// This file was automatically generated. It contains definitions for all the
// animations stored in the associated KFM file. Include this file in your
// final application to easily refer to animation sequences.

#ifndef BOWSET_ANIM_H__
#define BOWSET_ANIM_H__

namespace BowSet_Anim
{
    enum
    {
        E_WCDI_BOW              = 1,
        E_WPDI_BOW              = 39,
        E_WSDI_BOW              = 2,
        NCDD_BOW                = 29,
        NCDH_BOW                = 30,
        NCUF_BOW                = 3,
        NCUI_BOW                = 4,
        NCUI_NSUI_BOW           = 42,
        NCUI_NSUI_BOW           = 15,
        NE_RSDI_BOW             = 26,
        NE_WCDI_BOW             = 27,
        NE_WPDI_BOW             = 33,
        NE_WSDI_BOW             = 5,
        NPDD_BOW                = 44,
        NPDH_BOW                = 45,
        NPUI_BOW                = 43,
        NPUI_NCUI_BOW           = 41,
        NSDD_BOW                = 31,
        NSDH_BOW                = 32,
        NSUF_BOW                = 19,
        NSUI_BOW                = 6,
        NSUI_NCUI_BOW           = 14,
        NW_RSDI_BOW             = 24,
        NW_WCDI_BOW             = 28,
        NW_WPDI_BOW             = 34,
        NW_WSDI_BOW             = 7,
        RSDI_BOW                = 25,
        S_WCDI_BOW              = 8,
        S_WPDI_BOW              = 37,
        S_WSDI_BOW              = 9,
        SE_WCDI_BOW             = 10,
        SE_WPDI_BOW             = 38,
        SE_WSDI_BOW             = 11,
        SL_NCUI_BOW             = 21,
        SL_NSUI_BOW             = 22,
        SR_NCUI_BOW             = 23,
        SR_NSUI_BOW             = 20,
        SW_WCDI_BOW             = 12,
        SW_WPDI_BOW             = 36,
        SW_WSDI_BOW             = 13,
        W_WCDI_BOW              = 16,
        W_WPDI_BOW              = 40,
        W_WSDI_BOW              = 17,
        WCDI_BOW                = 18,
        WPDI_BOW                = 35,
        WSDI_BOW                = 0
    };
}

#endif  // #ifndef BOWSET_ANIM_H__
