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iscript animation slots

The 28 slots in an iscript header, and which behaviour sits in each.

Explained in: Making any unit cast a spell

2020 Brood War era material, unverified.

The +NN is a byte offset into the header, NOT the animation number in Orders.dat. Confusing the two is the usual mistake here: +22 CastSpell is slot 7.

+08 InitInitial animation (header byte offset +08)
+10 DeathDeath animation (header byte offset +10)
+12 GndAttkInitInitial ground attack animation (header byte offset +12)
+14 AirAttkInitInitial air attack animation (header byte offset +14)
+16 Unused1Unknown/unused animation (header byte offset +16)
+18 GndAttkRptRepeated ground attack animation (header byte offset +18)
+20 AirAttkRptRepeated air attack animation (header byte offset +20)
+22 CastSpellSpell casting animation (header byte offset +22)
+24 GndAttkToIdleAnimation for returning to an idle state after a ground attack (header byte offset +24)
+26 AirAttkToIdleAnimation for returning to an idle state after an air attack (header byte offset +26)
+28 Unused2Unknown/unused animation (header byte offset +28)
+30 WalkingWalking/moving animation (header byte offset +30)
+32 WalkingToIdleAnimation for returning to an idle state after walking/moving (header byte offset +32)
+34 SpecialState1Some sort of category of special animations, in some cases an in-transit animation, (header byte offset +34)
+36 SpecialState2Some sort of category of special animations, in some cases a burrowed animation, (header byte offset +36)
+38 AlmostBuiltAn animation for one part of the building process (header byte offset +38)
+40 BuiltFinal animation before finishing being built (header byte offset +40)
+42 LandingLanding animation (header byte offset +42)
+44 LiftOffLifting off animation (header byte offset +44)
+46 IsWorkingAnimation for when researching an upgr/tech or training/building units and some other animations for some sort of work being done. (header byte offset +46)
+48 WorkingToIdleAnimation for returning to an idle state after IsWorking (header byte offset +48)
+50 WarpInWarping in animation (header byte offset +50)
+52 Unused3Unknown/unused animation (header byte offset +52)
+54 StarEditInitPreviously called InitTurret, this is actually an alternate initial animation for StarEdit. (header byte offset +54)
+56 DisableAnimation for becoming disabled, either through the "Set Doodad State" or by not being in the psi field of any pylons (header byte offset +56)
+58 BurrowBurrowing animation (header byte offset +58)
+60 UnBurrowUnburrowing animation (header byte offset +60)
+62 EnableAnimation for becoming enabled, either through the "Set Doodad State" or by being in the psi field of a pylon (header byte offset +62)