894. <p><font color="#008000">Add these quantities to these vertex floor heights:</font>
  895. <p><font color="#008000">00: (adj - t11)</font>
  896. <br><font color="#008000">01: (adj - t12)</font>
  897. <br><font color="#008000">10: (adj - t10)</font>
  898. <br><font color="#008000">11: (adj - t13)</font>
  899. <p><font color="#008000">Functions 0x08, 0x0d, 0x0e:</font>
  900. <p><font color="#008000">Triangle 1: 01-11-00 (function 0x0d: is a portal)</font>
  901. <br><font color="#008000">Triangle 2: 10-00-11 (function 0x0e: is a portal)</font>
  902. <p><font color="#008000">Overall adjustment: adj = t00 + t01 + t11 + t13</font>
  903. <p><font color="#008000">Add these quantities to these vertex floor heights:</font>
  904. <p><font color="#008000">00: (adj - t11)</font>
  905. <br><font color="#008000">01: (adj - t12)</font>
  906. <br><font color="#008000">10: (adj - t10)</font>
  907. <br><font color="#008000">11: (adj - t13)</font>
  908. <p><font color="#008000">Functions 0x09, 0x0f, 0x10:</font>
  909. <p><font color="#008000">Triangle 1: 00-10-01 (function 0x0f: is a portal)</font>
  910. <br><font color="#008000">Triangle 2: 11-01-10 (function 0x10: is a portal)</font>
  911. <p><font color="#008000">Overall adjustment: adj = t10 + t12</font>
  912. <p><font color="#008000">Subtract these quantities from these vertex ceiling
  913. heights:</font>
  914. <p><font color="#008000">00: (adj - t12)</font>
  915. <br><font color="#008000">01: (adj - t11)</font>
  916. <br><font color="#008000">10: (adj - t13)</font>
  917. <br><font color="#008000">11: (adj - t10)</font>
  918. <p><font color="#008000">Functions 0x0a, 0x10, 0x11:</font>
  919. <p><font color="#008000">Triangle 1: 01-00-11 (function 0x11: is a portal)</font>
  920. <br><font color="#008000">Triangle 2: 10-11-00 (function 0x12: is a portal)</font>
  921. <p><font color="#008000">Overall adjustment: adj = t11 + t13</font>
  922. <p><font color="#008000">Subtract these quantities from these vertex ceiling
  923. heights:</font>
  924. <p><font color="#008000">00: (adj - t12)</font>
  925. <br><font color="#008000">01: (adj - t11)</font>
  926. <br><font color="#008000">10: (adj - t13)</font>
  927. <br><font color="#008000">11: (adj - t10)</font>
  928. <br>&nbsp;
  929. <p><font color="#008000">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Function 0x13:
  930. has subfunction 0x00 and no operand. Unknown, but is possibly monkey-swingability
  931. of the ceiling.</font>
  932. <br>&nbsp;
  933. <br>&nbsp;
  934. <p><b><u><font size=+1>FloorData FDlist functions are described below:</font></u></b>
  935. <br>&nbsp;&nbsp;&nbsp; FDfunction 0x00: <b>Activate or deactivate item</b>
  936. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Operand (bits 0..9): Item
  937. index
  938. <p>&nbsp;&nbsp;&nbsp; FDfunction 0x01: <b>Switch to camera</b> (also uses
  939. the bitu16 immediately following)
  940. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Operand (bits 0..6): Index
  941. in Cameras[]
  942. <br>&nbsp;&nbsp; The bitu16 immediately following <b>specifies delay and
  943. repeatability for switched camera</b>
  944. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Operand (bits 0..7 (0xff)):
  945. Camera Delay
  946. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Number
  947. of seconds to wait before automatically switching back to the normal camera.
  948. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  949. 0x00 never switches back to the normal camera.
  950. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Operand (bit 8 (0x100)):
  951. If set, only switch to camera once; otherwise, switch to
  952. <br>camera every time
  953. <p>&nbsp;&nbsp;&nbsp; FDfunction 0x02: <b>Underwater Current</b>
  954. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Operand (bits 0..9 (0x3ff)):
  955. direction and intensity of flow
  956. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  957. 0, 1, 2&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; -Z direction
  958. in decreasing intensity (0 is strongest)
  959. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  960. 3, 4, 5&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; -X direction
  961. in decreasing intensity
  962. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  963. 6, 7, 8&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; +Z direction
  964. in decreasing intensity
  965. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  966. 9, 10, 11&nbsp;&nbsp;&nbsp;&nbsp; +X direction in decreasing intensity
  967. <p>&nbsp;&nbsp;&nbsp; FDfunction 0x03:: <b>Set AlternateRoom Variable</b>
  968. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Operand (bit 0 (0x01)):
  969. AlternateRoom Flag value (0/1)
  970. <p>&nbsp;&nbsp;&nbsp; FDfunction 0x04:&nbsp; <b>Alter Room Flags</b> this
  971. affects (enhances/negates) roomflags (always paired with 0x05)
  972. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Operand: not sure, range
  973. 0 - 5
  974. <p>&nbsp;&nbsp;&nbsp; FDfunction 0x05: <b>Alter Room Flags</b> this affects
  975. (enhances/negates) roomflags (always paired with 0x04)
  976. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Operand: not sure, range
  977. 0 - 5
  978. <p>&nbsp;&nbsp;&nbsp; FDfunction 0x06: <b>Look at Item</b> (if a camera
  979. change is also desired, this should come first)
  980. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Operand (bits 0..9 (0x3ff)):
  981. Item index
  982. <p>&nbsp;&nbsp;&nbsp; FDfunction 0x07: <b>End Level</b>
  983. <p>&nbsp;&nbsp;&nbsp; FDfunction 0x08: <b>Play CD Track</b>
  984. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Operand (bits 0..9 (0x3ff)):
  985. CD track ID (<font color="#FF0000">TR1: Internal Sound Index</font>)
  986. <p>&nbsp;&nbsp;&nbsp; FDfunction 0x09: <b>Assault Course Clock Control</b>
  987. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Operand (bits 0..9 (0x3ff)):
  988. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 0x1c ::= clear clock
  989. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 0x1d ::= stop clock
  990. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 0x1e ::= clock reset and displayed
  991. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; This opcode is also associated with switches; other values of its operand
  992. appear to indicate switch sounds.
  993. <p>&nbsp;&nbsp;&nbsp; FDfunction 0x0a: <b>Play "Found Secret" Sound</b>
  994. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Operand (bits 0..9 (0x3ff)):
  995. Which secret (0..NumSecrets-1)
  996. <p>&nbsp;&nbsp;&nbsp; FDfunction 0x0b: <b>Unknown</b>
  997. <p>While FloorData index 0 means the sector does not use floordata, there
  998. is still a "dummy" entry for index 0.&nbsp; This dummy entry doesn't contain
  999. any useful information.
  1000. <p>
  1001. <hr>
  1002. <center>
  1003. <p><a NAME="MeshGeometry"></a><b><u><font size=+1>IV. Mesh Geometry</font></u></b></center>
  1004. <p><b>Overview: </b>Nearly all of the non-geographic visual elements in
  1005. TR2 (as well as a few parts of the landscape) are specified as <b>meshes</b>.&nbsp;
  1006. A <b>mesh</b> is simply a list of vertices and how they're arranged.&nbsp;
  1007. The TR2 mesh structure includes a list of vertices as relative coordinates
  1008. (which allows meshes to easily be placed anywhere in the world geometry),
  1009. a list of normals (to indicate which side of each face is visible), and
  1010. lists of Rectangles and Triangles, both Textured and Coloured.&nbsp; The
  1011. elements of each <a href="#struct.tr2_face4">tr2_face4</a> or <a href="#struct.tr2_face3">tr2_face3</a>
  1012. structure (Rectangles and Triangles) contain an offset into the Vertices[]
  1013. array for the mesh. Other arrays (Moveables[], StaticMeshes[]) do not reference
  1014. the array Meshes[] directly, but instead reference the array MeshPointers[],
  1015. which points to locations inside of Meshes[], inside of which the meshes
  1016. are stored in packed fashion.
  1017. <p><b>Meshes:</b>
  1018. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; The sign of the number of normals specifies
  1019. which sort of lighting to use. If the sign is positive, then external vertex
  1020. lighting is used, with the lighting calculated from the room's ambient
  1021. and point-source lighting values. The latter appears to use a simple Lambert
  1022. law for directionality: intensity is proportional to max((normal direction).(direction
  1023. to source), 0). If the sign is negative, then internal vertex lighting
  1024. is used, using the data included with the mesh.<a NAME="struct_tr2_mesh"></a><b>NOTE</b>
  1025. that this is not a "real" C/C++ structure, in that the arrays are sized
  1026. by the NumXXX elements that precede them.
  1027. <p>typedef struct {
  1028. <br>&nbsp;&nbsp;&nbsp; <a href="#struct.tr2_vertex">tr2_vertex</a> Centre;
  1029. // This is usually close to the mesh's centroid, and appears to be the
  1030. center of a sphere used for collision testing.
  1031. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bit32</a> CollisionSize; //
  1032. This appears to be the radius of that aforementioned collisional sphere.
  1033. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bit16</a> NumVertices; //
  1034. number of vertices in this mesh
  1035. <br>&nbsp;&nbsp;&nbsp; <a href="#struct.tr2_vertex">tr2_vertex</a> Vertices[NumVertices];
  1036. // list of vertices (relative coordinates)
  1037. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bit16</a> NumNormals; // If
  1038. positive, number of normals in this mesh.
  1039. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; // If negative, number of vertex lighting elements (* (-1))
  1040. <br>&nbsp;&nbsp;&nbsp; <a href="#struct.tr2_vertex">tr2_vertex</a> Normals[NumNormals];
  1041. // list of normals (if NumNormals is positive)
  1042. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bit16</a> Lights[-NumNormals];
  1043. // list of light values (if NumNormals is negative)
  1044. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bit16</a> NumTexturedRectangles;
  1045. // number of textured rectangles in this mesh
  1046. <br>&nbsp;&nbsp;&nbsp; <a href="#struct.tr2_face4">tr2_face4</a> TexturedRectangles[NumTexturedRectangles];
  1047. // list of textured rectangles
  1048. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bit16</a> NumTexturedTriangles;
  1049. // number of textured triangles in this mesh
  1050. <br>&nbsp;&nbsp;&nbsp; <a href="#struct.tr2_face3">tr2_face3</a> TexturedTriangles[NumTexturedTriangles];
  1051. // list of textured triangles
  1052. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bit16</a> NumColouredRectangles;
  1053. // number of coloured rectangles in this mesh
  1054. <br>&nbsp;&nbsp;&nbsp; <a href="#struct.tr2_face4">tr2_face4</a> ColouredRectangles[NumColouredRectangles];
  1055. // list of coloured rectangles
  1056. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bit16</a> NumColouredTriangles;
  1057. // number of coloured triangles in this mesh
  1058. <br>&nbsp;&nbsp;&nbsp; <a href="#struct.tr2_face3">tr2_face3</a> ColouredTriangles[NumColouredTriangles];
  1059. // list of coloured triangles
  1060. <br>&nbsp;&nbsp;&nbsp; } <b>tr2_mesh</b>;
  1061. <br>&nbsp;
  1062. <br>&nbsp;
  1063. <p><b>Static Meshes:</b>
  1064. <p>/*
  1065. <br>&nbsp;* StaticMesh structure. This defines meshes that don't move (e.g. skeletons
  1066. <br>&nbsp;* lying on the floor, spiderwebs, trees, statues, etc.)
  1067. <br>&nbsp;* StaticMeshes have two bounding boxes; it is not clear why they have more than
  1068. <br>&nbsp;* one. One could be the visibililty box, and one could be the collisional
  1069. <br>&nbsp;* box, for instance; the former being used for visibility testing, and the
  1070. <br>&nbsp;* latter for collision testing.
  1071. <br>&nbsp;*/
  1072. <br><a NAME="struct_tr2_staticmesh"></a>typedef struct { // 32 bytes
  1073. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bitu32</a> ObjectID; // Object
  1074. Identifier (matched in Items[])
  1075. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bitu16</a> Mesh; // mesh (offset
  1076. into MeshPointers[])
  1077. <br>&nbsp;&nbsp;&nbsp; <a href="#Data_Types">tr2_vertex</a> BoundingBox[2][2];
  1078. // First index is which one; second index is opposite corners
  1079. <br>&nbsp;&nbsp;&nbsp; <a href="#Data_Types">bitu16</a> Flags; // Meaning
  1080. uncertain; it is usually 2, and is 3 for objects Lara can travel through,
  1081. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; // like TR2's skeletons and underwater vegetation
  1082. <br>&nbsp;&nbsp;&nbsp; } <b>tr2_staticmesh</b>;
  1083. <br>&nbsp;
  1084. <br>&nbsp;
  1085. <p><b>Moveables:</b>
  1086. <p>/*
  1087. <br>&nbsp;* Moveable structure. This defines a list of contiguous meshes that
  1088. <br>&nbsp;* comprise one object.
  1089. <br>&nbsp;* This structure also points to the hierarchy and offsets of the meshes
  1090. <br>&nbsp;* (MeshTree), and also to the animations used (Animation); these will be
  1091. <br>&nbsp;* described in detail below. If the Animation index is -1, that means that
  1092. <br>&nbsp;* the entity's animations are all generated by the engine; an example is
  1093. <br>&nbsp;* Lara's ponytail. Some movables are really stationary, such as locks and
  1094. <br>&nbsp;* the sky, and some are not rendered, such as "look at me" points to aim
  1095. <br>&nbsp;* the camera at.
  1096. <br>&nbsp;*/
  1097. <br><a NAME="struct_tr2_moveable"></a>typedef struct { // 18 bytes
  1098. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bitu32</a> ObjectID; // Item
  1099. Identifier (matched in Items[])
  1100. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bitu16</a> NumMeshes; // number
  1101. of meshes in this object
  1102. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bitu16</a> StartingMesh; //
  1103. stating mesh (offset into MeshPointers[])
  1104. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bitu32</a> MeshTree; // offset
  1105. into MeshTree[]
  1106. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bitu32</a> FrameOffset; //
  1107. byte offset into Frames[] (divide by 2 for Frames[i])
  1108. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bitu16</a> Animation; // offset
  1109. into Animations[]
  1110. <br>&nbsp;&nbsp;&nbsp; } <b>tr2_moveable</b>;
  1111. <br>&nbsp;
  1112. <br>&nbsp;
  1113. <p><b>Items:</b> Items are instances of objects, which can be sprite sequences
  1114. or movables. For an object to appear in a level, it must be referenced
  1115. in the Items[] array. Multiple instances are possible (e.g. two identical
  1116. tigers in different rooms are represented using two entries in Items[],
  1117. one for each). The object ID is used to locate the appropriate sprite sequence
  1118. or movable for the item.
  1119. <p><a NAME="struct_tr2_item"></a>typedef struct {&nbsp;&nbsp;&nbsp;&nbsp;
  1120. // 24 bytes [TR1: 22 bytes]
  1121. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bit16</a> ObjectID; // Object
  1122. Identifier (matched in Moveables[], or SpriteSequences[], as appropriate)
  1123. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bit16</a> Room; // which room
  1124. contains this item
  1125. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bit32</a> x; // item position
  1126. in world coordinates
  1127. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bit32</a> y;
  1128. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bit32</a> z;
  1129. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bit16</a> Angle; // ((0xc000
  1130. >> 14) * 90) degrees
  1131. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bit16</a> Intensity1; // (constant
  1132. lighting; -1 means use mesh lighting)
  1133. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bit16</a> Intensity2; // Like
  1134. Intensity1, and almost always with the same value. [absent from TR1 data
  1135. files]
  1136. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bitu16</a> Flags; // 0x0100
  1137. indicates "initially invisible", 0x3e00 is Activation Mask
  1138. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; // 0x3e00 indicates "open" or "activated";&nbsp;
  1139. these can be XORed with
  1140. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;// related FloorData::FDlist fields (e.g. for switches)
  1141. <br>&nbsp;&nbsp;&nbsp; } <b>tr2_item</b>;
  1142. <p><b>Sprites:</b>
  1143. <p>These are "billboard" objects that are always rendered perpendicular
  1144. to the view direction. These are used for text and explosion effects and
  1145. similar things; they are also used for some scenery objects and pickup
  1146. items, though this use gets less as one goes from TR1 to TR3. The various
  1147. "Sides" below are the positions of the sprite sides relative to the sprite's
  1148. overall position, measured in TR's world-coordinate units.
  1149. <p><a NAME="struct_tr2_sprite_texture"></a>typedef struct { // 16 bytes
  1150. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bitu16</a> Tile;
  1151. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bitu8</a> x;
  1152. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bitu8</a> y;
  1153. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bitu16</a> Width;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  1154. // actually (Width * 256) + 255
  1155. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bitu16</a> Height;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  1156. // actually (Height * 256) + 255
  1157. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bit16</a> LeftSide;
  1158. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bit16</a> TopSide;
  1159. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bit16</a> RightSide;
  1160. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bit16</a> BottomSide;
  1161. <br>&nbsp;&nbsp;&nbsp; } <b>tr2_sprite_texture</b>;
  1162. <br>&nbsp;
  1163. <br>&nbsp;
  1164. <p><b>Sprite Sequences:</b>
  1165. <br>These are collections of sprites that are referred to as a group. The
  1166. members of this group can be cycled through (animated sprites such as flames)
  1167. or selected in other ways (text). Some sequences have only one member;
  1168. this is done so as to access all the sprites in the same way.
  1169. <p><a NAME="struct_tr2_sprite_sequence"></a>typedef struct { // 8 bytes
  1170. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bit32</a> ObjectID; // Item
  1171. identifier (matched in Items[])
  1172. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bit16</a> NegativeLength;
  1173. // negative of "how many sprites are in this sequence"
  1174. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bit16</a> Offset; // where
  1175. (in sprite texture list) this sequence starts
  1176. <br>&nbsp;&nbsp;&nbsp; } <b>tr2_sprite_sequence</b>;
  1177. <p>
  1178. <hr>
  1179. <center>
  1180. <p><a NAME="MeshConstructionAndAnimation"></a><b><u><font size=+1>V. Mesh
  1181. Construction and Animation</font></u></b></center>
  1182. <p><b>Overview:</b>
  1183. <br>The animated mesh objects in the Tomb Raider series are sets of meshes
  1184. that are moved relative to each other, as defined by Moveables[] entries.
  1185. Each entry describes which meshes to be used (a contiguous set of them
  1186. referred to in MeshPointers[]), what hierarchy and relative offsets they
  1187. have (contents of MeshTree[] pointed to), and what animations are to be
  1188. used (contents of Animations[] pointed to).
  1189. <p>The hierarchy used is a branching one, with the meshes being at the
  1190. nodes, and with the first mesh being the root node. The MeshTree[] values,
  1191. called "Bone2" in some documentation, are applied to each of the child
  1192. meshes in sequence; they are sets of four <a href="#Data.Types">bit32</a>'s, the first being a hierarchy
  1193. operator, and the remaining three being the coordinates in the parent mesh's
  1194. system. A hierarchy example is that for the Lara meshes:
  1195. <pre>Hips
  1196. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Left thigh
  1197. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Left shin
  1198. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Left foot
  1199. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Right thigh
  1200. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Right shin
  1201. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Right foot
  1202. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Torso
  1203. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Left inner arm
  1204. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Left outer arm
  1205. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Left hand
  1206. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Right inner arm
  1207. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Right outer arm
  1208. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Right hand
  1209. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Head
  1210. (Ponytail is a separate object)</pre>
  1211. This is implemented by using a stack of meshes and "push" and "pop" operations
  1212. in MeshTree[]. Normally, each mesh's parent is the previous mesh in series.
  1213. But such meshes can be "remembered" by adding them to a stack of meshes
  1214. with a "push" operation. This remembered mesh can then be used as the parent
  1215. mesh with a "pop" operation. It is not clear what the maximum stack depth
  1216. is; most TR mesh stacks do not extend beyond 2 or 3 meshes.
  1217. <p>The animations for each mesh object are selected with some ingenious
  1218. techniques. Which animations to use are not hardcoded; instead, each entity
  1219. has some states it can be in, and these states are used to select which
  1220. animation. For example, locks have only one state (they just sit there),
  1221. doors have two states (open and closed), and Lara has numerous states,
  1222. such as standing, walking, running, jumping, falling, being hurt, dying,
  1223. etc. Each animation has a state ID, which can be used to select it; however,
  1224. state transitions might seem to require a large number of intermediate
  1225. states (opening, closing, starting to jump, landing, etc.). The alternative
  1226. used in the Tomb Raider engine is for each animation to have bridge animations
  1227. to other states' animations, which are selected using the ID of which state
  1228. to change to. These bridge animations then lead to the animation with the
  1229. appropriate state. Thus, a closed door will run a looped closed-door animation
  1230. as long as its state stays "closed", but when its state becomes "open",
  1231. it will change to an opening-door bridge animation, which will end in a
  1232. looped open-door animation. Likewise, closing a door will make it use a
  1233. closing-door bridge animation. Some bridge animations are chosen with a
  1234. finer grain of selectivity, however, such as using one for left foot forward
  1235. and one for right foot forward.
  1236. <p>Thus, each animation references a set of StateChange structures (called
  1237. simply a "structure" in some documentation), each one of which references
  1238. an AnimDispatch structure (called a "range" in some documentation). Each
  1239. StateChange structure contains a new state and which AnimDispatch structures
  1240. to use. When an entity goes into a new state, the StateChange structures
  1241. are scanned for that state's ID, and if one matches, then that StateChange's
  1242. AnimDispatches are then scanned for a range of frames that contains the
  1243. ID of the current frame. If such an AnimDispatch is found, the animation
  1244. and the frame are changed to those listed in it.
  1245. <p>The ultimate unit of animation is, of course, the frame, and each frame
  1246. consists of a bounding box, the offset of the root mesh, and rotation angles
  1247. for all the meshes with respect to their parent meshes. The root mesh is
  1248. also rotated, but relative to the object's overall coordinates. All rotations
  1249. are performed around the meshes' origins, and are in order Y, X, Z (yaw,
  1250. pitch, roll). The reason for the root mesh's displacement is because entities
  1251. traveling on solid surfaces are likely tracked by having their locations
  1252. be at ground level, and Lara's hips, for example, are well above the ground.
  1253. Finally, some of the angles are not specified explicitly, when they are
  1254. not, they are zero.
  1255. <p>Frames are referenced in two ways, either by an offset into the Frames[]
  1256. array that contains them, or by frame index. The values of the latter appear
  1257. to be unique to each kind of entity, but not between entities; the first
  1258. frame for each kind is numbered 0. This is likely a convenience when constructing
  1259. the animations, since the list of animation frames for each entity can
  1260. be constructed separately. However, using these indices is fairly simple.
  1261. Each Animation structure has a first-frame index; this index is subtracted
  1262. from the index of the desired frame in order to find out its index relative
  1263. to the animation's first frame.
  1264. <p>There are also some special AnimCommands (called "Bone1" in some documentation)
  1265. for doing various additional things. Some of them are for setting reference
  1266. points; these may either be 3D ones, for example for grab locations, or
  1267. 2D ones, for jumps from surface. Some others define actions per frame,
  1268. like playing sounds, emitting bubbles, and so forth.
  1269. <p>Finally, some entities appear to have very incomplete animations; their
  1270. complete animations are "borrowed" from similar entities. One example of
  1271. this is the various goons in TR2's Venice levels -- some of them have a
  1272. full set of animations, while some others have only the standing animation.
  1273. The ones with only the standing animation borrow their other animations
  1274. from the fully-animated ones.
  1275. <p><b>Data Structures:</b>
  1276. <p>/*
  1277. <br>&nbsp;* MeshTree structure
  1278. <br>&nbsp;*
  1279. <br>&nbsp;* MeshTree[] is actually groups of four bit32s. The first one is a
  1280. <br>&nbsp;* "flags" word;
  1281. <br>&nbsp;* &nbsp;&nbsp;&nbsp;bit 1 (0x0002) indicates "put the parent mesh on the mesh stack";
  1282. <br>&nbsp;* &nbsp;&nbsp;&nbsp;bit 0 (0x0001) indicates "take the top mesh off of the mesh stack and
  1283. use as the parent mesh"
  1284. <br>&nbsp;* when set, otherwise "use the previous mesh are
  1285. the parent mesh".
  1286. <br>&nbsp;* When both are present, the bit-0 operation is always done before the
  1287. bit-1 operation; in effect, read the stack but do not change it.
  1288. <br>&nbsp;* The next three bit32s are X, Y, Z offsets of the mesh's origin from
  1289. the parent mesh's origin.
  1290. <br>&nbsp;*/
  1291. <br><a NAME="struct_tr2_meshtree"></a>typedef struct { // 4 bytes
  1292. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bit32</a> Coord;
  1293. <br>&nbsp;&nbsp;&nbsp; } <b>tr2_meshtree</b>;
  1294. <br>&nbsp;
  1295. <p>/*
  1296. <br>&nbsp;* Animation structure.
  1297. <br>&nbsp;* This describes each individual animation; these may be looped by specifying
  1298. <br>&nbsp;* the next animation to be itself. In TR2 and TR3, one must be careful when
  1299. <br>&nbsp;* parsing frames using the FrameSize value as the size of each frame, since
  1300. <br>&nbsp;* an animation's frame range may extend into the next animation's frame range,
  1301. <br>&nbsp;* and that may have a different FrameSize value.
  1302. <br>&nbsp;*/
  1303. <br><a NAME="struct_tr2_animation"></a>typedef struct { // 32 bytes
  1304. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bitu32</a> FrameOffset; //
  1305. byte offset into Frames[] (divide by 2 for Frames[i])
  1306. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bitu8</a> FrameRate;&nbsp;&nbsp;&nbsp;
  1307. // Engine ticks per frame
  1308. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bitu8</a> FrameSize; // number
  1309. of bit16's in Frames[] used by this animation
  1310. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bitu16</a> StateID;
  1311. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bitu8</a> Unknown2[8];
  1312. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bitu16</a> FrameStart; //
  1313. first frame in this animation
  1314. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bitu16</a> FrameEnd; // last
  1315. frame in this animation (numframes = (End - Start) + 1)
  1316. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bitu16</a> NextAnimation;
  1317. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bitu16</a> NextFrame;
  1318. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bitu16</a> NumStateChanges;
  1319. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bitu16</a> StateChangeOffset;
  1320. // offset into StateChanges[]
  1321. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bitu16</a> NumAnimCommands;
  1322. // How many of them to use.
  1323. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bitu16</a> AnimCommand; //
  1324. offset into AnimCommand[]
  1325. <br>&nbsp;&nbsp;&nbsp; } <b>tr2_animation</b>;
  1326. <p>/*
  1327. <br>&nbsp;* State Change structure
  1328. <br>&nbsp;* Each one contains the state to change to and which animation dispatches
  1329. <br>&nbsp;* to use; there may be more than one, with each separate one covering a different
  1330. <br>&nbsp;* range of frames.
  1331. <br>&nbsp;*/
  1332. <br><a NAME="struct_tr2_state_change"></a>typedef struct { // 6 bytes
  1333. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bitu16</a> StateID;
  1334. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bitu16</a> NumAnimDispatches;
  1335. // number of ranges (seems to always be 1..5)
  1336. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bitu16</a> AnimDispatch; //
  1337. Offset into AnimDispatches[]
  1338. <br>&nbsp;&nbsp;&nbsp; } <b>tr2_state_change</b>;
  1339. <p>/*
  1340. <br>&nbsp;* Animation Dispatch structure
  1341. <br>&nbsp;* This specifies the next animation and frame to use; these are associated
  1342. <br>&nbsp;* with some range of frames. This makes possible such specificity as one
  1343. <br>&nbsp;* animation for left foot forward and another animation for right foot forward.
  1344. <br>&nbsp;*/
  1345. <br><a NAME="struct_tr2_range"></a>typedef struct { // 8 bytes
  1346. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bit16</a> Low;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  1347. // Lowest frame that uses this range
  1348. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bit16</a> High;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  1349. // Highest frame (+1?) that uses this range
  1350. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bit16</a> NextAnimation;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  1351. // Animation to dispatch to
  1352. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bit16</a> NextFrame;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  1353. // Frame offset to dispatch to
  1354. <br>&nbsp;&nbsp;&nbsp; } <b>tr2_anim_dispatch</b>;
  1355. <p>/*
  1356. <br>&nbsp;* AnimCommand structure
  1357. <br>&nbsp;* These are various commands associated with each animation; they are
  1358. <br>&nbsp;* called "Bone1" in some documentation. They are varying numbers of bit16's
  1359. <br>&nbsp;* packed into an array; the first of each set is the opcode, which determines
  1360. <br>&nbsp;* how operand bit16's follow it. Some of them refer to the whole animation
  1361. <br>&nbsp;* (jump and grab points, etc.), while others of them are associated with
  1362. <br>&nbsp;* specific frames (sound, bubbles, etc.).
  1363. <br>&nbsp;*/
  1364. <br><a NAME="struct_tr2_anim_command"></a>typedef struct { // 2 bytes
  1365. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bit16</a> Value;
  1366. <br>&nbsp;&nbsp;&nbsp; } <b>tr2_anim_command</b>;
  1367. <p>Here are all the AnimCommand opcodes and their operands:
  1368. <br>// 1: 3 operands. Position reference: (x,y,z); found in grab and block-move
  1369. animations
  1370. <br>// 2: 2 operands. Position reference on surface for jumping: (x,z)
  1371. for horizontal and (y,z) for vertical surfaces(?)
  1372. <br>// 3: No operands. Not clear; occurs in animations that are "slaved"
  1373. to other animations, such as Lara throwing switches or moving blocks.
  1374. <br>// 4: No operands. Not clear; occurs in some death and settling-down
  1375. animations, but not all.
  1376. <br>// 5: 2 operands. The first one is a frame number, and the second one
  1377. is the ID of the sound to play at that frame (internal sound index).
  1378. <br>In TR2 and TR3, one of the sound indices two highest bits may be set;
  1379. when they are, their meanings are
  1380. <p>0x4000 -- play this sound when on dry land (example: footsteps)
  1381. <br>0x8000 -- play this sound when in water (example: running through shallow
  1382. water)
  1383. <p>// 6: 2 operands. The first one is a frame number, and the second one
  1384. is some miscellaneous action.
  1385. <br>//&nbsp;&nbsp;&nbsp;&nbsp; 0: Occurs in flipping-over animations; freeze
  1386. camera at current position until end of animation?
  1387. <br>//&nbsp;&nbsp;&nbsp;&nbsp; 3: Make bubble
  1388. <br>//&nbsp;&nbsp;&nbsp;&nbsp; 12: Temporarily stop responding to controls?
  1389. <br>//&nbsp;&nbsp;&nbsp;&nbsp; etc.
  1390. <br>14 and 15: Some kind of camera control?
  1391. <br>18: ?
  1392. <br>19: ?
  1393. <br>20: Lara changing clothes (using a different Lara model)
  1394. <br>21: ?
  1395. <br>22: ?
  1396. <br>23: Hide object
  1397. <br>24: Show object
  1398. <br>26: Some kind of camera control?
  1399. <br>TR3 has additional ones, such as
  1400. <br>-32736 = 0x8000 + 32
  1401. <br>32
  1402. <br>16416 = 0x4000 + 32
  1403. <br>
  1404. <p>/*
  1405. <br>&nbsp;* Frame structure.
  1406. <br>&nbsp;*
  1407. <br>&nbsp;* Frames indicate how composite meshes are positioned and rotated.
  1408. They work
  1409. <br>&nbsp;* in conjunction with Animations[] and MeshTree[]. A given frame has
  1410. the following
  1411. <br>&nbsp;* format:
  1412. <br>&nbsp;* bit16 BB1x, BB1y, BB1z // bounding box (low)
  1413. <br>&nbsp;* bit16 BB2x, BB2y, BB2z // bounding box (high)
  1414. <br>&nbsp;* bit16 OffsetX, OffsetY, OffsetZ // starting offset for this moveable
  1415. <br>&nbsp;* (<font color="#FF0000">TR1 ONLY: bit16 NumValues // number of angle
  1416. sets to follow; these start with the first mesh, and meshes without angles
  1417. get zero angles.</font>)
  1418. <br>&nbsp;* (TR2/3: NumValues is implicitly NumMeshes (from moveable))
  1419. <br>&nbsp;* What follows next is a list of angle sets. In TR2/3, an angle set
  1420. can
  1421. <br>&nbsp;* specify either one or three axes of rotation. If either of the high
  1422. two
  1423. <br>&nbsp;* bits (0xc000) of the first angle bitu16 are set, it's one axis: only
  1424. one
  1425. <br>&nbsp;* bitu16, low 10 bits (0x03ff), scale is 0x100 ::= 90 degrees; the
  1426. high two
  1427. <br>&nbsp;* bits are interpreted as follows: 0x4000 ::= X only, 0x8000 ::= Y
  1428. only,
  1429. <br>&nbsp;* 0xC000 ::= Z only.
  1430. <br>&nbsp;* If neither of the high bits are set, it's a three-axis rotation.
  1431. The next
  1432. <br>&nbsp;* 10 bits (0x3ff0) are the X rotation, the next 10 (including the following
  1433. <br>&nbsp;* bitu16) (0x000f, 0xfc00) are the Y rotation, the next 10 (0x03ff)
  1434. are the
  1435. <br>&nbsp;* Z rotation, same scale as before (0x100 ::= 90 degrees).
  1436. <br>&nbsp;* Rotations are performed in Y, X, Z order.
  1437. <br>&nbsp;* <font color="#FF0000">TR1 ONLY: All angle sets are two words and
  1438. interpreted like the two-word</font>
  1439. <br>&nbsp;* <font color="#FF0000">sets in TR2/3, EXCEPT that the word order is
  1440. reversed</font>.
  1441. <br>&nbsp;*/
  1442. <p>
  1443. <hr>
  1444. <br>&nbsp;
  1445. <br>&nbsp;
  1446. <br>
  1447. <br>
  1448. <br>
  1449. <center>
  1450. <p><a NAME="NonPlayerCharacterBehaviour"></a><b><u><font size=+1>VI. Non-Player
  1451. Character Behaviour</font></u></b></center>
  1452. <p><b>Overview:</b>
  1453. <br>All the Tomb Raider game physics and entity behavior appears to be
  1454. hardcoded, with each type ID being associated with some specific sort of
  1455. behavior (as Lara, as a boat, as a tiger, as a door, as a boulder, as a
  1456. lock, etc.). There is no sign of the sorts of schemes used by some other
  1457. game engines for specifying this behavior in data files. One scheme is
  1458. to use generic characters, generic projectiles, and so forth, and to specialize
  1459. them by reading in appropriate records from data files. Another scheme is to use interpreted pseudocode; this
  1460. is used by id's Quake. This hardcoding makes it difficult to port the earlier
  1461. Tomb Raider scenarios to the engines of the later games, which could be
  1462. desirable with their improved 3D-card and sound-card support. While textures,
  1463. models, and animations can be ported, behavior cannot be.
  1464. <p>However, there is a hint that TR3 may have some such information. Some
  1465. of its characters are hostile in some levels, and not in others (the India-level
  1466. monkeys, the Antarctica-level flamethrower wielders); there may be some
  1467. flag in Items[] that determines whether a character is hostile or not.
  1468. But the hostile and non-hostile versions of these characters may have separate
  1469. type ID's.
  1470. <p>Despite that lack, the Tomb Raider series does have navigation hints
  1471. for the Non-Player Characters; those entities that move freely across the
  1472. maps under the command of the game AI. One of the NPC's is the camera,
  1473. since only Lara (and the vehicles she rides) is under the direct control
  1474. of the player; the game AI makes the camera follow Lara. The camera uses
  1475. the navigation hints used by the flying NPC's; these can be constructed
  1476. so as to help the camera out of tight spots.
  1477. <p>The navigation hints are three data structures: boxes, overlaps, and
  1478. zones. Most sectors point to some box, the main exceptions being horizontal-portal
  1479. sectors. Several neighbring sectors may point to the same box. A box is
  1480. a horizontal rectangle, with corners and height specified; each box also
  1481. has a pointer into the list of overlaps. Each segment in that list is the
  1482. list of accessible neighboring boxes for some box; the NPC's apparently
  1483. select from this list to decide where to go next. This selection is done
  1484. with the help of the zones. These structures of <font color="#FF0000">6 (TR1)</font>
  1485. or 10 (TR2, TR3)
  1486. <a href="#Data.Types">bit16</a>'s that act as zone ID's; their overall indexing is the same as the
  1487. boxes, meaning that each box will have an associated set of zone ID's.
  1488. An NPC will select one of this set to use, and will prefer to go into the
  1489. overlaps-list boxes that have the same zone value as the box it is currently
  1490. in. For example, one can create guard paths by making chains of zone-ID-sharing
  1491. boxes, with their overlaps pointing to the next boxes in those chains.
  1492. <p><b>Data Structures:</b>
  1493. <p><b>Boxes:</b>
  1494. <p><a NAME="struct_tr2_box"></a>typedef struct { // 8 bytes [TR1: 20 bytes]
  1495. <font color="#FF0000">In
  1496. TR1, the first four are bit32's instead of bitu8's, and are not scaled.</font>
  1497. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bitu8</a> Zmin;&nbsp;&nbsp;&nbsp;&nbsp;
  1498. // sectors (* 1024 units)
  1499. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bitu8</a> Zmax;
  1500. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bitu8</a> Xmin;
  1501. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bitu8</a> Xmax;
  1502. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bit16</a> TrueFloor; // Y
  1503. value (no scaling)
  1504. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bit16</a> OverlapIndex; //
  1505. index into Overlaps[]. The high bit is sometimes set; this
  1506. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; // occurs in front of swinging doors and the like.
  1507. <br>&nbsp;&nbsp;&nbsp; } <b>tr2_box</b>;
  1508. <p><b>Overlaps:</b>
  1509. <p>This is a set of lists of neighboring boxes for each box, each member
  1510. being a bitu16; the highest bit being set marks the end of each list. NPC's
  1511. apparently use this list to decide where to go next.
  1512. <p><b>Zones:</b>
  1513. <p>This is a set of bit16's, <font color="#FF0000">6 for TR1</font> and
  1514. 10 for TR2 and TR3. NPCs prefer to travel to a box with the same zone ID
  1515. as the one they are currently at. Which of these zone ID's it uses depends
  1516. on the kind of the NPC and its current state. The first half of the Zones
  1517. structure is for the "normal" room state, and the second half is for the
  1518. "alternate" room state. TR1, for example, has 2 sets of ground zones and
  1519. 1 set of fly zones; its zones are
  1520. <p>ground zone 1 (normal)
  1521. <br>ground zone 2 (normal)
  1522. <br>fly zone (normal)
  1523. <br>ground zone 1 (alternate)
  1524. <br>ground zone 2 (alternate)
  1525. <br>fly zone (alternate)
  1526. <p>The ground zones are for NPC's that travel on the ground, while the
  1527. fly zones are for flying or swimming NPC's. TR2 and TR3 have similar breakdowns,
  1528. though they have 4 ground zones.
  1529. <br>&nbsp;
  1530. <p>
  1531. <hr>
  1532. <center>
  1533. <p><a NAME="Sound"></a><b><u><font size=+1>VII. Sound</font></u></b></center>
  1534. <p><b>Overview:</b>
  1535. <br>The Tomb Raider series makes abundant use of sound, which appears in
  1536. a variety of contexts. Sounds can be either continuous or triggered. Continuous
  1537. ones can be for the whole level or produced by some sound-source object.
  1538. The whole-level sound is a CD-track sound, which is played continuously,
  1539. thus the blowing-wind sounds in the underground parts of "The Great Wall".
  1540. Sound-source objects make sound in a range around some specific point.
  1541. Likewise, triggered ones can be triggered by a variety of events. The triggering
  1542. can be hardcoded in the engine (gunshots, switch pulls) or by reaching
  1543. some animation frame (footsteps, Lara's somewhat unladylike sounds). Switch
  1544. pulls and/or door sounds may be specified with operand of FDFunction 0x09;
  1545. operand values lower than those used for assault-course clock control may
  1546. specify which sounds to use.
  1547. <p>Though CD-track sounds are referred to by track index, game-data sounds
  1548. are referred to by an internal sound index; this is translated into which
  1549. sound sample with the help of three layers of indexing, to allow for a
  1550. suitable degree of abstraction. Internal sound indices for various sounds
  1551. appear to be consistent across all the level files in a game; a gunshot
  1552. or a passport opening in one level file will have the same internal sound
  1553. index as in all the others. The highest level of these is the SoundMap[]
  1554. array, which translates the internal sound index into an index into SoundDetails[].
  1555. Each SoundDetails record contains such details as the sound intensity,
  1556. how many samples to select from, and an index into SampleIndices[]. This
  1557. allows for selecting among multiple samples to produce variety; that index
  1558. is the index to the SampleIndices[] value of first of these, with the rest
  1559. of them being having the next indices in series of that array. Thus, if
  1560. the number of samples is 4, then the TR engine looks in SampleIndices[]
  1561. locations Index, Index+1, Index+2, and Index+3. Finally, the SampleIndices[]
  1562. array references some arrays of sound samples. In TR1, these samples are
  1563. embedded in the level files, and SampleIndices[] contains the displacements
  1564. of each one in bytes from the beginning of that embedded block. In TR2
  1565. and TR3, these samples are concatenated in the file "MAIN.SFX" with no
  1566. additional information; SampleIndices[] contains sequence numbers (0, 1,
  1567. 2, 3, ...) in MAIN.SFX. Finally , the samples themselves are all in Microsoft
  1568. WAVE format.
  1569. <p>The CD-audio tracks are stored in different fashions in the various
  1570. versions of the TR series. <font color="#008000">In the PC version of TR3, they are all stored
  1571. in the file CDAUDIO.WAD, which has the format (source: Sven, BachmannS@gmx.net,
  1572. http://wotsit.org/cgi-bin/download.cgi?tr3audio): a series of header records
  1573. with this format:
  1574. <pre>{ // 0x108 bytes
  1575. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; bit32 SampleLength;&nbsp;&nbsp;&nbsp;&nbsp; // how many bytes
  1576. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; bit32 SampleOffset;&nbsp;&nbsp;&nbsp;&nbsp; // offset in file
  1577. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; bit8 Name[256];&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; // C string; the length is a guess, because Sven's sizes are inconsistent.
  1578. };</pre>
  1579. followed by embedded samples in the Microsoft WAVE format.</font>
  1580. <p>In the Macintosh versions of TR1 and TR2, the CD audio tracks are separate
  1581. files in AIFF format, while in the Macintosh version of TR3, these tracks
  1582. are separate files in Microsoft WAVE format. The Macintosh version of TR3
  1583. contains an additional file, CDAudio.db, which contains the names of all
  1584. the track files as 32-byte zero-padded C strings with no extra contents.
  1585. <p><b>Data Structures:</b>
  1586. <p>/*
  1587. <br>&nbsp;* SoundSource structure
  1588. <br>&nbsp;* This structure contains the details of continuous-sound sources. Although
  1589. <br>&nbsp;* a SoundSource object has a position, it has no room membership; the sound
  1590. <br>&nbsp;* seems to propagate omnidirectionally for about 10 horizontal-grid sizes
  1591. <br>&nbsp;* without regard for the presence of walls.
  1592. <br>&nbsp;*/
  1593. <br><a NAME="struct_tr2_sound_source"></a>typedef struct {
  1594. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bit32</a> x;&nbsp;&nbsp;&nbsp;&nbsp;
  1595. // absolute X position of sound source (world coordinates)
  1596. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bit32</a> y;&nbsp;&nbsp;&nbsp;&nbsp;
  1597. // absolute Y position of sound source (world coordinates)
  1598. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bit32</a> z;&nbsp;&nbsp;&nbsp;&nbsp;
  1599. // absolute Z position of sound source (world coordinates)
  1600. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bitu16</a> SoundID; // internal
  1601. sound index
  1602. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bitu16</a> Flags; // 0x40,
  1603. 0x80, or 0xc0
  1604. <br>&nbsp;&nbsp;&nbsp; } <b>tr2_sound_source</b>;
  1605. <p>SoundMap is for mapping from internal-sound index to SoundDetails index;
  1606. it is 370 bit16s in TR2 and TR3 and <font color="#FF0000">256 bit16s in
  1607. TR1</font>. A value of -1 indicates "none".
  1608. <p>/*
  1609. <br>&nbsp;* Sound-sample details (SoundDetails)
  1610. <br>&nbsp;*/
  1611. <br><a NAME="struct_tr2_sound_details"></a>typedef struct { // 8 bytes
  1612. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bit16</a> Sample; // (index
  1613. into SampleIndices)
  1614. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bit16</a> Volume;
  1615. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bit16</a> Unknown1; // sound
  1616. range? (distance at which this sound can be heard?)
  1617. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bit16</a> Unknown2; // Bits
  1618. 8-15: priority?, Bits 2-7: number of sound
  1619. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; // samples in this group, Bits 0-1: channel number?
  1620. <br>&nbsp;&nbsp;&nbsp; } <b>tr2_sound_details</b>;
  1621. <p><b>SampleIndices:</b> <font color="#FF0000">In TR1, this is a list of
  1622. indices into the embedded sound-samples object, which precedes this object
  1623. in the level file.</font> In TR2 and TR3, this is a list of indices into
  1624. the file "MAIN.SFX"; the indices are the index numbers of that file's embedded
  1625. sound samples, rather than the samples' starting locations. That file itself
  1626. is a set of concatenated soundfiles with no catalogue info present. In
  1627. all the TR series, the sound format used is Microsoft WAVE (.wav).
  1628. <br>&nbsp;
  1629. <p>
  1630. <hr>
  1631. <center>
  1632. <p><a NAME="Miscellany"></a><b><u><font size=+1>VIII. Miscellany</font></u></b></center>
  1633. <p><b><u>These are various odds and ends that do not fit into
  1634. the earlier categories.</u></b>
  1635. <p><a NAME="Miscellany_Version"></a><b>Version:</b> Every level file (.PHD,
  1636. .TUB, .TR2) begins with a <a href="#Data_Types">bitu32</a> version number.&nbsp;
  1637. This seems to be used by the engine to guarantee compatibility between
  1638. various level editor versions and the game engine version.&nbsp; More generally,
  1639. it can be used to determine what sort of level is being read.&nbsp; Here
  1640. are the known (observed) values for the version header:
  1641. <p>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 0x00000020&nbsp;&nbsp;&nbsp;
  1642. Tomb Raider 1, Gold, Unfinished Business
  1643. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 0x0000002d&nbsp;&nbsp;&nbsp;
  1644. Tomb Raider 2
  1645. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 0xFF080038&nbsp;&nbsp;&nbsp;
  1646. Tomb Raider 3
  1647. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 0xFF180038&nbsp;&nbsp;&nbsp;
  1648. Tomb Raider 3
  1649. <p><b>Palette:</b> This consists of 256 <a href="#Data_Types">tr2_colour</a>
  1650. structs, one for each palette entry. However, the individual colour values
  1651. range from 0 to 63; they must be multiplied by 4 to get the correct values.
  1652. <p>This used for all 8-bit colour, such as 8-bit textures.
  1653. <p><b>Object Textures:</b>
  1654. <p>/*
  1655. <br>&nbsp;* Object-texture vertex structure. It specifies a vertex location in
  1656. textile coordinates.
  1657. <br>&nbsp;* The Xpixel and Ypixel are the actual coordinates of the vertex's pixel.
  1658. <br>&nbsp;* The Xcoordinate and Ycoordinate values depend on where the other vertices
  1659. <br>&nbsp;* are in the object texture. And if the object texture is used to specify
  1660. <br>&nbsp;* a triangle, then the fourth vertex's values will all be zero.
  1661. <br>&nbsp;*/
  1662. <br><a NAME="struct_tr2_object_texture_vert"></a>typedef struct { // 4
  1663. bytes
  1664. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bitu8</a> Xcoordinate; //
  1665. 1 if Xpixel is the low value, 255 if Xpixel is the high value in the object
  1666. texture
  1667. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bitu8</a> Xpixel;
  1668. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bitu8</a> Ycoordinate; //
  1669. 1 if Ypixel is the low value, 255 if Ypixel is the high value in the object
  1670. texture
  1671. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bitu8</a> Ypixel;
  1672. <br>&nbsp;&nbsp;&nbsp; } <b>tr2_object_texture_vert</b>;
  1673. <p>/*
  1674. <br>&nbsp;* Object texture structure.
  1675. <br>&nbsp;* These, thee contents of ObjectTextures[], are used for specifying texture
  1676. <br>&nbsp;* mapping for the world geometry and for mesh objects.
  1677. <br>&nbsp;*/
  1678. <br><a NAME="struct_tr2_object_texture"></a>typedef struct { // 20 bytes
  1679. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bitu16</a> Attribute;&nbsp;
  1680. // 0 means that a texture is all-opaque, and that transparency
  1681. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; // information is ignored.
  1682. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;// 1 means that transparency information is used. In 8-bit colour,
  1683. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;// index 0 is the transparent colour, while in 16-bit colour, the
  1684. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;// top bit (0x8000) is the alpha channel (1 = opaque, 0 = transparent).
  1685. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;// <font color="#008000">2 (only in TR3) means that the opacity (alpha)
  1686. is equal to the intensity;</font>
  1687. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;// <font color="#008000">the brighter the colour, the more opaque it
  1688. is. The intensity is probably calculated
  1689. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;// as the maximum of the individual
  1690. color values.</font>
  1691. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bitu16</a> Tile; // index
  1692. into textile list
  1693. <br>&nbsp;&nbsp;&nbsp; <a href="#struct.tr2_object_texture_vert">tr2_object_texture_vert</a>
  1694. Vertices[4]; // the four corners of the texture
  1695. <br>&nbsp;&nbsp;&nbsp; } <b>tr2_object_texture</b>;
  1696. <p><b>Animated Textures:</b>
  1697. <p><a NAME="struct_tr2_animated_texture"></a>Animated textures describe
  1698. sets of object textures that are cycled through to produce texture animations;
  1699. they are a set of bit16's with the following format (not a "real" C/C++
  1700. structure):
  1701. <p><a href="#Data_Types">bit16</a> NumAnimatedTextures
  1702. <br>struct {
  1703. <br>&nbsp;&nbsp;&nbsp; <a href="#Data_Types">bit16</a> NumTextureIDs; // Actually, this is
  1704. the number of texture ID's - 1.
  1705. <br>&nbsp;&nbsp;&nbsp; <a href="#Data_Types">bit16</a> TextureIDs[NumTextureIDs + 1]; // offsets
  1706. into ObjectTextures[], in animation order.
  1707. <br>&nbsp;&nbsp;&nbsp; } AnimatedTextures[NumAnimatedTextures];
  1708. <p>If a texture belongs to an animated-texture group, it will automatically
  1709. be animated by the engine. The animation framerate is most likely hardcoded.
  1710. <br>&nbsp;
  1711. <p><b>Cameras:</b>
  1712. <br>These are positions to switch the camera to; the camera gets switched
  1713. to one of these as specified in the floordata, which also specify what
  1714. to look at, how long to switch, and whether to do so only once.
  1715. <p><a NAME="struct_tr2_camera"></a>typedef struct {
  1716. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bit32</a> x;
  1717. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bit32</a> y;
  1718. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bit32</a> z;
  1719. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bit16</a> Room;
  1720. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bitu16</a> Unknown1; // correlates
  1721. to Boxes[]? Zones[]?
  1722. <br>&nbsp;&nbsp;&nbsp; } <b>tr2_camera</b>;
  1723. <br>&nbsp;
  1724. <br>&nbsp;
  1725. <p><b>Cinematic Frames:</b>
  1726. <br>These are camera positionings for cutscenes. All the entity animations
  1727. are specified separately, and it is not clear where there is any syncing
  1728. between these frames and any of the animations.
  1729. <p><a NAME="struct_tr2_cinematic_frame"></a>typedef struct {
  1730. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bit16</a> rotY;&nbsp;&nbsp;
  1731. // rotation about Y axis, +/- 32767 == +/- 180 degrees
  1732. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bit16</a> rotZ;&nbsp;&nbsp;&nbsp;
  1733. // rotation about Z axis, +/- 32767 == +/- 180 degrees
  1734. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bit16</a> rotZ2;&nbsp; //
  1735. seems to work a lot like rotZ;&nbsp; I haven't yet been able to
  1736. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  1737. // differentiate them
  1738. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bit16</a> posZ;&nbsp;&nbsp;
  1739. // camera position relative to something (target? Lara? room
  1740. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  1741. // origin?).&nbsp; pos* are _not_ in world coordinates.
  1742. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bit16</a> posY;&nbsp;&nbsp;
  1743. // camera position relative to something (see posZ)
  1744. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bit16</a> posX;&nbsp;&nbsp;
  1745. // camera position relative to something (see posZ)
  1746. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bit16</a> unknown; // changing
  1747. this can cause a runtime error
  1748. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bit16</a> rotX;&nbsp;&nbsp;
  1749. // rotation about X axis, +/- 32767 == +/- 180 degrees
  1750. <br>&nbsp;&nbsp;&nbsp; } <b>tr2_cinematic_frame</b>;
  1751. <br>&nbsp;
  1752. <p><b>LightMap:</b>
  1753. <br>A 32*256 array of <a href="#Data.Types">bitu8</a>'s which is apparently for applying light to
  1754. 8-bit colour, in some documentation called "ColourMap". The current palette
  1755. index and lighting value are used to calcuate an index to this table, which
  1756. is a table of palette indices.
  1757. <p>The Tomb Raider series' software rendering, like that of most real-time-3D
  1758. games, uses 8-bit colour for speed and low bulk; however, there is the
  1759. serious problem of how to do lighting with 8-bit colour, because doing
  1760. it directly is computationally expensive. The usual solution is to arrange
  1761. the palettes' colours in ramps, which the engine then follows in the appropriate
  1762. directions. However, the TR series' palettes generally lack such neat ramps.
  1763. <p>But the TR series has a more general solution, one that does not require
  1764. palettes to have colour ramps. It uses precalculated lighting tables, the
  1765. "ColourMap" objects. These contain translations of a colour value and a
  1766. lighting value, listed by palette index. The translation goes as follows:
  1767. <p>n = ColourMap[256 * k + i];
  1768. <p>where i is the original palette index, k is determined from the lighting
  1769. value, and n is the new palette index. The lighting index k varies from
  1770. 0 to 31, and the corresponding lighting value is, <font color="#FF0000">for TR1,
  1771. <p>2 - k / 16</font>
  1772. <p>and for TR2 and TR3,
  1773. <p>2 - (k + 1) / 16
  1774. <p>This may be associated with the curious fact of the lighting values
  1775. in the data files increasing in the "wrong" direction in TR1 and TR2, with
  1776. 0 being full brightness and greater values being darker.
  1777. <br>&nbsp;
  1778. <p>
  1779. <hr>
  1780. <center>
  1781. <p><a NAME="EntireTR2level"></a><b><u><font size=+1>IX. The Entire TR2
  1782. Level Format</font></u></b></center>
  1783. <p><a NAME="EntireLevelFormat_TR2"></a>
  1784. <br>What follows is the physical .TR2 file layout, byte for byte. Note
  1785. that this is not a "real" C/C++ structure, in that some arrays are variable-length,
  1786. with the length being defined by another element of the structure.
  1787. <p><a href="#Data.Types">bitu32</a> Version; // version (4 bytes)
  1788. <br><a href="#struct.tr2_colour">tr2_colour</a> Palette[256]; // 8-bit
  1789. palette (768 bytes)
  1790. <br><a href="#struct_tr2_colour">tr2_colour4</a> Palette16[256]; //&nbsp;
  1791. (1024 bytes)
  1792. <br><a href="#Data.Types">bitu32</a> NumTextiles; // number of texture
  1793. tiles (4 bytes)
  1794. <br><a href="#struct.tr2_textile8">tr2_textile8</a> Textile8[NumTextiles];
  1795. // 8-bit (palettized) textiles (NumTextiles * 65536 bytes)
  1796. <br><a href="#struct.tr2_textile16">tr2_textile16</a> Textile16[NumTextiles];
  1797. // 16-bit (ARGB) textiles (NumTextiles * 131072 bytes)
  1798. <br><a href="#Data.Types">bitu32</a> Unused; // 32-bit unused value (4
  1799. bytes)
  1800. <br><a href="#Data.Types">bitu16</a> NumRooms; // number of rooms (2 bytes)
  1801. <br>struct {
  1802. <br>&nbsp;&nbsp;&nbsp; <a href="#struct.tr2_room_info">tr2_room_info</a>
  1803. RoomInfo; // room header (16 bytes)
  1804. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bitu32</a> NumData; // number
  1805. of data bitu16's to follow (=RoomData) (4 bytes)
  1806. <br>&nbsp;&nbsp;&nbsp; struct {
  1807. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bitu16</a>
  1808. NumVertices; // number of vertices to follow (2 bytes)
  1809. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <a href="#struct.tr2_room_vertex">tr2_vertex_room</a>
  1810. Vertices[NumVertices]; // vertex list (NumVertices * 12 bytes)
  1811. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bitu16</a>
  1812. NumRectangles; // number of rectangles to follow (2 bytes)
  1813. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <a href="#struct.tr2_face4">tr2_face4</a>
  1814. Rectangles[NumRectangles]; // rectangle list (NumRectangles * 10 bytes)
  1815. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bitu16</a>
  1816. NumTriangles; // number of triangles to follow (2 bytes)
  1817. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <a href="#struct.tr2_face3">tr2_face3</a>
  1818. Triangles[NumTriangles]; // triangle list (NumTriangles * 8 bytes)
  1819. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bitu16</a>
  1820. NumSprites; // number of sprites to follow (2 bytes)
  1821. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <a href="#struct.tr2_room_sprite">tr2_room_sprite</a>
  1822. Sprites[NumSprites]; // room sprite list (NumSprites * 4 bytes)
  1823. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bitu16</a>
  1824. NumDoors; // number of doors to follow (2 bytes)
  1825. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <a href="#struct.tr2_room_door">tr2_room_door</a>
  1826. Doors[NumDoors]; // door list (NumDoors * 32 bytes)
  1827. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bitu16</a>
  1828. NumZsector; // sector table width (2 bytes)
  1829. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bitu16</a>
  1830. NumXsector; // sector table height (2 bytes)
  1831. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <a href="#struct.tr2_room_sector">tr2_room_sector</a>
  1832. SectorData[NumZsector * NumXsector]; // sector table (NumZsector * NumXsector
  1833. * 8 bytes)
  1834. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bit16</a>
  1835. Intensity1;
  1836. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bit16</a>
  1837. Intensity2;
  1838. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bit16</a>
  1839. LightMode;
  1840. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bitu16</a>
  1841. NumLights; // number of lights to follow (2 bytes)
  1842. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <a href="#struct.tr2_room_light">tr2_room_light</a>
  1843. Lights[NumLights]; // light list (NumLights * 24 bytes)
  1844. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bitu16</a>
  1845. NumStaticMeshes; // number of static mesh records to follow (2 bytes)
  1846. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <a href="#struct.struct_tr2_room_staticmesh">tr2_room_staticmesh</a>
  1847. StaticMeshes[NumStaticMeshes]; // static mesh data (NumStaticMeshes * 20
  1848. bytes)
  1849. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bit16</a>
  1850. AlternateRoom; // (2 bytes)
  1851. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bitu16</a>
  1852. Flags; // (2 bytes)
  1853. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; } RoomData;
  1854. <br>&nbsp;&nbsp;&nbsp; } Rooms[NumRooms];
  1855. <br><a href="#Data.Types">bitu32</a> NumFloorData; // number of floor data
  1856. bitu16's to follow (4 bytes)
  1857. <br><a href="#Data.Types">bitu16</a> FloorData[NumFloorData]; // floor
  1858. data (NumFloorData * 2 bytes)
  1859. <br><a href="#Data.Types">bitu32</a> NumMeshData; // number of bitu16's
  1860. of mesh data to follow (=Meshes[]) (4 bytes)
  1861. <br>struct {
  1862. <br>&nbsp;&nbsp;&nbsp; <a href="#struct.tr2_vertex">tr2_vertex</a> Centre;
  1863. // relative coordinates of mesh centre (6 bytes)
  1864. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bitu8</a> Unknown1[4]; //
  1865. unknown (4 bytes)
  1866. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bit16</a> NumVertices; //
  1867. number of vertices to follow (2 bytes)
  1868. <br>&nbsp;&nbsp;&nbsp; <a href="#struct.tr2_vertex">tr2_vertex</a> Vertices[NumVertices];
  1869. // list of vertices (NumVertices * 6 bytes)
  1870. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bit16</a> NumNormals; // number
  1871. of normals to follow (2 bytes)
  1872. <br>&nbsp;&nbsp;&nbsp; <a href="#struct.tr2_vertex">tr2_vertex</a> Normals[NumNormals];
  1873. // list of normals (NumNormals * 6 bytes) (becomes Lights if NumNormals
  1874. &lt; 0; 2 bytes)
  1875. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bit16</a> NumTexturedRectangles;
  1876. // number of textured rectangles to follow (2 bytes)
  1877. <br>&nbsp;&nbsp;&nbsp; <a href="#struct.tr2_face4">tr2_face4</a> TexturedRectangles[NumTexturedRectangles];
  1878. // list of textured rectangles (NumTexturedRectangles * 10 bytes)
  1879. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bit16</a> NumTexturedTriangles;
  1880. // number of textured triangles to follow (2 bytes)
  1881. <br>&nbsp;&nbsp;&nbsp; <a href="#struct.tr2_face3">tr2_face3</a> TexturedTriangles[NumTexturedTriangles];
  1882. // list of textured triangles (NumTexturedTriangles * 8 bytes)
  1883. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bit16</a> NumColouredRectangles;
  1884. // number of coloured rectangles to follow (2 bytes)
  1885. <br>&nbsp;&nbsp;&nbsp; <a href="#struct.tr2_face4">tr2_face4</a> ColouredRectangles[NumColouredRectangles];
  1886. // list of coloured rectangles (NumColouredRectangles * 10 bytes)
  1887. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bit16</a> NumColouredTriangles;
  1888. // number of coloured triangles to follow (2 bytes)
  1889. <br>&nbsp;&nbsp;&nbsp; <a href="#struct.tr2_face3">tr2_face3</a> ColouredTriangles[NumColouredTriangles];
  1890. // list of coloured triangles (NumColouredTriangles * 8 bytes)
  1891. <br>&nbsp;&nbsp;&nbsp; } Meshes[NumMeshPointers]; // note that NumMeshPointers
  1892. comes <u>AFTER</u> Meshes[]
  1893. <br><a href="#Data.Types">bitu32</a> NumMeshPointers; // number of mesh
  1894. pointers to follow (4 bytes)
  1895. <br><a href="#Data.Types">bitu32</a> MeshPointers[NumMeshPointers]; //
  1896. mesh pointer list (NumMeshPointers * 4 bytes)
  1897. <br><a href="#Data.Types">bitu32</a> NumAnimations; // number of animations
  1898. to follow (4 bytes)
  1899. <br><a href="#struct.tr2_animation">tr2_animation</a> Animations[NumAnimations];
  1900. // animation list (NumAnimations * 32 bytes)
  1901. <br><a href="#Data.Types">bitu32</a> NumStateChanges; // number of state
  1902. changes to follow (4 bytes)
  1903. <br><a href="#struct.tr2_state_change">tr2_state_change</a> StateChanges[NumStateChanges];
  1904. // state-change list (NumStructures * 6 bytes)
  1905. <br><a href="#Data.Types">bitu32</a> NumAnimDispatches; // number of animation
  1906. dispatches to follow (4 bytes)
  1907. <br><a href="#struct.tr2_anim_dispatch">tr2_anim_dispatch</a> AnimDispatches[NumAnimDispatches];
  1908. // animation-dispatch list list (NumAnimDispatches * 8 bytes)
  1909. <br><a href="#Data.Types">bitu32</a> NumAnimCommands; // number of animation
  1910. commands to follow (4 bytes)
  1911. <br><a href="#struct.tr2_anim_command">tr2_anim_command</a> AnimCommands[NumAnimCommands];
  1912. // animation-command list (NumAnimCommands * 2 bytes)
  1913. <br><a href="#Data.Types">bitu32</a> NumMeshTrees; // number of MeshTrees
  1914. to follow (4 bytes)
  1915. <br><a href="#struct.tr2_meshtree">tr2_meshtree</a> MeshTrees[NumMeshTrees];
  1916. // MeshTree list (NumMeshTrees * 4 bytes)
  1917. <br><a href="#Data.Types">bitu32</a> NumFrames; // number of words of frame
  1918. data to follow (4 bytes)
  1919. <br><a href="#Data.Types">bitu16</a> Frames[NumFrames]; // frame data (NumFrames
  1920. * 2 bytes)
  1921. <br><a href="#Data.Types">bitu32</a> NumMoveables; // number of moveables
  1922. to follow (4 bytes)
  1923. <br><a href="#struct.tr2_moveable">tr2_moveable</a> Moveables[NumMoveables];
  1924. // moveable list (NumMoveables * 18 bytes)
  1925. <br><a href="#Data.Types">bitu32</a> NumStaticMeshes; // number of StaticMesh
  1926. data records to follow (4 bytes)
  1927. <br><a href="#struct_tr2_staticmesh">tr2_staticmesh</a> StaticMeshes[NumStaticMeshes];
  1928. // StaticMesh data (NumStaticMesh * 32 bytes)
  1929. <br><a href="#Data.Types">bitu32</a> NumObjectTextures; // number of object
  1930. textures to follow (4 bytes)
  1931. <br><a href="#struct.tr2_object_texture">tr2_object_texture</a> ObjectTextures[NumObjectTextures];
  1932. // object texture list (NumObjectTextures * 20 bytes) (after AnimatedTextures
  1933. in TR3)
  1934. <br><a href="#Data.Types">bitu32</a> NumSpriteTextures; // number of sprite
  1935. textures to follow (4 bytes)
  1936. <br><a href="#struct.tr2_sprite_texture">tr2_sprite_texture</a> SpriteTextures[NumSpriteTextures];
  1937. // sprite texture list (NumSpriteTextures * 16 bytes)
  1938. <br><a href="#Data.Types">bitu32</a> NumSpriteSequences; // number of sprite
  1939. sequences records to follow (4 bytes)
  1940. <br><a href="#struct.tr2_sprite_sequence">tr2_sprite_sequence</a> SpriteSequences[NumSpriteSequences];
  1941. // sprite sequence data (NumSpriteSequences * 8 bytes)
  1942. <br><a href="#Data.Types">bitu32</a> NumCameras; // number of camera data
  1943. records to follow (4 bytes)
  1944. <br><a href="#struct.tr2_camera">tr2_camera</a> Cameras[NumCameras]; //
  1945. camera data (NumCameras * 16 bytes)
  1946. <br><a href="#Data.Types">bitu32</a> NumSoundSources; // number of sound
  1947. source data records to follow (4 bytes)
  1948. <br><a href="#struct.tr2_sound_source">tr2_sound_source</a> SoundSources[NumSoundSources];
  1949. // sound source data (NumSoundSources * 16 bytes)
  1950. <br><a href="#Data.Types">bitu32</a> NumBoxes; // number of box data records
  1951. to follow (4 bytes)
  1952. <br><a href="#struct.tr2_box">tr2_box</a> Boxes[NumBoxes]; // box data
  1953. (NumBoxes * 8 bytes)
  1954. <br><a href="#Data.Types">bitu32</a> NumOverlaps; // number of overlap
  1955. records to follow (4 bytes)
  1956. <br><a href="#Data.Types">bitu16</a> Overlaps[NumOverlaps]; // overlap
  1957. data (NumOverlaps * 2 bytes)
  1958. <br><a href="#Data.Types">10*bit16</a> Zones[NumBoxes]; // zone data (NumBoxes
  1959. * 20 bytes)
  1960. <br><a href="#Data.Types">bitu32</a> NumAnimatedTextures; // number of
  1961. animated texture records to follow (4 bytes)
  1962. <br><a href="#Data.Types">bitu16</a> AnimatedTextures[NumAnimatedTextures];
  1963. // animated texture data (NumAnimatedTextures * 2 bytes)
  1964. <br><a href="#Data.Types">bitu32</a> NumItems; // number of items to follow
  1965. (4 bytes)
  1966. <br><a href="#struct.tr2_item">tr2_item</a> Items[NumItems]; // item list
  1967. (NumItems * 24 bytes)
  1968. <br><a href="#Data.Types">bitu8</a> LightMap[32 * 256]; // light map (8192
  1969. bytes)
  1970. <br><a href="#Data.Types">bitu16</a> NumCinematicFrames; // number of cinematic
  1971. frame records to follow (2 bytes)
  1972. <br><a href="#struct.tr2_cinematic_frame">tr2_cinematic_frame</a> CinematicFrames[NumCinematicFrames];
  1973. // (NumCinematicFrames * 16 bytes)
  1974. <br><a href="#Data.Types">bitu16</a> NumDemoData; // number of demo data
  1975. records to follow (2 bytes)
  1976. <br><a href="#Data.Types">bitu8</a> DemoData[NumDemoData]; // demo data
  1977. (NumDemoData bytes)
  1978. <br><a href="#Data.Types">bit16</a> SoundMap[370]; // sound map (740 bytes)
  1979. <br><a href="#Data.Types">bitu32</a> NumSoundDetails; // number of sound-detail
  1980. records to follow (4 bytes)
  1981. <br><a href="#struct.tr2_sound_details">tr2_sample_info</a> SoundDetails[NumSoundDetails];
  1982. // sound-detail list (NumSoundDetails * 8 bytes)
  1983. <br><a href="#Data.Types">bitu32</a> NumSampleIndices; // number of sample
  1984. indices to follow (4 bytes)
  1985. <br><a href="#Data.Types">bitu32</a> SampleIndices[NumSampleIndices]; //
  1986. sample indices (NumSampleIndices * 4 bytes)
  1987. <p>
  1988. <hr>
  1989. <center>
  1990. <p><a NAME="EntireTR2level"></a><b><u><font size=+1>The Entire TR1 Level
  1991. Format</font></u></b></center>
  1992. <p><a NAME="EntireLevelFormat_TR2"></a>
  1993. <br>What follows is the physical .PHD file layout, byte for byte. Note
  1994. that this is not a "real" C/C++ structure, in that some arrays are variable-length,
  1995. with the length being defined by another element of the structure.
  1996. <p><a href="#Data.Types">bitu32</a> Version; // version (4 bytes)
  1997. <br><a href="#Data.Types">bitu32</a> NumTextiles; // number of texture
  1998. tiles (4 bytes)
  1999. <br><a href="#struct.tr2_textile8">tr2_textile8</a> Textile8[NumTextiles];
  2000. // 8-bit (palettized) textiles (NumTextiles * 65536 bytes)
  2001. <br><a href="#Data.Types">bitu32</a> Unused; // 32-bit unused value (4
  2002. bytes)
  2003. <br><a href="#Data.Types">bitu16</a> NumRooms; // number of rooms (2 bytes)
  2004. <br>struct {
  2005. <br>&nbsp;&nbsp;&nbsp; <a href="#struct.tr2_room_info">tr2_room_info</a>
  2006. RoomInfo; // room header (16 bytes)
  2007. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bitu32</a> NumData; // number
  2008. of data bitu16's to follow (=RoomData) (4 bytes)
  2009. <br>&nbsp;&nbsp;&nbsp; struct {
  2010. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bitu16</a>
  2011. NumVertices; // number of vertices to follow (2 bytes)
  2012. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <a href="#struct.tr2_room_vertex">tr2_vertex_room</a>
  2013. Vertices[NumVertices]; // vertex list (NumVertices * 8 bytes [TR1 version])
  2014. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bitu16</a>
  2015. NumRectangles; // number of rectangles to follow (2 bytes)
  2016. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <a href="#struct.tr2_face4">tr2_face4</a>
  2017. Rectangles[NumRectangles]; // rectangle list (NumRectangles * 10 bytes)
  2018. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bitu16</a>
  2019. NumTriangles; // number of triangles to follow (2 bytes)
  2020. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <a href="#struct.tr2_face3">tr2_face3</a>
  2021. Triangles[NumTriangles]; // triangle list (NumTriangles * 8 bytes)
  2022. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bitu16</a>
  2023. NumSprites; // number of sprites to follow (2 bytes)
  2024. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <a href="#struct.tr2_room_sprite">tr2_room_sprite</a>
  2025. Sprites[NumSprites]; // room sprite list (NumSprites * 4 bytes)
  2026. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bitu16</a>
  2027. NumDoors; // number of doors to follow (2 bytes)
  2028. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <a href="#struct.tr2_room_door">tr2_room_door</a>
  2029. Doors[NumDoors]; // door list (NumDoors * 32 bytes)
  2030. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bitu16</a>
  2031. NumZsector; // sector table width (2 bytes)
  2032. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bitu16</a>
  2033. NumXsector; // sector table height (2 bytes)
  2034. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <a href="#struct.tr2_room_sector">tr2_room_sector</a>
  2035. SectorData[NumZsector * NumXsector]; // sector table (NumZsector * NumXsector
  2036. * 8 bytes)
  2037. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bit16</a>
  2038. Intensity1;
  2039. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bitu16</a>
  2040. NumLights; // number of lights to follow (2 bytes)
  2041. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <a href="#struct.tr2_room_light">tr2_room_light</a>
  2042. Lights[NumLights]; // light list (NumLights * 18 bytes [TR1 version])
  2043. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bitu16</a>
  2044. NumStaticMeshes; // number of static mesh records to follow (2 bytes)
  2045. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <a href="#struct.struct_tr2_room_staticmesh">tr2_room_staticmesh</a>
  2046. StaticMeshes[NumStaticMeshes]; // static mesh data (NumStaticMeshes * 18
  2047. bytes [TR1 version])
  2048. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bit16</a>
  2049. AlternateRoom; // (2 bytes)
  2050. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bitu16</a>
  2051. Flags; // (2 bytes)
  2052. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; } RoomData;
  2053. <br>&nbsp;&nbsp;&nbsp; } Rooms[NumRooms];
  2054. <br><a href="#Data.Types">bitu32</a> NumFloorData; // number of floor data
  2055. bitu16's to follow (4 bytes)
  2056. <br><a href="#Data.Types">bitu16</a> FloorData[NumFloorData]; // floor
  2057. data (NumFloorData * 2 bytes)
  2058. <br><a href="#Data.Types">bitu32</a> NumMeshData; // number of bitu16's
  2059. of mesh data to follow (=Meshes[]) (4 bytes)
  2060. <br>struct {
  2061. <br>&nbsp;&nbsp;&nbsp; <a href="#struct.tr2_vertex">tr2_vertex</a> Centre;
  2062. // relative coordinates of mesh centre (6 bytes)
  2063. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bitu8</a> Unknown1[4]; //
  2064. unknown (4 bytes)
  2065. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bit16</a> NumVertices; //
  2066. number of vertices to follow (2 bytes)
  2067. <br>&nbsp;&nbsp;&nbsp; <a href="#struct.tr2_vertex">tr2_vertex</a> Vertices[NumVertices];
  2068. // list of vertices (NumVertices * 6 bytes)
  2069. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bit16</a> NumNormals; // number
  2070. of normals to follow (2 bytes)
  2071. <br>&nbsp;&nbsp;&nbsp; <a href="#struct.tr2_vertex">tr2_vertex</a> Normals[NumNormals];
  2072. // list of normals (NumNormals * 6 bytes) (becomes Lights if NumNormals
  2073. &lt; 0; 2 bytes)
  2074. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bit16</a> NumTexturedRectangles;
  2075. // number of textured rectangles to follow (2 bytes)
  2076. <br>&nbsp;&nbsp;&nbsp; <a href="#struct.tr2_face4">tr2_face4</a> TexturedRectangles[NumTexturedRectangles];
  2077. // list of textured rectangles (NumTexturedRectangles * 10 bytes)
  2078. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bit16</a> NumTexturedTriangles;
  2079. // number of textured triangles to follow (2 bytes)
  2080. <br>&nbsp;&nbsp;&nbsp; <a href="#struct.tr2_face3">tr2_face3</a> TexturedTriangles[NumTexturedTriangles];
  2081. // list of textured triangles (NumTexturedTriangles * 8 bytes)
  2082. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bit16</a> NumColouredRectangles;
  2083. // number of coloured rectangles to follow (2 bytes)
  2084. <br>&nbsp;&nbsp;&nbsp; <a href="#struct.tr2_face4">tr2_face4</a> ColouredRectangles[NumColouredRectangles];
  2085. // list of coloured rectangles (NumColouredRectangles * 10 bytes)
  2086. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bit16</a> NumColouredTriangles;
  2087. // number of coloured triangles to follow (2 bytes)
  2088. <br>&nbsp;&nbsp;&nbsp; <a href="#struct.tr2_face3">tr2_face3</a> ColouredTriangles[NumColouredTriangles];
  2089. // list of coloured triangles (NumColouredTriangles * 8 bytes)
  2090. <br>&nbsp;&nbsp;&nbsp; } Meshes[NumMeshPointers]; // note that NumMeshPointers
  2091. comes <u>AFTER</u> Meshes[]
  2092. <br><a href="#Data.Types">bitu32</a> NumMeshPointers; // number of mesh
  2093. pointers to follow (4 bytes)
  2094. <br><a href="#Data.Types">bitu32</a> MeshPointers[NumMeshPointers]; //
  2095. mesh pointer list (NumMeshPointers * 4 bytes)
  2096. <br><a href="#Data.Types">bitu32</a> NumAnimations; // number of animations
  2097. to follow (4 bytes)
  2098. <br><a href="#struct.tr2_animation">tr2_animation</a> Animations[NumAnimations];
  2099. // animation list (NumAnimations * 32 bytes)
  2100. <br><a href="#Data.Types">bitu32</a> NumStateChanges; // number of state
  2101. changes to follow (4 bytes)
  2102. <br><a href="#struct.tr2_state_change">tr2_state_change</a> StateChanges[NumStateChanges];
  2103. // state-change list (NumStructures * 6 bytes)
  2104. <br><a href="#Data.Types">bitu32</a> NumAnimDispatches; // number of animation
  2105. dispatches to follow (4 bytes)
  2106. <br><a href="#struct.tr2_anim_dispatch">tr2_anim_dispatch</a> AnimDispatches[NumAnimDispatches];
  2107. // animation-dispatch list list (NumAnimDispatches * 8 bytes)
  2108. <br><a href="#Data.Types">bitu32</a> NumAnimCommands; // number of animation
  2109. commands to follow (4 bytes)
  2110. <br><a href="#struct.tr2_anim_command">tr2_anim_command</a> AnimCommands[NumAnimCommands];
  2111. // animation-command list (NumAnimCommands * 2 bytes)
  2112. <br><a href="#Data.Types">bitu32</a> NumMeshTrees; // number of MeshTrees
  2113. to follow (4 bytes)
  2114. <br><a href="#struct.tr2_meshtree">tr2_meshtree</a> MeshTrees[NumMeshTrees];
  2115. // MeshTree list (NumMeshTrees * 4 bytes)
  2116. <br><a href="#Data.Types">bitu32</a> NumFrames; // number of words of frame
  2117. data to follow (4 bytes)
  2118. <br><a href="#Data.Types">bitu16</a> Frames[NumFrames]; // frame data (NumFrames
  2119. * 2 bytes)
  2120. <br><a href="#Data.Types">bitu32</a> NumMoveables; // number of moveables
  2121. to follow (4 bytes)
  2122. <br><a href="#struct.tr2_moveable">tr2_moveable</a> Moveables[NumMoveables];
  2123. // moveable list (NumMoveables * 18 bytes)
  2124. <br><a href="#Data.Types">bitu32</a> NumStaticMeshes; // number of StaticMesh
  2125. data records to follow (4 bytes)
  2126. <br><a href="#struct_tr2_staticmesh">tr2_staticmesh</a> StaticMeshes[NumStaticMeshes];
  2127. // StaticMesh data (NumStaticMesh * 32 bytes)
  2128. <br><a href="#Data.Types">bitu32</a> NumObjectTextures; // number of object
  2129. textures to follow (4 bytes) (after AnimatedTextures in TR3)
  2130. <br><a href="#struct.tr2_object_texture">tr2_object_texture</a> ObjectTextures[NumObjectTextures];
  2131. // object texture list (NumObjectTextures * 20 bytes) (after AnimatedTextures
  2132. in TR3)
  2133. <br><a href="#Data.Types">bitu32</a> NumSpriteTextures; // number of sprite
  2134. textures to follow (4 bytes)
  2135. <br><a href="#struct.tr2_sprite_texture">tr2_sprite_texture</a> SpriteTextures[NumSpriteTextures];
  2136. // sprite texture list (NumSpriteTextures * 16 bytes)
  2137. <br><a href="#Data.Types">bitu32</a> NumSpriteSequences; // number of sprite
  2138. sequences records to follow (4 bytes)
  2139. <br><a href="#struct.tr2_sprite_sequence">tr2_sprite_sequence</a> SpriteSequences[NumSpriteSequences];
  2140. // sprite sequence data (NumSpriteSequences * 8 bytes)
  2141. <br><a href="#Data.Types">bitu32</a> NumCameras; // number of camera data
  2142. records to follow (4 bytes)
  2143. <br><a href="#struct.tr2_camera">tr2_camera</a> Cameras[NumCameras]; //
  2144. camera data (NumCameras * 16 bytes)
  2145. <br><a href="#Data.Types">bitu32</a> NumSoundSources; // number of sound
  2146. source data records to follow (4 bytes)
  2147. <br><a href="#struct.tr2_sound_source">tr2_sound_source</a> SoundSources[NumSoundSources];
  2148. // sound source data (NumSoundSources * 16 bytes)
  2149. <br><a href="#Data.Types">bitu32</a> NumBoxes; // number of box data records
  2150. to follow (4 bytes)
  2151. <br><a href="#struct.tr2_box">tr2_box</a> Boxes[NumBoxes]; // box data
  2152. (NumBoxes * 20 bytes [TR1 version])
  2153. <br><a href="#Data.Types">bitu32</a> NumOverlaps; // number of overlap
  2154. records to follow (4 bytes)
  2155. <br><a href="#Data.Types">bitu16</a> Overlaps[NumOverlaps]; // overlap
  2156. data (NumOverlaps * 2 bytes)
  2157. <br><a href="#Data.Types">6*bit16</a> Zones[NumBoxes]; // zone data (NumBoxes
  2158. * 12 bytes [TR1 version])
  2159. <br><a href="#Data.Types">bitu32</a> NumAnimatedTextures; // number of
  2160. animated texture records to follow (4 bytes)
  2161. <br><a href="#Data.Types">bitu16</a> AnimatedTextures[NumAnimatedTextures];
  2162. // animated texture data (NumAnimatedTextures * 2 bytes)
  2163. <br><a href="#Data.Types">bitu32</a> NumItems; // number of items to follow
  2164. (4 bytes)
  2165. <br><a href="#struct.tr2_item">tr2_item</a> Items[NumItems]; // item list
  2166. (NumItems * 22 bytes [TR1 version])
  2167. <br><a href="#Data.Types">bitu8</a> LightMap[32 * 256]; // light map (8192
  2168. bytes)
  2169. <br><a href="#struct.tr2_colour">tr2_colour</a> Palette[256]; // 8-bit
  2170. palette (768 bytes)
  2171. <br><a href="#Data.Types">bitu16</a> NumCinematicFrames; // number of cinematic
  2172. frame records to follow (2 bytes)
  2173. <br><a href="#struct.tr2_cinematic_frame">tr2_cinematic_frame</a> CinematicFrames[NumCinematicFrames];
  2174. // (NumCinematicFrames * 16 bytes)
  2175. <br><a href="#Data.Types">bitu16</a> NumDemoData; // number of demo data
  2176. records to follow (2 bytes)
  2177. <br><a href="#Data.Types">bitu8</a> DemoData[NumDemoData]; // demo data
  2178. (NumDemoData bytes)
  2179. <br><a href="#Data.Types">bit16</a> SoundMap[256]; // sound map (512 bytes)
  2180. <br><a href="#Data.Types">bitu32</a> NumSoundDetails; // number of sound-detail
  2181. records to follow (4 bytes)
  2182. <br><a href="#struct.tr2_sound_details">tr2_sample_info</a> SoundDetails[NumSoundDetails];
  2183. // sound-detail list (NumSoundDetails * 8 bytes)
  2184. <br><a href="#Data_Types">bitu32</a> NumSamples (number of bitu8's in Samples)
  2185. <br><a href="#Data_Types">bitu8</a> Samples (array of bitu8's -- embedded
  2186. sound samples in Microsoft WAVE format)
  2187. <br><a href="#Data.Types">bitu32</a> NumSampleIndices; // number of sample
  2188. indices to follow (4 bytes)
  2189. <br><a href="#Data.Types">bitu32</a> SampleIndices[NumSampleIndices]; //
  2190. sample indices (NumSampleIndices * 4 bytes)
  2191. <p>
  2192. <hr>
  2193. <center>
  2194. <p><a NAME="EntireTR3level"></a><b><u><font size=+1>The Entire TR3 Level
  2195. Format</font></u></b></center>
  2196. <p><a NAME="EntireLevelFormat_TR2"></a>
  2197. <br>What follows is the physical Tomb Raider III .TR2 file layout, byte for byte. Note
  2198. that this is not a "real" C/C++ structure, in that some arrays are variable-length,
  2199. with the length being defined by another element of the structure.
  2200. <p><a href="#Data.Types">bitu32</a> Version; // version (4 bytes)
  2201. <br><a href="#struct.tr2_colour">tr2_colour</a> Palette[256]; // 8-bit
  2202. palette (768 bytes)
  2203. <br><a href="#struct_tr2_colour">tr2_colour4</a> Palette16[256]; //&nbsp;
  2204. (1024 bytes)
  2205. <br><a href="#Data.Types">bitu32</a> NumTextiles; // number of texture
  2206. tiles (4 bytes)
  2207. <br><a href="#struct.tr2_textile8">tr2_textile8</a> Textile8[NumTextiles];
  2208. // 8-bit (palettized) textiles (NumTextiles * 65536 bytes)
  2209. <br><a href="#struct.tr2_textile16">tr2_textile16</a> Textile16[NumTextiles];
  2210. // 16-bit (ARGB) textiles (NumTextiles * 131072 bytes) (absent from TR1)
  2211. <br><a href="#Data.Types">bitu32</a> Unused; // 32-bit unused value (4
  2212. bytes)
  2213. <br><a href="#Data.Types">bitu16</a> NumRooms; // number of rooms (2 bytes)
  2214. <br>struct {
  2215. <br>&nbsp;&nbsp;&nbsp; <a href="#struct.tr2_room_info">tr2_room_info</a>
  2216. RoomInfo; // room header (16 bytes)
  2217. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bitu32</a> NumData; // number
  2218. of data bitu16's to follow (=RoomData) (4 bytes)
  2219. <br>&nbsp;&nbsp;&nbsp; struct {
  2220. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bitu16</a>
  2221. NumVertices; // number of vertices to follow (2 bytes)
  2222. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <a href="#struct.tr2_room_vertex">tr2_vertex_room</a>
  2223. Vertices[NumVertices]; // vertex list (NumVertices * 12 bytes)
  2224. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bitu16</a>
  2225. NumRectangles; // number of rectangles to follow (2 bytes)
  2226. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <a href="#struct.tr2_face4">tr2_face4</a>
  2227. Rectangles[NumRectangles]; // rectangle list (NumRectangles * 10 bytes)
  2228. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bitu16</a>
  2229. NumTriangles; // number of triangles to follow (2 bytes)
  2230. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <a href="#struct.tr2_face3">tr2_face3</a>
  2231. Triangles[NumTriangles]; // triangle list (NumTriangles * 8 bytes)
  2232. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bitu16</a>
  2233. NumSprites; // number of sprites to follow (2 bytes)
  2234. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <a href="#struct.tr2_room_sprite">tr2_room_sprite</a>
  2235. Sprites[NumSprites]; // room sprite list (NumSprites * 4 bytes)
  2236. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bitu16</a>
  2237. NumDoors; // number of doors to follow (2 bytes)
  2238. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <a href="#struct.tr2_room_door">tr2_room_door</a>
  2239. Doors[NumDoors]; // door list (NumDoors * 32 bytes)
  2240. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bitu16</a>
  2241. NumZsector; // sector table width (2 bytes)
  2242. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bitu16</a>
  2243. NumXsector; // sector table height (2 bytes)
  2244. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <a href="#struct.tr2_room_sector">tr2_room_sector</a>
  2245. SectorData[NumZsector * NumXsector]; // sector table (NumZsector * NumXsector
  2246. * 8 bytes)
  2247. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bit16</a>
  2248. Intensity1;
  2249. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bit16</a>
  2250. Intensity2;
  2251. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bitu16</a>
  2252. NumLights; // number of lights to follow (2 bytes)
  2253. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <a href="#struct.tr2_room_light">tr2_room_light</a>
  2254. Lights[NumLights]; // light list (NumLights * 24 bytes)
  2255. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bitu16</a>
  2256. NumStaticMeshes; // number of static mesh records to follow (2 bytes)
  2257. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <a href="#struct.struct_tr2_room_staticmesh">tr2_room_staticmesh</a>
  2258. StaticMeshes[NumStaticMeshes]; // static mesh data (NumStaticMeshes * 20
  2259. bytes)
  2260. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bit16</a>
  2261. AlternateRoom; // (2 bytes)
  2262. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bitu16</a>
  2263. Flags; // (2 bytes)
  2264. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <a href="#struct_tr2_colour">tr2_colour</a>
  2265. RoomLightColour // 3 bytes
  2266. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; } RoomData;
  2267. <br>&nbsp;&nbsp;&nbsp; } Rooms[NumRooms];
  2268. <br><a href="#Data.Types">bitu32</a> NumFloorData; // number of floor data
  2269. bitu16's to follow (4 bytes)
  2270. <br><a href="#Data.Types">bitu16</a> FloorData[NumFloorData]; // floor
  2271. data (NumFloorData * 2 bytes)
  2272. <br><a href="#Data.Types">bitu32</a> NumMeshData; // number of bitu16's
  2273. of mesh data to follow (=Meshes[]) (4 bytes)
  2274. <br>struct {
  2275. <br>&nbsp;&nbsp;&nbsp; <a href="#struct.tr2_vertex">tr2_vertex</a> Centre;
  2276. // relative coordinates of mesh centre (6 bytes)
  2277. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bitu8</a> Unknown1[4]; //
  2278. unknown (4 bytes)
  2279. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bit16</a> NumVertices; //
  2280. number of vertices to follow (2 bytes)
  2281. <br>&nbsp;&nbsp;&nbsp; <a href="#struct.tr2_vertex">tr2_vertex</a> Vertices[NumVertices];
  2282. // list of vertices (NumVertices * 6 bytes)
  2283. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bit16</a> NumNormals; // number
  2284. of normals to follow (2 bytes)
  2285. <br>&nbsp;&nbsp;&nbsp; <a href="#struct.tr2_vertex">tr2_vertex</a> Normals[NumNormals];
  2286. // list of normals (NumNormals * 6 bytes) (becomes Lights if NumNormals
  2287. &lt; 0; 2 bytes)
  2288. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bit16</a> NumTexturedRectangles;
  2289. // number of textured rectangles to follow (2 bytes)
  2290. <br>&nbsp;&nbsp;&nbsp; <a href="#struct.tr2_face4">tr2_face4</a> TexturedRectangles[NumTexturedRectangles];
  2291. // list of textured rectangles (NumTexturedRectangles * 10 bytes)
  2292. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bit16</a> NumTexturedTriangles;
  2293. // number of textured triangles to follow (2 bytes)
  2294. <br>&nbsp;&nbsp;&nbsp; <a href="#struct.tr2_face3">tr2_face3</a> TexturedTriangles[NumTexturedTriangles];
  2295. // list of textured triangles (NumTexturedTriangles * 8 bytes)
  2296. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bit16</a> NumColouredRectangles;
  2297. // number of coloured rectangles to follow (2 bytes)
  2298. <br>&nbsp;&nbsp;&nbsp; <a href="#struct.tr2_face4">tr2_face4</a> ColouredRectangles[NumColouredRectangles];
  2299. // list of coloured rectangles (NumColouredRectangles * 10 bytes)
  2300. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bit16</a> NumColouredTriangles;
  2301. // number of coloured triangles to follow (2 bytes)
  2302. <br>&nbsp;&nbsp;&nbsp; <a href="#struct.tr2_face3">tr2_face3</a> ColouredTriangles[NumColouredTriangles];
  2303. // list of coloured triangles (NumColouredTriangles * 8 bytes)
  2304. <br>&nbsp;&nbsp;&nbsp; } Meshes[NumMeshPointers]; // note that NumMeshPointers
  2305. comes <u>AFTER</u> Meshes[]
  2306. <br><a href="#Data.Types">bitu32</a> NumMeshPointers; // number of mesh
  2307. pointers to follow (4 bytes)
  2308. <br><a href="#Data.Types">bitu32</a> MeshPointers[NumMeshPointers]; //
  2309. mesh pointer list (NumMeshPointers * 4 bytes)
  2310. <br><a href="#Data.Types">bitu32</a> NumAnimations; // number of animations
  2311. to follow (4 bytes)
  2312. <br><a href="#struct.tr2_animation">tr2_animation</a> Animations[NumAnimations];
  2313. // animation list (NumAnimations * 32 bytes)
  2314. <br><a href="#Data.Types">bitu32</a> NumStateChanges; // number of state
  2315. changes to follow (4 bytes)
  2316. <br><a href="#struct.tr2_state_change">tr2_state_change</a> StateChanges[NumStateChanges];
  2317. // state-change list (NumStructures * 6 bytes)
  2318. <br><a href="#Data.Types">bitu32</a> NumAnimDispatches; // number of animation
  2319. dispatches to follow (4 bytes)
  2320. <br><a href="#struct.tr2_anim_dispatch">tr2_anim_dispatch</a> AnimDispatches[NumAnimDispatches];
  2321. // animation-dispatch list list (NumAnimDispatches * 8 bytes)
  2322. <br><a href="#Data.Types">bitu32</a> NumAnimCommands; // number of animation
  2323. commands to follow (4 bytes)
  2324. <br><a href="#struct.tr2_anim_command">tr2_anim_command</a> AnimCommands[NumAnimCommands];
  2325. // animation-command list (NumAnimCommands * 2 bytes)
  2326. <br><a href="#Data.Types">bitu32</a> NumMeshTrees; // number of MeshTrees
  2327. to follow (4 bytes)
  2328. <br><a href="#struct.tr2_meshtree">tr2_meshtree</a> MeshTrees[NumMeshTrees];
  2329. // MeshTree list (NumMeshTrees * 4 bytes)
  2330. <br><a href="#Data.Types">bitu32</a> NumFrames; // number of words of frame
  2331. data to follow (4 bytes)
  2332. <br><a href="#Data.Types">bitu16</a> Frames[NumFrames]; // frame data (NumFrames
  2333. * 2 bytes)
  2334. <br><a href="#Data.Types">bitu32</a> NumMoveables; // number of moveables
  2335. to follow (4 bytes)
  2336. <br><a href="#struct.tr2_moveable">tr2_moveable</a> Moveables[NumMoveables];
  2337. // moveable list (NumMoveables * 18 bytes)
  2338. <br><a href="#Data.Types">bitu32</a> NumStaticMeshes; // number of StaticMesh
  2339. data records to follow (4 bytes)
  2340. <br><a href="#struct_tr2_staticmesh">tr2_staticmesh</a> StaticMeshes[NumStaticMeshes];
  2341. // StaticMesh data (NumStaticMesh * 32 bytes)
  2342. <br><a href="#Data.Types">bitu32</a> NumSpriteTextures; // number of sprite
  2343. textures to follow (4 bytes)
  2344. <br><a href="#struct.tr2_sprite_texture">tr2_sprite_texture</a> SpriteTextures[NumSpriteTextures];
  2345. // sprite texture list (NumSpriteTextures * 16 bytes)
  2346. <br><a href="#Data.Types">bitu32</a> NumSpriteSequences; // number of sprite
  2347. sequences records to follow (4 bytes)
  2348. <br><a href="#struct.tr2_sprite_sequence">tr2_sprite_sequence</a> SpriteSequences[NumSpriteSequences];
  2349. // sprite sequence data (NumSpriteSequences * 8 bytes)
  2350. <br><a href="#Data.Types">bitu32</a> NumCameras; // number of camera data
  2351. records to follow (4 bytes)
  2352. <br><a href="#struct.tr2_camera">tr2_camera</a> Cameras[NumCameras]; //
  2353. camera data (NumCameras * 16 bytes)
  2354. <br><a href="#Data.Types">bitu32</a> NumSoundSources; // number of sound
  2355. source data records to follow (4 bytes)
  2356. <br><a href="#struct.tr2_sound_source">tr2_sound_source</a> SoundSources[NumSoundSources];
  2357. // sound source data (NumSoundSources * 16 bytes)
  2358. <br><a href="#Data.Types">bitu32</a> NumBoxes; // number of box data records
  2359. to follow (4 bytes)
  2360. <br><a href="#struct.tr2_box">tr2_box</a> Boxes[NumBoxes]; // box data
  2361. (NumBoxes * 8 bytes)
  2362. <br><a href="#Data.Types">bitu32</a> NumOverlaps; // number of overlap
  2363. records to follow (4 bytes)
  2364. <br><a href="#Data.Types">bitu16</a> Overlaps[NumOverlaps]; // overlap
  2365. data (NumOverlaps * 2 bytes)
  2366. <br><a href="#Data.Types">10*bit16</a> Zones[NumBoxes]; // zone data (NumBoxes
  2367. * 20 bytes)
  2368. <br><a href="#Data.Types">bitu32</a> NumAnimatedTextures; // number of
  2369. animated texture records to follow (4 bytes)
  2370. <br><a href="#Data.Types">bitu16</a> AnimatedTextures[NumAnimatedTextures];
  2371. // animated texture data (NumAnimatedTextures * 2 bytes)
  2372. <br><a href="#Data.Types">bitu32</a> NumObjectTextures; // number of object
  2373. textures to follow (4 bytes) (after AnimatedTextures in TR3)
  2374. <br><a href="#struct.tr2_object_texture">tr2_object_texture</a> ObjectTextures[NumObjectTextures];
  2375. // object texture list (NumObjectTextures * 20 bytes)
  2376. <br><a href="#Data.Types">bitu32</a> NumItems; // number of items to follow
  2377. (4 bytes)
  2378. <br><a href="#struct.tr2_item">tr2_item</a> Items[NumItems]; // item list
  2379. (NumItems * 24 bytes)
  2380. <br><a href="#Data.Types">bitu8</a> LightMap[32 * 256]; // light map (8192
  2381. bytes)
  2382. <br><a href="#Data.Types">bitu16</a> NumCinematicFrames; // number of cinematic
  2383. frame records to follow (2 bytes)
  2384. <br><a href="#struct.tr2_cinematic_frame">tr2_cinematic_frame</a> CinematicFrames[NumCinematicFrames];
  2385. // (NumCinematicFrames * 16 bytes)
  2386. <br><a href="#Data.Types">bitu16</a> NumDemoData; // number of demo data
  2387. records to follow (2 bytes)
  2388. <br><a href="#Data.Types">bitu8</a> DemoData[NumDemoData]; // demo data
  2389. (NumDemoData bytes)
  2390. <br><a href="#Data.Types">bit16</a> SoundMap[370]; // sound map (740 bytes)
  2391. <br><a href="#Data.Types">bitu32</a> NumSoundDetails; // number of sound-detail
  2392. records to follow (4 bytes)
  2393. <br><a href="#struct.tr2_sound_details">tr2_sample_info</a> SoundDetails[NumSoundDetails];
  2394. // sound-detail list (NumSoundDetails * 8 bytes)
  2395. <br><a href="#Data.Types">bitu32</a> NumSampleIndices; // number of sample
  2396. indices to follow (4 bytes)
  2397. <br><a href="#Data.Types">bitu32</a> SampleIndices[NumSampleIndices]; //
  2398. sample indices (NumSampleIndices * 4 bytes)
  2399. <br>&nbsp;
  2400. <br>&nbsp;
  2401. <br>
  2402. <center>
  2403. <p><a NAME="ItemizedDifferencesBetweenTR1andTR2"></a><b><u><font size=+2>Itemized
  2404. Differences between TRI and TRII</font></u></b></center>
  2405. <p>TR1 has no colour table or 16-bit palette before the start of the textures;
  2406. it also lacks 16-bit textures.
  2407. <p>In TR1, tr2_vertex_room_struct has after its tr2_vertex struct only
  2408. the first light intensity, and not the attributes or the second intensity.
  2409. <p>In TR1, after SectorData, there is only the first light intensity, and
  2410. not the second one or the lighting mode.
  2411. <p>In TR1, tr2_room_light_struct has only one of:
  2412. <p>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; bitu16 Diffuse1/2
  2413. <p>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; bitu32 Unknown1/2
  2414. <p>In TR1, tr2_room_static does not have two light intensities, but only
  2415. one.
  2416. <p>"Boxes" objects are rectangles whose four horizontal-coordinate values
  2417. are bitu8's in TR2 and bit32's in TR1.
  2418. <p>"Zones" objects have 10 bit16's in TR2, but 6 bit16's in TR1
  2419. <p>In TR1, tr2_item_struct is like the TR2 version, but with only one light
  2420. intensity.
  2421. <p>The TR1 colour table has the same format as the TR2 colour table, but
  2422. it is located between the LightMap and the cinematic frames.
  2423. <p>SoundMap is 370 bit16's in TR2, but 256 bit16's in TR1.
  2424. <p>Between SoundDetails and SampleIndices, TR1 has all the level's sound
  2425. samples, in the form of embedded Microsoft WAVE files. Just before these
  2426. samples is the total number of bytes in those sound samples, which is a
  2427. bit32.
  2428. <br>&nbsp;
  2429. <br>&nbsp;
  2430. <br>
  2431. <center>
  2432. <p><a NAME="ItemizedDifferencesBetweenTR2andTR3"></a><b><u><font size=+2>Itemized
  2433. Differences between TRII and TRIII</font></u></b></center>
  2434. <p>After the two room-light intensities, TR2 has a lighting-mode value,
  2435. which TR3 lacks.
  2436. <p>Also in tr2_room_struct, TR3 has 3 extra bytes at the end, which appears
  2437. to be the room-light color.
  2438. <p>Finally, in TR2, the tr2_object_texture data is before the tr2_sprite_texture
  2439. data. In TR3, it is before the tr2_item data.
  2440. <br>&nbsp;
  2441. <br>&nbsp;
  2442. <br>
  2443. <center>
  2444. <p><a NAME="ItemizedDifferencesBetweenTRandDemos"></a><b><u><font size=+2>Itemized
  2445. Differences between "normal" TRs and Demos</font></u></b></center>
  2446. <p>Presumably as a form of copy protection, the demo versions of some of
  2447. the TR games use levels that are slightly different from those in the retail
  2448. versions. However, those that have been found are all data rearrangements,
  2449. as explained below.
  2450. <p>The TR1 and Unfinished Business (.TUB) demos have their palettes moved
  2451. to between the SpriteSequences and the Cameras.
  2452. <p>The TR2 "Wall" demo, and maybe also its "Venice" demo, has its LightMap
  2453. (8K) moved to between the SpriteSequences and the Cameras. It also has
  2454. its SampleIndices content replaced by the soundfiles, though the associated
  2455. number of them remains unchanged (the number of indices becomes the number
  2456. of samples).
  2457. <p>That demo also has its own version of TOMBPC.DAT, called DEMOPC.DAT,
  2458. which appears to have the exact same format as TOMBPC.DAT.
  2459. <p>No rearrangements are known for the TR3 demos.
  2460. <p>
  2461. <hr>
  2462. <center>
  2463. <p><a NAME="ScriptingWithTOMBPC_DAT"></a><b><u><font size=+1>X. Scripting
  2464. with TOMBPC.DAT</font></u></b></center>
  2465. <p><b>Overview: </b>The flow of the game, which levels come in what order,
  2466. what item(s) Lara has at the beginning of each level, the filenames of
  2467. the level and cut-scene files, all the visible text (e.g. "Save Game,"
  2468. "Rusty Key," etc.), and various other options are controlled using a file
  2469. called TOMBPC.DAT. This file is normally compiled using a utility called
  2470. GAMEFLOW.EXE, which was (apparently) accidentally distributed by Eidos
  2471. in the German distribution of Tomb Raider II Gold. TR2 and TR3 use this
  2472. file, and use essentially the same format of it, but TR1 has this file's
  2473. contents embedded in the app, which explains why there are separate TR1
  2474. and Unfinished Business apps. What follows is a description of the contents
  2475. of the binary TOMBPC.DAT file.
  2476. <p><a href="#Data.Types">bitu32</a> Version;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  2477. // seems to be 3 for TR2
  2478. <br><a href="#Data.Types">bitu8</a> Info[256];&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  2479. // null-terminated string describing this game, copyright info, etc.&nbsp;
  2480. NOT ENCRYPTED
  2481. <br><a href="#Data.Types">bit32</a> FirstOption;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  2482. // Level to go to when that happens (0x500 is exit-to-title) ??? when WHAT
  2483. happens?
  2484. <br><a href="#Data.Types">bit32</a> TitleReplace;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  2485. //&nbsp; Level to go to when that happens (-1 is NONE) ??? when WHAT happens?
  2486. <br><a href="#Data.Types">bit32</a> OnDeathDemoMode; // Level to go to
  2487. when Lara dies during demo mode (0x500 is exit-to-title)
  2488. <br><a href="#Data.Types">bit32</a> OnDeathInGame;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  2489. // Level to go to when Lara dies during the game (0 is exit-to-title)
  2490. <br><a href="#Data.Types">bit32</a> DemoTime;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  2491. // time in game ticks (1/30th of a second?) to wait before starting a demo
  2492. <br><a href="#Data.Types">bit32</a> OnDemoInterrupt;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  2493. // Level to go to when demo mode is interrupted (0x500 is exit-to-title)
  2494. <br><a href="#Data.Types">bit32</a> OnDemoEnd;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  2495. // Level to go to when the demo ends (0x500 is exit-to-title)
  2496. <br><a href="#Data.Types">bitu8</a> Unused1[36];&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  2497. // filler
  2498. <br><a href="#Data.Types">bit16</a> NumLevels;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  2499. // number of levels in the game (some level files are used more than once
  2500. for some reason)
  2501. <br><a href="#Data.Types">bit16</a> NumChapterScreens; // chapter screens
  2502. (Present in TR2, first used in TR3)
  2503. <br><a href="#Data.Types">bit16</a> NumTitles;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  2504. // only one, TITLE.TR2
  2505. <br><a href="#Data.Types">bit16</a> NumRPLs;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  2506. // number of FMV cutscenes (*.RPL)
  2507. <br><a href="#Data.Types">bit16</a> NumCutScenes;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  2508. // number of in-game (engine-rendered) cutscenes (CUT*.TR2)
  2509. <br><a href="#Data.Types">bit16</a> NumDemoLevels;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  2510. // Number of demo levels
  2511. <br><a href="#Data.Types">bit16</a> TitleSoundID;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  2512. // ID of title soundtrack
  2513. <br><a href="#Data.Types">bit16</a> SingleLevel;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  2514. // If doing only a single level
  2515. <br><a href="#Data.Types">bitu8</a> Unused2[32];&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  2516. // filler
  2517. <br>//
  2518. <br>// The Flags word below uses the following bit assignments:
  2519. <br>//&nbsp;&nbsp;&nbsp; 0x0001:&nbsp;&nbsp;&nbsp; DemoVersion&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  2520. (1 ::= demo, 0 ::= normal game)
  2521. <br>//&nbsp;&nbsp;&nbsp; 0x0002:&nbsp;&nbsp;&nbsp; Title_Disabled&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  2522. (1 ::= no title screen, 0 ::= normal title screen)
  2523. <br>//&nbsp;&nbsp;&nbsp; 0x0004:&nbsp;&nbsp;&nbsp; CheatModeCheck_Disabled&nbsp;
  2524. (1 ::= no cheat mode, 0 ::= cheat mode enabled)
  2525. <br>//&nbsp;&nbsp;&nbsp; 0x0008:&nbsp;&nbsp;&nbsp; NoInputTimeout&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  2526. (1 ::= wait forever if no input, 0 ::= enter demo
  2527. <br>// mode if no input timeout)
  2528. <br>//&nbsp;&nbsp;&nbsp; 0x0010:&nbsp;&nbsp;&nbsp; LoadSave_Disabled&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  2529. (1 ::= load/save game disabled, 0 ::= load/save
  2530. <br>// game enabled)
  2531. <br>//&nbsp;&nbsp;&nbsp; 0x0020:&nbsp;&nbsp;&nbsp; ScreenSizing_Disabled&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  2532. (1 ::= no screen re-sizing allowed, 0 ::= screen
  2533. <br>// re-sizing allowed)
  2534. <br>//&nbsp;&nbsp;&nbsp; 0x0040:&nbsp;&nbsp;&nbsp; LockOutOptionRing&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  2535. (1 ::= ???, 0 ::= normal option ring)
  2536. <br>//&nbsp;&nbsp;&nbsp; 0x0080:&nbsp;&nbsp;&nbsp; DozyCheat_Enabled&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  2537. (???)
  2538. <br>//&nbsp;&nbsp;&nbsp; 0x0100:&nbsp;&nbsp;&nbsp; Use_Encryption&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  2539. (1 ::= XOR all StringData with XORbyte, 0 ::= leave
  2540. <br>// StringData as-is)
  2541. <br>//&nbsp;&nbsp;&nbsp; 0x0400:&nbsp;&nbsp;&nbsp; SelectAnyLevel&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  2542. (1 ::= allow player to select any level, 0 ::= no
  2543. <br>// level selection)
  2544. <br>//
  2545. <br><a href="#Data.Types">bitu16</a> Flags;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  2546. // Various flags (see above)
  2547. <br><a href="#Data.Types">bitu8</a> Unused3[6];&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  2548. // filler
  2549. <br><a href="#Data.Types">bitu8</a> XORbyte;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  2550. // For encryption ("cipher code")
  2551. <br><a href="#Data.Types">bitu8</a> Unused4;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  2552. // High byte of a short?
  2553. <br><a href="#Data.Types">bit16</a> SecretSoundID;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  2554. // ID of "found a secret" soundtrack
  2555. <br><a href="#Data.Types">bitu8</a> Unused5[4];&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  2556. // filler
  2557. <br>//
  2558. <br><a NAME="struct_Script_StringArray"></a>// The sections that follow
  2559. contain String Arrays.&nbsp; These are of the following pseudo-structure:
  2560. <br>// struct {
  2561. <br>//&nbsp;&nbsp;&nbsp;&nbsp; bitu16 StringOffsets[NumStrings];&nbsp;&nbsp;&nbsp;&nbsp;
  2562. // offsets (into StringData[]) of each string
  2563. <br>//&nbsp;&nbsp;&nbsp;&nbsp; bitu16 StringDataSize;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  2564. // number of bytes of raw string data to follow
  2565. <br>//&nbsp;&nbsp;&nbsp;&nbsp; bitu8&nbsp;&nbsp; StringData[StringDataSize];&nbsp;&nbsp;&nbsp;
  2566. // if Flags &amp; 0x0100, this entire array is XORed with
  2567. <br>// // XORbyte
  2568. <br>//&nbsp;&nbsp;&nbsp;&nbsp; } StringArray;
  2569. <br>//
  2570. <br>// While it is not correct C/C++, the following are specified as StringArray[NumStrings],
  2571. <br>// where <i>NumStrings</i> indicates the number of StringOffsets in
  2572. the structure.
  2573. <br>//
  2574. <br><a href="#struct.Script.StringArray">StringArray</a> LevelDisplayNames[NumLevels];
  2575. <br><a href="#struct.Script.StringArray">StringArray</a> ChapterScreens[NumChapterScreens];
  2576. <br><a href="#struct.Script.StringArray">StringArray</a> TitleFileNames[NumTitles];
  2577. <br><a href="#struct.Script.StringArray">StringArray</a> RPLFileNames[NumRPLs];
  2578. <br><a href="#struct.Script.StringArray">StringArray</a> LevelFileNames[NumLevels];
  2579. <br><a href="#struct.Script.StringArray">StringArray</a> CutSceneFileNames[NumCutScenes];
  2580. <br>//
  2581. <br>// The LevelScript contains interpreted data (opcodes and operands)
  2582. that specify
  2583. <br>// actions to take for each level (e.g. play cut scene, take away weapons,
  2584. etc).&nbsp; The
  2585. <br>// details of this data are discussed below, after the structure descriptions.
  2586. <br>//
  2587. <br>struct {
  2588. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bitu16</a> LevelScriptOffsets[NumLevels
  2589. + 1];&nbsp;&nbsp;&nbsp; // offsets (into LevelScriptData[])
  2590. <br>// of each level's script data
  2591. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bitu16</a> NumLevelScriptData;
  2592. <br>&nbsp;&nbsp;&nbsp; <a href="#Data.Types">bitu8</a>&nbsp;&nbsp; LevelScriptData[NumLevelScriptData];
  2593. <br>&nbsp;&nbsp;&nbsp; } LevelScript;
  2594. <br><a href="#Data.Types">bitu16</a> DemoLevelList[NumDemoLevels];
  2595. <br>//
  2596. <br>// GameStrings 1 and 2 are the level-independent strings that are displayed
  2597. when interacting
  2598. <br>// with the game menus (e.g. "Inventory," "Load Game," "Jump" (control
  2599. setup), "Shotgun"
  2600. <br>// (weapon in inventory), etc.)
  2601. <br>//
  2602. <br><a href="#Data.Types">bit16</a> NumGameStrings1;
  2603. <br><a href="#struct.Script.StringArray">StringArray</a> GameStrings1[NumGameStrings1];
  2604. <br><a href="#struct.Script.StringArray">StringArray</a> GameStrings2[41];
  2605. <br>//
  2606. <br>// KeyStrings1..10 are the level-specific printable strings for the
  2607. various pickups in each level,
  2608. <br>// not including level-independent pickups (e.g. Shotgun Shells, Medi
  2609. Packs).&nbsp; These pickups
  2610. <br>// are all "active" at some point, e.g. they are used as keys or are
  2611. prerequisites for advancing
  2612. <br>// through the game.&nbsp; Examples include "Rusty Key," "Green Pass
  2613. Card," "Circuit Breaker," "The
  2614. <br>// Seraph," "Talion," etc. Each level of TR2 can contain up to 10 pickups.&nbsp;
  2615. The following arrays
  2616. <br>// are arranged longitudinally, meaning that each array contains all
  2617. of the Nth-pickup strings for
  2618. <br>// each level.&nbsp; For example, KeyStrings1 contains the printable
  2619. names for the "first" pickup in
  2620. <br>// each level, KeyStrings2 contains the names for the "second" pickup,
  2621. etc.&nbsp; Note that "first"
  2622. <br>// and "second" have nothing to do with the order these objects are
  2623. encountered in the game;
  2624. <br>// they are simply indices used by the game engine (Key 1, Key 2, etc.)
  2625. <br>//
  2626. <br><a href="#struct.Script.StringArray">StringArray</a> KeyStrings1[NumLevels];
  2627. // Puzzle 1
  2628. <br><a href="#struct.Script.StringArray">StringArray</a> KeyStrings2[NumLevels];
  2629. // Puzzle 2
  2630. <br><a href="#struct.Script.StringArray">StringArray</a> KeyStrings3[NumLevels];
  2631. // Puzzle 3
  2632. <br><a href="#struct.Script.StringArray">StringArray</a> KeyStrings4[NumLevels];
  2633. // Puzzle 4
  2634. <br><a href="#struct.Script.StringArray">StringArray</a> KeyStrings5[NumLevels];
  2635. // Pickup 1
  2636. <br><a href="#struct.Script.StringArray">StringArray</a> KeyStrings6[NumLevels];
  2637. // Pickup 2
  2638. <br><a href="#struct.Script.StringArray">StringArray</a> KeyStrings7[NumLevels];
  2639. // Key 1
  2640. <br><a href="#struct.Script.StringArray">StringArray</a> KeyStrings8[NumLevels];
  2641. // Key 2
  2642. <br><a href="#struct.Script.StringArray">StringArray</a> KeyStrings9[NumLevels];
  2643. // Key 3
  2644. <br><a href="#struct.Script.StringArray">StringArray</a> KeyStrings10[NumLevels];
  2645. // Key 4
  2646. <p><b>LevelScript Description</b>:
  2647. <br>In LevelScript, Opcodes and Operands are all <a href="#Data.Types">bitu16</a>.&nbsp;
  2648. Note that if a level is a demo level, its level ID will be 1024 higher
  2649. than a "normal" level ID.
  2650. <p>Opcodes:
  2651. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 3 -- Play FMV (prerendered cutscene):
  2652. operand is RPL ID
  2653. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 4 -- Play (interactive) game level:
  2654. operand is level's ID
  2655. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 5 -- Play engine-rendered cutscene:
  2656. operand is cutscene ID
  2657. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 6 -- Do level-completion display (no
  2658. operands)
  2659. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 7 -- Play demo level: operand is level
  2660. ID
  2661. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 9 -- End of set (no operands)
  2662. <br>&nbsp;&nbsp;&nbsp; 10 -- Play soundtrack: operand is soundtrack ID
  2663. (it precedes opcodes of associated levels)
  2664. <br>&nbsp;&nbsp;&nbsp; 11 -- (Lara starts out in motorboat? -- TR2, "Bartoli's
  2665. Hideout") (no operands?)
  2666. <br>&nbsp;&nbsp;&nbsp; 12 -- Chapter screen: operand is chapter ID
  2667. <br>&nbsp;&nbsp;&nbsp; 14 -- Lose your weapons (no operands)
  2668. <br>&nbsp;&nbsp;&nbsp; 15 -- End of game (no operands)
  2669. <br>&nbsp;&nbsp;&nbsp; 16 -- Associated with cutscenes; a viewpoint control?
  2670. (one operand?)
  2671. <br>&nbsp;&nbsp;&nbsp; 17 -- (one operand?)
  2672. <br>&nbsp;&nbsp;&nbsp; 18 -- Give item; operand is item type
  2673. <br>&nbsp;&nbsp;&nbsp; 19 -- Item-type 12 state to start level in: operand
  2674. is state number
  2675. <br>&nbsp;&nbsp;&nbsp; 20 -- Number of secrets (overrides engine's hardcoded
  2676. count of them?): operand is that number
  2677. <br>&nbsp;&nbsp;&nbsp; 21 -- (no operands?)
  2678. <br>&nbsp;&nbsp;&nbsp; 22 -- Lose your ammo and medipacks? (no operands?)
  2679. <p>Opcode-18 stuff to give (repeat means give another):
  2680. <p>After finding all the secrets in a level (Tomb Raider 2)
  2681. <p>&nbsp;&nbsp; 0 Pistols
  2682. <br>&nbsp;&nbsp; 1 Shotgun
  2683. <br>&nbsp;&nbsp; 2 Automatic pistols
  2684. <br>&nbsp;&nbsp; 3 Uzis
  2685. <br>&nbsp;&nbsp; 4 Harpoon gun
  2686. <br>&nbsp;&nbsp; 5 M-16
  2687. <br>&nbsp;&nbsp; 6 Grenade launcher
  2688. <br>&nbsp;&nbsp; 7 Pistol clip
  2689. <br>&nbsp;&nbsp; 8 Shotgun-shell box
  2690. <br>&nbsp;&nbsp; 9 Automatic-pistol clip
  2691. <br>&nbsp; 10 Uzi clip
  2692. <br>&nbsp; 11 Harpoon bundle
  2693. <br>&nbsp; 12 M-16 clip
  2694. <br>&nbsp; 13 Grenade pack
  2695. <br>&nbsp; 14 Flare box
  2696. <br>&nbsp; 15 Small medipack
  2697. <br>&nbsp; 16 Big medipack
  2698. <br>&nbsp; 17 Pickup 1
  2699. <br>&nbsp; 18 Pickup 2
  2700. <br>&nbsp; 19 Puzzle 1
  2701. <br>&nbsp; 20 Puzzle 2
  2702. <br>&nbsp; 21 Puzzle 3
  2703. <br>&nbsp; 22 Puzzle 4
  2704. <br>&nbsp; 23 Key 1
  2705. <br>&nbsp; 24 Key 2
  2706. <br>&nbsp; 25 Key 3
  2707. <br>&nbsp; 26 Key 4
  2708. <p>When a level starts (Tomb Raider 2)
  2709. <p>1000 Pistols
  2710. <br>1001 Shotgun
  2711. <br>1002 Automatic pistols
  2712. <br>1003 Uzis
  2713. <br>1004 Harpoon gun
  2714. <br>1005 M16
  2715. <br>1006 Grenade launcher
  2716. <br>1007 Pistol clip
  2717. <br>1008 Shotgun-shell box
  2718. <br>1009 Automatic-pistol clip
  2719. <br>1010 Uzi clip
  2720. <br>1011 Harpoon bundle
  2721. <br>1012 M16 clip
  2722. <br>1013 Grenade pack
  2723. <br>1014 Flare box
  2724. <br>1015 Small medipack
  2725. <br>1016 Big medipack
  2726. <br>1017 Pickup 1
  2727. <br>1018 Pickup 2
  2728. <br>1019 Puzzle 1
  2729. <br>1020 Puzzle 2
  2730. <br>1021 Puzzle 3
  2731. <br>1022 Puzzle 4
  2732. <br>1023 Key 1
  2733. <br>1024 Key 2
  2734. <br>1025 Key 3
  2735. <br>1026 Key 4
  2736. <p><u><font color="#000080">Tomb Raider 2 identifications</font>:</u>
  2737. <p><font color="#000080">FMV IDs:</font>
  2738. <br><font color="#000080">&nbsp;&nbsp;&nbsp; 0 -- LOGO (everybody's corporate
  2739. logos)</font>
  2740. <br><font color="#000080">&nbsp;&nbsp;&nbsp; 1 -- ANCIENT (monks vs. dragon)</font>
  2741. <br><font color="#000080">&nbsp;&nbsp;&nbsp; 2 -- MODERN (Lara drops in
  2742. from helicopter)</font>
  2743. <br><font color="#000080">&nbsp;&nbsp;&nbsp; 3 -- LANDING (Seaplane lands
  2744. at rig)</font>
  2745. <br><font color="#000080">&nbsp;&nbsp;&nbsp; 4 -- MS (Lara hitchhikes on
  2746. a minisub)</font>
  2747. <br><font color="#000080">&nbsp;&nbsp;&nbsp; 5 -- CRASH (Lara goes to Tibet
  2748. and has a rough landing there)</font>
  2749. <br><font color="#000080">&nbsp;&nbsp;&nbsp; 6 -- JEEP (Lara steals it
  2750. and outruns Bartoli's goons)</font>
  2751. <br><font color="#000080">&nbsp;&nbsp;&nbsp; 7 -- END (Lara escaping the
  2752. collapsing lair)</font>
  2753. <p><font color="#000080">Cutscene IDs:</font>
  2754. <br><font color="#000080">&nbsp;&nbsp;&nbsp; 0 -- CUT1 (At the end of the
  2755. Great Wall)</font>
  2756. <br><font color="#000080">&nbsp;&nbsp;&nbsp; 1 -- CUT2 (Lara the stowaway)</font>
  2757. <br><font color="#000080">&nbsp;&nbsp;&nbsp; 2 -- CUT3 (Bartoli vs. goon)</font>
  2758. <br><font color="#000080">&nbsp;&nbsp;&nbsp; 3 -- CUT4 (Bartoli stabs himself)</font>
  2759. <p><font color="#000080">Soundtrack IDs:</font>
  2760. <br><font color="#000080">&nbsp;&nbsp;&nbsp;&nbsp; 0 -- BLANK (no sound)</font>
  2761. <br><font color="#000080">&nbsp;&nbsp;&nbsp;&nbsp; 3 -- CUT1 ("at the fancy
  2762. door" soundtrack)</font>
  2763. <br><font color="#000080">&nbsp;&nbsp;&nbsp;&nbsp; 4 -- CUT2 ("Lara the
  2764. stowaway" soundtrack)</font>
  2765. <br><font color="#000080">&nbsp;&nbsp;&nbsp;&nbsp; 5 -- CUT3 ("Bartoli
  2766. vs. goon" soundtrack)</font>
  2767. <br><font color="#000080">&nbsp;&nbsp;&nbsp; 30 -- CUT4 ("Bartoli stabs
  2768. himself" soundtrack)</font>
  2769. <br><font color="#000080">&nbsp;&nbsp;&nbsp; 31 -- DERELICT (eerie choppy/echo-y
  2770. synths)</font>
  2771. <br><font color="#000080">&nbsp;&nbsp;&nbsp; 32 -- WATER (dripping/pouring
  2772. water sounds)</font>
  2773. <br><font color="#000080">&nbsp;&nbsp;&nbsp; 33 -- WIND (Blowing wind)</font>
  2774. <br><font color="#000080">&nbsp;&nbsp;&nbsp; 34 -- HEARTBT (musical embellishment
  2775. of one)</font>
  2776. <br><font color="#000080">&nbsp;&nbsp;&nbsp; 52 -- SHOWER (that infamous
  2777. shower scene)</font>
  2778. <br><font color="#000080">&nbsp;&nbsp;&nbsp; 58 -- MACHINES (in the offshore
  2779. rig)</font>
  2780. <br><font color="#000080">&nbsp;&nbsp;&nbsp; 59 -- FLOATING (wispy synths)</font>
  2781. <p>
  2782. <hr>
  2783. <br>
  2784. <center>
  2785. <p><a NAME="Catalogs"></a><b><u><font size=+1>Catalogues</font></u></b></center>
  2786. <p>&nbsp;&nbsp; It is always easier to build upon the work of others than
  2787. to try and create everything from scratch.&nbsp; In order to build upon
  2788. the works of others, however, one must know what the others' works are.&nbsp;
  2789. What follows are catalogues of some of the fine work done by the Core level
  2790. designers.&nbsp; These catalogues are based upon observation and subjective
  2791. interpretation, and therefore may not be either complete or perfectly accurate.&nbsp;
  2792. They do provide a good starting-point, however.
  2793. <p>The catalogues included here are:
  2794. <br>&nbsp;&nbsp;&nbsp; <a href="#Catalogs.TR2ItemIDs">TR2 Item IDs</a>
  2795. <br>&nbsp;&nbsp;&nbsp; <a href="#Catalogs.TR1EntityStates">TR1 Entity States</a>
  2796. <br>&nbsp;&nbsp;&nbsp; <a href="#Catalogs.TR2EntityStates">TR2 Entity States</a>
  2797. <br>&nbsp;&nbsp;&nbsp; <a href="#Catalogs.TR1Animations">TR1 Animations</a>
  2798. <br>&nbsp;&nbsp;&nbsp; <a href="#Catalogs.TR2Animations">TR2 Animations</a>
  2799. <br>&nbsp;&nbsp;&nbsp; <a href="#Catalogs.TR2SoundIDs">TR2 Sound IDs</a>
  2800. <br>&nbsp;
  2801. <p><a NAME="Catalogs_TR2ItemIDs"></a><font color="#000080"><b><u>TR2 ItemIDs:</u></b>
  2802. <br>* = sprite sequence; others are movable mesh
  2803. objects
  2804. <p>&nbsp; 0: Lara
  2805. <br>&nbsp; 1: Lara pistol animation
  2806. <br>&nbsp; 2: Lara's ponytail
  2807. <br>&nbsp; 3: Lara shotgun animation
  2808. <br>&nbsp; 4: Lara auto-pistol animation
  2809. <br>&nbsp; 5: Lara Uzi animation
  2810. <br>&nbsp; 6: Lara M16 animation
  2811. <br>&nbsp; 7: Lara grenade-launcher animation
  2812. <br>&nbsp; 8: Lara harpoon-gun animation
  2813. <br>&nbsp; 9: Lara flare animation
  2814. <br>&nbsp;10: Lara's hips
  2815. <br>&nbsp;11: Lara's hips
  2816. <br>&nbsp;12: Lara's hips / Lara dagger animation
  2817. <br>&nbsp;13: Red snowmobile (can go fast)
  2818. <br>&nbsp;14: Boat
  2819. <br>&nbsp;15: Doberman
  2820. <br>&nbsp;16: Masked goon (white mask)
  2821. <br>&nbsp;17: Masked goon (white mask)
  2822. <br>&nbsp;18: Masked goon (black mask)
  2823. <br>&nbsp;19: Knifethrower
  2824. <br>&nbsp;20: Shotgun goon
  2825. <br>&nbsp;21: Rat
  2826. <br>&nbsp;22: Dragon
  2827. <br>&nbsp;23: Dragon (partially decomposed)
  2828. <br>&nbsp;24: Gondola (Venetian boat)
  2829. <br>&nbsp;25: Shark
  2830. <br>&nbsp;26: Yellow moray eel
  2831. <br>&nbsp;27: Black moray eel
  2832. <br>&nbsp;28: Barracuda / Whiskered fish (white, yellow)
  2833. <br>&nbsp;29: Scuba diver
  2834. <br>&nbsp;30: Gun-wielding rig worker
  2835. <br>&nbsp;31: Gun-wielding rig worker
  2836. <br>&nbsp;32: Stick-wielding goon
  2837. <br>&nbsp;33: Stick-wielding goon
  2838. <br>&nbsp;34: Flamethrower-wielding goon
  2839. <br>&nbsp;36: Spider
  2840. <br>&nbsp;37: Giant spider
  2841. <br>&nbsp;38: Crow
  2842. <br>&nbsp;39: Tiger / Snow leopard / White tiger
  2843. <br>&nbsp;40: Marco Bartoli
  2844. <br>&nbsp;41: Spear-wielding Guardian
  2845. <br>&nbsp;42: Spear-wielding Guardian statue
  2846. <br>&nbsp;43: Sword-wielding Guardian
  2847. <br>&nbsp;44: Sword-wielding Guardian statue
  2848. <br>&nbsp;45: Yeti
  2849. <br>&nbsp;46: Bird monster (guards Talion)
  2850. <br>&nbsp;47: Eagle
  2851. <br>&nbsp;48: Mercenary
  2852. <br>&nbsp;49: Mercenary (black ski mask)
  2853. <br>&nbsp;50: Mercenary (black ski mask)
  2854. <br>&nbsp;51: Black snowmobile (with guns)
  2855. <br>&nbsp;52: Mercenary snowmobile driver
  2856. <br>&nbsp;53: Monk with long stick
  2857. <br>&nbsp;54: Monk with knife-end stick
  2858. <br>&nbsp;55: Collapsible floor
  2859. <br>&nbsp;57: Loose boards (Opera House)
  2860. <br>&nbsp;58: Swinging sandbag / spiky ball
  2861. <br>&nbsp;59: Spikes / Glass shards
  2862. <br>&nbsp;60: Boulder
  2863. <br>&nbsp;61: Disk
  2864. <br>&nbsp;62: Wall-mounted disk shooter
  2865. <br>&nbsp;63: Door? (Opera House)
  2866. <br>&nbsp;64: Slamming door
  2867. <br>&nbsp;65: Elevator
  2868. <br>&nbsp;66: Minisub
  2869. <br>&nbsp;67: Movable cubical block (pushable)
  2870. <br>&nbsp;68: Movable cubical block (pushable)
  2871. <br>&nbsp;69: Movable cubical block (pushable)
  2872. <br>&nbsp;70: Movable cubical block (pushable)
  2873. <br>&nbsp;71: Big bowl (Ice Palace)
  2874. <br>&nbsp;72: Breakable window
  2875. <br>&nbsp;73: Breakable window
  2876. <br>&nbsp;76: Airplane propeller
  2877. <br>&nbsp;77: Power saw
  2878. <br>&nbsp;78: Overhead pulley hook
  2879. <br>&nbsp;79: Sandbag / Ceiling fragments
  2880. <br>&nbsp;80: Rolling spindle
  2881. <br>&nbsp;81: Wall-mounted knife blade
  2882. <br>&nbsp;82: Statue with knife blade
  2883. <br>&nbsp;83: Multiple boulders / snowballs
  2884. <br>&nbsp;84: Detachable icicles
  2885. <br>&nbsp;85: Spiky movable wall
  2886. <br>&nbsp;86: Bounce pad
  2887. <br>&nbsp;87: Wall segment with spikes
  2888. <br>&nbsp;88: Tibetan bell
  2889. <br>&nbsp;89: * Boat wake (Venice, Bartoli)
  2890. <br>&nbsp;90: * Snowmobile wake (Tibetan Foothills)
  2891. <br>&nbsp;91: Lara and a snowmobile
  2892. <br>&nbsp;92: Wheel doorknob
  2893. <br>&nbsp;93: Above-water switch
  2894. <br>&nbsp;94: Underwater propeller
  2895. <br>&nbsp;95: Air fan
  2896. <br>&nbsp;96: Swinging box / spiky ball
  2897. <br>&nbsp;97: Gun-wielding rig worker / Marco Bartoli (unused?)
  2898. <br>&nbsp;98: Goon at the fancy door holding poison bottle / Gun-wielding rig worker
  2899. <br>&nbsp;99: Lara in cutscene
  2900. <br>100: * Frame (for indicator bars)
  2901. <br>101: Rolling storage drums
  2902. <br>102: Zipline handle
  2903. <br>103: Above-water switch
  2904. <br>104: Underwater switch (some above-water ones)
  2905. <br>105: Underwater switch
  2906. <br>106: Door
  2907. <br>107: Door
  2908. <br>108: Door
  2909. <br>109: Door
  2910. <br>110: Door
  2911. <br>111: Door
  2912. <br>112: Door
  2913. <br>113: Door
  2914. <br>114: Door
  2915. <br>115: Door
  2916. <br>116: Door ? Bridge ? (Temple of Xian)
  2917. <br>117: Bridge (flat)
  2918. <br>118: Bridge (slope = 1)
  2919. <br>119: Bridge (slope = 2)
  2920. <br>120: Passport (opening up)
  2921. <br>121: Stopwatch
  2922. <br>122: Lara and butler picture
  2923. <br>123: Goon at the fancy door / Monk
  2924. <br>124: Airplane cockpit / Marco Bartoli
  2925. <br>125: Fancy-door goon's gunflare / Crate lid / Minisub / Bartoli follower
  2926. <br>126: Fancy-door goon's gun / Ceiling hook
  2927. <br>127: Fancy-door goon's gunflare / Marco Bartoli / Lara's boot (thrown) / Bartoli follower
  2928. <br>128: Laptop computer / Fabio / Marco Bartoli / Bartoli follower
  2929. <br>129: Crate / Bartoli follower
  2930. <br>130: Eros the Goon
  2931. <br>133: Passport (closed)
  2932. <br>134: N-thingy (Playstation memory card?)
  2933. <br>135: * Pistols
  2934. <br>136: * Shotgun
  2935. <br>137: * Auto pistols
  2936. <br>138: * Uzis
  2937. <br>139: * Harpoon gun
  2938. <br>140: * M16
  2939. <br>141: * Grenade launcher
  2940. <br>143: * Shotgun shells
  2941. <br>144: * Auto-pistol clips
  2942. <br>145: * Uzi clips
  2943. <br>146: * Harpoons
  2944. <br>147: * M16 clips
  2945. <br>148: * Grenades
  2946. <br>149: * Small medipack
  2947. <br>150: * Large medipack
  2948. <br>151: * Flares
  2949. <br>152: Flare
  2950. <br>153: Sunglasses
  2951. <br>154: Portable CD player
  2952. <br>155: Direction keys
  2953. <br>157: Pistol
  2954. <br>158: Shotgun
  2955. <br>159: Auto-pistol
  2956. <br>160: Uzi
  2957. <br>161: Harpoon gun
  2958. <br>162: M16
  2959. <br>163: Grenade launcher
  2960. <br>164: Pistol ammo(?)
  2961. <br>165: Shotgun ammo
  2962. <br>166: Auto-pistol ammo
  2963. <br>167: Uzi ammo
  2964. <br>168: Harpoons
  2965. <br>169: M16 ammo
  2966. <br>170: Grenades
  2967. <br>171: Small medipack
  2968. <br>172: Large medipack
  2969. <br>173: Flares (opening box)
  2970. <br>174: * Puzzle 1
  2971. <br>175: * Puzzle 2
  2972. <br>176: * Puzzle 3 ? [unused]
  2973. <br>177: * Puzzle 4
  2974. <br>178: Puzzle 1
  2975. <br>179: Puzzle 2
  2976. <br>180: Puzzle 3 ? [unused]
  2977. <br>181: Puzzle 4
  2978. <br>182: Slot 1 empty
  2979. <br>183: Slot 2 empty
  2980. <br>184: Slot 3 empty ? [unused]
  2981. <br>185: Slot 4 empty
  2982. <br>186: Slot 1 full
  2983. <br>187: Slot 2 full
  2984. <br>188: Slot 3 full ? [unused]
  2985. <br>189: Slot 4 full
  2986. <br>190: * Dragon 1
  2987. <br>191: * Dragon 2
  2988. <br>192: * Dragon 3
  2989. <br>193: * Key 1
  2990. <br>194: * Key 2
  2991. <br>195: * Key 3
  2992. <br>196: * Key 4
  2993. <br>197: Key 1
  2994. <br>198: Key 2
  2995. <br>199: Key 3
  2996. <br>200: Key 4
  2997. <br>201: Lock 1
  2998. <br>202: Lock 2
  2999. <br>203: Lock 3
  3000. <br>204: Lock 4
  3001. <br>205: * Pickup 1
  3002. <br>206: * Pickup 2
  3003. <br>207: Pickup 1
  3004. <br>208: Pickup 2
  3005. <br>209: Dragon explosion effect (expanding bubble)
  3006. <br>210: Dragon explosion effect (expanding bubble)
  3007. <br>211: Dragon explosion effect (expanding bubble)
  3008. <br>212: Lara's hips / Alarm
  3009. <br>213: Lara's hips
  3010. <br>214: Tyrannosaur
  3011. <br>215: Lara's hips
  3012. <br>216: Lara's hips
  3013. <br>217: Lara's hips
  3014. <br>218: Dragon bones
  3015. <br>219: Dragon bones
  3016. <br>220: * Extra Fire (Ice Palace)
  3017. <br>222: Aquatic Mine (Venice)
  3018. <br>223: Menu background (displayed when doing 3D-hardware rendering)
  3019. <br>224: * Gray disk
  3020. <br>225: Gong-hammering animation
  3021. <br>226: Gong (Ice Palace)
  3022. <br>227: Detonator box
  3023. <br>228: Helicopter (Diving Area)
  3024. <br>229: * Grenade blast
  3025. <br>230: * Splash
  3026. <br>231: * Bubbles
  3027. <br>233: * Blood splatter
  3028. <br>234: * Green-white thing (Great Wall)
  3029. <br>235: Flare burning?
  3030. <br>236: * Flash (looks like distant light)
  3031. <br>238: * Bullet hit
  3032. <br>239: * Sparkles (Floating Islands, Dragon's Lair)
  3033. <br>240: Gunflare
  3034. <br>241: Gunflare (spiky)
  3035. <br>243: Lara's hips
  3036. <br>244: Lara's hips
  3037. <br>245: Rod?
  3038. <br>246: * Flamethrower (repeat of grenade blast)
  3039. <br>247: Pointer?
  3040. <br>248: Support?
  3041. <br>249: Rod?
  3042. <br>250: * Sprayed particles (Diving Area, Barkhang Monastery, Temple of Xian)
  3043. <br>252: * Fire
  3044. <br>253: Lara's hips
  3045. <br>254: Skybox
  3046. <br>255: * Standard symbols
  3047. <br>256: Monk
  3048. <br>257: Lara's hips
  3049. <br>259: Helicopter (The Great Wall)
  3050. <br>260: The butler
  3051. <br>261: * Assault-course numerals and punctuation
  3052. <br>262: Lara's hips
  3053. <br>263: Shotgun
  3054. <br>264: Lara's hips
  3055. <br>289: * Cellar artifact 1 (gold mask)
  3056. <br>290: * Cellar artifact 2 (rounded statue)
  3057. <br>291: * Cellar artifact 3 (flattened statue)</font>
  3058. <p><a NAME="Catalogs_TR1EntityStates"></a><font color="#800000"><b><u>TR1
  3059. Entity States</u></b>
  3060. <p>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; I've
  3061. found that the two lion types are the two sexes of lions and that the crocodiles
  3062. and giant rats have separate types for on-land ones and swimming ones.
  3063. Also, Lara's evil-twin mutant has only the breathing animation; its mirror-image
  3064. behaviour is almost certainly hardcoded.&nbsp; I wonder if there is a reference-point
  3065. object in the center of the room that this mutant lives in; there has to
  3066. be some such point to refer the reflection to.
  3067. <p>This contains the states of everything but Lara.
  3068. <p>* = sprite sequence; others are movable mesh objects
  3069. <p>&nbsp; 0: Lara
  3070. <br>&nbsp; 1: Lara pistol animation
  3071. <br>&nbsp; 2: Lara shotgun animation
  3072. <br>&nbsp; 3: Lara magnum animation
  3073. <br>&nbsp; 4: Lara Uzi animation
  3074. <br>&nbsp; 5: Lara / Lara's home appearance / Lara
  3075. wounded / Lara turned to gold
  3076. <br>&nbsp; 6: Lara's evil twin mutant
  3077. <p>&nbsp; 7: Wolf
  3078. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3079. 1: Walking
  3080. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3081. 2: Running
  3082. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3083. 3: Jumping
  3084. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3085. 5: Stalking
  3086. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3087. 6: Jumping and attacking
  3088. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3089. 7: Attacking
  3090. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3091. 8: Lying down
  3092. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3093. 9: Getting ready to strike
  3094. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 10:
  3095. Running jump
  3096. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 11:
  3097. Dying
  3098. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 12:
  3099. Biting
  3100. <br>&nbsp; 8: Bear
  3101. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3102. 0: Walking on all fours
  3103. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3104. 1: Getting back to all fours
  3105. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3106. 2: Walking on hind legs
  3107. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3108. 3: Running on all fours
  3109. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3110. 4: Rearing up on hind legs
  3111. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3112. 5: Growling?
  3113. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3114. 6: Running and attacking
  3115. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3116. 7: Standing on hind legs
  3117. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3118. 8: Biting
  3119. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3120. 9: Dying
  3121. <br>&nbsp; 9: Bat
  3122. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3123. 1: Starting to fly
  3124. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3125. 2: Flying straight
  3126. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3127. 3: Biting
  3128. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3129. 4: Circling
  3130. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3131. 5: Dying
  3132. <br>&nbsp;10: Crocodile (on land)
  3133. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3134. 1: Stationary
  3135. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3136. 2: Walking
  3137. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3138. 3: Walking
  3139. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3140. 4: Turning
  3141. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3142. 5: Biting
  3143. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3144. 7: Dying
  3145. <br>&nbsp;11: Crocodile (in water)
  3146. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3147. 1: Swimming
  3148. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3149. 2: Biting
  3150. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3151. 3: Dying
  3152. <br>&nbsp;12: Lion (male)
  3153. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3154. 1: Standing
  3155. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3156. 2: Walking
  3157. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3158. 3: Leaping
  3159. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3160. 4: Leaping and biting
  3161. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3162. 5: Dying
  3163. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3164. 6: Biting
  3165. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3166. 7: Biting
  3167. <br>&nbsp;13: Lion (female)
  3168. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3169. 1: Standing
  3170. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3171. 2: Walking
  3172. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3173. 3: Leaping
  3174. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3175. 4: Leaping and biting
  3176. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3177. 5: Dying
  3178. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3179. 6: Biting
  3180. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3181. 7: Biting
  3182. <br>&nbsp;14: Panther
  3183. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3184. 1: Standing
  3185. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3186. 2: Walking
  3187. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3188. 3: Leaping
  3189. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3190. 4: Leaping and biting
  3191. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3192. 5: Dying
  3193. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3194. 6: Biting
  3195. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3196. 7: Biting
  3197. <br>&nbsp;15: Gorilla
  3198. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3199. 1: Standing on all fours
  3200. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3201. 3: Running on all fours
  3202. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 4:
  3203. Walking on legs (attacking?)
  3204. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3205. 5: Dying
  3206. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3207. 6: Thumping chest
  3208. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3209. 7: Waving arms
  3210. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3211. 8: Turning leftward?
  3212. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3213. 9: Turning rightward?
  3214. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 10:
  3215. Jumping up and waving arms
  3216. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 11:
  3217. Climbing
  3218. <br>&nbsp;16: Giant Rat (on land)
  3219. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3220. 1: Standing
  3221. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3222. 2: Jumping and Biting
  3223. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3224. 3: Running
  3225. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3226. 4: Biting
  3227. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3228. 5: Dying
  3229. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3230. 6: Rearing up
  3231. <br>&nbsp;17: Giant Rat (in water)
  3232. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3233. 1: Swimming
  3234. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3235. 2: Biting
  3236. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3237. 3: Dying
  3238. <br>&nbsp;18: Tyrannosaur
  3239. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 1:
  3240. Standing
  3241. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3242. 2: Walking
  3243. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3244. 3: Running
  3245. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3246. 5: Dying
  3247. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3248. 6: Bellowing
  3249. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3250. 7: Biting
  3251. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3252. 8: Shaking Head and Spitting Out
  3253. <br>&nbsp;19: Raptor
  3254. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3255. 0: Dying
  3256. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3257. 1: Standing
  3258. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3259. 2: Walking
  3260. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3261. 3: Running
  3262. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3263. 4: Jumping and Biting?
  3264. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3265. 6: Bellowing
  3266. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3267. 7: Running and bellowing
  3268. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3269. 8: Biting
  3270. <br>&nbsp;20: Winged mummy (unused) / Winged mutant
  3271. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3272. 1: Crouching
  3273. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3274. 2: Walking
  3275. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3276. 3: Running
  3277. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3278. 4: Biting?
  3279. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3280. 6: Looking
  3281. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3282. 7: Jumping?
  3283. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3284. 8: Clawing?
  3285. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3286. 9: Aiming right-hand gun
  3287. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 10:
  3288. Aiming and firing left-hand gun
  3289. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 11:
  3290. Firing right-hand gun
  3291. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 12:
  3292. Standing
  3293. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 13:
  3294. Flying
  3295. <br>&nbsp;21: Lara's hips
  3296. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  3297. one state]
  3298. <br>&nbsp;22: Lara's hips
  3299. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  3300. one state]
  3301. <br>&nbsp;23: Centaur mutant
  3302. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3303. 1: Standing
  3304. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3305. 2: Firing
  3306. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3307. 3: Galloping
  3308. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3309. 4: Aiming
  3310. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3311. 5: Dying
  3312. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3313. 6: Rearing up
  3314. <br>&nbsp;24: Mummy
  3315. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3316. 1: Standing
  3317. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3318. 2: Falling forward
  3319. <br>&nbsp;27: Larson
  3320. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3321. 0: Walking
  3322. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3323. 1: Standing holding gun
  3324. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3325. 2: Walking
  3326. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3327. 3: Running
  3328. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3329. 4: Aiming gun
  3330. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3331. 5: Injured by gunshot / Dying
  3332. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3333. 6: Standing
  3334. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3335. 7: Firing gun
  3336. <br>&nbsp;28: Pierre
  3337. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3338. 1: Standing
  3339. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3340. 2: Walking
  3341. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3342. 3: Running
  3343. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3344. 4: Aiming guns
  3345. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3346. 5: Dying
  3347. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3348. 6: Putting guns away
  3349. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3350. 7: Firing guns
  3351. <br>&nbsp;29: Skateboard
  3352. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3353. 0: Being turned around
  3354. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3355. 1: Stationary
  3356. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3357. 2: Stationary
  3358. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3359. 3: Stationary
  3360. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3361. 4: Stationary
  3362. <br>&nbsp;30: Skateboard kid
  3363. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3364. 0: Turning and Aiming?
  3365. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3366. 1: Firing
  3367. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3368. 2: Skating
  3369. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3370. 3: Aiming
  3371. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3372. 4: Firing
  3373. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3374. 5: Dying
  3375. <br>&nbsp;31: Cowboy
  3376. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3377. 1: Aiming
  3378. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3379. 2: Walking
  3380. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3381. 3: Running
  3382. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3383. 4: Aiming
  3384. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3385. 5: Dying
  3386. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3387. 6: Firing
  3388. <br>&nbsp;32: "Mr. T"
  3389. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3390. 0: Dying
  3391. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3392. 1: Standing
  3393. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3394. 2: Walking
  3395. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3396. 3: Running
  3397. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3398. 4: Aiming
  3399. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3400. 6: Firing
  3401. <br>&nbsp;33: Winged Natla (actually, Natla with
  3402. a winged mutant)
  3403. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3404. 1: Standing
  3405. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3406. 2: Flying
  3407. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3408. 3: Running
  3409. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3410. 4: Aiming and firing
  3411. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3412. 5: "Dying" the first time
  3413. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3414. 7: Spinning around in air
  3415. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3416. 8: Standing
  3417. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3418. 9: Dying for real
  3419. <br>&nbsp;34: Giant mutant
  3420. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3421. 0: Dying
  3422. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3423. 1: Sitting on floor
  3424. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3425. 2: Pulling self forward
  3426. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3427. 4: Slapping with right hand
  3428. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3429. 5: Slapping with both hands
  3430. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3431. 6: Making big wave with right hand
  3432. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3433. 8: Dropping to floor after hatching
  3434. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3435. 9: Raising arms
  3436. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3437. 11: Shaking victim with right hand
  3438. <br>&nbsp;35: Collapsible floor
  3439. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3440. 0: Stationary
  3441. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3442. 1: Shaking
  3443. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3444. 2: Falling
  3445. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3446. 3: Settling down
  3447. <br>&nbsp;36: Swinging blade
  3448. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3449. 0: Stationary
  3450. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3451. 2: Swinging
  3452. <br>&nbsp;37: Spikes
  3453. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  3454. one state]
  3455. <br>&nbsp;38: Boulder
  3456. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3457. 0: Stationary
  3458. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3459. 1: Rolling
  3460. <br>&nbsp;39: Dart
  3461. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  3462. one state]
  3463. <br>&nbsp;40: Wall-mounted dartgun
  3464. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3465. 0: Idle?
  3466. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3467. 1: Firing?
  3468. <br>&nbsp;41: Door (opens upward)
  3469. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3470. 0: Upward
  3471. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3472. 1: On side
  3473. <br>&nbsp;42: Slamming doors
  3474. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3475. 0: Open
  3476. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3477. 1: Closed
  3478. <br>&nbsp;43: Sword of Damocles
  3479. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  3480. one state]
  3481. <br>&nbsp;44: Thor's hammer's handle
  3482. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3483. 0: Stationary in "up" position
  3484. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3485. 1: Moving down a little and returning
  3486. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3487. 2: Moving down all the way
  3488. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3489. 3: Stopped at "down" position
  3490. <br>&nbsp;45: Thor's hammer's block
  3491. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3492. 0: Stationary
  3493. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3494. 1: Moving down a little and returning
  3495. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3496. 2: Moving down all the way
  3497. <br>&nbsp;46: Hanging ball? / Some kind of box?
  3498. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  3499. one state]
  3500. <br>&nbsp;47: Metal rod? / Powered mining cart
  3501. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3502. 0: Stationary
  3503. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3504. 1: Moving
  3505. <br>&nbsp;48: Movable cubical block (pushable)
  3506. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3507. 0: Stationary
  3508. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3509. 1: Being pulled?
  3510. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3511. 2: Being pushed?
  3512. <br>&nbsp;49: Movable cubical block (pushable)
  3513. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3514. 0: Stationary
  3515. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3516. 1: Being pulled?
  3517. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3518. 2: Being pushed?
  3519. <br>&nbsp;50: Movable cubical block (pushable)
  3520. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3521. 0: Stationary
  3522. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3523. 1: Being pulled?
  3524. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3525. 2: Being pushed?
  3526. <br>&nbsp;51: Movable cubical block (pushable)
  3527. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3528. 0: Stationary
  3529. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3530. 1: Being pulled?
  3531. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3532. 2: Being pushed?
  3533. <br>&nbsp;52: Movable tall block
  3534. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3535. 0: Stationary
  3536. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3537. 1: Moving forward?
  3538. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3539. 2: Moving backward?
  3540. <br>&nbsp;53: Pieces of something?
  3541. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3542. 0: Stationary
  3543. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3544. 1: Falling
  3545. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3546. 2: Settling down
  3547. <br>&nbsp;54: Sword of Damocles
  3548. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  3549. one state]
  3550. <br>&nbsp;55: Above-water switch
  3551. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3552. 0: Off
  3553. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3554. 1: On
  3555. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3556. [states may be reversed]
  3557. <br>&nbsp;56: Underwater switch
  3558. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3559. 0: Off
  3560. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3561. 1: On
  3562. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3563. [states may be reversed]
  3564. <br>&nbsp;57: Door
  3565. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3566. 0: Closed
  3567. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3568. 1: Open
  3569. <br>&nbsp;58: Door
  3570. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3571. 0: Closed
  3572. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3573. 1: Open
  3574. <br>&nbsp;59: Door
  3575. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3576. 0: Closed
  3577. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3578. 1: Open
  3579. <br>&nbsp;60: Door
  3580. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3581. 0: Closed
  3582. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3583. 1: Open
  3584. <br>&nbsp;61: Door
  3585. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3586. 0: Closed
  3587. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3588. 1: Open
  3589. <br>&nbsp;62: Door
  3590. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3591. 0: Closed
  3592. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3593. 1: Open
  3594. <br>&nbsp;63: Door
  3595. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3596. 0: Closed
  3597. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3598. 1: Open
  3599. <br>&nbsp;64: Door
  3600. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3601. 0: Closed
  3602. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3603. 1: Open
  3604. <br>&nbsp;65: Trapdoor (opens downward)
  3605. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3606. 0: Closed
  3607. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3608. 1: Open
  3609. <br>&nbsp;66: Trapdoor (opens downward)
  3610. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3611. 0: Closed
  3612. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3613. 1: Open
  3614. <br>&nbsp;68: Bridge (flat)
  3615. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  3616. one state]
  3617. <br>&nbsp;69: Bridge (slope = 1)
  3618. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  3619. one state]
  3620. <br>&nbsp;70: Bridge (slope = 2)
  3621. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  3622. one state]
  3623. <br>&nbsp;71: Passport (opening up)
  3624. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  3625. one state]
  3626. <br>&nbsp;72: Compass
  3627. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  3628. one state]
  3629. <br>&nbsp;74: Cogs (animated)
  3630. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3631. 0: Stationary
  3632. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3633. 1: Turning
  3634. <br>&nbsp;75: Cogs (animated)
  3635. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3636. 0: Stationary
  3637. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3638. 1: Turning
  3639. <br>&nbsp;76: Cogs (animated)
  3640. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3641. 0: Stationary
  3642. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3643. 1: Turning
  3644. <br>&nbsp;77: Lara in CS / Scion holder in CS
  3645. <br>&nbsp;78: Larson in CS / Natla in CS / Scion
  3646. holder in CS
  3647. <br>&nbsp;79: Larson's gun in CS / Scion in CS /
  3648. Natla in CS
  3649. <br>&nbsp;80: Scion in CS
  3650. <br>&nbsp;81: Passport (closed)
  3651. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  3652. one state]
  3653. <br>&nbsp;82: N-thingy (Playstation memory card?)
  3654. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  3655. one state]
  3656. <br>&nbsp;83: Save crystal
  3657. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  3658. one state]
  3659. <br>&nbsp;84: * Pistols
  3660. <br>&nbsp;85: * Shotgun
  3661. <br>&nbsp;86: * Magnums
  3662. <br>&nbsp;87: * Uzis
  3663. <br>&nbsp;88: * Pistol ammo(?)
  3664. <br>&nbsp;89: * Shotgun ammo
  3665. <br>&nbsp;90: * Magnum ammo
  3666. <br>&nbsp;91: * Uzi ammo
  3667. <br>&nbsp;93: * Small medipack
  3668. <br>&nbsp;94: * Large medipack
  3669. <br>&nbsp;95: Sunglasses
  3670. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  3671. one state]
  3672. <br>&nbsp;96: Cassette player and headphones
  3673. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  3674. one state]
  3675. <br>&nbsp;97: Direction keys
  3676. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  3677. one state]
  3678. <br>&nbsp;99: Pistol
  3679. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  3680. one state]
  3681. <br>100: Shotgun
  3682. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  3683. one state]
  3684. <br>101: Magnum
  3685. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  3686. one state]
  3687. <br>102: Uzi
  3688. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  3689. one state]
  3690. <br>103: Pistol ammo(?)
  3691. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  3692. one state]
  3693. <br>104: Shotgun ammo
  3694. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  3695. one state]
  3696. <br>105: Magnum ammo
  3697. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  3698. one state]
  3699. <br>106: Uzi ammo
  3700. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  3701. one state]
  3702. <br>108: Small medipack
  3703. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  3704. one state]
  3705. <br>109: Large medipack
  3706. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  3707. one state]
  3708. <br>110: * Puzzle 1
  3709. <br>111: * Puzzle 2
  3710. <br>112: * Puzzle 3
  3711. <br>113: * Puzzle 4
  3712. <br>114: Puzzle 1
  3713. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  3714. one state]
  3715. <br>115: Puzzle 2
  3716. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  3717. one state]
  3718. <br>116: Puzzle 3
  3719. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  3720. one state]
  3721. <br>117: Puzzle 4
  3722. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  3723. one state]
  3724. <br>118: Slot 1 empty
  3725. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  3726. one state]
  3727. <br>119: Slot 2 empty
  3728. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  3729. one state]
  3730. <br>120: Slot 3 empty
  3731. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  3732. one state]
  3733. <br>121: Slot 4 empty
  3734. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  3735. one state]
  3736. <br>122: Slot 1 full
  3737. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  3738. one state]
  3739. <br>123: Slot 2 full
  3740. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  3741. one state]
  3742. <br>124: Slot 3 full
  3743. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  3744. one state]
  3745. <br>125: Slot 4 full
  3746. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  3747. one state]
  3748. <br>126: * Pickup 1
  3749. <br>127: Pickup 1
  3750. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  3751. one state]
  3752. <br>128: Lara's hips
  3753. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  3754. one state]
  3755. <br>129: * Key 1
  3756. <br>130: * Key 2
  3757. <br>131: * Key 3
  3758. <br>132: * Key 4
  3759. <br>133: Key 1
  3760. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  3761. one state]
  3762. <br>134: Key 2
  3763. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  3764. one state]
  3765. <br>135: Key 3
  3766. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  3767. one state]
  3768. <br>136: Key 4
  3769. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  3770. one state]
  3771. <br>137: Lock 1
  3772. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  3773. one state]
  3774. <br>138: Lock 2
  3775. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  3776. one state]
  3777. <br>139: Lock 3
  3778. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  3779. one state]
  3780. <br>140: Lock 4
  3781. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  3782. one state]
  3783. <br>143: * Scion Piece
  3784. <br>146: Complete Scion
  3785. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  3786. one state]
  3787. <br>147: Scion Holder
  3788. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  3789. one state]
  3790. <br>150: Scion Piece
  3791. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  3792. one state]
  3793. <br>151: * Flare(?) / Explosion
  3794. <br>153: * Splash
  3795. <br>155: * Bubbles
  3796. <br>156: * Bubbles
  3797. <br>158: * Blood splatter
  3798. <br>160: * Flying disk
  3799. <br>161: Centaur statue
  3800. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  3801. one state]
  3802. <br>162: Shack suspended from wire rope
  3803. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3804. 0: Starting position
  3805. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3806. 1: Dropping after first fuse
  3807. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3808. 2: Dropping after second fuse
  3809. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3810. 3: Dropping after third fuse (to ground)
  3811. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3812. 4: On the ground
  3813. <br>163: Mutant egg and holder (normal size)
  3814. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3815. 0: Starting to hatch
  3816. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3817. 1: Hatching (is the fragmenting hardcoded?)
  3818. <br>164: * Bullet hit
  3819. <br>165: * Sparkle
  3820. <br>166: Gunflare
  3821. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  3822. one state]
  3823. <br>169: Lara's hips
  3824. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  3825. one state]
  3826. <br>170: Lara's hips
  3827. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  3828. one state]
  3829. <br>172: Mutant bullet
  3830. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  3831. one state]
  3832. <br>173: Mutant grenade
  3833. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  3834. one state]
  3835. <br>176: * Splatter
  3836. <br>177: Lara's hips
  3837. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  3838. one state]
  3839. <br>178: * Fire
  3840. <br>179: Lara's hips
  3841. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  3842. one state]
  3843. <br>180: Flowing Atlantean lava
  3844. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  3845. one state]
  3846. <br>181: Mutant egg and holder (big)
  3847. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3848. 0: Starting to hatch
  3849. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3850. 1: Hatching (is the fragmenting hardcoded?)
  3851. <br>182: Motorboat
  3852. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3853. 1: Stationary (initial)
  3854. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3855. 2: Moving
  3856. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3857. 3: Stationary (final)
  3858. <br>183: Lara's hips
  3859. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  3860. one state]
  3861. <br>189: Shrinking wedge?
  3862. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  3863. one state]
  3864. <br>190: * Standard symbols
  3865. <br>191: * Plant 1
  3866. <br>192: * Plant 2
  3867. <br>193: * Plant 3
  3868. <br>194: * Plant 4
  3869. <br>195: * Plant 5
  3870. <br>200: * Bag 1
  3871. <br>204: * Bag 2
  3872. <br>207: Gunflare
  3873. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  3874. one state]
  3875. <br>212: * Rock 1
  3876. <br>213: * Rock 2
  3877. <br>214: * Rock 3
  3878. <br>215: * Bag 3
  3879. <br>216: * Pottery 1
  3880. <br>217: * Pottery 2
  3881. <br>231: * Painted pot
  3882. <br>233: * Inca mummy
  3883. <br>236: * Pottery 3
  3884. <br>237: * Pottery 4
  3885. <br>238: * Pottery 5
  3886. <br>239: * Pottery 6</font>
  3887. <p><a NAME="Catalogs_TR2EntityStates"></a>
  3888. <p><font color="#000080"><b><u>TR2 Entity States</u></b>
  3889. <p>Comparing these to those of TR1, it seems rather difficult to map the NPC's, though
  3890. doors and switches and stuff like that will map just fine.
  3891. <br>
  3892. <p>This contains the states of everything but Lara
  3893. <p><i>Exception: Lara and the boats and snowmobiles</i>
  3894. <p>* = sprite sequence; others are movable mesh objects
  3895. <p>&nbsp; 0: Lara
  3896. <br>&nbsp; 1: Lara pistol animation
  3897. <br>&nbsp; 2: Lara's ponytail
  3898. <br>&nbsp; 3: Lara shotgun animation
  3899. <br>&nbsp; 4: Lara auto-pistol animation
  3900. <br>&nbsp; 5: Lara Uzi animation
  3901. <br>&nbsp; 6: Lara M16 animation
  3902. <br>&nbsp; 7: Lara grenade-launcher animation
  3903. <br>&nbsp; 8: Lara harpoon-gun animation
  3904. <br>&nbsp; 9: Lara flare animation
  3905. <br>&nbsp;10: Lara's hips
  3906. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Lara
  3907. and the snowmobiles:
  3908. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3909. 0: Driving
  3910. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3911. 1: Climbing in from right
  3912. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3913. 2: Starting the engine
  3914. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3915. 3: Stopping the engine
  3916. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3917. 4: Jumping upward
  3918. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3919. 5: Driving
  3920. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3921. 6: Climbing in from left
  3922. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3923. 7: Climbing out to left
  3924. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3925. 8: Driving
  3926. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3927. 9: Climbing out to right
  3928. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 10:
  3929. Dying?
  3930. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 11:
  3931. Dying
  3932. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 12:
  3933. Thrown out of snowmobile and dying
  3934. <br>&nbsp;11: Lara's hips
  3935. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Lara
  3936. and the boats:
  3937. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3938. 0: Entering
  3939. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3940. 1: Driving (stationary)
  3941. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3942. 2: Driving (moving)
  3943. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3944. 3: Jumping out rightward (starboard)
  3945. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3946. 4: Jumping out leftward (port)
  3947. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3948. 6: Jumping upward
  3949. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3950. 8: Dying
  3951. <p>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Also
  3952. has Lara hitting the gong with the hammer in the Ice Palace
  3953. <p>&nbsp;12: Lara's hips / Lara dagger animation
  3954. <p>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Lara
  3955. examining Dagger of Xian pulled from Bartoli dragon's belly
  3956. <p>&nbsp;13: Red snowmobile (can go fast)
  3957. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [various
  3958. states of vibration]
  3959. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3960. 0:
  3961. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3962. 1:
  3963. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3964. 2:
  3965. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3966. 4: Going slightly upwards
  3967. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3968. 6:
  3969. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3970. 7:
  3971. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3972. 8:
  3973. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 10:
  3974. Going off a ledge
  3975. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 11:
  3976. <br>&nbsp;14: Boat
  3977. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [various
  3978. states of rocking/pitching]
  3979. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3980. 0:
  3981. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3982. 1:
  3983. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3984. 2:
  3985. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3986. 3:
  3987. <br>&nbsp;15: Doberman
  3988. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3989. 1: Walking
  3990. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3991. 2: Running
  3992. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3993. 3: Standing
  3994. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3995. 4: Biting
  3996. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3997. 5: Sitting on all fours
  3998. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  3999. 6: Standing and panting
  4000. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4001. 7: Biting
  4002. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4003. 8: Jumping and biting
  4004. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4005. 9: Jumping and biting
  4006. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 10:
  4007. Dying
  4008. <br>&nbsp;16: Masked goon (white mask, jacket)
  4009. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4010. 1: Walking
  4011. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4012. 2: Running
  4013. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4014. 3: Standing and aiming gun
  4015. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4016. 4: Standing and aiming gun
  4017. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4018. 5: Standing and shaking head
  4019. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4020. 6: Standing and aiming gun, bracing self
  4021. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4022. 7: Firing gun, bracing self
  4023. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4024. 9: Running while aiming gun
  4025. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 10:
  4026. Standing and aiming gun
  4027. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 11:
  4028. Firing gun
  4029. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 12:
  4030. Dying
  4031. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 13:
  4032. Dying
  4033. <br>&nbsp;17: Masked goon (white mask, vest)
  4034. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4035. 0: Standing (animations recycled)
  4036. <br>&nbsp;18: Masked goon (black mask)
  4037. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4038. 0: Standing (animations recycled)
  4039. <br>&nbsp;19: Knifethrower
  4040. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4041. 1: Standing
  4042. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4043. 2: Walking
  4044. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4045. 3: Running
  4046. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4047. 4: Throwing with right hand
  4048. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4049. 5: Throwing with left hand
  4050. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4051. 6: Throwing with left hand
  4052. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4053. 7: Throwing with right hand
  4054. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4055. 8: Throwing with both hands
  4056. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4057. 9: Throwing with both hands
  4058. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 10:
  4059. Dying
  4060. <br>&nbsp; 20: Shotgun goon
  4061. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4062. 1: Standing, guns up
  4063. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4064. 2: Standing, guns holstered
  4065. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4066. 3: Walking, guns up
  4067. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4068. 4: Running
  4069. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4070. 5: Aiming right gun
  4071. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4072. 6: Aiming left gun
  4073. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4074. 7: Firing right gun
  4075. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4076. 8: Firing left gun
  4077. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4078. 9: Aiming both guns
  4079. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 10:
  4080. Firing both guns
  4081. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 11:
  4082. Dying
  4083. <br>&nbsp;21: Rat
  4084. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4085. 1: Running
  4086. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4087. 2: Standing on all fours
  4088. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4089. 3: Rearing up, biting?
  4090. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4091. 4: Biting
  4092. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4093. 5: Rearing up and biting
  4094. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4095. 6: Dying
  4096. <br>&nbsp;22: Dragon (front)
  4097. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4098. 1: Walking
  4099. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4100. 2: Walking, looking leftward
  4101. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4102. 3: Walking, looking rightward
  4103. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4104. 4: Rearing up
  4105. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4106. 5: Breathing fire in reared-up position
  4107. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4108. 6: Standing
  4109. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4110. 7: Back to forward position
  4111. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4112. 8: Walking
  4113. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4114. 9: Raising left foot
  4115. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 10:
  4116. Raising right foot
  4117. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 11:
  4118. Dying
  4119. <br>&nbsp;23: Dragon (back)
  4120. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [various
  4121. standing and walking states]
  4122. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4123. 1:
  4124. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4125. 2:
  4126. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4127. 3:
  4128. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4129. 6:
  4130. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4131. 7:
  4132. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4133. 8:
  4134. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4135. 9:
  4136. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 10:
  4137. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 11:
  4138. Dying
  4139. <br>&nbsp;24: Gondola (Venetian boat)
  4140. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Seems
  4141. to be static, as if animations were unused]
  4142. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Fragmentation
  4143. probably hardcoded]
  4144. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4145. 1:
  4146. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4147. 2:
  4148. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4149. 3:
  4150. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4151. 4:
  4152. <br>&nbsp;25: Shark
  4153. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4154. 0: Standing still
  4155. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4156. 1: Swimming
  4157. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4158. 2: Swimming fast
  4159. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4160. 3: Biting
  4161. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4162. 4: Biting
  4163. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4164. 5: Dying
  4165. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4166. 6: Shaking victim in mouth
  4167. <br>&nbsp;26: Yellow moray eel
  4168. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4169. 1: Biting
  4170. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4171. 2: Wiggling head
  4172. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4173. 3: Dying
  4174. <br>&nbsp;27: Black moray eel
  4175. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4176. 1: Biting
  4177. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4178. 2: Wiggling head
  4179. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4180. 3: Dying
  4181. <br>&nbsp;28: Barracuda / Whiskered Fish (white,
  4182. yellow)
  4183. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4184. 1: Standing still
  4185. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4186. 2: Swimming
  4187. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4188. 3: Swimming fast
  4189. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4190. 4: Biting
  4191. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4192. 5: Biting
  4193. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4194. 6: Dying
  4195. <br>&nbsp;29: Scuba diver
  4196. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4197. 1: Swimming
  4198. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4199. 2: Treading water
  4200. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4201. 3: Swimming, wielding harpoon gun
  4202. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4203. 4: Swimming, wielding harpoon gun
  4204. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4205. 6: Treading water, wielding harpoon gun
  4206. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4207. 7: Treading water, firing harpoon gun
  4208. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4209. 9: Dying
  4210. <br>&nbsp;30: Gun-wielding rig worker (khaki pants)
  4211. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4212. 1: Walking
  4213. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4214. 2: Standing
  4215. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4216. 3: Standing with gun upward
  4217. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4218. 4: Firing gun
  4219. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4220. 5: Running
  4221. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4222. 6: Grabbing gun
  4223. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4224. 7: Dying
  4225. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4226. 8: Aiming gun
  4227. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4228. 9: Crouching and aiming gun
  4229. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 10:
  4230. Crouching and firing gun
  4231. <br>&nbsp;31: Gun-wielding rig worker (blue jeans)
  4232. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4233. 1: Standing while wielding gun
  4234. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4235. 2: Walking 324
  4236. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4237. 3: Running
  4238. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4239. 4: Standing with gun pointed downward
  4240. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4241. 5: Firing gun
  4242. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4243. 6: Running while firing gun
  4244. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4245. 7: Dying
  4246. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4247. 8: Aiming gun
  4248. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4249. 9: Running and aiming gun
  4250. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 10:
  4251. Crouching and aiming gun
  4252. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 11:
  4253. Crouching and firing gun
  4254. <br>&nbsp;32: Stick-wielding goon
  4255. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4256. 1: Standing
  4257. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4258. 2: Running
  4259. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4260. 3: Big sideways hit
  4261. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4262. 4: Hitting with stick
  4263. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4264. 5: Standing, holding stick with both hands
  4265. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4266. 6: Running, ready for big hit with stick
  4267. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4268. 7: Standing, ready for big hit with stick
  4269. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4270. 8: Making big hit with stick
  4271. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4272. 9: Hitting with stick
  4273. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 10:
  4274. Running, holding stick with both hands
  4275. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 11:
  4276. Dying
  4277. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 12:
  4278. Stepping up
  4279. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 13:
  4280. Climbing up low ledge
  4281. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 14:
  4282. Climbing up ledge
  4283. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 15:
  4284. Jumping down from a ledge
  4285. <br>&nbsp;33: Stick-wielding goon (can't climb)
  4286. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4287. 1: Standing
  4288. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4289. 2: Running
  4290. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4291. 3: Big sideways hit
  4292. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4293. 4: Hitting with stick
  4294. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4295. 5: Standing, holding stick with both hands
  4296. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4297. 6: Running, ready for big hit with stick
  4298. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4299. 7: Standing, ready for big hit with stick
  4300. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4301. 8: Making big hit with stick
  4302. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4303. 9: Hitting with stick
  4304. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 10:
  4305. Running, holding stick with both hands
  4306. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 11:
  4307. Dying
  4308. <br>&nbsp;34: Flamethrower-wielding goon
  4309. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4310. 1: Standing
  4311. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4312. 2: Running
  4313. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4314. 3: Running, holding nozzle horizontal
  4315. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4316. 4: Standing, pointing nozzle downward
  4317. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4318. 5: Firing
  4319. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4320. 6: Firing while walking
  4321. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4322. 7: Dying
  4323. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4324. 8: Aiming
  4325. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4326. 9: Aiming while running
  4327. <br>&nbsp;36: Spider
  4328. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4329. 1: Standing
  4330. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4331. 2: Crawling
  4332. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4333. 3: Crawling
  4334. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4335. 4: Biting
  4336. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4337. 5: Jumping
  4338. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4339. 6: Jumping
  4340. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4341. 7: Dying
  4342. <br>&nbsp;37: Giant spider
  4343. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4344. 1: Standing
  4345. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4346. 2: Crawling
  4347. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4348. 3: Crawling fast
  4349. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4350. 4: Biting
  4351. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4352. 7: Dying
  4353. <br>&nbsp;38: Crow
  4354. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4355. 1: Flying
  4356. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4357. 2: Flying in place
  4358. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4359. 3: Flying
  4360. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4361. 4: Dying
  4362. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4363. 5: Dying
  4364. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4365. 6: Pecking
  4366. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4367. 7: Pecking
  4368. <br>39: Tiger / Snow leopard / White tiger
  4369. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4370. 0: Dying
  4371. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4372. 1: Standing
  4373. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4374. 2: Walking
  4375. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4376. 3: Leaping
  4377. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4378. 5: Biting
  4379. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4380. 6: Biting
  4381. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4382. 7: Leaping and biting
  4383. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4384. 8: Leaping and biting
  4385. <br>&nbsp;40: Marco Bartoli
  4386. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  4387. one state]
  4388. <br>&nbsp;41: Spear-wielding Xian Guard
  4389. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4390. 1: Holding spears upward
  4391. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4392. 2: Holding spears horizontal forward-right
  4393. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4394. 3: Walking while pointing spears forward
  4395. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4396. 4: Running while pointing spears forward
  4397. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4398. 5: Picking up spears, pointing them backward
  4399. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4400. 6: Pointing spears forward
  4401. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4402. 7: Pointing spears downward and back
  4403. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4404. 8: Pointing spears forward
  4405. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4406. 9: Walking, moving right spear forward
  4407. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 10:
  4408. Thrusting left spear forward
  4409. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 11:
  4410. Walking, moving left spear forward
  4411. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 12:
  4412. Thrusting right spear forward
  4413. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 13:
  4414. Turning spears rightward
  4415. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 14:
  4416. Turning spears leftward
  4417. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 15:
  4418. Pulling up spears and pointing them back-downward
  4419. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 16:
  4420. Twirling spears over head
  4421. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 18:
  4422. Getting up from statue position
  4423. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 19:
  4424. Spearing victim and tossing forward
  4425. <br>42: Spear-wielding Xian Guard statue
  4426. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  4427. one state]
  4428. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [fragmenting
  4429. probably hardcoded]
  4430. <br>43: Sword-wielding Xian Guard
  4431. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4432. 1: Standing
  4433. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4434. 2: Walking
  4435. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4436. 3: Swinging sword back over head
  4437. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4438. 4: Swinging sword forward over head
  4439. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4440. 5: Swinging sword sideways to back
  4441. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4442. 6: Swinging sword sideways to forward
  4443. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4444. 7: Holding sword pointed downward
  4445. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4446. 8: Flying while holding sword
  4447. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4448. 9: Getting up from statue position
  4449. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 10:
  4450. Moving sword back while walking (swing over shoulder / pull back)
  4451. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 11:
  4452. Moving sword forward while walking (swing forward / thrust)
  4453. <br>44: Sword-wielding Xian Guard statue
  4454. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  4455. one state]
  4456. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [fragmenting
  4457. probably hardcoded]
  4458. <br>45: Yeti
  4459. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4460. 1: Running
  4461. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4462. 2: Standing
  4463. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4464. 3: Walking
  4465. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4466. 4: Punching
  4467. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4468. 5: Reaching and swiping downward
  4469. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4470. 6: Running and punching
  4471. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4472. 7: Howling
  4473. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4474. 8: Dying
  4475. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4476. 9: Thumping chest
  4477. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 10:
  4478. Stepping up
  4479. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 11:
  4480. Climbing up a short ledge
  4481. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 12:
  4482. Climbing up a ledge
  4483. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 13:
  4484. Jumping down from a ledge
  4485. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 14:
  4486. Holding victim and waving
  4487. <br>&nbsp;46: Bird monster (guards Talion)
  4488. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4489. 1: Standing
  4490. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4491. 2: Walking
  4492. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4493. 3: Looking upward
  4494. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4495. 4: Swiping downward
  4496. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4497. 5: Getting ready to punch
  4498. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4499. 6: Punching
  4500. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4501. 7: Punching
  4502. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4503. 8: Howling
  4504. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4505. 9: Dying
  4506. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 10:
  4507. Pulling arms out
  4508. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 11:
  4509. Getting hands together in front
  4510. <br>&nbsp;47: Eagle
  4511. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4512. 1: Flying
  4513. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4514. 2: Perching?
  4515. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4516. 3: Gliding
  4517. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4518. 4: Dying
  4519. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4520. 5: Dying
  4521. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4522. 6: Pecking
  4523. <br>&nbsp;48: Mercenary
  4524. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4525. 1: Standing
  4526. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4527. 2: Walking
  4528. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4529. 3: Running
  4530. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4531. 4: Aiming gun
  4532. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4533. 5: Firing gun
  4534. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4535. 6: Aiming gun two-handed
  4536. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4537. 7: Firing gun two-handed
  4538. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4539. 8: Firing gun in a sweep
  4540. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4541. 9: Firing gun in continued sweep
  4542. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 10:
  4543. Aiming gun while walking
  4544. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 11:
  4545. Aiming gun sideways
  4546. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 12:
  4547. Aiming gun while walking
  4548. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 13:
  4549. Dying
  4550. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 14:
  4551. Firing gun while walking
  4552. <br>&nbsp;49: Mercenary (black ski mask, gray jacket)
  4553. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4554. 1: Aiming gun while walking
  4555. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4556. 2: Standing
  4557. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4558. 3: Walking
  4559. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4560. 4: Running
  4561. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4562. 5: Aiming gun
  4563. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4564. 6: Aiming gun two-handed
  4565. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4566. 7: Firing gun
  4567. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4568. 8: Aiming gun two-handed
  4569. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4570. 9: Firing gun while walking
  4571. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 10:
  4572. Firing gun while walking
  4573. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 11:
  4574. Dying
  4575. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 12:
  4576. Squatting and aiming
  4577. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 13:
  4578. Squatting and firing
  4579. <br>&nbsp;50: Mercenary (black ski mask, brown jacket)
  4580. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 0:
  4581. Standing (animations recycled)
  4582. <br>&nbsp;51: Black snowmobile (with guns)
  4583. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4584. 1: Idle
  4585. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4586. 2: Moving
  4587. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4588. 3: Turning left
  4589. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4590. 4: Turning right
  4591. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4592. 5: Turning left
  4593. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4594. 6: Turning right
  4595. <br>&nbsp;52: Mercenary snowmobile driver
  4596. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4597. 1: Driving (idle)
  4598. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4599. 2: Driving (moving)
  4600. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4601. 3: Turning left
  4602. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4603. 4: Turning right
  4604. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4605. 5: Turning left
  4606. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4607. 6: Turning right
  4608. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4609. 7: Dying
  4610. <br>&nbsp;53: Monk with long stick
  4611. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4612. 1: Standing and wielding stick
  4613. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4614. 2: Walking
  4615. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4616. 3: Running
  4617. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4618. 4: Slicing with stick
  4619. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4620. 5: Twirling stick and holding out hand
  4621. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4622. 6: Stabbing forward with stick
  4623. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4624. 7: Spearing with stick
  4625. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4626. 8: Twirling stick overhead
  4627. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4628. 9: Dying
  4629. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 10:
  4630. Holding stick out and running
  4631. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 11:
  4632. Holding stick and putting out hand
  4633. <br>&nbsp;54: Monk with knife-end stick
  4634. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4635. 1: Standing and wielding stick
  4636. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4637. 2: Walking
  4638. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4639. 3: Running
  4640. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4641. 4: Slicing with stick
  4642. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4643. 5: Twirling stick and holding out hand
  4644. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4645. 6: Stabbing forward with stick
  4646. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4647. 7: Spearing with stick
  4648. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4649. 8: Twirling stick to side and overhead
  4650. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4651. 9: Dying
  4652. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 10:
  4653. Holding stick out and running
  4654. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 11:
  4655. Holding stick and putting out hand
  4656. <br>&nbsp;55: Collapsible floor
  4657. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4658. 0: Stationary
  4659. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4660. 1: Shaking
  4661. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4662. 2: Falling
  4663. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4664. 3: Settling down
  4665. <br>&nbsp;57: Loose boards
  4666. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4667. 0: Stationary
  4668. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4669. 1: Shaking
  4670. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4671. 2: Falling
  4672. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4673. 3: Settling down
  4674. <br>&nbsp;58: Swinging sandbag / spiky ball
  4675. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  4676. one state]
  4677. <br>&nbsp;59: Spikes / Glass shards
  4678. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  4679. one state]
  4680. <br>&nbsp;60: Boulder
  4681. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4682. 0: Stationary
  4683. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4684. 1: Rolling
  4685. <br>&nbsp;61: Disk (like dart)
  4686. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  4687. one state]
  4688. <br>&nbsp;62: Wall-mounted disk shooter (like dartgun)
  4689. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4690. 0: Idle?
  4691. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4692. 1: Firing?
  4693. <br>&nbsp;63: Drawbridge
  4694. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4695. 0: Upward
  4696. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4697. 1: On side
  4698. <br>&nbsp;64: Slamming door
  4699. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4700. 0: Open
  4701. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4702. 1: Closed
  4703. <br>&nbsp;65: Elevator
  4704. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4705. 0: Doors closed
  4706. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4707. 1: Doors open
  4708. <br>&nbsp;66: Minisub
  4709. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  4710. one state]
  4711. <br>&nbsp;67: Movable cubical block (pushable)
  4712. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4713. 0: Stationary
  4714. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4715. 1: Being pulled?
  4716. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4717. 2: Being pushed?
  4718. <br>&nbsp;68: Movable cubical block (pushable)
  4719. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4720. 0: Stationary
  4721. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4722. 1: Being pulled?
  4723. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4724. 2: Being pushed?
  4725. <br>&nbsp;69: Movable cubical block (pushable)
  4726. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4727. 0: Stationary
  4728. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4729. 1: Being pulled?
  4730. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4731. 2: Being pushed?
  4732. <br>&nbsp;70: Movable cubical block (pushable)
  4733. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4734. 0: Stationary
  4735. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4736. 1: Being pulled?
  4737. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4738. 2: Being pushed?
  4739. <br>&nbsp;71: Big bowl (Ice Palace)
  4740. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4741. 0: Horizontal
  4742. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4743. 1: Tipped
  4744. <br>&nbsp;72: Breakable window (can shoot out)
  4745. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  4746. one state]
  4747. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [fragmenting
  4748. probably hardcoded]
  4749. <br>&nbsp;73: Breakable window (must jump through)
  4750. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  4751. one state]
  4752. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [fragmenting
  4753. probably hardcoded]
  4754. <br>&nbsp;76: Airplane propeller
  4755. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4756. 0: Spinning
  4757. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4758. 1: Stopped
  4759. <br>&nbsp;77: Power saw
  4760. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4761. 0: Spinning
  4762. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4763. 1: Stopped
  4764. <br>&nbsp;78: Overhead pulley hook
  4765. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  4766. one state]
  4767. <br>&nbsp;79: Sandbag / Ceiling fragments
  4768. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4769. 0: Stationary
  4770. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4771. 1: Falling
  4772. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4773. 2: Settling down
  4774. <br>&nbsp;80: Rolling spindle
  4775. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4776. 1: Stationary
  4777. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4778. 2: Rolling
  4779. <br>&nbsp;81: Wall-mounted knife blade
  4780. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4781. 1: Extended
  4782. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4783. 2: Pulled back
  4784. <br>&nbsp;82: Statue with knife blade
  4785. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4786. 1: Pulled back
  4787. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4788. 2: Extended
  4789. <br>&nbsp;83: Multiple boulders / snowballs
  4790. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4791. 1: Rolling
  4792. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4793. 2: Stopped
  4794. <br>&nbsp;84: Detachable icicles
  4795. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4796. 1: Attached to ceiling
  4797. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4798. 2: Falling
  4799. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4800. 3: On ground
  4801. <br>&nbsp;85: Spiky movable wall
  4802. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  4803. one state]
  4804. <br>&nbsp;86: Bounce pad
  4805. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4806. 0: Idle
  4807. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4808. 1: Kicking upwards
  4809. <br>&nbsp;87: Spiky ceiling segment
  4810. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  4811. one state]
  4812. <br>&nbsp;88: Tibetan bell
  4813. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4814. 0: Stationary
  4815. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4816. 1: Swinging
  4817. <br>&nbsp;89: * Boat wake (Venice, Bartoli)
  4818. <br>&nbsp;90: * Snowmobile wake (Tibetan Foothills)
  4819. <br>&nbsp;91: Lara and a snowmobile
  4820. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  4821. one state]
  4822. <br>&nbsp;92: Wheel knob
  4823. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4824. 0: Parent door closed
  4825. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4826. 1: Parent door open
  4827. <br>&nbsp;93: Above-water switch
  4828. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4829. 0: Off
  4830. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4831. 1: On
  4832. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4833. [states may be reversed]
  4834. <br>&nbsp;94: Underwater propeller
  4835. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4836. 0: Spinning
  4837. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4838. 1: Stopped
  4839. <br>&nbsp;95: Air fan
  4840. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4841. 0: Spinning
  4842. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4843. 1: Stopped
  4844. <br>&nbsp;96: Swinging box / spiky ball
  4845. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  4846. one state]
  4847. <br>&nbsp;97: Gun-wielding rig worker / Marco Bartoli
  4848. (unused?)
  4849. <br>&nbsp;98: Goon at the fancy door holding poison
  4850. bottle / Gun-wielding rig worker
  4851. <br>&nbsp;99: Lara in cutscene
  4852. <br>100: * Frame (for indicator bars)
  4853. <br>101: Rolling storage drums
  4854. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4855. 1: Rolling
  4856. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4857. 2: Stopped
  4858. <br>102: Zipline handle
  4859. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4860. 1: Moving
  4861. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4862. 2: Settling down
  4863. <br>103: Above-water switch
  4864. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4865. 0: Off
  4866. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4867. 1: On
  4868. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4869. [states may be reversed]
  4870. <br>104: Above-water/underwater switch
  4871. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4872. 0: Off
  4873. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4874. 1: On
  4875. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4876. [states may be reversed]
  4877. <br>105: Underwater switch
  4878. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4879. 0: Off
  4880. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4881. 1: On
  4882. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4883. [states may be reversed]
  4884. <br>106: Door
  4885. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4886. 0: Closed
  4887. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4888. 1: Open
  4889. <br>107: Door
  4890. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4891. 0: Closed
  4892. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4893. 1: Open
  4894. <br>108: Door
  4895. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4896. 0: Closed
  4897. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4898. 1: Open
  4899. <br>109: Door
  4900. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4901. 0: Closed
  4902. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4903. 1: Open
  4904. <br>110: Door
  4905. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4906. 0: Closed
  4907. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4908. 1: Open
  4909. <br>111: Door (pulled upward in Temple of Xian)
  4910. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4911. 0: Closed
  4912. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4913. 1: Open
  4914. <br>112: Door (pulled upward in Temple of Xian)
  4915. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4916. 0: Closed
  4917. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4918. 1: Open
  4919. <br>113: Door (pulled upward)
  4920. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 0:
  4921. Closed
  4922. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4923. 1: Open
  4924. <br>114: Trapdoor (opens downward)
  4925. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4926. 0: Closed
  4927. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4928. 1: Open
  4929. <br>115: Trapdoor (opens downward)
  4930. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4931. 0: Closed
  4932. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4933. 1: Open
  4934. <br>116: Trapdoor (opens downward)
  4935. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4936. 0: Closed
  4937. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  4938. 1: Open
  4939. <br>117: Bridge (flat)
  4940. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  4941. one state]
  4942. <br>118: Bridge (slope = 1)
  4943. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  4944. one state]
  4945. <br>119: Bridge (slope = 2)
  4946. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  4947. one state]
  4948. <br>120: Passport (opening up)
  4949. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  4950. one state]
  4951. <br>121: Stopwatch
  4952. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  4953. one state]
  4954. <br>122: Lara and butler picture
  4955. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  4956. one state]
  4957. <br>123: Goon at the fancy door / Monk
  4958. <br>124: Airplane cockpit / Marco Bartoli
  4959. <br>125: Fancy-door goon's gunflare / Crate lid /
  4960. Minisub / Bartoli follower
  4961. <br>126: Fancy-door goon's gun / Ceiling hook
  4962. <br>127: Fancy-door goon's gunflare / Marco Bartoli
  4963. / Lara's boot (thrown) / Bartoli follower
  4964. <br>128: Laptop computer / Fabio / Marco Bartoli
  4965. / Bartoli follower
  4966. <br>129: Crate / Bartoli follower
  4967. <br>130: Eros the Goon
  4968. <br>133: Passport (closed)
  4969. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  4970. one state]
  4971. <br>134: N-thingy (Playstation memory card?)
  4972. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  4973. one state]
  4974. <br>135: * Pistols
  4975. <br>136: * Shotgun
  4976. <br>137: * Auto pistols
  4977. <br>138: * Uzis
  4978. <br>139: * Harpoon gun
  4979. <br>140: * M16
  4980. <br>141: * Grenade launcher
  4981. <br>143: * Shotgun shells
  4982. <br>144: * Auto-pistol clips
  4983. <br>145: * Uzi clips
  4984. <br>146: * Harpoons
  4985. <br>147: * M16 clips
  4986. <br>148: * Grenades
  4987. <br>149: * Small medipack
  4988. <br>150: * Large medipack
  4989. <br>151: * Flares
  4990. <br>152: Flare
  4991. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  4992. one state]
  4993. <br>153: Sunglasses
  4994. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  4995. one state]
  4996. <br>154: Portable CD player
  4997. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  4998. one state]
  4999. <br>155: Direction keys
  5000. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  5001. one state]
  5002. <br>157: Pistol
  5003. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  5004. one state]
  5005. <br>158: Shotgun
  5006. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  5007. one state]
  5008. <br>159: Auto-pistol
  5009. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  5010. one state]
  5011. <br>160: Uzi
  5012. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  5013. one state]
  5014. <br>161: Harpoon gun
  5015. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  5016. one state]
  5017. <br>162: M16
  5018. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  5019. one state]
  5020. <br>163: Grenade launcher
  5021. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  5022. one state]
  5023. <br>164: Pistol ammo(?)
  5024. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  5025. one state]
  5026. <br>165: Shotgun ammo
  5027. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  5028. one state]
  5029. <br>166: Auto-pistol ammo
  5030. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  5031. one state]
  5032. <br>167: Uzi ammo
  5033. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  5034. one state]
  5035. <br>168: Harpoons
  5036. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  5037. one state]
  5038. <br>169: M16 ammo
  5039. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  5040. one state]
  5041. <br>170: Grenades
  5042. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  5043. one state]
  5044. <br>171: Small medipack
  5045. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  5046. one state]
  5047. <br>172: Large medipack
  5048. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  5049. one state]
  5050. <br>173: Flares (opening box)
  5051. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  5052. one state]
  5053. <br>174: * Puzzle 1
  5054. <br>175: * Puzzle 2
  5055. <br>176: * Puzzle 3 ? [unused]
  5056. <br>177: * Puzzle 4
  5057. <br>178: Puzzle 1
  5058. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  5059. one state]
  5060. <br>179: Puzzle 2
  5061. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  5062. one state]
  5063. <br>180: Puzzle 3 ? [unused]
  5064. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  5065. one state]
  5066. <br>181: Puzzle 4
  5067. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  5068. one state]
  5069. <br>182: Slot 1 empty
  5070. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  5071. one state]
  5072. <br>183: Slot 2 empty
  5073. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  5074. one state]
  5075. <br>184: Slot 3 empty ? [unused]
  5076. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  5077. one state]
  5078. <br>185: Slot 4 empty
  5079. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  5080. one state]
  5081. <br>186: Slot 1 full
  5082. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  5083. one state]
  5084. <br>187: Slot 2 full
  5085. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  5086. one state]
  5087. <br>188: Slot 3 full ? [unused]
  5088. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  5089. one state]
  5090. <br>189: Slot 4 full
  5091. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  5092. one state]
  5093. <br>190: * Dragon 1
  5094. <br>191: * Dragon 2
  5095. <br>192: * Dragon 3
  5096. <br>193: * Key 1
  5097. <br>194: * Key 2
  5098. <br>195: * Key 3
  5099. <br>196: * Key 4
  5100. <br>197: Key 1
  5101. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  5102. one state]
  5103. <br>198: Key 2
  5104. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  5105. one state]
  5106. <br>199: Key 3
  5107. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  5108. one state]
  5109. <br>200: Key 4
  5110. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  5111. one state]
  5112. <br>201: Lock 1
  5113. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  5114. one state]
  5115. <br>202: Lock 2
  5116. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  5117. one state]
  5118. <br>203: Lock 3
  5119. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  5120. one state]
  5121. <br>204: Lock 4
  5122. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  5123. one state]
  5124. <br>205: * Pickup 1
  5125. <br>206: * Pickup 2
  5126. <br>207: Pickup 1
  5127. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  5128. one state]
  5129. <br>208: Pickup 2
  5130. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  5131. one state]
  5132. <br>209: Dragon explosion effect (expanding netted
  5133. bubble)
  5134. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  5135. one state]
  5136. <br>210: Dragon explosion effect (expanding netted
  5137. bubble)
  5138. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  5139. one state]
  5140. <br>211: Dragon explosion effect (expanding solid
  5141. bubble)
  5142. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  5143. one state]
  5144. <br>212: Lara's hips / Alarm
  5145. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  5146. one state]
  5147. <br>213: Lara's hips
  5148. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  5149. one state]
  5150. <br>214: Tyrannosaur
  5151. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  5152. 1: Standing
  5153. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  5154. 2: Walking
  5155. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  5156. 3: Running
  5157. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  5158. 5: Dying
  5159. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  5160. 6: Bellowing
  5161. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  5162. 7: Biting
  5163. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  5164. 8: Shaking Head and Spitting Out
  5165. <br>215: Lara's hips
  5166. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  5167. one state]
  5168. <br>216: Lara's hips
  5169. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  5170. one state]
  5171. <br>217: Lara's hips
  5172. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  5173. one state]
  5174. <br>218: Dragon bones (front)
  5175. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  5176. one state]
  5177. <br>219: Dragon bones (back)
  5178. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  5179. one state]
  5180. <br>220: * Extra Fire (Ice Palace)
  5181. <br>222: Aquatic Mine (Venice)
  5182. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  5183. one state]
  5184. <br>223: Menu background (displayed when doing 3D-hardware
  5185. rendering)
  5186. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  5187. one state]
  5188. <br>224: * Gray disk
  5189. <br>225: Gong-hammering animation
  5190. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  5191. one state]
  5192. <br>226: Gong (Ice Palace)
  5193. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  5194. one state]
  5195. <br>227: Detonator box
  5196. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  5197. one state]
  5198. <br>228: Helicopter (Diving Area)
  5199. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  5200. one state]
  5201. <br>229: * Grenade blast
  5202. <br>230: * Splash
  5203. <br>231: * Bubbles
  5204. <br>233: * Blood splatter
  5205. <br>234: * Green-white thing (Great Wall)
  5206. <br>235: Flare burning?
  5207. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  5208. one state]
  5209. <br>236: * Flash (looks like distant light)
  5210. <br>238: * Bullet hit
  5211. <br>239: * Sparkles (Floating Islands, Dragon's Lair)
  5212. <br>240: Gunflare
  5213. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  5214. one state]
  5215. <br>241: Gunflare (spiky)
  5216. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  5217. one state]
  5218. <br>243: Lara's hips
  5219. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  5220. one state]
  5221. <br>244: Lara's hips
  5222. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  5223. one state]
  5224. <br>245: Rod?
  5225. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  5226. one state]
  5227. <br>246: * Flamethrower (repeat of grenade blast)
  5228. <br>247: Pointer?
  5229. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  5230. one state]
  5231. <br>248: Support?
  5232. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  5233. one state]
  5234. <br>249: Rod?
  5235. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  5236. one state]
  5237. <br>250: * Sprayed particles (Diving Area, Barkhang
  5238. Monastery, Temple of Xian)
  5239. <br>252: * Fire
  5240. <br>253: Lara's hips
  5241. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  5242. one state]
  5243. <br>254: Skybox
  5244. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  5245. one state]
  5246. <br>255: * Standard symbols
  5247. <br>256: Monk
  5248. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  5249. one state]
  5250. <br>257: Lara's hips
  5251. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  5252. one state]
  5253. <br>259: Helicopter (The Great Wall)
  5254. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  5255. one state]
  5256. <br>260: The butler
  5257. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  5258. 1: Walking
  5259. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
  5260. 2: Standing
  5261. <br>261: * Assault-course numerals and punctuation
  5262. <br>262: Lara's hips
  5263. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  5264. one state]
  5265. <br>263: Shotgun
  5266. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  5267. one state]
  5268. <br>264: Lara's hips
  5269. <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Only
  5270. one state]
  5271. <br>289: * Cellar artifact 1 (gold mask)
  5272. <br>290: * Cellar artifact 2 (rounded statue)
  5273. <br>291: * Cellar artifact 3 (flattened statue)</font>
  5274. <br>&nbsp;
  5275. <p><b>These are animation identifications for TR1 and TR2</b>
  5276. <p><b>The format of each one is:</b>
  5277. <p><b>Number#: Identification</b>
  5278. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Next Animation Number</b>
  5279. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Bones1[] Opcode Identification</b>
  5280. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Sounds</b>
  5281. <p><a NAME="Catalogs_TR1Animations"></a><font color="#800000"><b><u>TR1 Animations:</u></b>
  5282. <p><b>Movable 0: Basic Lara</b>
  5283. <p><b>0: Running</b>
  5284. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 0</b>
  5285. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Footstep</b>
  5286. <br><b>1: Walking carefully</b>
  5287. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 1</b>
  5288. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Footstep</b>
  5289. <br><b>2: Sidestep?</b>
  5290. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 11</b>
  5291. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Footstep</b>
  5292. <br><b>3: Sidestep?</b>
  5293. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 11</b>
  5294. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Footstep</b>
  5295. <br><b>4: Run a bit</b>
  5296. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 0</b>
  5297. <br><b>5: Run a bit</b>
  5298. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 0</b>
  5299. <br><b>6: Start running</b>
  5300. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 0</b>
  5301. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Footstep</b>
  5302. <br><b>7: Run to walk?</b>
  5303. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 1</b>
  5304. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Footstep</b>
  5305. <br><b>8: Stop running</b>
  5306. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 11</b>
  5307. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Footstep</b>
  5308. <br><b>9: Run half a cycle?</b>
  5309. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 1</b>
  5310. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Footstep</b>
  5311. <br><b>10: Stop running? End a jump?</b>
  5312. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 11</b>
  5313. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Footstep</b>
  5314. <br><b>11: Stationary</b>
  5315. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 103</b>
  5316. <br><b>12: Sidestep left</b>
  5317. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 12</b>
  5318. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Footstep</b>
  5319. <br><b>13: Sidestep right</b>
  5320. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 13</b>
  5321. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Footstep</b>
  5322. <br><b>14:&nbsp;&nbsp;&nbsp;&nbsp; Landing on feet?</b>
  5323. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 15</b>
  5324. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Landing on feet</b>
  5325. <br><b>15: Getting up on feet</b>
  5326. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 11</b>
  5327. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Footstep</b>
  5328. <br><b>16: Jump</b>
  5329. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 17</b>
  5330. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Opcode 2]</b>
  5331. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Jump</b>
  5332. <br><b>17: Into the air</b>
  5333. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 77</b>
  5334. <br><b>18:&nbsp;&nbsp;&nbsp;&nbsp; Jump</b>
  5335. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 19</b>
  5336. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Opcode 2]</b>
  5337. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Jump</b>
  5338. <br><b>19: Into the air</b>
  5339. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 77</b>
  5340. <br><b>20: Moving slightly leftward</b>
  5341. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 21</b>
  5342. <br><b>21: Leftward to forward?</b>
  5343. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 1</b>
  5344. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Footstep</b>
  5345. <br><b>22: Landing</b>
  5346. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 23</b>
  5347. <br><b>23: Landing</b>
  5348. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 23</b>
  5349. <br><b>24: Landing, then getting up</b>
  5350. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 11</b>
  5351. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Landing on feet, then
  5352. htting wall</b>
  5353. <br><b>25: Dying</b>
  5354. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 25</b>
  5355. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Dying with broken bones</b>
  5356. <br><b>26: Jump upwards</b>
  5357. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Opcode 2]</b>
  5358. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 27</b>
  5359. <br><b>27: Jump upwards</b>
  5360. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 28</b>
  5361. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Jump</b>
  5362. <br><b>28: Jumping upwards</b>
  5363. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 28</b>
  5364. <br><b>29:&nbsp;&nbsp;&nbsp;&nbsp; Grabbing?</b>
  5365. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Opcode 1: Grab point]</b>
  5366. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 96</b>
  5367. <br><b>30: Landing</b>
  5368. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 23</b>
  5369. <br><b>31:&nbsp;&nbsp;&nbsp;&nbsp; Landing</b>
  5370. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 11</b>
  5371. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Landing on feet</b>
  5372. <br><b>32: Pulling herself up?</b>
  5373. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 33</b>
  5374. <br><b>33: Landing</b>
  5375. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 23</b>
  5376. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Landing on feet, then
  5377. htting wall</b>
  5378. <br><b>34: In the air?</b>
  5379. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 35</b>
  5380. <br><b>35: In the air?</b>
  5381. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 35</b>
  5382. <br><b>36: Jumping up?</b>
  5383. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 23</b>
  5384. <br><b>37: Jumping up?</b>
  5385. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 23</b>
  5386. <br><b>38: Getting to standstill</b>
  5387. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 11</b>
  5388. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Footstep</b>
  5389. <br><b>39: Getting to standstill</b>
  5390. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 11</b>
  5391. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Footstep</b>
  5392. <br><b>40: Walking backward</b>
  5393. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 40</b>
  5394. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Footstep</b>
  5395. <br><b>41: Starting to walk backward</b>
  5396. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 40</b>
  5397. <br><b>42: Pulling herself up a ledge</b>
  5398. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 11</b>
  5399. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Opcode 1: Step point]</b>
  5400. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Pulling herself up</b>
  5401. <br><b>43: Starting to run</b>
  5402. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 6</b>
  5403. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Opcode 1: Step point]</b>
  5404. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Opcode 3]</b>
  5405. <br><b>44: Sidestepping rightward</b>
  5406. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 44</b>
  5407. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Footstep</b>
  5408. <br><b>45: Falling</b>
  5409. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 23</b>
  5410. <br><b>46: Falling</b>
  5411. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 0</b>
  5412. <br><b>47: Flipover?</b>
  5413. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 48</b>
  5414. <br><b>48: Flip-to-standing?</b>
  5415. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 11</b>
  5416. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Opcode 6: 0]</b>
  5417. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Footstep</b>
  5418. <br><b>49: Falling</b>
  5419. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 23</b>
  5420. <br><b>50: Stepping up</b>
  5421. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Opcode 1: Step point]</b>
  5422. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 51</b>
  5423. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Stepping up?</b>
  5424. <br><b>51: To standing position</b>
  5425. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 11</b>
  5426. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Footstep</b>
  5427. <br><b>52: Starting to run</b>
  5428. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 6</b>
  5429. <br><b>53: Hitting wall</b>
  5430. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 11</b>
  5431. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Hitting wall</b>
  5432. <br><b>54: Hitting wall</b>
  5433. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 11</b>
  5434. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Hitting wall</b>
  5435. <br><b>55: Stepping up</b>
  5436. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 0</b>
  5437. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Footstep</b>
  5438. <br><b>56: Stepping up</b>
  5439. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 0</b>
  5440. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Footstep</b>
  5441. <br><b>57: Stepping up</b>
  5442. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 1</b>
  5443. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Footstep</b>
  5444. <br><b>58: Stepping down</b>
  5445. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 1</b>
  5446. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Footstep</b>
  5447. <br><b>59: Stepping down</b>
  5448. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 1</b>
  5449. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Footstep</b>
  5450. <br><b>60: Stepping down</b>
  5451. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 1</b>
  5452. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Footstep</b>
  5453. <br><b>61: Stepping down backward</b>
  5454. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 40</b>
  5455. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Footstep</b>
  5456. <br><b>62: Stepping down backward</b>
  5457. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 40</b>
  5458. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Footstep</b>
  5459. <br><b>63: Pulling lever</b>
  5460. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 11</b>
  5461. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Opcode 3: attached to
  5462. other]</b>
  5463. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Pulling metal lever</b>
  5464. <br><b>64: Pushing lever back</b>
  5465. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 11</b>
  5466. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Opcode 3: attached to
  5467. other]</b>
  5468. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Metal-lever reset (pushing
  5469. it back)</b>
  5470. <br><b>65: Sidestep right</b>
  5471. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 65</b>
  5472. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Footstep</b>
  5473. <br><b>66: To standing position</b>
  5474. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 11</b>
  5475. <br><b>67: Sidestep left</b>
  5476. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 67</b>
  5477. <br><b>68: To standing position</b>
  5478. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 11</b>
  5479. <br><b>69: Sidestep right</b>
  5480. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 69</b>
  5481. <br><b>70: Sliding</b>
  5482. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 70</b>
  5483. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Sliding</b>
  5484. <br><b>71: Recovering from slide?</b>
  5485. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 72</b>
  5486. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Footstep</b>
  5487. <br><b>72: To standing position</b>
  5488. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 11</b>
  5489. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Footstep</b>
  5490. <br><b>73: Starting a standing jump</b>
  5491. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 91</b>
  5492. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Stepping up?</b>
  5493. <br><b>74: Jump?</b>
  5494. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Opcode 2]</b>
  5495. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 75</b>
  5496. <br><b>75: Backflip</b>
  5497. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 75</b>
  5498. <br><b>76: Jump</b>
  5499. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Opcode 2]</b>
  5500. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 77</b>
  5501. <br><b>77: Landing</b>
  5502. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 77</b>
  5503. <br><b>78: Jump Left</b>
  5504. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Opcode 2]</b>
  5505. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 79</b>
  5506. <br><b>79: Leftward Roll</b>
  5507. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 79</b>
  5508. <br><b>80: Jump Right</b>
  5509. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Opcode 2]</b>
  5510. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 81</b>
  5511. <br><b>81: Rightward Roll</b>
  5512. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 81</b>
  5513. <br><b>82: Landing on Feet after a Fall</b>
  5514. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 11</b>
  5515. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Landing on feet</b>
  5516. <br><b>83: Falling?</b>
  5517. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 23</b>
  5518. <br><b>84: Falling?</b>
  5519. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 23</b>
  5520. <br><b>85: Falling?</b>
  5521. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 23</b>
  5522. <br><b>86: Swimming</b>
  5523. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Opcode 6: 3, 3]</b>
  5524. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 86</b>
  5525. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Swimming</b>
  5526. <br><b>87: Swimming stationary</b>
  5527. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 87</b>
  5528. <br><b>88: Pushing something?</b>
  5529. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 89</b>
  5530. <br><b>89: Jump backwards</b>
  5531. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 90</b>
  5532. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Footstep</b>
  5533. <br><b>90: To standing position</b>
  5534. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 11</b>
  5535. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Footstep</b>
  5536. <br><b>91: Jumping upwards</b>
  5537. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Opcode 2]</b>
  5538. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 28</b>
  5539. <br><b>92: Running</b>
  5540. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 0</b>
  5541. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Footstep</b>
  5542. <br><b>93: Fall</b>
  5543. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 93</b>
  5544. <br><b>94: Jump with getting ready to grab</b>
  5545. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 95</b>
  5546. <br><b>95: Jump with being ready to grab</b>
  5547. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 95</b>
  5548. <br><b>96: Grabbing a ledge</b>
  5549. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 96</b>
  5550. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Ledge grabbing?</b>
  5551. <br><b>97: Pulling herself up</b>
  5552. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 102</b>
  5553. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Opcode 1: Step point]</b>
  5554. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Pulling up</b>
  5555. <br><b>98: Falling?</b>
  5556. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 23</b>
  5557. <br><b>99: Landing?</b>
  5558. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 82</b>
  5559. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Landing on feet</b>
  5560. <br><b>100: Jump with being ready to grab</b>
  5561. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 95</b>
  5562. <br><b>101: Jump with being ready to grab</b>
  5563. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 95</b>
  5564. <br><b>102: Stationary</b>
  5565. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 11</b>
  5566. <br><b>103: Stationary and breathing</b>
  5567. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 103</b>
  5568. <br><b>104: Starting to slide while looking rightward</b>
  5569. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 105</b>
  5570. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Landing on feet</b>
  5571. <br><b>105: Sliding while looking rightward</b>
  5572. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 105</b>
  5573. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Sliding</b>
  5574. <br><b>106: To standing position</b>
  5575. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 11</b>
  5576. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Footstep</b>
  5577. <br><b>107: Swimming</b>
  5578. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 108</b>
  5579. <br><b>108: Swimming</b>
  5580. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 108</b>
  5581. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Opcode 6: 3, 3, 3]</b>
  5582. <br><b>109: Swimming</b>
  5583. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 86</b>
  5584. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Swimming</b>
  5585. <br><b>110: Treading water</b>
  5586. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 110</b>
  5587. <br><b>111: Pulling herself out of the water</b>
  5588. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 11</b>
  5589. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Opcode 6: 12]</b>
  5590. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Surfacing</b>
  5591. <br><b>112: Diving</b>
  5592. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 86</b>
  5593. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Opcode 6: 3, 3, 3]</b>
  5594. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Into water</b>
  5595. <br><b>113: Reverse direction underwater</b>
  5596. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 86</b>
  5597. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Swim and gurgle</b>
  5598. <br><b>114: Surfacing</b>
  5599. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 110</b>
  5600. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Catching breath and a
  5601. splash</b>
  5602. <br><b>115: Starting to swim</b>
  5603. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 86</b>
  5604. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Gurgle</b>
  5605. <br><b>116: Treading water</b>
  5606. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 116</b>
  5607. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Treading water</b>
  5608. <br><b>117: Treading water</b>
  5609. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 110</b>
  5610. <br><b>118: Treading water</b>
  5611. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 116</b>
  5612. <br><b>119: Dive</b>
  5613. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 86</b>
  5614. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Opcode 6: 3]</b>
  5615. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Swimming</b>
  5616. <br><b>120: Ready to push/pull block</b>
  5617. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 120</b>
  5618. <br><b>121: To standing position from push/pull</b>
  5619. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 11</b>
  5620. <br><b>122: Pulling block</b>
  5621. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 11</b>
  5622. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Opcode 1: Final-position
  5623. offset]</b>
  5624. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Opcode 3: attached to
  5625. other]</b>
  5626. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Pulling block</b>
  5627. <br><b>123: Pushing block</b>
  5628. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 11</b>
  5629. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Opcode 1: Final-position
  5630. offset]</b>
  5631. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Opcode 3: attached to
  5632. other]</b>
  5633. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Pushing block</b>
  5634. <br><b>124: Dying underwater</b>
  5635. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 124</b>
  5636. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Opcode 6: 3, 3, 3, 3]</b>
  5637. <br><b>125: Getting hurt</b>
  5638. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 125</b>
  5639. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Getting hurt</b>
  5640. <br><b>126: Getting hurt</b>
  5641. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 126</b>
  5642. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Getting hurt</b>
  5643. <br><b>126: Getting hurt</b>
  5644. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 127</b>
  5645. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Getting hurt</b>
  5646. <br><b>128: Getting hurt</b>
  5647. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 0</b>
  5648. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Getting hurt</b>
  5649. <br><b>129: Underwater lever pull</b>
  5650. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 108</b>
  5651. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Opcode 6: 3, 3, 3]</b>
  5652. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Underwater lever pull</b>
  5653. <br><b>130: Picking up underwater</b>
  5654. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 108</b>
  5655. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Opcode 6: 3, 3]</b>
  5656. <br><b>131: Pulling out and using key</b>
  5657. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 11</b>
  5658. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Opcode 3: attached to
  5659. other]</b>
  5660. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Inserting key/card</b>
  5661. <br><b>132: Dying underwater</b>
  5662. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 132</b>
  5663. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Opcode 6: 3, 3, 3]</b>
  5664. <br><b>133: Dying</b>
  5665. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 133</b>
  5666. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Killed by flames/lava</b>
  5667. <br><b>134: Inserting something</b>
  5668. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 11</b>
  5669. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Opcode 3: attached to
  5670. other]</b>
  5671. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Inserting chip</b>
  5672. <br><b>135: Picking something up</b>
  5673. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 11</b>
  5674. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Opcode 3: attached to
  5675. other]</b>
  5676. <br><b>136: Leftward on grabbed ledge</b>
  5677. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 136</b>
  5678. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Something clicking</b>
  5679. <br><b>137: Rightward on grabbed ledge</b>
  5680. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 137</b>
  5681. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Something clicking</b>
  5682. <br><b>138: Dying</b>
  5683. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 138</b>
  5684. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Dying</b>
  5685. <br><b>139: Dying</b>
  5686. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 139</b>
  5687. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Getting hurt</b>
  5688. <br><b>140: Starting to tread water</b>
  5689. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 141</b>
  5690. <br><b>141: Treading water backward</b>
  5691. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 141</b>
  5692. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Treading water</b>
  5693. <br><b>142: Treading water</b>
  5694. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 110</b>
  5695. <br><b>143: Treading water leftward</b>
  5696. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 143</b>
  5697. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Treading water</b>
  5698. <br><b>144: Treading water rightward</b>
  5699. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 144</b>
  5700. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Treading water</b>
  5701. <br><b>145: Dying</b>
  5702. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 145</b>
  5703. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Dying and hitting ground</b>
  5704. <br><b>146: Starting roll</b>
  5705. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 147</b>
  5706. <br><b>147: Finishing roll</b>
  5707. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Opcode 6: 0]</b>
  5708. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 148</b>
  5709. <br><b>148: Standing up after roll</b>
  5710. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 11</b>
  5711. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Roll over</b>
  5712. <br><b>149: Dying</b>
  5713. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 149</b>
  5714. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Killed by spikes</b>
  5715. <br><b>150: Ledge grab</b>
  5716. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 96</b>
  5717. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Ledge grab?</b>
  5718. <br><b>151: Roll over</b>
  5719. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 11</b>
  5720. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Roll over</b>
  5721. <br><b>152: Swimming</b>
  5722. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 87</b>
  5723. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Into water</b>
  5724. <br><b>153: Dive</b>
  5725. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 153</b>
  5726. <br><b>154: Swimming</b>
  5727. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 87</b>
  5728. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Into water</b>
  5729. <br><b>155: Dying</b>
  5730. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 155</b>
  5731. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Dying with broken bones</b>
  5732. <br><b>156: Starting dive</b>
  5733. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 158</b>
  5734. <br><b>157: Starting dive</b>
  5735. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 158</b>
  5736. <br><b>158: Swan dive</b>
  5737. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 158</b>
  5738. <br><b>159: Handstand pull-up</b>
  5739. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 102</b>
  5740. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Opcode 1: Step point]</b>
  5741. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Pulling up?</b>
  5742. <p><b>Movable 1: Pistol Animations</b>
  5743. <p><b>160: Aim pistols</b>
  5744. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 160</b>
  5745. <br><b>161: Holster pistols</b>
  5746. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 160</b>
  5747. <br><b>162: Pull out pistols</b>
  5748. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 160</b>
  5749. <br><b>163: Aim pistols</b>
  5750. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 163</b>
  5751. <p><b>Movable 2: Shotgun Animations</b>
  5752. <p><b>164: Aim shotgun</b>
  5753. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 164</b>
  5754. <br><b>165: Put shotgun back, grab shotgun</b>
  5755. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 165</b>
  5756. <br><b>166: Put shotgun back, grab shotgun</b>
  5757. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 164</b>
  5758. <br><b>167: Put shotgun to hips</b>
  5759. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 164</b>
  5760. <br><b>168: Wield shotgun</b>
  5761. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 164</b>
  5762. <p><b>Movable 3: AutoPistol Animations</b>
  5763. <p><b>169: Aim autopistols</b>
  5764. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 169</b>
  5765. <p><b>Movable 4: Uzi Animations</b>
  5766. <p><b>170: Aim Uzis [has angry head]</b>
  5767. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 170</b></font>
  5768. <p><a NAME="Catalogs_TR2Animations"></a><font color="#000080"><b><u>TR2 Animations:</u></b>
  5769. <p><b>Movable 0: Basic Lara</b>
  5770. <p><b>0: Running</b>
  5771. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 0</b>
  5772. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; {footstep / walk in shallow
  5773. water}</b>
  5774. <br><b>1: Walking carefully</b>
  5775. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 1</b>
  5776. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; {footstep / treading
  5777. water}</b>
  5778. <br><b>2: Sidestep?</b>
  5779. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 11</b>
  5780. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; {footstep / walk in shallow
  5781. water}</b>
  5782. <br><b>3: Sidestep?</b>
  5783. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 11</b>
  5784. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; {footstep / walk in shallow
  5785. water}</b>
  5786. <br><b>4: Run a bit</b>
  5787. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 0</b>
  5788. <br><b>5: Run a bit</b>
  5789. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 0</b>
  5790. <br><b>6: Start running</b>
  5791. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 0</b>
  5792. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; {footstep / walk in shallow
  5793. water}</b>
  5794. <br><b>7: Run to walk?</b>
  5795. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 1</b>
  5796. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; {footstep / walk in shallow
  5797. water}</b>
  5798. <br><b>8: Stop running</b>
  5799. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 11</b>
  5800. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; {footstep / walk in shallow
  5801. water}</b>
  5802. <br><b>9: Run half a cycle?</b>
  5803. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 1</b>
  5804. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; {footstep / walk in shallow
  5805. water}</b>
  5806. <br><b>10: Stop running? End a jump?</b>
  5807. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 11</b>
  5808. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; {footstep / walk in shallow
  5809. water}</b>
  5810. <br><b>11: Stationary</b>
  5811. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 103</b>
  5812. <br><b>12: Sidestep left</b>
  5813. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 12</b>
  5814. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; {footstep / treading
  5815. water}</b>
  5816. <br><b>13: Sidestep right</b>
  5817. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 13</b>
  5818. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; {footstep / treading
  5819. water}</b>
  5820. <br><b>14:&nbsp;&nbsp;&nbsp;&nbsp; Landing on feet?</b>
  5821. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 15</b>
  5822. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; {landing on feet / into
  5823. water}</b>
  5824. <br><b>15: Getting up on feet</b>
  5825. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 11</b>
  5826. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; {Footstep / {}}</b>
  5827. <br><b>16: Jump</b>
  5828. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 17</b>
  5829. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Opcode 2]</b>
  5830. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Jump {footstep / walk
  5831. in shallow water}</b>
  5832. <br><b>17: Into the air</b>
  5833. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 77</b>
  5834. <br><b>18:&nbsp;&nbsp;&nbsp;&nbsp; Jump</b>
  5835. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 19</b>
  5836. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Opcode 2]</b>
  5837. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Jump {footstep / walk
  5838. in shallow water}</b>
  5839. <br><b>19: Into the air</b>
  5840. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 77</b>
  5841. <br><b>20: Moving slightly leftward</b>
  5842. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 21</b>
  5843. <br><b>21: Leftward to forward?</b>
  5844. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 1</b>
  5845. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; {footstep / treading
  5846. water}</b>
  5847. <br><b>22: Landing</b>
  5848. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 23</b>
  5849. <br><b>23: Landing</b>
  5850. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 23</b>
  5851. <br><b>24: Landing, then getting up</b>
  5852. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 11</b>
  5853. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; {hitting wall, falling
  5854. / walk in water, into water}</b>
  5855. <br><b>25: Dying</b>
  5856. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 25</b>
  5857. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; {dying with broken bones
  5858. / into water}</b>
  5859. <br><b>26: Jump upwards</b>
  5860. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 27</b>
  5861. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Opcode 2]</b>
  5862. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; {{} / walk in shallow
  5863. water}</b>
  5864. <br><b>27: Jump upwards</b>
  5865. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 28</b>
  5866. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Jump</b>
  5867. <br><b>28: Jumping upwards</b>
  5868. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 28</b>
  5869. <br><b>29:&nbsp;&nbsp;&nbsp;&nbsp; Grabbing?</b>
  5870. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Opcode 1: Grab point]</b>
  5871. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 96</b>
  5872. <br><b>30: Landing</b>
  5873. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 23</b>
  5874. <br><b>31:&nbsp;&nbsp;&nbsp;&nbsp; Landing</b>
  5875. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 11</b>
  5876. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; {landing on feet / walk
  5877. in shallow water}</b>
  5878. <br><b>32: Pulling herself up?</b>
  5879. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 33</b>
  5880. <br><b>33: Landing</b>
  5881. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 23</b>
  5882. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Landing on feet, hitting
  5883. wall</b>
  5884. <br><b>34: In the air?</b>
  5885. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 35</b>
  5886. <br><b>35: In the air?</b>
  5887. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 35</b>
  5888. <br><b>36: Jumping up?</b>
  5889. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 23</b>
  5890. <br><b>37: Jumping up?</b>
  5891. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 23</b>
  5892. <br><b>38: Getting to standstill</b>
  5893. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 11</b>
  5894. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; {footstep / walk in shallow
  5895. water}</b>
  5896. <br><b>39: Getting to standstill</b>
  5897. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 11</b>
  5898. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; {footstep / walk in shallow
  5899. water}</b>
  5900. <br><b>40: Walking backward</b>
  5901. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 40</b>
  5902. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; {footstep / treading
  5903. water}</b>
  5904. <br><b>41: Starting to walk backward</b>
  5905. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 40</b>
  5906. <br><b>42: Pulling herself up a ledge</b>
  5907. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 11</b>
  5908. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Opcode 1: Step point]</b>
  5909. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Pulling up {{} / surfacing}</b>
  5910. <br><b>43: Starting to run</b>
  5911. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 6</b>
  5912. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Opcode 1: Step point]</b>
  5913. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Opcode 3]</b>
  5914. <br><b>44: Sidestepping rightward</b>
  5915. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 44</b>
  5916. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; {footstep / trading water}</b>
  5917. <br><b>45: Falling</b>
  5918. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 23</b>
  5919. <br><b>46: Falling</b>
  5920. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 0</b>
  5921. <br><b>47: Flipover?</b>
  5922. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 48</b>
  5923. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; {} / Into water</b>
  5924. <br><b>48: Flip-to-standing?</b>
  5925. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 11</b>
  5926. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Opcode 6: 0]</b>
  5927. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; {footstep / walk in shallow
  5928. water}</b>
  5929. <br><b>49: Falling</b>
  5930. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 23</b>
  5931. <br><b>50: Stepping up</b>
  5932. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Opcode 1: Step point]</b>
  5933. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 51</b>
  5934. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Pulling up {{} / wade
  5935. in shallow water}</b>
  5936. <br><b>51: To standing position</b>
  5937. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 11</b>
  5938. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Footstep</b>
  5939. <br><b>52: Starting to run</b>
  5940. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 6</b>
  5941. <br><b>53: Hitting wall</b>
  5942. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 11</b>
  5943. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Hitting wall</b>
  5944. <br><b>54: Hitting wall</b>
  5945. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 11</b>
  5946. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Hitting wall</b>
  5947. <br><b>55: Stepping up</b>
  5948. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 0</b>
  5949. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Footstep {{} / walk in
  5950. shallow water}</b>
  5951. <br><b>56: Stepping up</b>
  5952. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 0</b>
  5953. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Footstep {{} / walk in
  5954. shallow water}</b>
  5955. <br><b>57: Stepping up</b>
  5956. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 1</b>
  5957. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Footstep {{} / treading
  5958. water}</b>
  5959. <br><b>58: Stepping down</b>
  5960. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 1</b>
  5961. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Footstep {{} / treading
  5962. water}</b>
  5963. <br><b>59: Stepping down</b>
  5964. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 1</b>
  5965. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Footstep {{} / walk in
  5966. shallow water}</b>
  5967. <br><b>60: Stepping down</b>
  5968. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 1</b>
  5969. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Footstep {{} / walk in
  5970. shallow water}</b>
  5971. <br><b>61: Stepping down backward</b>
  5972. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 40</b>
  5973. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Footstep {{} / walk in
  5974. shallow water}</b>
  5975. <br><b>62: Stepping down backward</b>
  5976. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 40</b>
  5977. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Footstep {{} / walk in
  5978. shallow water}</b>
  5979. <br><b>63: Pulling lever</b>
  5980. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 11</b>
  5981. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Opcode 3: attached to
  5982. other]</b>
  5983. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Pulling metal lever {{}
  5984. / treading water}</b>
  5985. <br><b>64: Pushing lever back</b>
  5986. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 11</b>
  5987. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Opcode 3: attached to
  5988. other]</b>
  5989. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Metal-lever reset (pushing
  5990. it back) {{} / treading water}</b>
  5991. <br><b>65: Sidestep left</b>
  5992. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 65</b>
  5993. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Footstep {{} / treading
  5994. water}</b>
  5995. <br><b>66: To standing position</b>
  5996. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 11</b>
  5997. <br><b>67: Sidestep right</b>
  5998. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 67</b>
  5999. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Footstep {{} / treading
  6000. water}</b>
  6001. <br><b>68: To standing position</b>
  6002. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 11</b>
  6003. <br><b>69: Step forward</b>
  6004. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 69</b>
  6005. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Footstep {{} / treading
  6006. water}</b>
  6007. <br><b>70: Sliding</b>
  6008. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 70</b>
  6009. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Sliding</b>
  6010. <br><b>71: Recovering from slide?</b>
  6011. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 72</b>
  6012. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Footstep {{} / walk in
  6013. shallow water}</b>
  6014. <br><b>72: To standing position</b>
  6015. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 11</b>
  6016. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Footstep</b>
  6017. <br><b>73: Starting a standing jump</b>
  6018. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 91</b>
  6019. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Jump {{} / treading water}</b>
  6020. <br><b>74: Jump?</b>
  6021. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Opcode 2]</b>
  6022. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; {{} / surfacing}</b>
  6023. <br><b>75: Backflip</b>
  6024. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 75</b>
  6025. <br><b>76: Jump</b>
  6026. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Opcode 2]</b>
  6027. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; {{} / surfacing}</b>
  6028. <br><b>77: Landing</b>
  6029. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 77</b>
  6030. <br><b>78: Jump Left</b>
  6031. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Opcode 2]</b>
  6032. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 79</b>
  6033. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; {{} / surfacing}</b>
  6034. <br><b>79: Leftward Roll</b>
  6035. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 79</b>
  6036. <br><b>80: Jump Right</b>
  6037. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Opcode 2]</b>
  6038. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 81</b>
  6039. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; {{} / surfacing}</b>
  6040. <br><b>81: Rightward Roll</b>
  6041. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 81</b>
  6042. <br><b>82: Landing on Feet after a Fall</b>
  6043. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 11</b>
  6044. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Landing on feet {{} /
  6045. walk shallow, into water}</b>
  6046. <br><b>83: Falling?</b>
  6047. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 23</b>
  6048. <br><b>84: Falling?</b>
  6049. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 23</b>
  6050. <br><b>85: Falling?</b>
  6051. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 23</b>
  6052. <br><b>86: Swimming</b>
  6053. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Opcode 6: 3, 3]</b>
  6054. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Swimming</b>
  6055. <br><b>87: Swimming stationary</b>
  6056. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 87</b>
  6057. <br><b>88: Pushing something?</b>
  6058. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 89</b>
  6059. <br><b>89: Jump backwards</b>
  6060. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 90</b>
  6061. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Footstep {{} / walk in
  6062. shallow water}</b>
  6063. <br><b>90: To standing position</b>
  6064. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 11</b>
  6065. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Footstep {{} / treading
  6066. water}</b>
  6067. <br><b>91: Jumping upwards</b>
  6068. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Opcode 2]</b>
  6069. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 28</b>
  6070. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; {{} / surfacing}</b>
  6071. <br><b>92: Running</b>
  6072. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 0</b>
  6073. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Footstep {{} / walk in
  6074. shallow water}</b>
  6075. <br><b>93: Fall</b>
  6076. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 93</b>
  6077. <br><b>94: Jump with getting ready to grab</b>
  6078. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 95</b>
  6079. <br><b>95: Jump with being ready to grab</b>
  6080. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 95</b>
  6081. <br><b>96: Grabbing a ledge</b>
  6082. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 96</b>
  6083. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Ledge grab, pull up</b>
  6084. <br><b>97: Pulling herself up</b>
  6085. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 102</b>
  6086. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Opcode 1: Step point]</b>
  6087. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Pulling up</b>
  6088. <br><b>98: Falling?</b>
  6089. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 23</b>
  6090. <br><b>99: Landing?</b>
  6091. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 82</b>
  6092. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Landing on feet</b>
  6093. <br><b>100: Jump with being ready to grab</b>
  6094. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 95</b>
  6095. <br><b>101: Jump with being ready to grab</b>
  6096. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 95</b>
  6097. <br><b>102: Stationary</b>
  6098. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 11</b>
  6099. <br><b>103: Stationary and breathing</b>
  6100. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 103</b>
  6101. <br><b>104: Starting to slide while looking rightward</b>
  6102. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 105</b>
  6103. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Landing on feet</b>
  6104. <br><b>105: Sliding while looking rightward</b>
  6105. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 105</b>
  6106. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Sliding</b>
  6107. <br><b>106: To standing position</b>
  6108. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 11</b>
  6109. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Footstep {{} / walk in
  6110. shallow water}</b>
  6111. <br><b>107: Swimming</b>
  6112. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 108</b>
  6113. <br><b>108: Swimming</b>
  6114. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 108</b>
  6115. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Opcode 6: 3, 3, 3]</b>
  6116. <br><b>109: Swimming</b>
  6117. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 86</b>
  6118. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Swimming</b>
  6119. <br><b>110: Treading water</b>
  6120. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 110</b>
  6121. <br><b>111: Pulling herself out of the water</b>
  6122. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 11</b>
  6123. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Opcode 6: 12]</b>
  6124. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Surfacing</b>
  6125. <br><b>112: Diving</b>
  6126. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 86</b>
  6127. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Opcode 6: 3, 3, 3]</b>
  6128. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Into water</b>
  6129. <br><b>113: Reverse direction underwater</b>
  6130. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 86</b>
  6131. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Swimming, gurgle</b>
  6132. <br><b>114: Surfacing</b>
  6133. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 110</b>
  6134. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Catching breath, surfacing</b>
  6135. <br><b>115: Starting to swim</b>
  6136. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 86</b>
  6137. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Gurgle</b>
  6138. <br><b>116: Treading water</b>
  6139. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 116</b>
  6140. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Treading water</b>
  6141. <br><b>117: Treading water</b>
  6142. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 110</b>
  6143. <br><b>118: Treading water</b>
  6144. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 116</b>
  6145. <br><b>119: Dive</b>
  6146. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 86</b>
  6147. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Opcode 6: 3, 3, 3]</b>
  6148. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Swimming</b>
  6149. <br><b>120: Ready to push/pull block</b>
  6150. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 120</b>
  6151. <br><b>121: To standing position from push/pull</b>
  6152. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 11</b>
  6153. <br><b>122: Pulling block</b>
  6154. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 11</b>
  6155. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Opcode 1: Final-position
  6156. offset]</b>
  6157. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Opcode 3: attached to
  6158. other]</b>
  6159. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Pulling block</b>
  6160. <br><b>123: Pushing block</b>
  6161. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 11</b>
  6162. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Opcode 1: Final-position
  6163. offset]</b>
  6164. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Opcode 3: attached to
  6165. other]</b>
  6166. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Pushing block</b>
  6167. <br><b>124: Dying underwater</b>
  6168. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 124</b>
  6169. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Opcode 6: 3, 3, 3, 3]</b>
  6170. <br><b>125: Getting hurt</b>
  6171. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 125</b>
  6172. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Getting hurt</b>
  6173. <br><b>126: Getting hurt</b>
  6174. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 126</b>
  6175. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Getting hurt</b>
  6176. <br><b>126: Getting hurt</b>
  6177. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 127</b>
  6178. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Getting hurt</b>
  6179. <br><b>128: Getting hurt</b>
  6180. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 0</b>
  6181. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Getting hurt</b>
  6182. <br><b>129: Underwater lever pull</b>
  6183. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 108</b>
  6184. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Opcode 6: 3, 3, 3]</b>
  6185. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Underwater lever pull,
  6186. then swimming</b>
  6187. <br><b>130: Picking up underwater</b>
  6188. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 108</b>
  6189. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Opcode 6: 3, 3]</b>
  6190. <br><b>131: Pulling out and using key</b>
  6191. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 11</b>
  6192. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Opcode 3: attached to
  6193. other]</b>
  6194. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Inserting key/card {{}
  6195. / treading water}</b>
  6196. <br><b>132: Dying underwater</b>
  6197. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 132</b>
  6198. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Opcode 6: 3, 3, 3]</b>
  6199. <br><b>133: Dying</b>
  6200. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 133</b>
  6201. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Killed by flames/lava
  6202. {{} / into water}</b>
  6203. <br><b>134: Inserting something</b>
  6204. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 11</b>
  6205. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Opcode 3: attached to
  6206. other]</b>
  6207. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Inserting chip</b>
  6208. <br><b>135: Picking something up</b>
  6209. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 11</b>
  6210. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Opcode 3: attached to
  6211. other]</b>
  6212. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Picked up something</b>
  6213. <br><b>136: Leftward on grabbed ledge</b>
  6214. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 136</b>
  6215. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Something clicking</b>
  6216. <br><b>137: Rightward on grabbed ledge</b>
  6217. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 137</b>
  6218. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Something clicking</b>
  6219. <br><b>138: Dying</b>
  6220. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 138</b>
  6221. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Dying {{} / into water}</b>
  6222. <br><b>139: Dying</b>
  6223. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 139</b>
  6224. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Getting hurt, hitting
  6225. wall {{} / into water}</b>
  6226. <br><b>140: Starting to tread water</b>
  6227. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 141</b>
  6228. <br><b>141: Treading water backward</b>
  6229. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 141</b>
  6230. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Treading water</b>
  6231. <br><b>142: Treading water</b>
  6232. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 110</b>
  6233. <br><b>143: Treading water leftward</b>
  6234. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 143</b>
  6235. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Treading water</b>
  6236. <br><b>144: Treading water rightward</b>
  6237. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 144</b>
  6238. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Treading water</b>
  6239. <br><b>145: Dying</b>
  6240. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 145</b>
  6241. <br><b>145: Dying, hitting ground {{} / into water}</b>
  6242. <br><b>146: Starting roll</b>
  6243. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 147</b>
  6244. <br><b>147: Finishing roll</b>
  6245. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Opcode 6: 0]</b>
  6246. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; {roll over / into water}</b>
  6247. <br><b>148: Standing up after roll</b>
  6248. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 11</b>
  6249. <br><b>149: Dying</b>
  6250. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 149</b>
  6251. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Killed by spikes</b>
  6252. <br><b>150: Ledge grab</b>
  6253. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 96</b>
  6254. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Ledge grab</b>
  6255. <br><b>151: Roll over</b>
  6256. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 11</b>
  6257. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Hit the ground and roll
  6258. {{} / into water}</b>
  6259. <br><b>152: Swimming</b>
  6260. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 87</b>
  6261. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Into water</b>
  6262. <br><b>153: Dive</b>
  6263. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 153</b>
  6264. <br><b>154: Swimming</b>
  6265. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 87</b>
  6266. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Into water</b>
  6267. <br><b>155: Dying</b>
  6268. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 155</b>
  6269. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Dying with broken bones
  6270. {{} / into water}</b>
  6271. <br><b>156: Starting dive</b>
  6272. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 158</b>
  6273. <br><b>157: Starting dive</b>
  6274. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 158</b>
  6275. <br><b>158: Swan dive</b>
  6276. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 158</b>
  6277. <br><b>159: Handstand pull-up</b>
  6278. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 102</b>
  6279. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Opcode 1: Step point]</b>
  6280. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Pulling up [attachment
  6281. point]</b>
  6282. <br><b>160: Starting to climb upward</b>
  6283. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 164</b>
  6284. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Opcode 1: Grab point]</b>
  6285. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Pulling up, clicks, {{}
  6286. / wade in shallow water}</b>
  6287. <br><b>161: Climbing upward</b>
  6288. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 161</b>
  6289. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Opcode 1: Grab point]</b>
  6290. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Pulling up? {{} / clicks}</b>
  6291. <br><b>162: Stop climbing upward</b>
  6292. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 164</b>
  6293. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Opcode 1: Grab point]</b>
  6294. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Click</b>
  6295. <br><b>163: Stop climbing upward</b>
  6296. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 164</b>
  6297. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Opcode 1: Grab point]</b>
  6298. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Click</b>
  6299. <br><b>164: Hold on while climbing</b>
  6300. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 164</b>
  6301. <br><b>165: Starting to climb upward</b>
  6302. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 161</b>
  6303. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Click</b>
  6304. <br><b>166: Stop climbing downward</b>
  6305. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 164</b>
  6306. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Click</b>
  6307. <br><b>167: Stop climbing downward</b>
  6308. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 164</b>
  6309. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Click</b>
  6310. <br><b>168: Climb downward</b>
  6311. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 168</b>
  6312. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Opcode 1: Grab point]</b>
  6313. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Click</b>
  6314. <br><b>169: Climb downward</b>
  6315. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 168</b>
  6316. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Opcode 1: Grab point]</b>
  6317. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Click</b>
  6318. <br><b>170: Climb rightward</b>
  6319. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 170</b>
  6320. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Click</b>
  6321. <br><b>171: Climb leftward</b>
  6322. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 171</b>
  6323. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Click</b>
  6324. <br><b>172: Hanging on to ledge</b>
  6325. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 173</b>
  6326. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Opcode 1: Grab point]</b>
  6327. <br><b>173: Climbing up while holding ledge</b>
  6328. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 164</b>
  6329. <br><b>174: Climbing onto ledge</b>
  6330. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 102</b>
  6331. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Opcode 1:]</b>
  6332. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Pulling up [attachment
  6333. point, opcode 3]</b>
  6334. <br><b>175: To standing position</b>
  6335. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 11</b>
  6336. <br><b>176: Wading</b>
  6337. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 177</b>
  6338. <br><b>177: Wading</b>
  6339. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 177</b>
  6340. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Wade in shallow water</b>
  6341. <br><b>178: Wading</b>
  6342. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 177</b>
  6343. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Into water</b>
  6344. <br><b>179: Starting to wade</b>
  6345. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 177</b>
  6346. <br><b>180: Starting to run?</b>
  6347. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 0</b>
  6348. <br><b>181: Starting to run?</b>
  6349. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 0</b>
  6350. <br><b>182: Starting to jump backwards from grab</b>
  6351. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 183</b>
  6352. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Opcode 2]</b>
  6353. <br><b>183: Jumping backwards</b>
  6354. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 75</b>
  6355. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Opcode 1: Grab point]</b>
  6356. <br><b>184: To standing position</b>
  6357. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 11</b>
  6358. <br><b>185: To standing position</b>
  6359. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 11</b>
  6360. <br><b>186:</b>
  6361. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 177</b>
  6362. <br><b>187: Climb upward and stop</b>
  6363. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 96</b>
  6364. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Opcode 1: Grab point]</b>
  6365. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Click</b>
  6366. <br><b>188: Climb downward and stop</b>
  6367. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 96</b>
  6368. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Opcode 1: Grab point]</b>
  6369. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Click</b>
  6370. <br><b>189: Throwing flare?</b>
  6371. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 189</b>
  6372. <br><b>190: Running uphill</b>
  6373. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 177</b>
  6374. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Into water</b>
  6375. <br><b>191: Pulling upward</b>
  6376. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 11</b>
  6377. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Opcode 3]</b>
  6378. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Into water</b>
  6379. <br><b>192: Getting onto terra firma</b>
  6380. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 11</b>
  6381. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Into water</b>
  6382. <br><b>193: Getting onto terra firma</b>
  6383. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 11</b>
  6384. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Into water</b>
  6385. <br><b>194: Climb down and grab</b>
  6386. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 96</b>
  6387. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Opcode 1: Grab point]</b>
  6388. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Click</b>
  6389. <br><b>195: Pressing two buttons?</b>
  6390. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 11</b>
  6391. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Opcode 3: attached to
  6392. other]</b>
  6393. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Lever pull</b>
  6394. <br><b>196: Pressing two buttons?</b>
  6395. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 11</b>
  6396. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Opcode 3: attached to
  6397. other]</b>
  6398. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Lever pull</b>
  6399. <br><b>197: Pressing button</b>
  6400. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 11</b>
  6401. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Opcode 3: attached to
  6402. other]</b>
  6403. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Pressing button</b>
  6404. <br><b>198: Swimming</b>
  6405. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 108</b>
  6406. <br><b>199: Swimming</b>
  6407. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 108</b>
  6408. <br><b>200: Swimming</b>
  6409. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 108</b>
  6410. <br><b>201: Climb right and drop</b>
  6411. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 96</b>
  6412. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Opcode 1: Grab point]</b>
  6413. <br><b>202: Climb left and drop</b>
  6414. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 96</b>
  6415. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Opcode 1: Grab point]</b>
  6416. <br><b>203: Swimming flipover?</b>
  6417. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 205</b>
  6418. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Swimming</b>
  6419. <br><b>204: Pick up a flare?</b>
  6420. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 11</b>
  6421. <br><b>205: Swimming?</b>
  6422. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 108</b>
  6423. <br><b>206: Grabbing a flare while swimming?</b>
  6424. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 108</b>
  6425. <br><b>207: Half-flipover</b>
  6426. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 209</b>
  6427. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Opcode 6: 0]</b>
  6428. <br><b>208: Flipover to dive</b>
  6429. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 153</b>
  6430. <br><b>209: Flipover?</b>
  6431. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 75</b>
  6432. <br><b>210: Flipover</b>
  6433. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 211</b>
  6434. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Opcode 6: 0]</b>
  6435. <br><b>211: Landing after flip</b>
  6436. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 75</b>
  6437. <br><b>212: Flipover</b>
  6438. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 213</b>
  6439. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Opcode 6: 0]</b>
  6440. <br><b>213: Landing after flip</b>
  6441. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 77</b>
  6442. <br><b>214: Kicking</b>
  6443. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 11</b>
  6444. <br><b>215: Grabbing zipline handle</b>
  6445. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Opcode 1: Grab point]</b>
  6446. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Zipline handle grab</b>
  6447. <br><b>216: Holding onto zipline?</b>
  6448. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 216</b>
  6449. <br><b>217: Releasing zipline handle?</b>
  6450. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Opcode 1: Grab point]</b>
  6451. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Opcode 3]</b>
  6452. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 77</b>
  6453. <p><b>Movable 1: Pistol Animations</b>
  6454. <p><b>218: Aim pistols</b>
  6455. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 218</b>
  6456. <br><b>219: Holster pistols</b>
  6457. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 218</b>
  6458. <br><b>220: Pull out pistols</b>
  6459. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 218</b>
  6460. <br><b>221: Aim pistols</b>
  6461. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 221</b>
  6462. <p><b>Movable 2: Ponytail</b>
  6463. <p><b>[All animations hardcoded as game physics]</b>
  6464. <p><b>Movable 3: Shotgun Animations</b>
  6465. <p><b>222: Aim shotgun</b>
  6466. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 224</b>
  6467. <br><b>223: Put shotgun back, grab shotgun</b>
  6468. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 222</b>
  6469. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Holstering guns</b>
  6470. <br><b>224: Put shotgun back, grab shotgun</b>
  6471. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 224</b>
  6472. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Firing shotgun, then
  6473. cocking it</b>
  6474. <br><b>225: Put shotgun to hips</b>
  6475. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 225</b>
  6476. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Opcode 4]</b>
  6477. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Holstering guns</b>
  6478. <br><b>226: Wield shotgun</b>
  6479. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 222</b>
  6480. <p><b>Movable 4: AutoPistol Animations</b>
  6481. <p><b>227: Aim autopistols</b>
  6482. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 227</b>
  6483. <p><b>Movable 5: Uzi Animations</b>
  6484. <p><b>228: Aim Uzis [has angry head]</b>
  6485. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 228</b>
  6486. <p><b>Movable 6: M16 Animations</b>
  6487. <p><b>229: M16 on back, aiming another M16</b>
  6488. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 231</b>
  6489. <br><b>230: Put M16 back, grab M16</b>
  6490. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 229</b>
  6491. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Holstering guns</b>
  6492. <br><b>231: Fire M16</b>
  6493. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 231</b>
  6494. <br><b>232: Put M16 back, grab M16</b>
  6495. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 232</b>
  6496. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Opcode 4]</b>
  6497. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Holstering guns</b>
  6498. <br><b>233: Turn M16 away</b>
  6499. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 229</b>
  6500. <br><b>234: Aim M16</b>
  6501. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 236</b>
  6502. <br><b>235: Turn M16 away</b>
  6503. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 234</b>
  6504. <br><b>236: Aim and fire M16</b>
  6505. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 236</b>
  6506. <p><b>Movable 7: Grenade-launcher animations</b>
  6507. <p><b>237: Put grenade launcher away, aim GL</b>
  6508. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 238</b>
  6509. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Holstering guns</b>
  6510. <br><b>238: Aim grenade launcher</b>
  6511. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 240</b>
  6512. <br><b>239: Get grenade for launcher</b>
  6513. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 240</b>
  6514. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Grenade settling, entering</b>
  6515. <br><b>240: Fire grenade launcher</b>
  6516. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 239</b>
  6517. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Grenade-launcher firing</b>
  6518. <br><b>241: Turning grenade launcher away</b>
  6519. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 238</b>
  6520. <br><b>242: Put grenade launcher away, then wield it</b>
  6521. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 242</b>
  6522. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Opcode 4]</b>
  6523. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Holstering guns</b>
  6524. <p><b>Movable 8: Harpoon-gun animations</b>
  6525. <p><b>243: Harpoon gun on back; aiming another HG</b>
  6526. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 245</b>
  6527. <br><b>244: Put harpoon gun back, grab HG</b>
  6528. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 243</b>
  6529. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Holstering guns</b>
  6530. <br><b>245: Fire harpoon gun</b>
  6531. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 245</b>
  6532. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Harpoon ricochet</b>
  6533. <br><b>246: Put harpoon gun back; grab HG</b>
  6534. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 243</b>
  6535. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Opcode 4]</b>
  6536. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Holstering guns</b>
  6537. <br><b>247: Turn harpoon gun away</b>
  6538. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 243</b>
  6539. <br><b>248: Reload harpoon gun</b>
  6540. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 243</b>
  6541. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; {harpoon reload / underwater
  6542. harpoon reload}</b>
  6543. <br><b>249: Pointing harpoon gun forward</b>
  6544. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 251</b>
  6545. <br><b>250: Turning harpoon gun away from forward</b>
  6546. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 249</b>
  6547. <br><b>251: Fire harpoon gun</b>
  6548. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 251</b>
  6549. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Fire harpoon</b>
  6550. <br><b>252: Put harpoon gun back; grab HG</b>
  6551. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 252</b>
  6552. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Opcode 4]</b>
  6553. <br><b>253: Put harpoon gun back; grab HG</b>
  6554. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 253</b>
  6555. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [Opcode 4]</b>
  6556. <p><b>Movable 9: Flare animations</b>
  6557. <p><b>254: Holding flare</b>
  6558. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 254</b>
  6559. <br><b>255: Pulling flare out?</b>
  6560. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 255</b>
  6561. <br><b>256: Pulling flare out?</b>
  6562. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 257</b>
  6563. <br><b>257: Lighting flare?</b>
  6564. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 254</b>
  6565. <br><b>258: Lighting flare?</b>
  6566. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 254</b>
  6567. <p><b>Movable 10:</b>
  6568. <p><b>259: Standing</b>
  6569. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 259</b>
  6570. <br><b>260: Being tossed about (Lara getting killed by tyrannosaur?)</b>
  6571. <br><b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 260</b></font>
  6572. <p><p>
  6573. <p><a NAME="Catalogs_TR2SoundIDs"></a><font color="#000080"><b><u>TR2 Sound
  6574. IDs</u></b>
  6575. <p><b>The first number is the sound's index in "SoundMap"; TR2 appears
  6576. to be completely consistent here.</b>
  6577. <p><b>The second number is the sound's index in the file MAIN.SFX</b>
  6578. <p><b>A short description follows, and if the sound is a member of a set,
  6579. then a "--" and then how many are in that set. Thus, Lara's footsteps are
  6580. a set of 4 sounds.</b>
  6581. <br>&nbsp;
  6582. <p>0000 -- 0000 -- Footstep -- 4
  6583. <br>0001 -- 0004 -- Lara grunt
  6584. <br>0002 -- 0005 -- Lara "no"
  6585. <br>0003 -- 0006 -- Lara sliding
  6586. <br>0004 -- 0007 -- Lara landing on feet
  6587. <br>0005 -- 0008 -- Lara grunt (pulling up)
  6588. <br>0006 -- 0009 -- Lara unholstering pistols/magnums/UZIs
  6589. <br>0007 -- 0010 -- Lara holstering pistols/magnums/UZIs
  6590. <br>0008 -- 0011 -- Lara firing pistols
  6591. <br>0009 -- 0012 -- Lara cocking shotgun/pistol
  6592. <br>0010 -- 0013 -- Bullet ricochet -- 2
  6593. <br>0011 -- 0015 -- Lara lighting flare
  6594. <br>0012 -- 0016 -- Flare burning
  6595. <br>0013 -- ----
  6596. <br>0014 -- ----
  6597. <br>0015 -- 0017 -- Harpoon ricochet
  6598. <br>0016 -- 0018 -- Harpoon reload
  6599. <br>0017 -- 0019 -- Walk in shallow water -- 4
  6600. <br>0018 -- 0023 -- Wade in shallow water -- 2
  6601. <br>0019 -- ----
  6602. <br>0020 -- 0025 -- Lara treading water
  6603. <br>0021 -- 0026 -- Lara firing magnums
  6604. <br>0022 -- 0027 -- Harpoon reload (underwater?)
  6605. <br>0023 -- 0028 -- Fire harpoon (underwater)
  6606. <br>0024 -- 0029 -- Massive crash
  6607. <br>0025 -- 0030 -- Lara pressing button
  6608. <br>0026 -- 0031 -- Lara moan (pulling up)
  6609. <br>0027 -- 0032 -- Lara grunt (hitting wall) -- 2
  6610. <br>0028 -- 0034 -- Click (?) -- 2
  6611. <br>0029 -- 0036 -- Lara grunt (jumping)
  6612. <br>0030 -- 0037 -- Lara scream (falling)
  6613. <br>0031 -- 0038 -- Lara getting hurt -- 2
  6614. <br>0032 -- 0040 -- Lara roll
  6615. <br>0033 -- 0041 -- Splash (Lara into water)
  6616. <br>0034 -- 0042 -- Splash (Lara surfacing)
  6617. <br>0035 -- 0043 -- Switch (Lara underwater)
  6618. <br>0036 -- 0044 -- Lara catching breath
  6619. <br>0037 -- 0045 -- Underwater gurgle
  6620. <br>0038 -- 0046 -- Lara pulling metal lever
  6621. <br>0039 -- 0047 -- Lara inserting key/card
  6622. <br>0040 -- 0048 -- Lara inserting chip/pryr-whl/scroll/gem/etc.
  6623. <br>0041 -- 0049 -- Lara dying 1
  6624. <br>0042 -- 0050 -- Lara dying 2
  6625. <br>0043 -- 0051 -- Lara firing Uzis
  6626. <br>0044 -- 0052 -- Gunshot echo?
  6627. <br>0045 -- 0053 -- Lara firing shotgun
  6628. <br>0046 -- 0054 -- Lara grunt (starting to push block)
  6629. <br>0047 -- 0055 -- Lara grunt (pushing block) -- 3
  6630. <br>0048 -- 0058 -- Click (?)
  6631. <br>0049 -- 0059 -- Something hitting Lara?
  6632. <br>0050 -- 0060 -- Bullet hitting Lara?
  6633. <br>0051 -- 0061 -- Lara "heh!" (pulling up?)
  6634. <br>0052 -- 0062 -- Lara treading water
  6635. <br>0053 -- 0063 -- Lara's bones breaking (dying)
  6636. <br>0054 -- 0064 -- Ledge grab by Lara?
  6637. <br>0055 -- 0065 -- Lara "oomph!" (hitting wall after grabbing ledge)
  6638. <br>0056 -- 0066 -- Footstep/ledge shimmy by Lara?
  6639. <br>0057 -- 0067 -- Metal-lever reset
  6640. <br>0058 -- 0068 -- Glass breaking
  6641. <br>0059 -- 0069 -- Waterfall and gurgle
  6642. <br>0060 -- 0060 -- Underwater ambience
  6643. <br>0061 -- 0071 -- Underwater level pull
  6644. <br>0062 -- 0072 -- Lara "aha!" (picked up something)
  6645. <br>0063 -- 0073 -- Block sliding
  6646. <br>0064 -- 0074 -- Door opening
  6647. <br>0065 -- 0075 -- Something swinging
  6648. <br>0066 -- 0076 -- Brittle ground
  6649. <br>0067 -- 0077 -- Brittle ground breaking away/falling
  6650. <br>0068 -- 0078 -- Brittle ground hitting solid ground
  6651. <br>0069 -- 0079 -- Enemy footstep -- 3
  6652. <br>0070 -- 0082 -- Enemy grunt (climbing up something)
  6653. <br>0071 -- 0083 -- Enemy hitting Lara 1
  6654. <br>0072 -- 0084 -- Enemy hitting Lara 2
  6655. <br>0073 -- 0085 -- Enemy groan (dying)
  6656. <br>0074 -- 0086 -- Enemy growl
  6657. <br>0075 -- 0087 -- Enemy grunt (climbing up something?)
  6658. <br>0076 -- 0088 -- Enemy grunt (climbing up something?)
  6659. <br>0077 -- 0089 -- ?
  6660. <br>0078 -- 0090 -- Lara firing M-16
  6661. <br>0079 -- 0091 -- Waterfall
  6662. <br>0080 -- 0092 -- Sword statue (drop)
  6663. <br>0081 -- 0093 -- Sword statue (lift)
  6664. <br>0082 -- 0094 -- Metal gate open
  6665. <br>0083 -- 0095 -- Metal gate close
  6666. <br>0084 -- 0096 -- Pop?
  6667. <br>0085 -- 0097 -- Enemy body hitting ground (dying) -- 3
  6668. <br>0086 -- 0100 -- Dog bark 1
  6669. <br>0087 -- 0101 -- Footstep? -- 3
  6670. <br>0088 -- 0104 -- Dog bark 2
  6671. <br>0089 -- 0105 -- Dog yelp (dying) -- 3
  6672. <br>0090 -- 0108 -- Dog pant
  6673. <br>0091 -- 0109 -- Footstep? -- 3
  6674. <br>0092 -- 0112 -- Leopard growl 1
  6675. <br>0093 -- 0113 -- Leopard snarl
  6676. <br>0094 -- 0114 -- Leopard growl 2
  6677. <br>0095 -- 0115 -- Leopard growl-twitch (dying)
  6678. <br>0096 -- 0116 -- Leopard growl 3
  6679. <br>0097 -- 0117 -- Rat squeak -- 2
  6680. <br>0098 -- 0119 -- Rat squeal (dying)
  6681. <br>0099 -- 0120 -- Tiger growl 1
  6682. <br>0100 -- 0121 -- Tiger growl 2
  6683. <br>0101 -- 0122 -- Tiger growl 3
  6684. <br>0102 -- 0123 -- Tiger dying
  6685. <br>0103 -- 0124 -- Tiger growl 4
  6686. <br>0104 -- 0125 -- Echo?
  6687. <br>0105 -- 0126 -- Explosion -- 2
  6688. <br>0106 -- 0128 -- Growl?
  6689. <br>0107 -- 0129 -- Footstep?
  6690. <br>0108 -- 0130 -- Menu-option movement
  6691. <br>0109 -- 0131 -- Menu option: Lara's home
  6692. <br>0110 -- ----
  6693. <br>0111 -- 0132 -- Menu/menu-option popup
  6694. <br>0112 -- 0133 -- Menu-option escape
  6695. <br>0113 -- 0134 -- Menu-option select?
  6696. <br>0114 -- 0135 -- Menu-option select
  6697. <br>0115 -- 0136 -- Menu game-page turn
  6698. <br>0116 -- 0137 -- Lara sigh ("The-e-ere!") from recharge
  6699. <br>0117 -- 0138 -- Enemy footstep (clicking) -- 4
  6700. <br>0118 -- 0142 -- Enemy firing gun with silencer -- 2
  6701. <br>0119 -- 0144 -- Enemy "ah!" (dying)
  6702. <br>0120 -- 0145 -- Enemy "oo!" (dying)
  6703. <br>0121 -- 0146 -- Enemy punch?
  6704. <br>0122 -- 0147 -- Spider moving
  6705. <br>0123 -- 0148 -- Grenade launcher load (grenade entering)
  6706. <br>0124 -- 0149 -- Grenade launcher load (grenade settling)
  6707. <br>0125 -- 0150 -- Fire grenade launcher
  6708. <br>0126 -- 0151 -- Spider biting Lara?
  6709. <br>0127 -- 0152 -- Spiked metal door slide
  6710. <br>0128 -- 0153 -- Spiked metal door close
  6711. <br>0129 -- 0154 -- Eagle squawk
  6712. <br>0130 -- 0155 -- Eagle-wing flap
  6713. <br>0131 -- 0156 -- Eagle dying squawk
  6714. <br>0132 -- 0157 -- Crow "grok!"
  6715. <br>0133 -- 0158 -- Crow-wing flap
  6716. <br>0134 -- 0159 -- Crow "grak!"
  6717. <br>0135 -- 0160 -- Crunch?
  6718. <br>0136 -- 0161 -- Enemy gun cock?
  6719. <br>0137 -- 0162 -- Enemy gunshot?
  6720. <br>0138 -- 0163 -- ?
  6721. <br>0139 -- 0164 -- ?
  6722. <br>0140 -- 0165 -- Heavy breathing (?)
  6723. <br>0141 -- 0166 -- Enemy chuckling (after killing Lara)
  6724. <br>0142 -- 0167 -- Monk "poy-yaw!"
  6725. <br>0143 -- 0168 -- Monk "awu!" (dying?)
  6726. <br>0144 -- ----
  6727. <br>0145 -- 0169 -- Lara "oi-ah!" (killed by spikes)
  6728. <br>0146 -- 0170 -- Lara groan (killed by flames/lava)
  6729. <br>0147 -- 0171 -- Boulder(s)/oildrum(s)/snowballs/etc. rolling
  6730. <br>0148 -- 0172 -- Sandbag snapping
  6731. <br>0149 -- 0173 -- Sandbag/? hitting ground
  6732. <br>0150 -- 0174 -- Burning
  6733. <br>0151 -- ----
  6734. <br>0152 -- 0175 -- Snowmobile start
  6735. <br>0153 -- 0176 -- Snowmobile idle
  6736. <br>0154 -- 0177 -- Snowmobile accelerate
  6737. <br>0155 -- 0178 -- Snowmobile (high engine RPM)
  6738. <br>0156 -- 0179 -- Snowmobile shut off
  6739. <br>0157 -- 0180 -- Enemy gunshot
  6740. <br>0158 -- 0181 -- Enemy groan (dying)
  6741. <br>0159 -- 0182 -- Enemy heavy breathing
  6742. <br>0160 -- 0183 -- Click?
  6743. <br>0161 -- 0184 -- Floor trapdoor open
  6744. <br>0162 -- 0185 -- Floor trapdoor close
  6745. <br>0163 -- 0186 -- Yeti growl -- 2
  6746. <br>0164 -- 0188 -- Yeti chest beat
  6747. <br>0165 -- 0189 -- Yeti ?
  6748. <br>0166 -- 0190 -- Yeti grunt and chest beat
  6749. <br>0167 -- 0191 -- Yeti scream
  6750. <br>0168 -- 0192 -- Yeti scream (dying)
  6751. <br>0169 -- 0193 -- Yeti growl 1
  6752. <br>0170 -- 0194 -- Yeti growl 2
  6753. <br>0171 -- 0195 -- Yeti grunt
  6754. <br>0172 -- 0196 -- Yeti growl 3
  6755. <br>0173 -- 0197 -- Yeti footstep -- 2
  6756. <br>0174 -- 0199 -- Enemy heavy breathing
  6757. <br>0175 -- 0200 -- Enemy flamethrower flame
  6758. <br>0176 -- 0201 -- Enemy flamethrower reset?
  6759. <br>0177 -- 0202 -- Enemy flamethrower cycle?
  6760. <br>0178 -- 0203 -- Enemy groan (dying?)
  6761. <br>0179 -- 0204 -- Enemy flamethrower pack echo (dying)
  6762. <br>0180 -- 0205 -- Enemy belt(?) jingle
  6763. <br>0181 -- 0206 -- Wrench "ching" (enemy)
  6764. <br>0182 -- 0207 -- Footstep?
  6765. <br>0183 -- 0208 -- Footstep/Lara hit?
  6766. <br>0184 -- 0209 -- Enemy cocking shotgun
  6767. <br>0185 -- ----
  6768. <br>0186 -- 0210 -- Underwater?
  6769. <br>0187 -- ----
  6770. <br>0188 -- 0211 -- Scuba-diver airflow
  6771. <br>0189 -- ----
  6772. <br>0190 -- 0212 -- Pulley crane-block movement
  6773. <br>0191 -- 0213 -- Curtain open/close
  6774. <br>0192 -- 0214 -- enemy grunt (scuba; dying?)
  6775. <br>0193 -- 0215 -- Underwater?
  6776. <br>0194 -- 0216 -- Boat start
  6777. <br>0195 -- 0217 -- Boat idle
  6778. <br>0196 -- 0218 -- Boat accelerate
  6779. <br>0197 -- 0219 -- Boat (high engine RPM)
  6780. <br>0198 -- 0220 -- Boat shut off
  6781. <br>0199 -- 0221 -- Boat (engine hit)
  6782. <br>0200 -- 0222 -- Boat (body hit)
  6783. <br>0201 -- 0223 -- Clatter 1
  6784. <br>0202 -- 0224 -- Clatter 2
  6785. <br>0203 -- 0225 -- Clatter 3
  6786. <br>0204 -- 0226 -- Door slide
  6787. <br>0205 -- 0227 -- Lara flesh wound -- 2
  6788. <br>0206 -- 0229 -- saw (high RPM)
  6789. <br>0207 -- 0230 -- saw switched off
  6790. <br>0208 -- 0231 -- Bell chime
  6791. <br>0209 -- 0232 -- ? creaking/hitting something
  6792. <br>0210 -- 0233 -- ? swinging
  6793. <br>0211 -- 0234 -- ? breaking?
  6794. <br>0212 -- 0235 -- Pulley movement
  6795. <br>0213 -- 0236 -- Airplane engine idle
  6796. <br>0214 -- ----
  6797. <br>0215 -- 0237 -- Underwater fan
  6798. <br>0216 -- ----
  6799. <br>0217 -- 0238 -- Vent fan
  6800. <br>0218 -- 0239 -- Rope swing
  6801. <br>0219 -- 0240 -- Jump pad 1
  6802. <br>0220 -- 0241 -- Jump pad 2
  6803. <br>0221 -- 0242 -- Something breaking?
  6804. <br>0222 -- 0243 -- ball/rock/snowballs/etc rolling
  6805. <br>0223 -- 0244 -- ball/rock/snowballs/etc settling
  6806. <br>0224 -- 0245 -- ?
  6807. <br>0225 -- 0246 -- Crash?
  6808. <br>0226 -- 0247 -- Crash?
  6809. <br>0227 -- 0248 -- Something rolling
  6810. <br>0228 -- 0249 -- Something hitting wall/settling
  6811. <br>0229 -- 0250 -- Blade slice-hit
  6812. <br>0230 -- 0251 -- Blade "ching"
  6813. <br>0231 -- 0252 -- Rolling spike-wheel
  6814. <br>0232 -- 0253 -- Kill of something?
  6815. <br>0233 -- 0254 -- blade cutting into Lara?
  6816. <br>0234 -- 0255 -- Rotating-handle loosen
  6817. <br>0235 -- 0256 -- Rotating-handle turn
  6818. <br>0236 -- 0257 -- Rotating-handle door-latch open
  6819. <br>0237 -- 0258 -- Rotating-handle door creak and latch
  6820. <br>0238 -- 0259 -- Monk? footstep -- 4
  6821. <br>0239 -- 0263 -- Monk sword swing (single)
  6822. <br>0240 -- 0264 -- Monk sword swing (multi)
  6823. <br>0241 -- 0265 -- Monk shout 1 -- 3
  6824. <br>0242 -- 0268 -- Monk shout 2 -- 3
  6825. <br>0243 -- 0271 -- Monk dying? -- 3
  6826. <br>0244 -- 0274 -- Monk hurt? -- 3
  6827. <br>0245 -- 0277 -- Crunch? -- 2
  6828. <br>0246 -- 0279 -- Enemy, "haye"
  6829. <br>0247 -- 0280 -- Splash (surfacing)
  6830. <br>0248 -- 0281 -- Waterfall
  6831. <br>0249 -- 0282 -- Footstep in snow -- 3
  6832. <br>0250 -- 0285 -- Gunshot?
  6833. <br>0251 -- 0286 -- Enemy gunshot
  6834. <br>0252 -- 0287 -- Enemy "ahaga-hoog-uh!" (dying)
  6835. <br>0253 -- 0288 -- Enemy grunt (dying?)
  6836. <br>0254 -- 0289 -- Shooting-circle blade
  6837. <br>0255 -- 0290 -- Footstep? -- 4
  6838. <br>0256 -- 0294 -- Monk "oye!"
  6839. <br>0257 -- 0295 -- Monk "aweh!"
  6840. <br>0258 -- 0296 -- Shooting circle blade hit
  6841. <br>0259 -- 0297 -- Warrior footstep
  6842. <br>0260 -- 0298 -- Monk blade swing? -- 3
  6843. <br>0261 -- 0301 -- Monk? blade swing
  6844. <br>0262 -- 0302 -- Warrior growl -- 2
  6845. <br>0263 -- 0304 -- Knifethrower hiccup
  6846. <br>0264 -- 0305 -- Warrior burp, "wuuhh!"? -- 3
  6847. <br>0265 -- 0308 -- Warrior growl-burp?
  6848. <br>0266 -- ----
  6849. <br>0267 -- 0309 -- Warrior awaken
  6850. <br>0268 -- 0310 -- Warrior growl-burp?
  6851. <br>0269 -- 0311 -- Lever pull
  6852. <br>0270 -- ----
  6853. <br>0271 -- ----
  6854. <br>0272 -- ----
  6855. <br>0273 -- ----
  6856. <br>0274 -- ----
  6857. <br>0275 -- ----
  6858. <br>0276 -- ----
  6859. <br>0277 -- ----
  6860. <br>0278 -- 0312 -- Chain pulley
  6861. <br>0279 -- 0313 -- Lara zipline handle grab
  6862. <br>0280 -- 0314 -- Lara zipline slide
  6863. <br>0281 -- 0315 -- Lara zipline handle hit
  6864. <br>0282 -- 0316 -- Body slump?
  6865. <br>0283 -- 0317 -- ? body crunch
  6866. <br>0284 -- 0318 -- ?
  6867. <br>0285 -- 0319 -- Crunch?
  6868. <br>0286 -- 0320 -- Sliding door open
  6869. <br>0287 -- 0321 -- Sliding door open
  6870. <br>0288 -- 0322 -- Water something
  6871. <br>0289 -- 0323 -- ?
  6872. <br>0290 -- 0324 -- ?
  6873. <br>0291 -- 0325 -- Talion guardian scream
  6874. <br>0292 -- 0326 -- ? gasp, growl -- 3
  6875. <br>0293 -- 0329 -- Talion guardian hoarse breathing
  6876. <br>0294 -- 0330 -- Talion guardian footstep
  6877. <br>0295 -- 0331 -- Talion guardian scream (dying)
  6878. <br>0296 -- 0332 -- Large spider
  6879. <br>0297 -- 0333 -- Helicopter
  6880. <br>0298 -- 0334 -- Dragon footstep
  6881. <br>0299 -- 0335 -- Dragon growl 1
  6882. <br>0300 -- 0336 -- Dragon growl 2
  6883. <br>0301 -- 0337 -- Dragon body fall
  6884. <br>0302 -- 0338 -- Dragon dying breath
  6885. <br>0303 -- 0339 -- Dragon growl 3
  6886. <br>0304 -- 0340 -- Dragon grunt
  6887. <br>0305 -- 0341 -- Dragon fire-breathing
  6888. <br>0306 -- 0342 -- Dragon leg lift
  6889. <br>0307 -- 0343 -- Dragon leg hit
  6890. <br>0308 -- 0344 -- Warrior blade swing -- 2
  6891. <br>0309 -- 0346 -- Warrior blade swing (fast)
  6892. <br>0310 -- ----
  6893. <br>0311 -- 0347 -- Warrior breath?
  6894. <br>0312 -- 0348 -- Warrior hover
  6895. <br>0313 -- 0349 -- Warrior landing
  6896. <br>0314 -- 0350 -- Warrior? blade hit
  6897. <br>0315 -- 0351 -- Warrior? blade slice -- 2
  6898. <br>0316 -- 0353 -- Birds chirping -- 2
  6899. <br>0317 -- 0355 -- ? crunch
  6900. <br>0318 -- 0356 -- ? crunch -- 3
  6901. <br>0319 -- 0359 -- Door creak and close
  6902. <br>0320 -- 0360 -- ? breaking
  6903. <br>0321 -- 0361 -- Large spider snarl
  6904. <br>0322 -- 0362 -- Large spider footstep -- 4
  6905. <br>0323 -- 0366 -- Large spider snarl (dying)
  6906. <br>0324 -- 0367 -- Dragon growl
  6907. <br>0325 -- 0368 -- Dragon/T-Rex footstep
  6908. <br>0326 -- 0369 -- Dragon/T-Rex growl 1
  6909. <br>0327 -- 0370 -- Dragon/T-Rex growl 2
  6910. <br>0328 -- ----
  6911. <br>0329 -- 0371 -- Water drip -- 3
  6912. <br>0330 -- 0374 -- Stage-backdrop move
  6913. <br>0331 -- 0375 -- Stone door slide
  6914. <br>0332 -- 0376 -- Platform alarm (Star-Trek-like)
  6915. <br>0333 -- 0377 -- Lara's grandfather clock tick
  6916. <br>0334 -- 0378 -- Lara's house front door chime
  6917. <br>0335 -- 0379 -- Lara's house alarm
  6918. <br>0336 -- 0380 -- ? Boat racing
  6919. <br>0337 -- 0381 -- ? Water
  6920. <br>0338 -- 0382 -- ?
  6921. <br>0339 -- 0383 -- ?
  6922. <br>0340 -- 0384 -- ?
  6923. <br>0341 -- 0385 -- ?
  6924. <br>0342 -- 0386 -- ?
  6925. <br>0343 -- 0387 -- hit?
  6926. <br>0344 -- 0388 -- Butler sounds 1 -- 5
  6927. <br>0345 -- 0393 -- Butler sounds 2 -- 4
  6928. <br>0346 -- 0397 -- Butler sounds 3 -- 2
  6929. <br>0347 -- 0399 -- Butler cup clatter -- 2
  6930. <br>0348 -- 0401 -- Brittle ground breaking
  6931. <br>0349 -- 0402 -- Spider explode (dying)/Lara bullet hit?
  6932. <br>0350 -- 0403 -- Shark bite
  6933. <br>0351 -- 0404 -- Lava
  6934. <br>0352 -- 0405 -- Loud hit?
  6935. <br>0353 -- 0406 -- Unwelcome guests at Lara's home
  6936. <br>0354 -- 0407 -- Zipper?
  6937. </font>
  6938. </body>
  6939. </html>