//////////////////////////////////////////////////////
// Hits: sadly all transitions to hits must be defined for all motions!!

// KEEP THIS ONE IN SYNC WITH THE CROUCH HITS

#define2 HIT_ANIM_NAME	HitHeadFront
#define2 EVENT			80
#define2 ID				0
#include "Konoko_hits_template.txt"

#define2 HIT_ANIM_NAME	HitHeadBack
#define2 EVENT			80
#define2 ID				1
#include "Konoko_hits_template.txt"

//////////////////////////////////////////////////////

#define2 HIT_ANIM_NAME	HitBody
#define2 EVENT			81
#define2 ID				0
#include "Konoko_hits_template.txt"

#define2 HIT_ANIM_NAME	HitBodyBack
#define2 EVENT			81
#define2 ID				1
#include "Konoko_hits_template.txt"

//////////////////////////////////////////////////////

#define2 HIT_ANIM_NAME	HitFoot
#define2 EVENT			82
#define2 ID				0
#include "Konoko_hits_template.txt"

#define2 HIT_ANIM_NAME	HitFootBack
#define2 EVENT			82
#define2 ID				1
#include "Konoko_hits_template.txt"

//////////////////////////////////////////////////////

#define2 HIT_ANIM_NAME	KnockdownFW1
#define2 EVENT			90
#define2 ID				0
#include "Konoko_hits_template.txt"

#define2 HIT_ANIM_NAME	KnockdownBK1
#define2 EVENT			90
#define2 ID				1
#include "Konoko_hits_template.txt"

//////////////////////////////////////////////////////

/*
#define2 HIT_ANIM_NAME	KnockdownBK1
#define2 EVENT			91
#define2 ID				0
#include "Konoko_hits_template.txt"
*/

// "Balayette"
#define2 HIT_ANIM_NAME	KnockdownFoot
#define2 EVENT			97
#define2 ID				0
#include "Konoko_hits_template.txt"

// Last part of the 4-hits combo
#define2 HIT_ANIM_NAME	HitFallenFW2
#define2 EVENT			98
#define2 ID				0
#include "Konoko_hits_template.txt"

//////////////////////////////////////////////////////

// Blownup
#define2 HIT_ANIM_NAME	HitBlownupFW
#define2 EVENT			99
#define2 ID				0
#include "Konoko_hits_template.txt"

#define2 HIT_ANIM_NAME	HitBlownupBK
#define2 EVENT			99
#define2 ID				1
#include "Konoko_hits_template.txt"

#define2 HIT_ANIM_NAME	HitBlownupFW2
#define2 EVENT			99
#define2 ID				2
#include "Konoko_hits_template.txt"

#define2 HIT_ANIM_NAME	HitBlownupBK2
#define2 EVENT			99
#define2 ID				3
#include "Konoko_hits_template.txt"

#define2 HIT_ANIM_NAME	HitBlownupFW3
#define2 EVENT			99
#define2 ID				4
#include "Konoko_hits_template.txt"

#define2 HIT_ANIM_NAME	HitBlownupBK3
#define2 EVENT			99
#define2 ID				5
#include "Konoko_hits_template.txt"

//////////////////////////////////////////////////////

// Rotate
#define2 HIT_ANIM_NAME	KnockdownFW3
#define2 EVENT			100
#define2 ID				0
#include "Konoko_hits_template.txt"

// Jewels
#define2 HIT_ANIM_NAME	HitJewels
#define2 EVENT			101
#define2 ID				0
#include "Konoko_hits_template.txt"

// Foot ouch
#define2 HIT_ANIM_NAME	HitFootOuch
#define2 EVENT			102
#define2 ID				0
#include "Konoko_hits_template.txt"

// Foot ouch back (...)
#define2 HIT_ANIM_NAME	HitFootOuch
#define2 EVENT			102
#define2 ID				1
#include "Konoko_hits_template.txt"


//	|Transition	|Idle2ToKnockdownFront	|Idle2			|KnockdownFW2	|0.2	|90	0	1000	|0			|0		|0			|INFINITE	|TBLEND_LINEAR	|0.0 0.0 0.0	|255		|
//	|Transition	|Idle2ToKnockdownBack	|Idle2			|KnockdownBK2	|0.2	|91	0	1000	|0			|0		|0			|INFINITE	|TBLEND_LINEAR	|0.0 0.0 0.0	|255		|

//////////////////////////////////////////////////////

#define2 HIT_ANIM_NAME	HitStaggerFW
#define2 EVENT			95
#define2 ID				0
#include "Konoko_hits_template.txt"

#define2 HIT_ANIM_NAME	HitStaggerBK
#define2 EVENT			95
#define2 ID				1
#include "Konoko_hits_template.txt"

//////////////////////////////////////////////////////

#define2 HIT_ANIM_NAME	HitStun
#define2 EVENT			96
#define2 ID				0
#include "Konoko_hits_template.txt"

#define2 HIT_ANIM_NAME	HitStun2
#define2 EVENT			96
#define2 ID				1
#include "Konoko_hits_template.txt"

#define2 HIT_ANIM_NAME	RealStun
#define2 EVENT			96
#define2 ID				2
#include "Konoko_hits_template.txt"

#define2 HIT_ANIM_NAME	RealStun2
#define2 EVENT			96
#define2 ID				3
#include "Konoko_hits_template.txt"

//////////////////////////////////////////////////////

#define2 HIT_ANIM_NAME	Block1
#define2 EVENT			40
#define2 ID				0
#include "Konoko_hits_template.txt"

#define2 HIT_ANIM_NAME	Block2
#define2 EVENT			40
#define2 ID				2
#include "Konoko_hits_template.txt"

//////////////////////////////////////////////////////

#define2 HIT_ANIM_NAME	Falling
#define2 EVENT			33
#define2 ID				0
#include "Konoko_hits_template.txt"

//////////////////////////////////////////////////////
