namespace BP
{
	array<int> EndtailAnims =
	{
		ANIM_GROUND_IDLE1,
		ANIM_GROUND_INTERACTIVE_IDLE1,
		ANIM_GROUND_ALERT1,
		ANIM_GROUND_TAKE_COVER1,
		ANIM_GROUND_MOVE_SLOW1,
		ANIM_GROUND_MOVE2,
		ANIM_GROUND_FLEE1,
		ANIM_GROUND_ATTACK_COMBAT1,
		ANIM_GROUND_ATTACK_PROJECTILE1,
		ANIM_GROUND_LOOPING_ATTACK_WEAPON2,
		ANIM_GROUND_COMBO_END2,
		ANIM_GROUND_DEATH_NORMAL2,
		ANIM_GROUND_DEATH_VIOLENT2,
		ANIM_GROUND_DEATH_EXPLOSIVE1,
		ANIM_DEATH_EXTREME2_PART1,
		ANIM_DEATH_EXTREME2_PART2,
		ANIM_DEATH_PFM2,
		ANIM_DEATH_HEAD_BLOWN_OFF2,
		ANIM_DEATH_LEFT_ARM_BLOWN_OFF1,
		ANIM_DEATH_LAVA1,
		ANIM_GROUND_DEATH_MOVING2,
		ANIM_GROUND_REACTION_EXPLOSION,
		ANIM_GROUND_REACTION_BLINDED,
		ANIM_GROUND_REACTION_SHOCKED,
		ANIM_GROUND_REACTION_FALL_DOWN,
		ANIM_GROUND_REACTION_GETUP,
		ANIM_GROUND_SNATCHED,
		ANIM_GROUND_WOUNDED_LEFT_ARM1,
		ANIM_GROUND_WOUNDED_RIGHT_ARM1,
		ANIM_AMBUSH1,
		ANIM_AMBUSH2,
		ANIM_CLOAK_ACTIVATE,
		ANIM_INTER_ANIM2,
		ANIM_INTER_ANIM4
	};
	
	class Endtrail : AI
	{
		//------------------------------------------------------------------------------------------------------------------------
		Endtrail(kActor @actor)
		{
			super(@actor);
		}
		//------------------------------------------------------------------------------------------------------------------------
	};
}
