khanat-ressources-NeL/leveldesign/DFN/game_elem/_anim/animation_set.dfn

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<?xml version="1.0"?>
<DFN Revision="$Revision: 1.10 $" State="modified">
<ELEMENT Name="defaultHeadControl" Type="Type" Filename="boolean.typ" Default="true"/>
<!-- Basics -->
<ELEMENT Name="idle" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="idle_to_walk" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="walk" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="walk_to_run" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="run" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="idle_to_backward" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="backward" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="turn_left" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="turn_right" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="turn_left_to_walk" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="turn_right_to_walk" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="turn_left_to_backward" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="turn_right_to_backward" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="strafe_left" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="strafe_right" Type="Dfn" Filename="animation_state.dfn"/>
<!-- impacts -->
<ELEMENT Name="impact" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="stun_begin" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="stun_loop" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="stun_end" Type="Dfn" Filename="animation_state.dfn"/>
<!-- Attacks -->
<ELEMENT Name="1st_person atk" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="attack1" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="attack2" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="walk atk" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="run atk" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="backward atk" Type="Dfn" Filename="animation_state.dfn"/>
<!-- default atk -->
<ELEMENT Name="default atk low" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="default atk middle" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="default atk high" Type="Dfn" Filename="animation_state.dfn"/>
<!-- powerful atk -->
<ELEMENT Name="powerful atk low" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="powerful atk middle" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="powerful atk high" Type="Dfn" Filename="animation_state.dfn"/>
<!-- area atk -->
<ELEMENT Name="area atk low" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="area atk middle" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="area atk high" Type="Dfn" Filename="animation_state.dfn"/>
<!-- Old Cast -->
<ELEMENT Name="cast_good_begin" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="cast_good_loop" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="cast_good_fail" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="cast_good_fumble" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="cast_good_success" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="cast_bad_begin" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="cast_bad_loop" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="cast_bad_fail" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="cast_bad_fumble" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="cast_bad_success" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="cast_neutral_begin" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="cast_neutral_loop" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="cast_neutral_fail" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="cast_neutral_fumble" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="cast_neutral_success" Type="Dfn" Filename="animation_state.dfn"/>
<!-- CAST -->
<!-- Offensive Cast -->
<ELEMENT Name="offensive_cast_init" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="offensive_cast_begin" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="offensive_cast_loop" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="offensive_cast_fail" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="offensive_cast_fumble" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="offensive_cast_success" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="offensive_cast_link" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="offensive_cast_end" Type="Dfn" Filename="animation_state.dfn"/>
<!-- Curative Cast -->
<ELEMENT Name="curative_cast_init" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="curative_cast_begin" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="curative_cast_loop" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="curative_cast_fail" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="curative_cast_fumble" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="curative_cast_success" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="curative_cast_link" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="curative_cast_end" Type="Dfn" Filename="animation_state.dfn"/>
<!-- Mixed Cast -->
<ELEMENT Name="mixed_cast_init" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="mixed_cast_begin" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="mixed_cast_loop" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="mixed_cast_fail" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="mixed_cast_fumble" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="mixed_cast_success" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="mixed_cast_link" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="mixed_cast_end" Type="Dfn" Filename="animation_state.dfn"/>
<!-- Acid -->
<ELEMENT Name="cast_acid_init" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="cast_acid_loop" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="cast_acid_end" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="cast_acid_fail" Type="Dfn" Filename="animation_state.dfn"/>
<!-- Blind -->
<ELEMENT Name="cast_blind_init" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="cast_blind_loop" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="cast_blind_end" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="cast_blind_fail" Type="Dfn" Filename="animation_state.dfn"/>
<!-- Cold -->
<ELEMENT Name="cast_cold_init" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="cast_cold_loop" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="cast_cold_end" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="cast_cold_fail" Type="Dfn" Filename="animation_state.dfn"/>
<!-- Elec -->
<ELEMENT Name="cast_elec_init" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="cast_elec_loop" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="cast_elec_end" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="cast_elec_fail" Type="Dfn" Filename="animation_state.dfn"/>
<!-- Fear -->
<ELEMENT Name="cast_fear_init" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="cast_fear_loop" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="cast_fear_end" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="cast_fear_fail" Type="Dfn" Filename="animation_state.dfn"/>
<!-- Fire -->
<ELEMENT Name="cast_fire_init" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="cast_fire_loop" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="cast_fire_end" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="cast_fire_fail" Type="Dfn" Filename="animation_state.dfn"/>
<!-- Heal HP -->
<ELEMENT Name="cast_healhp_init" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="cast_healhp_loop" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="cast_healhp_end" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="cast_healhp_fail" Type="Dfn" Filename="animation_state.dfn"/>
<!-- Mad -->
<ELEMENT Name="cast_mad_init" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="cast_mad_loop" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="cast_mad_end" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="cast_mad_fail" Type="Dfn" Filename="animation_state.dfn"/>
<!-- Poison -->
<ELEMENT Name="cast_poison_init" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="cast_poison_loop" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="cast_poison_end" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="cast_poison_fail" Type="Dfn" Filename="animation_state.dfn"/>
<!-- Root -->
<ELEMENT Name="cast_root_init" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="cast_root_loop" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="cast_root_end" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="cast_root_fail" Type="Dfn" Filename="animation_state.dfn"/>
<!-- Rot -->
<ELEMENT Name="cast_rot_init" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="cast_rot_loop" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="cast_rot_end" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="cast_rot_fail" Type="Dfn" Filename="animation_state.dfn"/>
<!-- Shock -->
<ELEMENT Name="cast_shock_init" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="cast_shock_loop" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="cast_shock_end" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="cast_shock_fail" Type="Dfn" Filename="animation_state.dfn"/>
<!-- Sleep -->
<ELEMENT Name="cast_sleep_init" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="cast_sleep_loop" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="cast_sleep_end" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="cast_sleep_fail" Type="Dfn" Filename="animation_state.dfn"/>
<!-- Slow -->
<ELEMENT Name="cast_slow_init" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="cast_slow_loop" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="cast_slow_end" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="cast_slow_fail" Type="Dfn" Filename="animation_state.dfn"/>
<!-- Stun -->
<ELEMENT Name="cast_stun_init" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="cast_stun_loop" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="cast_stun_end" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="cast_stun_fail" Type="Dfn" Filename="animation_state.dfn"/>
<!-- Use for Faber/Harvest/Training -->
<ELEMENT Name="use_init" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="use_begin" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="use_loop" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="use_end" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="use_post_end" Type="Dfn" Filename="animation_state.dfn"/>
<!-- harmful extraction -->
<ELEMENT Name="harmful_ext_init" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="harmful_ext_begin" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="harmful_ext_loop" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="harmful_ext_end" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="harmful_ext_post_end" Type="Dfn" Filename="animation_state.dfn"/>
<!-- to loot -->
<ELEMENT Name="loot_init" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="loot_begin" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="loot_loop" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="loot_end" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="loot_post_end" Type="Dfn" Filename="animation_state.dfn"/>
<!-- to prospect -->
<ELEMENT Name="prospecting_init" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="prospecting_begin" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="prospecting_loop" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="prospecting_end" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="prospecting_post_end" Type="Dfn" Filename="animation_state.dfn"/>
<!-- to heal the ground -->
<ELEMENT Name="care_init" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="care_begin" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="care_loop" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="care_end" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="care_post_end" Type="Dfn" Filename="animation_state.dfn"/>
<!-- Modes -->
<ELEMENT Name="alert_mode" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="combat_mode" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="death_mode" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="default_mode" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="eat_mode" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="hungry_mode" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="mount_default_mode" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="rest_mode" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="sit_mode" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="sit_end" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="swim_mode" Type="Dfn" Filename="animation_state.dfn"/>
<!-- Emotes -->
<ELEMENT Name="afk" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="agree" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="alert" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="angry" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="apologize" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="applaud" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="ashamed_disgusted_desillusioned_loathing_pitying" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="blush" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="bow" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="brave_great" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="burp" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="bye" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="calm" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="cheer" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="cold_contemptuous_disdainful_haughty_megalomaniac_obnoxious" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="cry" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="curious" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="dance" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="disagree" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="discreet_hardsilence" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="doubtful" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="dramatic" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="drunk" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="exercise" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="FBT" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="fearful_insecure_nervous_panic_scared" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="firm" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="follow" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="forgive" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="gesture" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="giggle" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="go_away" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="guilty" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="heroic" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="hungry" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="impatient" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="indifferent_neutral_noclue_resigned" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="interested" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="kiss" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="kneel" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="laugh" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="lol" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="none" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="over" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="petulant" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="playful" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="point" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="pointback" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="pointleft" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="pointright" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="pompous" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="praying" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="puzzled_thoughtful_troubled" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="relaxed" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="relieved_sigh" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="revengeful_spitful" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="rice" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="righteous" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="roar" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="sad" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="serious" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="shifty" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="shocked" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="silly" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="sincerely" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="sleepy_yawn_tired" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="smack" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="smile" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="squeamish" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="surprised" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="suspicious" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="thank" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="thirsty" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="unhappy" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="unwilling" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="victory" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="wait" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="wave" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="wicked" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="youandme" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="firework_01" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="firework_02" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="firework_03" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="firework_04" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="firework_05" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="firework_06" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="firework_07" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="firework_08" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="firework_09" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="firework_10" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="firework_11" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="firework_12" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="firework_13" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="firework_14" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="firework_15" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="firework_16" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="firework_17" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="firework_18" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="firework_19" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="firework_20" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="firework_21" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="firework_22" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="firework_23" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="firework_24" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="firework_25" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="firework_26" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="firework_27" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="firework_28" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="firework_29" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="firework_30" Type="Dfn" Filename="animation_state.dfn"/>
<ELEMENT Name="breakdance" Type="Dfn" Filename="animation_state.dfn"/>
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<ELEMENT Name="drink" Type="Dfn" Filename="animation_state.dfn"/>
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<LOG></LOG>
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</DFN>