[Scummvm-git-logs] scummvm master -> f0b637ff6de9aac21494f0d165df12f42c8dd35c

antoniou79 a.antoniou79 at gmail.com
Fri Dec 11 21:05:12 UTC 2020


This automated email contains information about 2 new commits which have been
pushed to the 'scummvm' repo located at https://github.com/scummvm/scummvm .

Summary:
c0379f45df BLADERUNNER: Cleanup switch statements for AI scripts
f0b637ff6d BLADERUNNER: More animation descriptions and notes


Commit: c0379f45df5da73d3f0401a59d1ee6d8ccc3252c
    https://github.com/scummvm/scummvm/commit/c0379f45df5da73d3f0401a59d1ee6d8ccc3252c
Author: antoniou79 (a.antoniou79 at gmail.com)
Date: 2020-12-11T23:02:58+02:00

Commit Message:
BLADERUNNER: Cleanup switch statements for AI scripts

Changed paths:
    engines/bladerunner/script/ai/bullet_bob.cpp
    engines/bladerunner/script/ai/chew.cpp
    engines/bladerunner/script/ai/clovis.cpp
    engines/bladerunner/script/ai/crazylegs.cpp
    engines/bladerunner/script/ai/dektora.cpp
    engines/bladerunner/script/ai/desk_clerk.cpp
    engines/bladerunner/script/ai/early_q.cpp
    engines/bladerunner/script/ai/fish_dealer.cpp
    engines/bladerunner/script/ai/free_slot_a.cpp
    engines/bladerunner/script/ai/generic_walker_a.cpp
    engines/bladerunner/script/ai/generic_walker_b.cpp
    engines/bladerunner/script/ai/generic_walker_c.cpp
    engines/bladerunner/script/ai/gordo.cpp
    engines/bladerunner/script/ai/grigorian.cpp
    engines/bladerunner/script/ai/guzza.cpp
    engines/bladerunner/script/ai/hasan.cpp
    engines/bladerunner/script/ai/howie_lee.cpp
    engines/bladerunner/script/ai/insect_dealer.cpp
    engines/bladerunner/script/ai/isabella.cpp
    engines/bladerunner/script/ai/izo.cpp
    engines/bladerunner/script/ai/klein.cpp
    engines/bladerunner/script/ai/leon.cpp
    engines/bladerunner/script/ai/lucy.cpp
    engines/bladerunner/script/ai/maggie.cpp
    engines/bladerunner/script/ai/mccoy.cpp
    engines/bladerunner/script/ai/mutant1.cpp
    engines/bladerunner/script/ai/mutant2.cpp
    engines/bladerunner/script/ai/mutant3.cpp
    engines/bladerunner/script/ai/officer_grayford.cpp
    engines/bladerunner/script/ai/officer_leary.cpp
    engines/bladerunner/script/ai/rachael.cpp
    engines/bladerunner/script/ai/runciter.cpp
    engines/bladerunner/script/ai/sadik.cpp
    engines/bladerunner/script/ai/sergeant_walls.cpp
    engines/bladerunner/script/ai/shoeshine_man.cpp
    engines/bladerunner/script/ai/steele.cpp
    engines/bladerunner/script/ai/transient.cpp
    engines/bladerunner/script/ai/tyrell.cpp
    engines/bladerunner/script/ai/tyrell_guard.cpp
    engines/bladerunner/script/ai/zuben.cpp


diff --git a/engines/bladerunner/script/ai/bullet_bob.cpp b/engines/bladerunner/script/ai/bullet_bob.cpp
index 34d0ebbd03..b07d3ae709 100644
--- a/engines/bladerunner/script/ai/bullet_bob.cpp
+++ b/engines/bladerunner/script/ai/bullet_bob.cpp
@@ -445,7 +445,9 @@ bool AIScriptBulletBob::ChangeAnimationMode(int mode) {
 		break;
 
 	case kAnimationModeTalk:
+		// fall through
 	case 9:
+		// fall through
 	case 30:
 		if (_animationState < 6 || _animationState > 13) {
 			_animationState = 15;
@@ -467,6 +469,7 @@ bool AIScriptBulletBob::ChangeAnimationMode(int mode) {
 		break;
 
 	case 10:
+		// fall through
 	case 31:
 		if (_animationState < 6 || _animationState > 13) {
 			_animationState = 15;
@@ -476,6 +479,7 @@ bool AIScriptBulletBob::ChangeAnimationMode(int mode) {
 		break;
 
 	case 11:
+		// fall through
 	case 33:
 		if (_animationState < 6 || _animationState > 13) {
 			_animationState = 15;
@@ -485,6 +489,7 @@ bool AIScriptBulletBob::ChangeAnimationMode(int mode) {
 		break;
 
 	case kAnimationModeHit:
+		// fall through
 	case kAnimationModeCombatHit:
 		_animationState = 3;
 		_animationFrame = 0;
diff --git a/engines/bladerunner/script/ai/chew.cpp b/engines/bladerunner/script/ai/chew.cpp
index 888c4a63b3..bfaeb60092 100644
--- a/engines/bladerunner/script/ai/chew.cpp
+++ b/engines/bladerunner/script/ai/chew.cpp
@@ -315,16 +315,25 @@ bool AIScriptChew::ChangeAnimationMode(int mode) {
 		switch (_animationState) {
 		case 0:
 			return true;
+
 		case 2:
+			// fall through
 		case 3:
+			// fall through
 		case 4:
+			// fall through
 		case 5:
+			// fall through
 		case 6:
+			// fall through
 		case 7:
+			// fall through
 		case 8:
+			// fall through
 		case 9:
 			_resumeIdleAfterFramesetCompletesFlag = true;
 			break;
+
 		default:
 			_animationState = 0;
 			_var2 = 0;
diff --git a/engines/bladerunner/script/ai/clovis.cpp b/engines/bladerunner/script/ai/clovis.cpp
index e00323fc86..8104c9dc8f 100644
--- a/engines/bladerunner/script/ai/clovis.cpp
+++ b/engines/bladerunner/script/ai/clovis.cpp
@@ -215,32 +215,52 @@ int AIScriptClovis::GetFriendlinessModifierIfGetsClue(int otherActorId, int clue
 
 	switch (clueId) {
 	case kClueMcCoyKilledRunciter1:
+		// fall through
 	case kClueMcCoyKilledRunciter2:
 		return 6;
+
 	case kClueMcCoyIsABladeRunner:
+		// fall through
 	case kClueMcCoyIsStupid:
+		// fall through
 	case kClueMcCoyIsAnnoying:
 		return -2;
+
 	case kClueMcCoyLetZubenEscape:
+		// fall through
 	case kClueMcCoyHelpedIzoIzoIsAReplicant:
+		// fall through
 	case kClueMcCoyHelpedDektora:
+		// fall through
 	case kClueMcCoyHelpedLucy:
+		// fall through
 	case kClueMcCoyHelpedGordo:
+		// fall through
 	case kClueMcCoyShotGuzza:
+		// fall through
 	case kClueMcCoyIsKind:
 		return 4;
+
 	case kClueMcCoyWarnedIzo:
 		return 2;
+
 	case kClueMcCoyRetiredZuben:
 		return -3;
+
 	case kClueMcCoyRetiredLucy:
+		// fall through
 	case kClueMcCoyRetiredDektora:
 		return -10;
+
 	case kClueMcCoyRetiredSadik:
+		// fall through
 	case kClueMcCoyShotZubenInTheBack:
+		// fall through
 	case kClueMcCoyRetiredLutherLance:
+		// fall through
 	case kClueMcCoyIsInsane:
 		return -5;
+
 	default:
 		break;
 	}
@@ -1263,24 +1283,35 @@ bool AIScriptClovis::ChangeAnimationMode(int mode) {
 		case 2:
 			Actor_Change_Animation_Mode(kActorClovis, kAnimationModeSit);
 			break;
+
 		case 4:
 			break;
+
 		case 5:
+			// fall through
 		case 6:
+			// fall through
 		case 7:
+			// fall through
 		case 8:
+			// fall through
 		case 9:
+			// fall through
 		case 10:
+			// fall through
 		case 11:
 			_resumeIdleAfterFramesetCompletesFlag = true;
 			break;
+
 		case 12:
 			_resumeIdleAfterFramesetCompletesFlag = true;
 			break;
+
 		case 13:
 			_animationState = 15;
 			_animationFrame = 0;
 			break;
+
 		default:
 			_animationState = 0;
 			_animationFrame = 0;
@@ -1300,6 +1331,7 @@ bool AIScriptClovis::ChangeAnimationMode(int mode) {
 		break;
 
 	case kAnimationModeTalk:
+		// fall through
 	case 9:
 		if (Game_Flag_Query(kFlagClovisLyingDown)) {
 			_animationFrame = 0;
@@ -1317,15 +1349,21 @@ bool AIScriptClovis::ChangeAnimationMode(int mode) {
 	case kAnimationModeCombatIdle:
 		switch (_animationState) {
 		case 13:
+			// fall through
 		case 14:
 			break;
+
 		case 23:
+			// fall through
 		case 24:
+			// fall through
 		case 27:
+			// fall through
 		case 28:
 			_animationState = 13;
 			_animationFrame = 0;
 			break;
+
 		default:
 			_animationState = 1;
 			_animationStateNext = 14;
@@ -1350,6 +1388,7 @@ bool AIScriptClovis::ChangeAnimationMode(int mode) {
 		break;
 
 	case 10:
+		// fall through
 	case 12:
 		if (_animationState < 5 || _animationState > 11) {
 			_animationState = 1;
@@ -1360,6 +1399,7 @@ bool AIScriptClovis::ChangeAnimationMode(int mode) {
 		break;
 
 	case 11:
+		// fall through
 	case 14:
 		if (_animationState < 5 || _animationState > 11) {
 			_animationState = 1;
@@ -1491,6 +1531,7 @@ bool AIScriptClovis::ChangeAnimationMode(int mode) {
 			_animationState = 3;
 			_animationFrame = 0;
 			break;
+
 		default:
 			break;
 		}
@@ -1564,24 +1605,35 @@ void AIScriptClovis::someAnim() {
 	case 2:
 		Actor_Change_Animation_Mode(kActorClovis, kAnimationModeSit);
 		break;
+
 	case 4:
 		break;
+
 	case 5:
+		// fall through
 	case 6:
+		// fall through
 	case 7:
+		// fall through
 	case 8:
+		// fall through
 	case 9:
+		// fall through
 	case 10:
+		// fall through
 	case 11:
 		_resumeIdleAfterFramesetCompletesFlag = true;
 		break;
+
 	case 12:
 		_resumeIdleAfterFramesetCompletesFlag = true;
 		break;
+
 	case 13:
 		_animationState = 15;
 		_animationFrame = 0;
 		break;
+
 	default:
 		_animationState = 0;
 		_animationFrame = 0;
diff --git a/engines/bladerunner/script/ai/crazylegs.cpp b/engines/bladerunner/script/ai/crazylegs.cpp
index ae34a37eeb..aa33abf888 100644
--- a/engines/bladerunner/script/ai/crazylegs.cpp
+++ b/engines/bladerunner/script/ai/crazylegs.cpp
@@ -369,20 +369,24 @@ bool AIScriptCrazylegs::ChangeAnimationMode(int mode) {
 			// fall through
 		case 3:
 			return true;
+
 		case kCrazylegsStateHandsUp:
 			_animationState = 17;
 			_animationFrame = 0;
 			break;
+
 		case kCrazylegsStateMobileCall:
 			_animationState = 19;
 			_animationFrame = 0;
 			break;
+
 		case 4:
 			// fall through
 		case 5:
 			_animationState = kCrazylegsStateIdle;
 			_animationFrame = 0;
 			break;
+
 		case 6:
 			// fall through
 		case 7:
@@ -404,14 +408,17 @@ bool AIScriptCrazylegs::ChangeAnimationMode(int mode) {
 		case 15:
 			_resumeIdleAfterFramesetCompletesFlag = true;
 			break;
+
 		default:
 			break;
 		}
 		break;
+
 	case kAnimationModeWalk:
 		_animationState = 4;
 		_animationFrame = 0;
 		break;
+
 	case kAnimationModeTalk:
 		if (_animationState == kCrazylegsStateMobileCall) {
 			_animationState = 15;
@@ -421,50 +428,60 @@ bool AIScriptCrazylegs::ChangeAnimationMode(int mode) {
 		_animationFrame = 0;
 		_resumeIdleAfterFramesetCompletesFlag = false;
 		break;
+
 	case 12:
 		_animationState = 7;
 		_animationFrame = 0;
 		_resumeIdleAfterFramesetCompletesFlag = false;
 		break;
+
 	case 13:
 		_animationState = 8;
 		_animationFrame = 0;
 		_resumeIdleAfterFramesetCompletesFlag = false;
 		break;
+
 	case 14:
 		_animationState = 9;
 		_animationFrame = 0;
 		_resumeIdleAfterFramesetCompletesFlag = false;
 		break;
+
 	case 15:
 		_animationState = 10;
 		_animationFrame = 0;
 		_resumeIdleAfterFramesetCompletesFlag = false;
 		break;
+
 	case 16:
 		_animationState = 11;
 		_animationFrame = 0;
 		_resumeIdleAfterFramesetCompletesFlag = false;
 		break;
+
 	case 17:
 		_animationState = 12;
 		_animationFrame = 0;
 		_resumeIdleAfterFramesetCompletesFlag = false;
 		break;
+
 	case 18:
 		_animationState = 13;
 		_animationFrame = 0;
 		_resumeIdleAfterFramesetCompletesFlag = false;
 		break;
+
 	case 19:
 		_animationState = 14;
 		_animationFrame = 0;
 		_resumeIdleAfterFramesetCompletesFlag = false;
 		break;
+
 	case 23:
 		_animationState = 3;
 		_animationFrame = 0;
 		break;
+
 	case 43:
 		// picks up mobile phone call
 		if (_animationState != kCrazylegsStateMobileCall) {
@@ -472,6 +489,7 @@ bool AIScriptCrazylegs::ChangeAnimationMode(int mode) {
 			_animationFrame = Slice_Animation_Query_Number_Of_Frames(kModelAnimationCrazylegsHangsUpMobile) - 1;
 		}
 		break;
+
 	default:
 		break;
 	}
diff --git a/engines/bladerunner/script/ai/dektora.cpp b/engines/bladerunner/script/ai/dektora.cpp
index 0220782121..e7b7b455e1 100644
--- a/engines/bladerunner/script/ai/dektora.cpp
+++ b/engines/bladerunner/script/ai/dektora.cpp
@@ -282,9 +282,11 @@ bool AIScriptDektora::ShotAtAndHit() {
 			case 1:
 				Sound_Play_Speech_Line(kActorDektora, 9000, 65, 0, 99);
 				break;
+
 			case 2:
 				Sound_Play_Speech_Line(kActorDektora, 9005, 65, 0, 99);
 				break;
+
 			default:
 				break;
 			}
@@ -1148,43 +1150,69 @@ bool AIScriptDektora::ChangeAnimationMode(int mode) {
 		}
 		switch (_animationState) {
 		case 2:
+			// fall through
 		case 3:
+			// fall through
 		case 4:
+			// fall through
 		case 5:
+			// fall through
 		case 6:
+			// fall through
 		case 7:
+			// fall through
 		case 8:
+			// fall through
 		case 27:
+			// fall through
 		case 28:
 			_resumeIdleAfterFramesetCompletesFlag = true;
 			break;
+
 		case 9:
+			// fall through
 		case 10:
+			// fall through
 		case 12:
+			// fall through
 		case 13:
+			// fall through
 		case 14:
+			// fall through
 		case 15:
+			// fall through
 		case 16:
+			// fall through
 		case 17:
 			_animationState = 11;
 			_animationFrame = 0;
 			break;
+
 		case 11:
+			// fall through
 		case 18:
+			// fall through
 		case 19:
+			// fall through
 		case 20:
+			// fall through
 		case 26:
+			// fall through
 		case 29:
+			// fall through
 		case 30:
 			break;
+
 		case 25:
 			_animationState = 25;
 			_animationFrame = 0;
 			break;
+
 		case 31:
 			_animationState = 31;
 			_animationFrame = 0;
 			break;
+
 		default:
 			_animationState = 0;
 			_animationFrame = 0;
@@ -1220,20 +1248,28 @@ bool AIScriptDektora::ChangeAnimationMode(int mode) {
 	case kAnimationModeCombatIdle:
 		switch (_animationState) {
 		case 9:
+			// fall through
 		case 10:
+			// fall through
 		case 16:
+			// fall through
 		case 17:
 			break;
+
 		case 25:
+			// fall through
 		case 27:
+			// fall through
 		case 28:
 			_animationState = 29;
 			_animationFrame = 0;
 			break;
+
 		case 31:
 			_animationState = 30;
 			_animationFrame = Slice_Animation_Query_Number_Of_Frames(kModelAnimationDektoraSittingPullingGunOut) - 1;
 			break;
+
 		default:
 			_animationState = 10;
 			_animationFrame = 0;
@@ -1335,11 +1371,17 @@ bool AIScriptDektora::ChangeAnimationMode(int mode) {
 		}
 		switch (_animationState) {
 		case 9:
+			// fall through
 		case 10:
+			// fall through
 		case 11:
+			// fall through
 		case 12:
+			// fall through
 		case 13:
+			// fall through
 		case 16:
+			// fall through
 		case 17:
 			if (Random_Query(0, 1) == 1) {
 				_animationState = 14;
@@ -1347,7 +1389,9 @@ bool AIScriptDektora::ChangeAnimationMode(int mode) {
 				_animationState = 15;
 			}
 			break;
+
 		case 14:
+			// fall through
 		case 15:
 			if (Random_Query(0, 1) == 1) {
 				_animationState = 18;
@@ -1355,6 +1399,7 @@ bool AIScriptDektora::ChangeAnimationMode(int mode) {
 				_animationState = 19;
 			}
 			break;
+
 		default:
 			break;
 		}
@@ -1410,14 +1455,20 @@ bool AIScriptDektora::ChangeAnimationMode(int mode) {
 	case 53:
 		switch (_animationState) {
 		case 26:
+			// fall through
 		case 29:
+			// fall through
 		case 30:
+			// fall through
 		case 31:
 			break;
+
 		case 27:
+			// fall through
 		case 28:
 			_resumeIdleAfterFramesetCompletesFlag = true;
 			break;
+
 		default:
 			_animationState = 25;
 			_animationFrame = 0;
diff --git a/engines/bladerunner/script/ai/desk_clerk.cpp b/engines/bladerunner/script/ai/desk_clerk.cpp
index 2f8b21af68..ed82e370a4 100644
--- a/engines/bladerunner/script/ai/desk_clerk.cpp
+++ b/engines/bladerunner/script/ai/desk_clerk.cpp
@@ -129,6 +129,7 @@ bool AIScriptDeskClerk::GoalChanged(int currentGoalNumber, int newGoalNumber) {
 		_animationState = 0;
 #endif // BLADERUNNER_ORIGINAL_BUGS
 		break;
+
 	case kGoalDeskClerkKnockedOut:
 		// fall through
 	case kGoalDeskClerkGone:
@@ -302,9 +303,13 @@ bool AIScriptDeskClerk::ChangeAnimationMode(int mode) {
 			break;
 
 		case 1:
+			// fall through
 		case 2:
+			// fall through
 		case 3:
+			// fall through
 		case 4:
+			// fall through
 		case 5:
 			_resumeIdleAfterFramesetCompletesFlag = true;
 			break;
diff --git a/engines/bladerunner/script/ai/early_q.cpp b/engines/bladerunner/script/ai/early_q.cpp
index dd10663fc3..744e169568 100644
--- a/engines/bladerunner/script/ai/early_q.cpp
+++ b/engines/bladerunner/script/ai/early_q.cpp
@@ -131,6 +131,7 @@ void AIScriptEarlyQ::CompletedMovementTrack() {
 		break;
 
 	case 1:
+		// fall through
 	case 2:
 		Actor_Set_Goal_Number(kActorEarlyQ, 0);
 		break;
@@ -860,20 +861,31 @@ bool AIScriptEarlyQ::ChangeAnimationMode(int mode) {
 			break;
 
 		case 10:
+			// fall through
 		case 20:
+			// fall through
 		case 21:
+			// fall through
 		case 22:
+			// fall through
 		case 23:
+			// fall through
 		case 24:
+			// fall through
 		case 25:
+			// fall through
 		case 26:
+			// fall through
 		case 27:
+			// fall through
 		case 28:
 			_resumeIdleAfterFramesetCompletesFlag = true;
 			break;
 
 		case 12:
+			// fall through
 		case 13:
+			// fall through
 		case 15:
 			_animationState = 14;
 			_animationFrame = 0;
diff --git a/engines/bladerunner/script/ai/fish_dealer.cpp b/engines/bladerunner/script/ai/fish_dealer.cpp
index 680f09a276..f811be6c31 100644
--- a/engines/bladerunner/script/ai/fish_dealer.cpp
+++ b/engines/bladerunner/script/ai/fish_dealer.cpp
@@ -281,11 +281,17 @@ bool AIScriptFishDealer::ChangeAnimationMode(int mode) {
 		break;
 
 	case 3:
+		// fall through
 	case 14:
+		// fall through
 	case 15:
+		// fall through
 	case 16:
+		// fall through
 	case 17:
+		// fall through
 	case 18:
+		// fall through
 	case 19:
 		_animationState = Random_Query(0, 2) + 1;
 		_animationFrame = 0;
diff --git a/engines/bladerunner/script/ai/free_slot_a.cpp b/engines/bladerunner/script/ai/free_slot_a.cpp
index 968b0620c1..2cd9df1259 100644
--- a/engines/bladerunner/script/ai/free_slot_a.cpp
+++ b/engines/bladerunner/script/ai/free_slot_a.cpp
@@ -510,6 +510,7 @@ bool AIScriptFreeSlotA::UpdateAnimation(int *animation, int *frame) {
 		*animation = kModelAnimationRatDying;
 		_animationFrame = Slice_Animation_Query_Number_Of_Frames(kModelAnimationRatDying) - 1;
 		break;
+
 	default:
 		break;
 	}
diff --git a/engines/bladerunner/script/ai/generic_walker_a.cpp b/engines/bladerunner/script/ai/generic_walker_a.cpp
index a80bdf5062..8ad077ee51 100644
--- a/engines/bladerunner/script/ai/generic_walker_a.cpp
+++ b/engines/bladerunner/script/ai/generic_walker_a.cpp
@@ -61,11 +61,13 @@ bool AIScriptGenericWalkerA::Update() {
 				return true;
 			}
 			break;
+
 		case kGoalGenwalkerMoving:
 			if (deltaX != 0.0f || deltaZ != 0.0f) {
 				movingUpdate();
 			}
 			break;
+
 		case kGoalGenwalkerABulletBobsTrackGun: // Automatic gun at Bullet Bob
 			Actor_Face_Actor(kActorGenwalkerA, kActorMcCoy, true);
 			break;
@@ -118,30 +120,39 @@ void AIScriptGenericWalkerA::ClickedByPlayer() {
 		case 1:
 			Actor_Says(kActorMcCoy, 365, 3);
 			break;
+
 		case 2:
 			Actor_Says(kActorMcCoy, 755, 3);
 			break;
+
 		case 3:
 			Actor_Says(kActorMcCoy, 940, 3);
 			break;
+
 		case 4:
 			Actor_Says(kActorMcCoy, 4560, 3);
 			break;
+
 		case 5:
 			Actor_Says(kActorMcCoy, 4870, 3);
 			break;
+
 		case 6:
 			Actor_Says(kActorMcCoy, 5125, 3);
 			break;
+
 		case 7:
 			Actor_Says(kActorMcCoy, 8450, 3);
 			break;
+
 		case 8:
 			Actor_Says(kActorMcCoy, 1085, 3);
 			break;
+
 		case 9:
 			Actor_Says(kActorMcCoy, 365, 3); // Re-used line, same as case 1
 			break;
+
 		case 10:
 			Actor_Says(kActorMcCoy, 7415, 3);
 			break;
@@ -222,9 +233,11 @@ bool AIScriptGenericWalkerA::UpdateAnimation(int *animation, int *frame) {
 		case 0:
 			*animation = 426; // Hatted Person with umbrella still
 			break;
+
 		case 1:
 			*animation = 430; // Hooded person with umbrella still
 			break;
+
 		case 2:
 #if BLADERUNNER_ORIGINAL_BUGS
 			// Hatted lady with wooden umbrella still (different from 436 model!)
@@ -235,27 +248,34 @@ bool AIScriptGenericWalkerA::UpdateAnimation(int *animation, int *frame) {
 			_animationFrame = 4;
 #endif // BLADERUNNER_ORIGINAL_BUGS
 			break;
+
 		case 3:
 			*animation = 431; // Person with glasses and beard still
 			break;
+
 		case 4:
 			*animation = 427; // Hatted Person without umbrella still
 			break;
+
 		case 5:
 			*animation = 433; // Punk person with glasses still
 			break;
+
 		case 6:
 			*animation = 434; // Hatted child walking // frame 11 could be used for still
 			_animationFrame = 11;
 			break;
+
 		case 7:
 			*animation = 435; // Child walking // frame 5 or 0 could be used for still
 			_animationFrame = 0;
 			break;
+
 		case 8:
 			*animation = 422; // Hatted person walking fast // frame 1 could be used for still
 			_animationFrame = 1;
 			break;
+
 		case 9:
 			*animation = 423; // Hatted person walking lowered face // frame 6 could be used for still
 			_animationFrame = 6;
@@ -267,35 +287,45 @@ bool AIScriptGenericWalkerA::UpdateAnimation(int *animation, int *frame) {
 			_animationFrame = 0;
 		}
 		break;
+
 	case kGenericWalkerAStatesWalk:
 		switch (Global_Variable_Query(kVariableGenericWalkerAModel)) {
 		case 0:
 			*animation = 424; // Hatted person with umbrella walking
 			break;
+
 		case 1:
 			*animation = 428; // Hooded person with umbrella walking
 			break;
+
 		case 2:
 			*animation = 436; // Hatted person with wooden umbrella walking
 			break;
+
 		case 3:
 			*animation = 429; // Person with glasses and beard walking
 			break;
+
 		case 4:
 			*animation = 425; // Hatted Person without umbrella - walking small steps
 			break;
+
 		case 5:
 			*animation = 432; // Punk person with glasses walking
 			break;
+
 		case 6:
 			*animation = 434; // Hatted child walking
 			break;
+
 		case 7:
 			*animation = 435; // Child walking
 			break;
+
 		case 8:
 			*animation = 422; // Hatted person walking fast
 			break;
+
 		case 9:
 			*animation = 423; // Hatted person walking lowered face
 			break;
@@ -305,6 +335,7 @@ bool AIScriptGenericWalkerA::UpdateAnimation(int *animation, int *frame) {
 			_animationFrame = 0;
 		}
 		break;
+
 	case kGenericWalkerAStatesDie:
 		// This is an animation for Maggie (exploding) but is also used for generic death states (rats, generic walkers)
 		// probably for debug purposes
@@ -319,6 +350,7 @@ bool AIScriptGenericWalkerA::UpdateAnimation(int *animation, int *frame) {
 			deltaZ = 0.0f;
 		}
 		break;
+
 	case kGenericWalkerAStatesGun:
 		*animation = kModelAnimationBulletBobsTrackingGun;
 		++_animationFrame;
@@ -341,10 +373,12 @@ bool AIScriptGenericWalkerA::ChangeAnimationMode(int mode) {
 			_animationFrame = 0;
 		}
 		break;
+
 	case kAnimationModeWalk:
 		_animationState = kGenericWalkerAStatesWalk;
 		_animationFrame = 0;
 		break;
+
 	case kAnimationModeCombatIdle:
 		_animationState = kGenericWalkerAStatesGun;
 		_animationFrame = 0;
diff --git a/engines/bladerunner/script/ai/generic_walker_b.cpp b/engines/bladerunner/script/ai/generic_walker_b.cpp
index 3f64d01168..cdfa8a63fa 100644
--- a/engines/bladerunner/script/ai/generic_walker_b.cpp
+++ b/engines/bladerunner/script/ai/generic_walker_b.cpp
@@ -52,6 +52,7 @@ bool AIScriptGenericWalkerB::Update() {
 				return true;
 			}
 			break;
+
 		case kGoalGenwalkerMoving:
 			if (deltaX != 0.0f || deltaZ != 0.0f) {
 				movingUpdate();
@@ -93,30 +94,39 @@ void AIScriptGenericWalkerB::ClickedByPlayer() {
 	case 1:
 		Actor_Says(kActorMcCoy, 365, 3);
 		break;
+
 	case 2:
 		Actor_Says(kActorMcCoy, 755, 3);
 		break;
+
 	case 3:
 		Actor_Says(kActorMcCoy, 940, 3);
 		break;
+
 	case 4:
 		Actor_Says(kActorMcCoy, 4560, 3);
 		break;
+
 	case 5:
 		Actor_Says(kActorMcCoy, 4870, 3);
 		break;
+
 	case 6:
 		Actor_Says(kActorMcCoy, 5125, 3);
 		break;
+
 	case 7:
 		Actor_Says(kActorMcCoy, 8450, 3);
 		break;
+
 	case 8:
 		Actor_Says(kActorMcCoy, 1085, 3);
 		break;
+
 	case 9:
 		Actor_Says(kActorMcCoy, 365, 3); // Re-used line, same as case 1
 		break;
+
 	case 10:
 		Actor_Says(kActorMcCoy, 7415, 3);
 		break;
@@ -186,9 +196,11 @@ bool AIScriptGenericWalkerB::UpdateAnimation(int *animation, int *frame) {
 		case 0:
 			*animation = 426;
 			break;
+
 		case 1:
 			*animation = 430;
 			break;
+
 		case 2:
 #if BLADERUNNER_ORIGINAL_BUGS
 			// Hatted lady with wooden umbrella still (different from 436 model!)
@@ -199,27 +211,34 @@ bool AIScriptGenericWalkerB::UpdateAnimation(int *animation, int *frame) {
 			_animationFrame = 4;
 #endif // BLADERUNNER_ORIGINAL_BUGS
 			break;
+
 		case 3:
 			*animation = 431;
 			break;
+
 		case 4:
 			*animation = 427;
 			break;
+
 		case 5:
 			*animation = 433;
 			break;
+
 		case 6:
 			*animation = 434; // Hatted child walking // frame 11 could be used for still
 			_animationFrame = 11;
 			break;
+
 		case 7:
 			*animation = 435; // Child walking // frame 5 or 0 could be used for still
 			_animationFrame = 0;
 			break;
+
 		case 8:
 			*animation = 422; // Hatted person walking fast // frame 1 could be used for still
 			_animationFrame = 1;
 			break;
+
 		case 9:
 			*animation = 423; // Hatted person walking lowered face // frame 6 could be used for still
 			_animationFrame = 6;
@@ -231,35 +250,45 @@ bool AIScriptGenericWalkerB::UpdateAnimation(int *animation, int *frame) {
 			_animationFrame = 0;
 		}
 		break;
+
 	case kGenericWalkerBStatesWalk:
 		switch (Global_Variable_Query(kVariableGenericWalkerBModel)) {
 		case 0:
 			*animation = 424;
 			break;
+
 		case 1:
 			*animation = 428;
 			break;
+
 		case 2:
 			*animation = 436;
 			break;
+
 		case 3:
 			*animation = 429;
 			break;
+
 		case 4:
 			*animation = 425;
 			break;
+
 		case 5:
 			*animation = 432;
 			break;
+
 		case 6:
 			*animation = 434; // Hatted child walking
 			break;
+
 		case 7:
 			*animation = 435; // Child walking
 			break;
+
 		case 8:
 			*animation = 422; // Hatted person walking fast
 			break;
+
 		case 9:
 			*animation = 423; // Hatted person walking lowered face
 			break;
@@ -269,6 +298,7 @@ bool AIScriptGenericWalkerB::UpdateAnimation(int *animation, int *frame) {
 			_animationFrame = 0;
 		}
 		break;
+
 	case kGenericWalkerBStatesDie:
 		// This is an animation for Maggie (exploding) but is also used for generic death states (rats, generic walkers)
 		// probably for debug purposes
@@ -298,6 +328,7 @@ bool AIScriptGenericWalkerB::ChangeAnimationMode(int mode) {
 			_animationFrame = 0;
 		}
 		break;
+
 	case kAnimationModeWalk:
 		_animationState = kGenericWalkerBStatesWalk;
 		_animationFrame = 0;
diff --git a/engines/bladerunner/script/ai/generic_walker_c.cpp b/engines/bladerunner/script/ai/generic_walker_c.cpp
index 754088b715..ddc65a841e 100644
--- a/engines/bladerunner/script/ai/generic_walker_c.cpp
+++ b/engines/bladerunner/script/ai/generic_walker_c.cpp
@@ -52,6 +52,7 @@ bool AIScriptGenericWalkerC::Update() {
 				return true;
 			}
 			break;
+
 		case kGoalGenwalkerMoving:
 			if (deltaX != 0.0f || deltaZ != 0.0f) {
 				movingUpdate();
@@ -93,30 +94,39 @@ void AIScriptGenericWalkerC::ClickedByPlayer() {
 	case 1:
 		Actor_Says(kActorMcCoy, 365, 3);
 		break;
+
 	case 2:
 		Actor_Says(kActorMcCoy, 755, 3);
 		break;
+
 	case 3:
 		Actor_Says(kActorMcCoy, 940, 3);
 		break;
+
 	case 4:
 		Actor_Says(kActorMcCoy, 4560, 3);
 		break;
+
 	case 5:
 		Actor_Says(kActorMcCoy, 4870, 3);
 		break;
+
 	case 6:
 		Actor_Says(kActorMcCoy, 5125, 3);
 		break;
+
 	case 7:
 		Actor_Says(kActorMcCoy, 8450, 3);
 		break;
+
 	case 8:
 		Actor_Says(kActorMcCoy, 1085, 3);
 		break;
+
 	case 9:
 		Actor_Says(kActorMcCoy, 365, 3); // Re-used line, same as case 1
 		break;
+
 	case 10:
 		Actor_Says(kActorMcCoy, 7415, 3);
 		break;
@@ -186,9 +196,11 @@ bool AIScriptGenericWalkerC::UpdateAnimation(int *animation, int *frame) {
 		case 0:
 			*animation = 426;
 			break;
+
 		case 1:
 			*animation = 430;
 			break;
+
 		case 2:
 #if BLADERUNNER_ORIGINAL_BUGS
 			// Hatted lady with wooden umbrella still (different from 436 model!)
@@ -199,27 +211,34 @@ bool AIScriptGenericWalkerC::UpdateAnimation(int *animation, int *frame) {
 			_animationFrame = 4;
 #endif // BLADERUNNER_ORIGINAL_BUGS
 			break;
+
 		case 3:
 			*animation = 431;
 			break;
+
 		case 4:
 			*animation = 427;
 			break;
+
 		case 5:
 			*animation = 433;
 			break;
+
 		case 6:
 			*animation = 434; // Hatted child walking // frame 11 could be used for still
 			_animationFrame = 11;
 			break;
+
 		case 7:
 			*animation = 435; // Child walking // frame 5 or 0 could be used for still
 			_animationFrame = 0;
 			break;
+
 		case 8:
 			*animation = 422; // Hatted person walking fast // frame 1 could be used for still
 			_animationFrame = 1;
 			break;
+
 		case 9:
 			*animation = 423; // Hatted person walking lowered face // frame 6 could be used for still
 			_animationFrame = 6;
@@ -231,35 +250,45 @@ bool AIScriptGenericWalkerC::UpdateAnimation(int *animation, int *frame) {
 			_animationFrame = 0;
 		}
 		break;
+
 	case kGenericWalkerCStatesWalk:
 		switch (Global_Variable_Query(kVariableGenericWalkerCModel)) {
 		case 0:
 			*animation = 424;
 			break;
+
 		case 1:
 			*animation = 428;
 			break;
+
 		case 2:
 			*animation = 436;
 			break;
+
 		case 3:
 			*animation = 429;
 			break;
+
 		case 4:
 			*animation = 425;
 			break;
+
 		case 5:
 			*animation = 432;
 			break;
+
 		case 6:
 			*animation = 434; // Hatted child walking
 			break;
+
 		case 7:
 			*animation = 435; // Child walking
 			break;
+
 		case 8:
 			*animation = 422; // Hatted person walking fast
 			break;
+
 		case 9:
 			*animation = 423; // Hatted person walking lowered face
 			break;
@@ -269,6 +298,7 @@ bool AIScriptGenericWalkerC::UpdateAnimation(int *animation, int *frame) {
 			_animationFrame = 0;
 		}
 		break;
+
 	case kGenericWalkerCStatesDie:
 		// This is an animation for Maggie (exploding) but is also used for generic death states (rats, generic walkers)
 		// probably for debug purposes
@@ -298,6 +328,7 @@ bool AIScriptGenericWalkerC::ChangeAnimationMode(int mode) {
 			_animationFrame = 0;
 		}
 		break;
+
 	case kAnimationModeWalk:
 		_animationState = kGenericWalkerCStatesWalk;
 		_animationFrame = 0;
diff --git a/engines/bladerunner/script/ai/gordo.cpp b/engines/bladerunner/script/ai/gordo.cpp
index dde5e9ecaf..320cd7c161 100644
--- a/engines/bladerunner/script/ai/gordo.cpp
+++ b/engines/bladerunner/script/ai/gordo.cpp
@@ -411,15 +411,19 @@ bool AIScriptGordo::GoalChanged(int currentGoalNumber, int newGoalNumber) {
 		}
 		switch (rnd) {
 		case 1:
+			// fall through
 		case 2:
 			Actor_Set_Goal_Number(kActorGordo, kGoalGordoGoToDNARow);
 			break;
+
 		case 3:
 			Actor_Set_Goal_Number(kActorGordo, kGoalGordoGoToChinaTown);
 			break;
+
 		case 4:
 			Actor_Set_Goal_Number(kActorGordo, kGoalGordoGoToFreeSlotHAGJ);
 			break;
+
 		case 5:
 			Actor_Set_Goal_Number(kActorGordo, kGoalGordoGoToFreeSlotAH);
 			break;
@@ -523,14 +527,17 @@ bool AIScriptGordo::GoalChanged(int currentGoalNumber, int newGoalNumber) {
 			Global_Variable_Increment(kVariableGordosJoke, 1);
 			Actor_Set_Goal_Number(kActorGordo, kGoalGordoNR02TellJoke1);
 			break;
+
 		case 1:
 			Global_Variable_Increment(kVariableGordosJoke, 1);
 			Actor_Set_Goal_Number(kActorGordo, kGoalGordoNR02TellJoke2);
 			break;
+
 		case 2:
 			Global_Variable_Increment(kVariableGordosJoke, 1);
 			Actor_Set_Goal_Number(kActorGordo, kGoalGordoNR02TellJoke3);
 			break;
+
 		case 3:
 			Global_Variable_Increment(kVariableGordosJoke, 1);
 			Actor_Set_Goal_Number(kActorGordo, kGoalGordoNR02TalkAboutMcCoy);
@@ -782,6 +789,7 @@ bool AIScriptGordo::UpdateAnimation(int *animation, int *frame) {
 				}
 			}
 			break;
+
 		case 1:
 			*animation = kModelAnimationGordoBrushOffShoulder;
 			++_animationFrame;
@@ -791,6 +799,7 @@ bool AIScriptGordo::UpdateAnimation(int *animation, int *frame) {
 				_state = 0;
 			}
 			break;
+
 		case 2:
 			*animation = kModelAnimationGordoChecksHand;
 			++_animationFrame;
@@ -818,6 +827,7 @@ bool AIScriptGordo::UpdateAnimation(int *animation, int *frame) {
 				_animationState = _animationStateNext;
 			}
 			break;
+
 		case 1:
 			*animation = kModelAnimationGordoBrushOffShoulder;
 			_animationFrame += 2;
@@ -827,6 +837,7 @@ bool AIScriptGordo::UpdateAnimation(int *animation, int *frame) {
 				_animationState = _animationStateNext;
 			}
 			break;
+
 		case 2:
 			*animation = kModelAnimationGordoChecksHand;
 			_animationFrame += 2;
@@ -1246,23 +1257,37 @@ bool AIScriptGordo::ChangeAnimationMode(int mode) {
 		switch (_animationState) {
 		case 0:
 			break;
+
 		case 2:
+			// fall through
 		case 13:
 			Actor_Change_Animation_Mode(kActorGordo, kAnimationModeSit);
 			break;
+
 		case 4:
+			// fall through
 		case 5:
+			// fall through
 		case 6:
+			// fall through
 		case 7:
+			// fall through
 		case 8:
+			// fall through
 		case 9:
+			// fall through
 		case 10:
+			// fall through
 		case 11:
+			// fall through
 		case 12:
+			// fall through
 		case 36:
+			// fall through
 		case 37:
 			_resumeIdleAfterFramesetCompletesFlag = true;
 			break;
+
 		default:
 			_animationState = 0;
 			_animationFrame = 0;
@@ -1297,20 +1322,31 @@ bool AIScriptGordo::ChangeAnimationMode(int mode) {
 	case kAnimationModeCombatIdle:
 		switch (_animationState) {
 		case 14:
+			// fall through
 		case 16:
+			// fall through
 		case 17:
+			// fall through
 		case 18:
+			// fall through
 		case 21:
+			// fall through
 		case 22:
 			break;
+
 		case 15:
+			// fall through
 		case 27:
+			// fall through
 		case 28:
+			// fall through
 		case 31:
+			// fall through
 		case 32:
 			_animationState = 16;
 			_animationFrame = 0;
 			break;
+
 		default:
 			_animationState = 14;
 			_animationFrame = 0;
@@ -1432,8 +1468,11 @@ bool AIScriptGordo::ChangeAnimationMode(int mode) {
 	case kAnimationModeHit:
 		switch (_animationState) {
 		case 14:
+			// fall through
 		case 16:
+			// fall through
 		case 17:
+			// fall through
 		case 18:
 			if (Random_Query(0, 1)) {
 				_animationState = 21;
@@ -1442,11 +1481,16 @@ bool AIScriptGordo::ChangeAnimationMode(int mode) {
 			}
 			_animationFrame = 0;
 			break;
+
 		case 19:
+			// fall through
 		case 20:
+			// fall through
 		case 21:
+			// fall through
 		case 22:
 			return true;
+
 		default:
 			if (Random_Query(0, 1)) {
 				_animationState = 19;
@@ -1510,16 +1554,24 @@ bool AIScriptGordo::ChangeAnimationMode(int mode) {
 	case kAnimationModeDie:
 		switch (_animationState) {
 		case 14:
+			// fall through
 		case 16:
+			// fall through
 		case 17:
+			// fall through
 		case 18:
+			// fall through
 		case 19:
+			// fall through
 		case 20:
+			// fall through
 		case 21:
+			// fall through
 		case 22:
 			_animationState = 24;
 			_animationFrame = 0;
 			break;
+
 		default:
 			_animationState = 23;
 			_animationFrame = 0;
@@ -1692,12 +1744,15 @@ void AIScriptGordo::talkToMcCoyInCity() {
 			case 1:
 				Actor_Says(kActorMcCoy, 6460, 13);
 				break;
+
 			case 2:
 				Actor_Says(kActorMcCoy, 6550, 14);
 				break;
+
 			case 3:
 				Actor_Says(kActorMcCoy, 365, 12);
 				break;
+
 			case 4:
 				Actor_Says(kActorMcCoy, 525, 12);
 				break;
@@ -1883,19 +1938,26 @@ void AIScriptGordo::unknown() {
 	switch (_animationState) {
 	case 0:
 		break;
+
 	case 1:
+		// fall through
 	case 3:
+		// fall through
 	case 38:
+		// fall through
 	case 39:
 		_animationState = 0;
 		_animationFrame = 0;
 		_state = 0;
 		_counterTarget = 0;
 		break;
+
 	case 2:
+		// fall through
 	case 13:
 		Actor_Change_Animation_Mode(kActorGordo, 53);
 		break;
+
 	default:
 		_resumeIdleAfterFramesetCompletesFlag = true;
 		break;
diff --git a/engines/bladerunner/script/ai/grigorian.cpp b/engines/bladerunner/script/ai/grigorian.cpp
index f563cefaba..81fbddc661 100644
--- a/engines/bladerunner/script/ai/grigorian.cpp
+++ b/engines/bladerunner/script/ai/grigorian.cpp
@@ -151,6 +151,7 @@ bool AIScriptGrigorian::UpdateAnimation(int *animation, int *frame) {
 			}
 		}
 		break;
+
 	case 1:
 		*animation = kModelAnimationGrigorianStandAnnoyedTalk;
 		++_animationFrame;
@@ -158,6 +159,7 @@ bool AIScriptGrigorian::UpdateAnimation(int *animation, int *frame) {
 			_animationFrame = 0;
 		}
 		break;
+
 	case 2:
 		*animation = kModelAnimationGrigorianStandProtestTalk;
 		++_animationFrame;
@@ -165,6 +167,7 @@ bool AIScriptGrigorian::UpdateAnimation(int *animation, int *frame) {
 			_animationFrame = 0;
 		}
 		break;
+
 	case 3:
 		*animation = kModelAnimationGrigorianStandProtestMoreTalk;
 		++_animationFrame;
@@ -174,6 +177,7 @@ bool AIScriptGrigorian::UpdateAnimation(int *animation, int *frame) {
 			*animation = kModelAnimationGrigorianStandProtestTalk;
 		}
 		break;
+
 	case 4:
 		*animation = kModelAnimationGrigorianStandProtestEvenMoreTalk;
 		++_animationFrame;
@@ -183,6 +187,7 @@ bool AIScriptGrigorian::UpdateAnimation(int *animation, int *frame) {
 			*animation = kModelAnimationGrigorianStandProtestTalk;
 		}
 		break;
+
 	case 5:
 		*animation = kModelAnimationGrigorianStandInsistentTalk;
 		++_animationFrame;
@@ -192,6 +197,7 @@ bool AIScriptGrigorian::UpdateAnimation(int *animation, int *frame) {
 			*animation = kModelAnimationGrigorianStandProtestTalk;
 		}
 		break;
+
 	case 6:
 		*animation = kModelAnimationGrigorianStandDismissOrAccuseTalk;
 		++_animationFrame;
@@ -201,6 +207,7 @@ bool AIScriptGrigorian::UpdateAnimation(int *animation, int *frame) {
 			*animation = kModelAnimationGrigorianStandProtestTalk;
 		}
 		break;
+
 	case 7:
 		*animation = kModelAnimationGrigorianStandBegOrMockingTalk;
 		++_animationFrame;
@@ -210,6 +217,7 @@ bool AIScriptGrigorian::UpdateAnimation(int *animation, int *frame) {
 			*animation = kModelAnimationGrigorianStandProtestTalk;
 		}
 		break;
+
 	default:
 		*animation = 399;
 		break;
@@ -224,6 +232,7 @@ bool AIScriptGrigorian::ChangeAnimationMode(int mode) {
 		_animationState = 0;
 		_animationFrame = 0;
 		break;
+
 	case kAnimationModeWalk:
 		// TODO A bug? This animation state is not for walking. It is for kModelAnimationGrigorianStandAnnoyedTalk.
 		if (_animationState != 1) {
@@ -231,26 +240,32 @@ bool AIScriptGrigorian::ChangeAnimationMode(int mode) {
 			_animationFrame = 0;
 		}
 		break;
+
 	case kAnimationModeTalk:
 		_animationState = 2;
 		_animationFrame = 0;
 		break;
+
 	case 12:
 		_animationState = 3;
 		_animationFrame = 0;
 		break;
+
 	case 13:
 		_animationState = 4;
 		_animationFrame = 0;
 		break;
+
 	case 14:
 		_animationState = 5;
 		_animationFrame = 0;
 		break;
+
 	case 15:
 		_animationState = 6;
 		_animationFrame = 0;
 		break;
+
 	case 16:
 		_animationState = 7;
 		_animationFrame = 0;
diff --git a/engines/bladerunner/script/ai/guzza.cpp b/engines/bladerunner/script/ai/guzza.cpp
index 9ea7e5bf39..06f56e2543 100644
--- a/engines/bladerunner/script/ai/guzza.cpp
+++ b/engines/bladerunner/script/ai/guzza.cpp
@@ -175,15 +175,18 @@ void AIScriptGuzza::ClickedByPlayer() {
 				Actor_Says(kActorGuzza, 780, -1);
 				AI_Movement_Track_Unpause(kActorGuzza);
 				break;
+
 			case 2:
 				AI_Movement_Track_Pause(kActorGuzza);
 				Actor_Says(kActorMcCoy, 3970, 14);
 				Actor_Says(kActorGuzza, 780, -1);
 				AI_Movement_Track_Unpause(kActorGuzza);
 				break;
+
 			case 3:
 				Actor_Says(kActorMcCoy, 3970, 16);
 				break;
+
 			case 4:
 				// fall through
 			default:
@@ -308,14 +311,19 @@ bool AIScriptGuzza::GoalChanged(int currentGoalNumber, int newGoalNumber) {
 		return true;
 
 	case kGoalGuzzaUG18WillGetShotBySadik:
+		// fall through
 	case kGoalGuzzaUG18HitByMcCoy:
+		// fall through
 	case kGoalGuzzaUG18MissedByMcCoy:
 		Actor_Set_Targetable(kActorGuzza, false);
 		return true;
 
 	case kGoalGuzzaUG18ShotByMcCoy:
+		// fall through
 	case kGoalGuzzaUG18ShootMcCoy:
+		// fall through
 	case kGoalGuzzaUG18FallDown:
+		// fall through
 	case kGoalGuzzaUG18ShotBySadik:
 		return true;
 	}
@@ -336,6 +344,7 @@ bool AIScriptGuzza::UpdateAnimation(int *animation, int *frame) {
 				}
 			}
 			break;
+
 		case 1:
 			*animation = kModelAnimationGuzzaStandAndWipeNose;
 			++_animationFrame;
@@ -345,6 +354,7 @@ bool AIScriptGuzza::UpdateAnimation(int *animation, int *frame) {
 				_state = 0;
 			}
 			break;
+
 		case 2:
 			*animation = kModelAnimationGuzzaStandAndScratchBelly;
 			++_animationFrame;
@@ -386,6 +396,7 @@ bool AIScriptGuzza::UpdateAnimation(int *animation, int *frame) {
 				}
 			}
 			break;
+
 		case 1:
 			*animation = kModelAnimationGuzzaSitAndEat;
 			++_animationFrame;
@@ -395,6 +406,7 @@ bool AIScriptGuzza::UpdateAnimation(int *animation, int *frame) {
 				_state = 0;
 			}
 			break;
+
 		case 2:
 			*animation = kModelAnimationGuzzaSitAndLookAtFood;
 			++_animationFrame;
@@ -438,9 +450,11 @@ bool AIScriptGuzza::UpdateAnimation(int *animation, int *frame) {
 		case 0:
 			*animation = kModelAnimationGuzzaSitAndTalkOrChew;
 			break;
+
 		case 1:
 			*animation = kModelAnimationGuzzaSitAndEat;
 			break;
+
 		case 2:
 			*animation = kModelAnimationGuzzaSitAndLookAtFood;
 			break;
@@ -787,35 +801,56 @@ bool AIScriptGuzza::ChangeAnimationMode(int mode) {
 	case kAnimationModeIdle:
 		switch (_animationState) {
 		case 0:
+			// fall through
 		case 30:
+			// fall through
 		case 32:
+			// fall through
 		case 33:
 			break;
+
 		case 6:
+			// fall through
 		case 7:
 			_animationState = 24;
 			_animationFrame = 0;
 			break;
+
 		case 11:
+			// fall through
 		case 12:
+			// fall through
 		case 13:
+			// fall through
 		case 14:
+			// fall through
 		case 15:
+			// fall through
 		case 16:
+			// fall through
 		case 17:
+			// fall through
 		case 18:
+			// fall through
 		case 19:
+			// fall through
 		case 20:
+			// fall through
 		case 21:
+			// fall through
 		case 22:
+			// fall through
 		case 23:
 			_resumeIdleAfterFramesetCompletesFlag = true;
 			break;
+
 		case 24:
+			// fall through
 		case 31:
 			_animationState = 30;
 			_animationFrame = 0;
 			break;
+
 		default:
 			_animationState = 0;
 			_animationFrame = 0;
diff --git a/engines/bladerunner/script/ai/hasan.cpp b/engines/bladerunner/script/ai/hasan.cpp
index 28792dcb43..e7edfed75b 100644
--- a/engines/bladerunner/script/ai/hasan.cpp
+++ b/engines/bladerunner/script/ai/hasan.cpp
@@ -180,10 +180,12 @@ bool AIScriptHasan::GoalChanged(int currentGoalNumber, int newGoalNumber) {
 			Actor_Put_In_Set(kActorHasan, kSetAR01_AR02);
 			Actor_Set_At_XYZ(kActorHasan, -214.0f, 0.0f, -1379.0f, 371);
 			break;
+
 		case kGoalHasanIsAway:
 			Actor_Put_In_Set(kActorHasan, kSetFreeSlotH);
 			Actor_Set_At_Waypoint(kActorHasan, 40, 0); // kSetFreeSlotH
 			break;
+
 		case kGoalHasanIsWalkingAroundIsAtAR02:
 			AI_Movement_Track_Flush(kActorHasan);
 			World_Waypoint_Set(554, kSetAR01_AR02, -214.0f, 0.0f, -1379.0f);
@@ -191,14 +193,17 @@ bool AIScriptHasan::GoalChanged(int currentGoalNumber, int newGoalNumber) {
 			Actor_Face_Heading(kActorHasan, 371, false);
 			AI_Movement_Track_Repeat(kActorHasan);
 			break;
+
 		case kGoalHasanIsWalkingAroundIsAway:
 			AI_Movement_Track_Flush(kActorHasan);
 			AI_Movement_Track_Append(kActorHasan, 40, Random_Query(10, 40)); // kSetFreeSlotH
 			AI_Movement_Track_Repeat(kActorHasan);
 			break;
+
 		case kGoalHasanIsWalkingAroundStayAwayFromAR02:
 			Actor_Set_Goal_Number(kActorHasan, kGoalHasanIsWalkingAroundIsAway);
 			break;
+
 		case kGoalHasanIsWalkingAroundStaysAtAR02:
 			Actor_Set_Goal_Number(kActorHasan, kGoalHasanIsWalkingAroundIsAtAR02);
 			break;
@@ -373,9 +378,13 @@ bool AIScriptHasan::ChangeAnimationMode(int mode) {
 		break;
 
 	case 12:
+		// fall through
 	case 13:
+		// fall through
 	case 14:
+		// fall through
 	case 15:
+		// fall through
 	case 16:
 		_animationState = 6;
 		_var6 = 0;
diff --git a/engines/bladerunner/script/ai/howie_lee.cpp b/engines/bladerunner/script/ai/howie_lee.cpp
index 29a280fd56..66fee5c98a 100644
--- a/engines/bladerunner/script/ai/howie_lee.cpp
+++ b/engines/bladerunner/script/ai/howie_lee.cpp
@@ -275,6 +275,7 @@ bool AIScriptHowieLee::GoalChanged(int currentGoalNumber, int newGoalNumber) {
 		}
 		AI_Movement_Track_Repeat(kActorHowieLee);
 		return true;
+
 	case kGoalHowieLeeMovesInDiner02:
 		AI_Movement_Track_Flush(kActorHowieLee);
 		if (Random_Query(1, 2) == 1) {
@@ -284,6 +285,7 @@ bool AIScriptHowieLee::GoalChanged(int currentGoalNumber, int newGoalNumber) {
 		}
 		AI_Movement_Track_Repeat(kActorHowieLee);
 		return true;
+
 	case kGoalHowieLeeMovesInDiner03:
 		AI_Movement_Track_Flush(kActorHowieLee);
 		if (Random_Query(1, 2) == 1) {
@@ -293,24 +295,29 @@ bool AIScriptHowieLee::GoalChanged(int currentGoalNumber, int newGoalNumber) {
 		}
 		AI_Movement_Track_Repeat(kActorHowieLee);
 		return true;
+
 	case kGoalHowieLeeGoesToCT04GarbageBin:
 		AI_Movement_Track_Flush(kActorHowieLee);
 		AI_Movement_Track_Append(kActorHowieLee, 66, 30);  // in kSetCT03_CT04
 		AI_Movement_Track_Repeat(kActorHowieLee);
 		return true;
+
 	case kGoalHowieLeeGoesToFreeSlotH:
 		AI_Movement_Track_Flush(kActorHowieLee);
 		AI_Movement_Track_Append(kActorHowieLee, 40, 60);  // in kSetFreeSlotH
 		AI_Movement_Track_Repeat(kActorHowieLee);
 		return true;
+
 	case kGoalHowieLeeMovesInDiner06: // Unused goal?
 		AI_Movement_Track_Flush(kActorHowieLee);
 		AI_Movement_Track_Append(kActorHowieLee, 67, 90); // in kSetCT01_CT12
 		AI_Movement_Track_Repeat(kActorHowieLee);
 		return true;
+
 	case kGoalHowieLeeStopMoving:
 		AI_Movement_Track_Flush(kActorHowieLee);
 		return false;
+
 	case kGoalHowieLeeGoesToFreeSlotC:
 		AI_Movement_Track_Flush(kActorHowieLee);
 		Actor_Put_In_Set(kActorHowieLee, kSetFreeSlotC);
@@ -342,6 +349,7 @@ bool AIScriptHowieLee::UpdateAnimation(int *animation, int *frame) {
 			}
 		}
 		break;
+
 	case 1:
 		*animation = 674;
 		++_animationFrame;
@@ -357,6 +365,7 @@ bool AIScriptHowieLee::UpdateAnimation(int *animation, int *frame) {
 			*animation = 673;
 		}
 		break;
+
 	case 2:
 		*animation = 672;
 		++_animationFrame;
@@ -364,6 +373,7 @@ bool AIScriptHowieLee::UpdateAnimation(int *animation, int *frame) {
 			_animationFrame = 0;
 		}
 		break;
+
 	case 3:
 		if (Game_Flag_Query(kFlagHowieLeeAnimation1)) {
 			Game_Flag_Reset(kFlagHowieLeeAnimation1);
@@ -379,6 +389,7 @@ bool AIScriptHowieLee::UpdateAnimation(int *animation, int *frame) {
 			*animation = 676;
 		}
 		break;
+
 	case 4:
 		*animation = 677;
 		++_animationFrame;
@@ -388,6 +399,7 @@ bool AIScriptHowieLee::UpdateAnimation(int *animation, int *frame) {
 			*animation = 676;
 		}
 		break;
+
 	case 5:
 		*animation = 678;
 		++_animationFrame;
@@ -397,6 +409,7 @@ bool AIScriptHowieLee::UpdateAnimation(int *animation, int *frame) {
 			*animation = 676;
 		}
 		break;
+
 	case 6:
 		*animation = 679;
 		++_animationFrame;
@@ -406,6 +419,7 @@ bool AIScriptHowieLee::UpdateAnimation(int *animation, int *frame) {
 			*animation = 676;
 		}
 		break;
+
 	case 7:
 		*animation = 680;
 		++_animationFrame;
@@ -415,6 +429,7 @@ bool AIScriptHowieLee::UpdateAnimation(int *animation, int *frame) {
 			*animation = 676;
 		}
 		break;
+
 	case 8:
 		*animation = 681;
 		++_animationFrame;
@@ -424,6 +439,7 @@ bool AIScriptHowieLee::UpdateAnimation(int *animation, int *frame) {
 			*animation = 676;
 		}
 		break;
+
 	default:
 		*animation = 399;
 		break;
@@ -443,36 +459,44 @@ bool AIScriptHowieLee::ChangeAnimationMode(int mode) {
 			Game_Flag_Set(kFlagHowieLeeAnimation1);
 		}
 		break;
+
 	case kAnimationModeWalk:
 		if (_animationState != 2) {
 			_animationState = 2;
 			_animationFrame = 0;
 		}
 		break;
+
 	case kAnimationModeTalk:
 		_animationState = 3;
 		_animationFrame = 0;
 		break;
+
 	case 12:
 		_animationState = 4;
 		_animationFrame = 0;
 		break;
+
 	case 13:
 		_animationState = 5;
 		_animationFrame = 0;
 		break;
+
 	case 14:
 		_animationState = 6;
 		_animationFrame = 0;
 		break;
+
 	case 15:
 		_animationState = 7;
 		_animationFrame = 0;
 		break;
+
 	case 16:
 		_animationState = 8;
 		_animationFrame = 0;
 		break;
+
 	case 43:
 		_animationState = 1;
 		_animationFrame = 0;
diff --git a/engines/bladerunner/script/ai/insect_dealer.cpp b/engines/bladerunner/script/ai/insect_dealer.cpp
index 9799171e05..7d4a9628cf 100644
--- a/engines/bladerunner/script/ai/insect_dealer.cpp
+++ b/engines/bladerunner/script/ai/insect_dealer.cpp
@@ -156,6 +156,7 @@ bool AIScriptInsectDealer::UpdateAnimation(int *animation, int *frame) {
 				}
 			}
 			break;
+
 		case 1:
 			*animation = 546;
 			++_animationFrame;
@@ -168,11 +169,13 @@ bool AIScriptInsectDealer::UpdateAnimation(int *animation, int *frame) {
 				_frameDelta = 2 * Random_Query(0, 1) - 1;
 			}
 			break;
+
 		case 2:
 			// TODO: test... actor will be stuck
 			break;
 		}
 		break;
+
 	case 1:
 		if (_animationFrame == 0 && _resumeIdleAfterFramesetCompletesFlag) {
 			*animation = 545;
@@ -186,6 +189,7 @@ bool AIScriptInsectDealer::UpdateAnimation(int *animation, int *frame) {
 			}
 		}
 		break;
+
 	case 2:
 		*animation = 549;
 		++_animationFrame;
@@ -195,6 +199,7 @@ bool AIScriptInsectDealer::UpdateAnimation(int *animation, int *frame) {
 			_animationState = 1;
 		}
 		break;
+
 	case 3:
 		*animation = 550;
 		++_animationFrame;
@@ -204,6 +209,7 @@ bool AIScriptInsectDealer::UpdateAnimation(int *animation, int *frame) {
 			_animationState = 1;
 		}
 		break;
+
 	case 4:
 		*animation = 551;
 		++_animationFrame;
@@ -213,6 +219,7 @@ bool AIScriptInsectDealer::UpdateAnimation(int *animation, int *frame) {
 			_animationState = 1;
 		}
 		break;
+
 	case 5:
 		*animation = 552;
 		++_animationFrame;
@@ -222,6 +229,7 @@ bool AIScriptInsectDealer::UpdateAnimation(int *animation, int *frame) {
 			_animationState = 1;
 		}
 		break;
+
 	case 6:
 		*animation = 553;
 		++_animationFrame;
@@ -231,6 +239,7 @@ bool AIScriptInsectDealer::UpdateAnimation(int *animation, int *frame) {
 			_animationState = 1;
 		}
 		break;
+
 	case 7:
 		*animation = 554;
 		++_animationFrame;
@@ -240,6 +249,7 @@ bool AIScriptInsectDealer::UpdateAnimation(int *animation, int *frame) {
 			_animationState = 1;
 		}
 		break;
+
 	case 8:
 		*animation = 547;
 		++_animationFrame;
@@ -265,47 +275,58 @@ bool AIScriptInsectDealer::ChangeAnimationMode(int mode) {
 			_animationFrame = 0;
 		}
 		break;
+
 	case 3:
+		// fall through
 	case 18:
+		// fall through
 	case 19:
 		_animationState = 1;
 		_animationFrame = 0;
 		_resumeIdleAfterFramesetCompletesFlag = false;
 		break;
+
 	case 12:
 		_animationState = 2;
 		_animationFrame = 0;
 		_resumeIdleAfterFramesetCompletesFlag = false;
 		break;
+
 	case 13:
 		_animationState = 3;
 		_animationFrame = 0;
 		_resumeIdleAfterFramesetCompletesFlag = false;
 		break;
+
 	case 14:
 		_animationState = 4;
 		_animationFrame = 0;
 		_resumeIdleAfterFramesetCompletesFlag = false;
 		break;
+
 	case 15:
 		_animationState = 5;
 		_animationFrame = 0;
 		_resumeIdleAfterFramesetCompletesFlag = false;
 		break;
+
 	case 16:
 		_animationState = 6;
 		_animationFrame = 0;
 		_resumeIdleAfterFramesetCompletesFlag = false;
 		break;
+
 	case 17:
 		_animationState = 7;
 		_animationFrame = 0;
 		_resumeIdleAfterFramesetCompletesFlag = false;
 		break;
+
 	case 23:
 		_animationState = 8;
 		_animationFrame = 0;
 		break;
+
 	default:
 		break;
 	}
diff --git a/engines/bladerunner/script/ai/isabella.cpp b/engines/bladerunner/script/ai/isabella.cpp
index 4cf02fecdf..2bda01157f 100644
--- a/engines/bladerunner/script/ai/isabella.cpp
+++ b/engines/bladerunner/script/ai/isabella.cpp
@@ -369,6 +369,7 @@ bool AIScriptIsabella::ChangeAnimationMode(int mode) {
 		break;
 
 	case 3:
+		// fall through
 	case 9:
 		if (_animationState < 2 || _animationState > 8) {
 			_animationState = 9;
@@ -379,6 +380,7 @@ bool AIScriptIsabella::ChangeAnimationMode(int mode) {
 		break;
 
 	case 10:
+		// fall through
 	case 12:
 		if (_animationState < 2 || _animationState > 8) {
 			_animationState = 9;
@@ -389,6 +391,7 @@ bool AIScriptIsabella::ChangeAnimationMode(int mode) {
 		break;
 
 	case 11:
+		// fall through
 	case 14:
 		if (_animationState < 2 || _animationState > 8) {
 			_animationState = 9;
diff --git a/engines/bladerunner/script/ai/izo.cpp b/engines/bladerunner/script/ai/izo.cpp
index 99e56b118c..7cb2d3d612 100644
--- a/engines/bladerunner/script/ai/izo.cpp
+++ b/engines/bladerunner/script/ai/izo.cpp
@@ -572,10 +572,15 @@ bool AIScriptIzo::UpdateAnimation(int *animation, int *frame) {
 		break;
 
 	case 2:
+		// fall through
 	case 3:
+		// fall through
 	case 4:
+		// fall through
 	case 5:
+		// fall through
 	case 6:
+		// fall through
 	case 7:
 		*animation = _animationState + 298;
 		++_animationFrame;
@@ -645,8 +650,11 @@ bool AIScriptIzo::UpdateAnimation(int *animation, int *frame) {
 		break;
 
 	case 12:
+		// fall through
 	case 13:
+		// fall through
 	case 16:
+		// fall through
 	case 17:
 		if (_animationState == 12) {
 			*animation = 278;
@@ -670,6 +678,7 @@ bool AIScriptIzo::UpdateAnimation(int *animation, int *frame) {
 		break;
 
 	case 14:
+		// fall through
 	case 15:
 		*animation = _animationFrame + 280;
 		++_animationFrame;
@@ -696,6 +705,7 @@ bool AIScriptIzo::UpdateAnimation(int *animation, int *frame) {
 		break;
 
 	case 18:
+		// fall through
 	case 19:
 		if (_animationState == 18) {
 			*animation = 284;
@@ -711,14 +721,23 @@ bool AIScriptIzo::UpdateAnimation(int *animation, int *frame) {
 		break;
 
 	case 20:
+		// fall through
 	case 21:
+		// fall through
 	case 22:
+		// fall through
 	case 23:
+		// fall through
 	case 24:
+		// fall through
 	case 25:
+		// fall through
 	case 26:
+		// fall through
 	case 27:
+		// fall through
 	case 28:
+		// fall through
 	case 29:
 		if (_animationState == 20) {
 			*animation = 290;
@@ -851,25 +870,36 @@ bool AIScriptIzo::ChangeAnimationMode(int mode) {
 	case 0:
 		switch (_animationState) {
 		case 1:
+			// fall through
 		case 2:
+			// fall through
 		case 3:
+			// fall through
 		case 4:
+			// fall through
 		case 5:
+			// fall through
 		case 6:
+			// fall through
 		case 7:
+			// fall through
 		case 33:
 			_resumeIdleAfterFramesetCompletesFlag = true;
 			break;
 
 		case 8:
+			// fall through
 		case 22:
+			// fall through
 		case 23:
 			_animationState = 10;
 			_animationFrame = 0;
 			break;
 
 		case 31:
+			// fall through
 		case 32:
+			// fall through
 		case 34:
 			return true;
 
@@ -895,6 +925,7 @@ bool AIScriptIzo::ChangeAnimationMode(int mode) {
 		return true;
 
 	case 3:
+		// fall through
 	case 9:
 		if (_animationState != 32) {
 			if (Actor_Query_Goal_Number(kActorIzo) == 1) {
@@ -922,8 +953,11 @@ bool AIScriptIzo::ChangeAnimationMode(int mode) {
 		break;
 
 	case 5:
+		// fall through
 	case 18:
+		// fall through
 	case 19:
+		// fall through
 	case 20:
 		return true;
 
@@ -943,6 +977,7 @@ bool AIScriptIzo::ChangeAnimationMode(int mode) {
 		break;
 
 	case 10:
+		// fall through
 	case 12:
 		if (_animationState != 32) {
 			if (_animationState <= 0 || _animationState > 7) {
@@ -955,6 +990,7 @@ bool AIScriptIzo::ChangeAnimationMode(int mode) {
 		break;
 
 	case 11:
+		// fall through
 	case 14:
 		if (_animationState != 32) {
 			if (_animationState <= 0 || _animationState > 7) {
@@ -1013,10 +1049,15 @@ bool AIScriptIzo::ChangeAnimationMode(int mode) {
 	case 21:
 		switch (_animationState) {
 		case 8:
+			// fall through
 		case 9:
+			// fall through
 		case 10:
+			// fall through
 		case 11:
+			// fall through
 		case 12:
+			// fall through
 		case 13:
 			if (Random_Query(0, 1)) {
 				_animationState = 17;
@@ -1027,8 +1068,11 @@ bool AIScriptIzo::ChangeAnimationMode(int mode) {
 			break;
 
 		case 14:
+			// fall through
 		case 15:
+			// fall through
 		case 16:
+			// fall through
 		case 17:
 			return true;
 
diff --git a/engines/bladerunner/script/ai/klein.cpp b/engines/bladerunner/script/ai/klein.cpp
index 0c5caa68f9..159121bbac 100644
--- a/engines/bladerunner/script/ai/klein.cpp
+++ b/engines/bladerunner/script/ai/klein.cpp
@@ -295,24 +295,29 @@ bool AIScriptKlein::GoalChanged(int currentGoalNumber, int newGoalNumber) {
 		AI_Movement_Track_Append(kActorKlein, 73, Random_Query(3, 20));  // kSetPS07
 		AI_Movement_Track_Repeat(kActorKlein);
 		break;
+
 	case kGoalKleinMovingInLab02:
 		AI_Movement_Track_Flush(kActorKlein);
 		AI_Movement_Track_Append(kActorKlein, 74, Random_Query(10, 20)); // kSetPS07
 		AI_Movement_Track_Repeat(kActorKlein);
 		break;
+
 	case kGoalKleinGotoLabSpeaker:
 		AI_Movement_Track_Flush(kActorKlein);
 		AI_Movement_Track_Append(kActorKlein, 31, 3);  // kSetPS07
 		AI_Movement_Track_Repeat(kActorKlein);
 		break;
+
 	case kGoalKleinIsAnnoyedByMcCoyPreInit:
 		// aux goal (added)
 		break;
+
 	case kGoalKleinIsAnnoyedByMcCoyInit:
 		AI_Movement_Track_Flush(kActorKlein);
 		AI_Movement_Track_Append(kActorKlein, 32, 5);  // kSetPS07 (hidden spot)
 		AI_Movement_Track_Repeat(kActorKlein);
 		break;
+
 	case kGoalKleinIsAnnoyedByMcCoy01:
 		AI_Movement_Track_Flush(kActorKlein);
 		if (_vm->_cutContent) {
@@ -323,11 +328,13 @@ bool AIScriptKlein::GoalChanged(int currentGoalNumber, int newGoalNumber) {
 		}
 		AI_Movement_Track_Repeat(kActorKlein);
 		break;
+
 	case kGoalKleinIsAnnoyedByMcCoy02:
 		AI_Movement_Track_Flush(kActorKlein);
 		AI_Movement_Track_Append(kActorKlein, 32, 5);  // kSetPS07 (hidden spot)
 		AI_Movement_Track_Repeat(kActorKlein);
 		break;
+
 	case kGoalKleinIsAnnoyedByMcCoyFinal:
 		// Note: Original was missing the kGoalKleinIsAnnoyedByMcCoyFinal case
 		//       so we just "break" for the original behavior
@@ -337,6 +344,7 @@ bool AIScriptKlein::GoalChanged(int currentGoalNumber, int newGoalNumber) {
 			AI_Movement_Track_Repeat(kActorKlein);
 		}
 		break;
+
 	case kGoalKleinAwayAtEndOfActThree:
 		// fall-through
 	case kGoalKleinAwayAtEndOfActOne:
@@ -405,6 +413,7 @@ bool AIScriptKlein::UpdateAnimation(int *animation, int *frame) {
 			}
 		}
 		break;
+
 	case 1:
 		*animation = kModelAnimationKleinWalking;
 		++_animationFrame;
@@ -412,6 +421,7 @@ bool AIScriptKlein::UpdateAnimation(int *animation, int *frame) {
 			_animationFrame = 0;
 		}
 		break;
+
 	case 2:
 		*animation = kModelAnimationKleinTalkSmallLeftHandMove;
 		++_animationFrame;
@@ -419,6 +429,7 @@ bool AIScriptKlein::UpdateAnimation(int *animation, int *frame) {
 			_animationFrame = 0;
 		}
 		break;
+
 	case 3:
 		*animation = kModelAnimationKleinTalkRightHandTouchFace;
 		++_animationFrame;
@@ -428,6 +439,7 @@ bool AIScriptKlein::UpdateAnimation(int *animation, int *frame) {
 			*animation = kModelAnimationKleinTalkSmallLeftHandMove;
 		}
 		break;
+
 	case 4:
 		*animation = kModelAnimationKleinTalkWideHandMotion;
 		++_animationFrame;
@@ -437,6 +449,7 @@ bool AIScriptKlein::UpdateAnimation(int *animation, int *frame) {
 			*animation = kModelAnimationKleinTalkSmallLeftHandMove;
 		}
 		break;
+
 	case 5:
 		*animation = kModelAnimationKleinTalkSuggestOrAsk;
 		++_animationFrame;
@@ -446,6 +459,7 @@ bool AIScriptKlein::UpdateAnimation(int *animation, int *frame) {
 			*animation = kModelAnimationKleinTalkSmallLeftHandMove;
 		}
 		break;
+
 	case 6:
 		*animation = kModelAnimationKleinTalkDismissive;
 		++_animationFrame;
@@ -455,6 +469,7 @@ bool AIScriptKlein::UpdateAnimation(int *animation, int *frame) {
 			*animation = kModelAnimationKleinTalkSmallLeftHandMove;
 		}
 		break;
+
 	case 7:
 		*animation = kModelAnimationKleinTalkRaisingBothHands;
 		++_animationFrame;
@@ -464,11 +479,13 @@ bool AIScriptKlein::UpdateAnimation(int *animation, int *frame) {
 			*animation = kModelAnimationKleinTalkSmallLeftHandMove;
 		}
 		break;
+
 	case 8:
 		_animationFrame = 0;
 		*animation      = _animationNext;
 		_animationState = _animationStateNext;
 		break;
+
 	default:
 		// TODO: A bug? 399 is a Zuben animation
 		*animation = 399;
@@ -484,6 +501,7 @@ bool AIScriptKlein::ChangeAnimationMode(int mode) {
 		_animationState = 0;
 		_animationFrame = 0;
 		break;
+
 	case kAnimationModeWalk:
 		if (_animationState > 1) {
 			_animationState = 1;
@@ -494,6 +512,7 @@ bool AIScriptKlein::ChangeAnimationMode(int mode) {
 			_animationNext = kModelAnimationKleinWalking;
 		}
 		break;
+
 	case kAnimationModeTalk:
 		if (_animationState > 0) {
 			_animationState = 2;
@@ -504,6 +523,7 @@ bool AIScriptKlein::ChangeAnimationMode(int mode) {
 			_animationNext = kModelAnimationKleinTalkSmallLeftHandMove;
 		}
 		break;
+
 	case 12:
 		if (_animationState > 0) {
 			_animationState = 2;
@@ -514,6 +534,7 @@ bool AIScriptKlein::ChangeAnimationMode(int mode) {
 			_animationNext = kModelAnimationKleinTalkRightHandTouchFace;
 		}
 		break;
+
 	case 13:
 		if (_animationState > 0) {
 			_animationState = 2;
@@ -524,6 +545,7 @@ bool AIScriptKlein::ChangeAnimationMode(int mode) {
 			_animationNext = kModelAnimationKleinTalkWideHandMotion;
 		}
 		break;
+
 	case 14:
 		if (_animationState > 0) {
 			_animationState = 2;
@@ -534,6 +556,7 @@ bool AIScriptKlein::ChangeAnimationMode(int mode) {
 			_animationNext = kModelAnimationKleinTalkSuggestOrAsk;
 		}
 		break;
+
 	case 15:
 		if (_animationState > 0) {
 			_animationState = 2;
@@ -544,6 +567,7 @@ bool AIScriptKlein::ChangeAnimationMode(int mode) {
 			_animationNext = kModelAnimationKleinTalkDismissive;
 		}
 		break;
+
 	case 16:
 		if (_animationState > 0) {
 			_animationState = 2;
diff --git a/engines/bladerunner/script/ai/leon.cpp b/engines/bladerunner/script/ai/leon.cpp
index a3edee1c43..bb0ac8ed6e 100644
--- a/engines/bladerunner/script/ai/leon.cpp
+++ b/engines/bladerunner/script/ai/leon.cpp
@@ -398,16 +398,23 @@ bool AIScriptLeon::ChangeAnimationMode(int mode) {
 	case kAnimationModeIdle:
 		switch (_animationState) {
 		case 2:
+			// fall through
 		case 3:
+			// fall through
 		case 4:
+			// fall through
 		case 5:
+			// fall through
 		case 6:
+			// fall through
 		case 7:
 			_resumeIdleAfterFramesetCompletesFlag = true;
 			break;
+
 		case 8:
 			Actor_Change_Animation_Mode(kActorLeon, 72);
 			break;
+
 		default:
 			_animationState = 0;
 			_animationFrame = 0;
diff --git a/engines/bladerunner/script/ai/lucy.cpp b/engines/bladerunner/script/ai/lucy.cpp
index bed94429c9..dda41cbc20 100644
--- a/engines/bladerunner/script/ai/lucy.cpp
+++ b/engines/bladerunner/script/ai/lucy.cpp
@@ -181,6 +181,7 @@ void AIScriptLucy::CompletedMovementTrack() {
 		break;
 
 	case kGoalLucyGoToFreeSlotGAG:
+		// fall through
 	case kGoalLucyGoToFreeSlotGAHJ:
 		Actor_Set_Goal_Number(kActorLucy, kGoalLucyMoveAround);
 		break;
@@ -638,7 +639,7 @@ bool AIScriptLucy::UpdateAnimation(int *animation, int *frame) {
 	case 14:
 		// fall through
 	case 15:
-
+		// fall through
 	case 16:
 		if (_animationState == 9) {
 			*animation = kModelAnimationLucyComplainingTalk;
diff --git a/engines/bladerunner/script/ai/maggie.cpp b/engines/bladerunner/script/ai/maggie.cpp
index cc087de9bf..847c86a63b 100644
--- a/engines/bladerunner/script/ai/maggie.cpp
+++ b/engines/bladerunner/script/ai/maggie.cpp
@@ -604,21 +604,28 @@ bool AIScriptMaggie::ChangeAnimationMode(int mode) {
 		} else {
 			switch (_animationState) {
 			case kMaggieStateGoingToSleep:
+				// fall through
 			case kMaggieStateSleeping:
 				_animationState = kMaggieStateWakingUp;
 				break;
+
 			case kMaggieStateIdle:
 				_animationState = kMaggieStateStandingUp;
 				_animationFrame = 0;
 				break;
+
 			case kMaggieStateLayingDown:
 				_animationState = kMaggieStateStandingUp;
 				_animationFrame = 0;
 				break;
+
 			case kMaggieStateJumping:
+				// fall through
 			case kMaggieStateStandingUp:
+				// fall through
 			case kMaggieStateWakingUp:
 				break;
+
 			default:
 				_animationState = kMaggieStateIdle;
 				_animationFrame = 0;
diff --git a/engines/bladerunner/script/ai/mccoy.cpp b/engines/bladerunner/script/ai/mccoy.cpp
index b014fcba58..d3983e3d73 100644
--- a/engines/bladerunner/script/ai/mccoy.cpp
+++ b/engines/bladerunner/script/ai/mccoy.cpp
@@ -645,6 +645,7 @@ bool AIScriptMcCoy::UpdateAnimation(int *animation, int *frame) {
 		break;
 
 	case 3:
+		// fall through
 	case 4:
 		if (_animationFrame == 0 && !Game_Flag_Query(kFlagMcCoyAnimation1)) {
 			_animationFrame = 1;
@@ -1075,9 +1076,11 @@ bool AIScriptMcCoy::UpdateAnimation(int *animation, int *frame) {
 		case 9:
 			Sound_Left_Footstep_Walk(kActorMcCoy);
 			break;
+
 		case 4:
 			Sound_Right_Footstep_Walk(kActorMcCoy);
 			break;
+
 		case 1:
 			Sound_Right_Footstep_Walk(kActorMcCoy);
 			break;
@@ -1094,9 +1097,11 @@ bool AIScriptMcCoy::UpdateAnimation(int *animation, int *frame) {
 		case 1:
 			Sound_Right_Footstep_Walk(kActorMcCoy);
 			break;
+
 		case 4:
 			Sound_Right_Footstep_Walk(kActorMcCoy);
 			break;
+
 		case 9:
 			Sound_Left_Footstep_Walk(kActorMcCoy);
 			break;
@@ -1432,14 +1437,23 @@ bool AIScriptMcCoy::ChangeAnimationMode(int mode) {
 		}
 		switch (_animationState) {
 		case 3:
+			// fall through
 		case 4:
+			// fall through
 		case 5:
+			// fall through
 		case 6:
+			// fall through
 		case 7:
+			// fall through
 		case 8:
+			// fall through
 		case 9:
+			// fall through
 		case 10:
+			// fall through
 		case 11:
+			// fall through
 		case 12:
 			Game_Flag_Set(kFlagMcCoyAnimation1);
 			_animationLoopCounter = 0;
@@ -1448,26 +1462,38 @@ bool AIScriptMcCoy::ChangeAnimationMode(int mode) {
 			_animationLoopDirection = 1;
 			_animationLoopFrameMax = 3;
 			return true;
+
 		case 14:
+			// fall through
 		case 17:
+			// fall through
 		case 20:
+			// fall through
 		case 21:
+			// fall through
 		case 36:
 			_animationState = 16;
 			_animationFrame = 0;
 			return true;
+
 		case 15:
 			_animationState = 16;
 			_animationFrame = 16 - ((16 * _animationFrame) / 12);
 			return true;
+
 		case 16:
+			// fall through
 		case 25:
+			// fall through
 		case 26:
+			// fall through
 		case 55:
 			return true;
+
 		case 60:
 			_animationState = 61;
 			return true;
+
 		default:
 			_animationState = 0;
 			_animationFrame = 0;
@@ -1519,35 +1545,49 @@ bool AIScriptMcCoy::ChangeAnimationMode(int mode) {
 	case kAnimationModeCombatIdle:
 		switch (_animationState) {
 		case 14:
+			// fall through
 		case 15:
+			// fall through
 		case 19:
+			// fall through
 		case 21:
 			break;
+
 		case 16:
 			_animationState = 15;
 			_animationFrame = 12 - ((12 * _animationFrame) / 16);
 			break;
+
 		case 17:
+			// fall through
 		case 20:
 			_animationState = 19;
 			_animationFrame = 0;
 			break;
+
 		case 18:
 			_animationState = 19;
 			_animationFrame = 13 * ((8 - _animationFrame) / 8);
 			break;
+
 		case 22:
 			_animationState = 19;
 			_animationFrame = 41;
 			break;
+
 		case 36:
+			// fall through
 		case 37:
+			// fall through
 		case 40:
+			// fall through
 		case 41:
+			// fall through
 		case 51:
 			_animationState = 14;
 			_animationFrame = 0;
 			break;
+
 		default:
 			_animationState = 15;
 			_animationFrame = 0;
@@ -1558,17 +1598,22 @@ bool AIScriptMcCoy::ChangeAnimationMode(int mode) {
 	case kAnimationModeCombatAim:
 		switch (_animationState) {
 		case 17:
+			// fall through
 		case 18:
+			// fall through
 		case 21:
 			break;
+
 		case 19:
 			_animationState = 18;
 			_animationFrame = 8 * (13 - _animationFrame) / 13;
 			break;
+
 		case 22:
 			_animationState = 22;
 			_animationFrame = 0;
 			break;
+
 		default:
 			_animationState = 18;
 			_animationFrame = 0;
@@ -1704,12 +1749,19 @@ bool AIScriptMcCoy::ChangeAnimationMode(int mode) {
 	case kAnimationModeHit:
 		switch (_animationState) {
 		case 14:
+			// fall through
 		case 15:
+			// fall through
 		case 17:
+			// fall through
 		case 18:
+			// fall through
 		case 19:
+			// fall through
 		case 20:
+			// fall through
 		case 21:
+			// fall through
 		case 22:
 			if (Random_Query(0, 1) == 1) {
 				_animationState = 24;
@@ -1718,6 +1770,7 @@ bool AIScriptMcCoy::ChangeAnimationMode(int mode) {
 			}
 			_animationFrame = 0;
 			break;
+
 		default:
 			if (Random_Query(0, 1) == 1) {
 				_animationState = 26;
@@ -1801,38 +1854,53 @@ bool AIScriptMcCoy::ChangeAnimationMode(int mode) {
 	case kAnimationModeDie:
 		switch (_animationState) {
 		case 14:
+			// fall through
 		case 15:
+			// fall through
 		case 17:
+			// fall through
 		case 18:
+			// fall through
 		case 19:
+			// fall through
 		case 20:
+			// fall through
 		case 21:
+			// fall through
 		case 22:
 			_animationState = 28;
 			_animationFrame = 0;
 			break;
+
 		case 27:
+			// fall through
 		case 28:
+			// fall through
 		case 50:
 			break;
+
 		default:
 			_animationState = 27;
 			_animationFrame = 0;
 			break;
 		}
 		break;
+
 	case kAnimationModeCombatDie:
 		_animationState = 28;
 		_animationFrame = 0;
 		break;
+
 	case 51:
 		_animationState = 27;
 		_animationFrame = 0;
 		break;
+
 	case kAnimationModeFeeding:
 		_animationState = 55;
 		_animationFrame = 0;
 		break;
+
 	case kAnimationModeSit:
 		if (_animationState != 60 && (Player_Query_Current_Set() == kSetNR03 || Player_Query_Current_Set() == kSetNR05_NR08)) {
 			_animationState = 60;
@@ -1842,27 +1910,32 @@ bool AIScriptMcCoy::ChangeAnimationMode(int mode) {
 			_animationState = 70;
 		}
 		break;
+
 	case kAnimationModeClimbUp:
 		// fall through
 	case kAnimationModeCombatClimbUp:
 		_animationState = 42;
 		_animationFrame = 0;
 		break;
+
 	case kAnimationModeClimbDown:
 		// fall through
 	case kAnimationModeCombatClimbDown:
 		_animationState = 43;
 		_animationFrame = 0;
 		break;
+
 	case 68:
 		_animationState = 29;
 		_animationFrame = Slice_Animation_Query_Number_Of_Frames(18) - 1;
 		_animationLoopDirection = -1;
 		break;
+
 	case 75:
 		_animationState = 67;
 		_animationFrame = 0;
 		break;
+
 	case 85:
 		_animationFrame = 0;
 		_animationState = 69;
diff --git a/engines/bladerunner/script/ai/mutant1.cpp b/engines/bladerunner/script/ai/mutant1.cpp
index 4ca1164e19..017550cb34 100644
--- a/engines/bladerunner/script/ai/mutant1.cpp
+++ b/engines/bladerunner/script/ai/mutant1.cpp
@@ -338,7 +338,9 @@ bool AIScriptMutant1::GoalChanged(int currentGoalNumber, int newGoalNumber) {
 			break;
 
 		case kSetUG04:
+			// fall through
 		case kSetUG05:
+			// fall through
 		case kSetUG06:
 			Non_Player_Actor_Combat_Mode_On(kActorMutant1, kActorCombatStateIdle, false, kActorMcCoy, 10, kAnimationModeCombatIdle, kAnimationModeCombatWalk, kAnimationModeCombatRun, -1, -1, -1, 10, 300, false);
 			break;
@@ -348,7 +350,9 @@ bool AIScriptMutant1::GoalChanged(int currentGoalNumber, int newGoalNumber) {
 			break;
 
 		case kSetUG10:
+			// fall through
 		case kSetUG12:
+			// fall through
 		case kSetUG14:
 			Non_Player_Actor_Combat_Mode_On(kActorMutant1, kActorCombatStateIdle, false, kActorMcCoy, 14, kAnimationModeCombatIdle, kAnimationModeCombatWalk, kAnimationModeCombatRun, -1, -1, -1, 10, 300, false);
 			break;
@@ -408,6 +412,7 @@ bool AIScriptMutant1::UpdateAnimation(int *animation, int *frame) {
 		break;
 
 	case 1:
+		// fall through
 	case 2:
 		*animation = 893;
 		++_animationFrame;
@@ -528,6 +533,7 @@ bool AIScriptMutant1::ChangeAnimationMode(int mode) {
 		break;
 
 	case 1:
+		// fall through
 	case 7:
 		_animationState = 1;
 		_animationFrame = 0;
@@ -574,7 +580,9 @@ bool AIScriptMutant1::ChangeAnimationMode(int mode) {
 		_animationFrame = 0;
 		_resumeIdleAfterFramesetCompletesFlag = false;
 		break;
+
 	case 21:
+		// fall through
 	case 22:
 		_animationState = 10;
 		_animationFrame = 0;
diff --git a/engines/bladerunner/script/ai/mutant2.cpp b/engines/bladerunner/script/ai/mutant2.cpp
index 54633ae3ef..fd94430da3 100644
--- a/engines/bladerunner/script/ai/mutant2.cpp
+++ b/engines/bladerunner/script/ai/mutant2.cpp
@@ -320,13 +320,17 @@ bool AIScriptMutant2::GoalChanged(int currentGoalNumber, int newGoalNumber) {
 			break;
 
 		case kSetUG04:
+			// fall through
 		case kSetUG05:
+			// fall through
 		case kSetUG06:
 			Non_Player_Actor_Combat_Mode_On(kActorMutant2, kActorCombatStateIdle, false, kActorMcCoy, 10, kAnimationModeCombatIdle, kAnimationModeCombatWalk, kAnimationModeCombatRun, -1, -1, -1, 10, 300, false);
 			break;
 
 		case kSetUG10:
+			// fall through
 		case kSetUG12:
+			// fall through
 		case kSetUG14:
 			Non_Player_Actor_Combat_Mode_On(kActorMutant2, kActorCombatStateIdle, false, kActorMcCoy, 14, kAnimationModeCombatIdle, kAnimationModeCombatWalk, kAnimationModeCombatRun, -1, -1, -1, 10, 300, false);
 			break;
@@ -481,12 +485,14 @@ bool AIScriptMutant2::ChangeAnimationMode(int mode) {
 		break;
 
 	case 1:
+		// fall through
 	case 7:
 		_animationState = 1;
 		_animationFrame = 0;
 		break;
 
 	case 2:
+		// fall through
 	case 8:
 		_animationState = 2;
 		_animationFrame = 0;
@@ -519,6 +525,7 @@ bool AIScriptMutant2::ChangeAnimationMode(int mode) {
 		break;
 
 	case 21:
+		// fall through
 	case 22:
 		_animationState = 8;
 		_animationFrame = 0;
diff --git a/engines/bladerunner/script/ai/mutant3.cpp b/engines/bladerunner/script/ai/mutant3.cpp
index aceddf728d..f5e3059607 100644
--- a/engines/bladerunner/script/ai/mutant3.cpp
+++ b/engines/bladerunner/script/ai/mutant3.cpp
@@ -331,13 +331,17 @@ bool AIScriptMutant3::GoalChanged(int currentGoalNumber, int newGoalNumber) {
 			break;
 
 		case kSetUG04:
+			// fall through
 		case kSetUG05:
+			// fall through
 		case kSetUG06:
 			Non_Player_Actor_Combat_Mode_On(kActorMutant3, kActorCombatStateIdle, false, kActorMcCoy, 10, kAnimationModeCombatIdle, kAnimationModeCombatWalk, kAnimationModeCombatRun, -1, -1, -1, 10, 300, false);
 			break;
 
 		case kSetUG10:
+			// fall through
 		case kSetUG12:
+			// fall through
 		case kSetUG14:
 			Non_Player_Actor_Combat_Mode_On(kActorMutant3, kActorCombatStateIdle, false, kActorMcCoy, 14, kAnimationModeCombatIdle, kAnimationModeCombatWalk, kAnimationModeCombatRun, -1, -1, -1, 10, 300, false);
 			break;
@@ -514,6 +518,7 @@ bool AIScriptMutant3::ChangeAnimationMode(int mode) {
 	case 0:
 		switch (_animationState) {
 		case 3:
+			// fall through
 		case 4:
 			_resumeIdleAfterFramesetCompletesFlag = true;
 			break;
@@ -521,7 +526,6 @@ bool AIScriptMutant3::ChangeAnimationMode(int mode) {
 		case 8:
 			_animationState = 10;
 			_animationFrame = 0;
-
 			break;
 
 		case 10:
@@ -535,18 +539,21 @@ bool AIScriptMutant3::ChangeAnimationMode(int mode) {
 		break;
 
 	case 1:
+		// fall through
 	case 7:
 		_animationState = 1;
 		_animationFrame = 0;
 		break;
 
 	case 2:
+		// fall through
 	case 8:
 		_animationState = 2;
 		_animationFrame = 0;
 		break;
 
 	case 3:
+		// fall through
 	case 12:
 		_animationState = 3;
 		_animationFrame = 0;
@@ -568,6 +575,7 @@ bool AIScriptMutant3::ChangeAnimationMode(int mode) {
 		break;
 
 	case 21:
+		// fall through
 	case 22:
 		_animationState = 11;
 		_animationFrame = 0;
diff --git a/engines/bladerunner/script/ai/officer_grayford.cpp b/engines/bladerunner/script/ai/officer_grayford.cpp
index 723e6c6639..fcbe3e2cd0 100644
--- a/engines/bladerunner/script/ai/officer_grayford.cpp
+++ b/engines/bladerunner/script/ai/officer_grayford.cpp
@@ -135,13 +135,16 @@ bool AIScriptOfficerGrayford::Update() {
 				Non_Player_Actor_Combat_Mode_On(kActorOfficerGrayford, kActorCombatStateIdle, true, kActorMcCoy, 10, kAnimationModeCombatIdle, kAnimationModeCombatWalk, kAnimationModeCombatRun, -1, -1, -1, 10, 300, false);
 			}
 			break;
+
 // TODO missing UG07 case - would be a type 10 combat, 12 flee?
+
 		case kSetUG08:
 			if (Actor_Query_Which_Set_In(kActorOfficerGrayford) == Player_Query_Current_Set()) {
 				Actor_Set_Goal_Number(kActorOfficerGrayford, kGoalOfficerGrayfordAttackMcCoyAct4);
 				Non_Player_Actor_Combat_Mode_On(kActorOfficerGrayford, kActorCombatStateIdle, true, kActorMcCoy, 13, kAnimationModeCombatIdle, kAnimationModeCombatWalk, kAnimationModeCombatRun, -1, -1, -1, 10, 300, false);
 			}
 			break;
+
 // TODO missing UG09 case - would be a type ?? //
 
 		case kSetUG10:
@@ -358,7 +361,9 @@ void AIScriptOfficerGrayford::ClickedByPlayer() {
 		Actor_Says(kActorOfficerGrayford, 330, 13);
 		Actor_Set_Goal_Number(kActorOfficerGrayford, kGoalOfficerGrayfordWalksInPS09b);
 		break;
+
 // TODO goals 6 and 9?
+
 	case kGoalOfficerGrayfordWalksInPS09c:
 		AI_Movement_Track_Flush(kActorOfficerGrayford);
 		Actor_Set_Goal_Number(kActorOfficerGrayford, kGoalOfficerGrayfordStopAndTalk1);
@@ -1067,6 +1072,7 @@ bool AIScriptOfficerGrayford::UpdateAnimation(int *animation, int *frame) {
 		break;
 
 	case 18:
+		// fall through
 	case 19:
 		*animation = 605;
 		++_animationFrame;
@@ -1290,13 +1296,21 @@ bool AIScriptOfficerGrayford::ChangeAnimationMode(int mode) {
 	case kAnimationModeIdle:
 		switch (_animationState) {
 		case 9:
+			// fall through
 		case 10:
+			// fall through
 		case 11:
+			// fall through
 		case 12:
+			// fall through
 		case 13:
+			// fall through
 		case 14:
+			// fall through
 		case 15:
+			// fall through
 		case 16:
+			// fall through
 		case 17:
 			_resumeIdleAfterFramesetCompletesFlag = true;
 			break;
@@ -1316,10 +1330,15 @@ bool AIScriptOfficerGrayford::ChangeAnimationMode(int mode) {
 			break;
 
 		case 20:
+			// fall through
 		case 21:
+			// fall through
 		case 34:
+			// fall through
 		case 35:
+			// fall through
 		case 36:
+			// fall through
 		case 37:
 			return true;
 
@@ -1361,16 +1380,22 @@ bool AIScriptOfficerGrayford::ChangeAnimationMode(int mode) {
 	case kAnimationModeCombatIdle:
 		switch (_animationState) {
 		case 5:
+			// fall through
 		case 6:
+			// fall through
 		case 7:
+			// fall through
 		case 8:
 			_animationState = 19;
 			_animationFrame = 0;
 			break;
 
 		case 19:
+			// fall through
 		case 20:
+			// fall through
 		case 22:
+			// fall through
 		case 24:
 			return true;
 
@@ -1456,11 +1481,17 @@ bool AIScriptOfficerGrayford::ChangeAnimationMode(int mode) {
 	case kAnimationModeHit:
 		switch (_animationState) {
 		case 19:
+			// fall through
 		case 20:
+			// fall through
 		case 22:
+			// fall through
 		case 23:
+			// fall through
 		case 24:
+			// fall through
 		case 25:
+			// fall through
 		case 26:
 			if (Random_Query(0, 1)) {
 				_animationState = 27;
@@ -1518,16 +1549,22 @@ bool AIScriptOfficerGrayford::ChangeAnimationMode(int mode) {
 	case kAnimationModeDie:
 		switch (_animationState) {
 		case 0:
+			// fall through
 		case 1:
+			// fall through
 		case 2:
+			// fall through
 		case 3:
+			// fall through
 		case 4:
+			// fall through
 		case 7:
 			_animationState = 20;
 			_animationFrame = 0;
 			break;
 
 		case 5:
+			// fall through
 		case 6:
 			return true;
 
diff --git a/engines/bladerunner/script/ai/officer_leary.cpp b/engines/bladerunner/script/ai/officer_leary.cpp
index a4d55b0d73..8fd57e84dc 100644
--- a/engines/bladerunner/script/ai/officer_leary.cpp
+++ b/engines/bladerunner/script/ai/officer_leary.cpp
@@ -126,42 +126,49 @@ bool AIScriptOfficerLeary::Update() {
 				Non_Player_Actor_Combat_Mode_On(kActorOfficerLeary, kActorCombatStateIdle, true, kActorMcCoy, 0, kAnimationModeCombatIdle, kAnimationModeCombatWalk, kAnimationModeCombatRun, -1, -1, -1, 10, 300, false);
 			}
 			break;
+
 		case kSetBB01:
 			if (Actor_Query_Which_Set_In(kActorOfficerLeary) == Player_Query_Current_Set()) {
 				Actor_Set_Goal_Number(kActorOfficerLeary, kGoalOfficerLearyAttackMcCoyAct4);
 				Non_Player_Actor_Combat_Mode_On(kActorOfficerLeary, kActorCombatStateIdle, true, kActorMcCoy, 1, kAnimationModeCombatIdle, kAnimationModeCombatWalk, kAnimationModeCombatRun, -1, -1, -1, 10, 300, false);
 			}
 			break;
+
 		case kSetCT11:
 			if (Actor_Query_Which_Set_In(kActorOfficerLeary) == Player_Query_Current_Set()) {
 				Actor_Set_Goal_Number(kActorOfficerLeary, kGoalOfficerLearyAttackMcCoyAct4);
 				Non_Player_Actor_Combat_Mode_On(kActorOfficerLeary, kActorCombatStateIdle, true, kActorMcCoy, 5, kAnimationModeCombatIdle, kAnimationModeCombatWalk, kAnimationModeCombatRun, -1, -1, -1, 10, 300, false);
 			}
 			break;
+
 		case kSetMA07:
 			if (Actor_Query_Which_Set_In(kActorOfficerLeary) == Player_Query_Current_Set()) {
 				Actor_Set_Goal_Number(kActorOfficerLeary, kGoalOfficerLearyAttackMcCoyAct4);
 				Non_Player_Actor_Combat_Mode_On(kActorOfficerLeary, kActorCombatStateIdle, true, kActorMcCoy, 7, kAnimationModeCombatIdle, kAnimationModeCombatWalk, kAnimationModeCombatRun, -1, -1, -1, 10, 300, false);
 			}
 			break;
+
 		case kSetNR01:
 			if (Actor_Query_Which_Set_In(kActorOfficerLeary) == Player_Query_Current_Set()) {
 				Actor_Set_Goal_Number(kActorOfficerLeary, kGoalOfficerLearyAttackMcCoyAct4);
 				Non_Player_Actor_Combat_Mode_On(kActorOfficerLeary, kActorCombatStateIdle, true, kActorMcCoy, 3, kAnimationModeCombatIdle, kAnimationModeCombatWalk, kAnimationModeCombatRun, -1, -1, -1, 10, 300, false);
 			}
 			break;
+
 		case kSetRC03:
 			if (Actor_Query_Which_Set_In(kActorOfficerLeary) == Player_Query_Current_Set()) {
 				Actor_Set_Goal_Number(kActorOfficerLeary, kGoalOfficerLearyAttackMcCoyAct4);
 				Non_Player_Actor_Combat_Mode_On(kActorOfficerLeary, kActorCombatStateIdle, true, kActorMcCoy, 18, kAnimationModeCombatIdle, kAnimationModeCombatWalk, kAnimationModeCombatRun, -1, -1, -1, 10, 300, false);
 			}
 			break;
+
 		case kSetUG01:
 			if (Actor_Query_Which_Set_In(kActorOfficerLeary) == Player_Query_Current_Set()) {
 				Actor_Set_Goal_Number(kActorOfficerLeary, kGoalOfficerLearyAttackMcCoyAct4);
 				Non_Player_Actor_Combat_Mode_On(kActorOfficerLeary, kActorCombatStateIdle, true, kActorMcCoy, 11, kAnimationModeCombatIdle, kAnimationModeCombatWalk, kAnimationModeCombatRun, -1, -1, -1, 10, 300, false);
 			}
 			break;
+
 		case kSetUG04:
 			// fall through
 		case kSetUG05:
@@ -172,26 +179,32 @@ bool AIScriptOfficerLeary::Update() {
 				Non_Player_Actor_Combat_Mode_On(kActorOfficerLeary, kActorCombatStateIdle, true, kActorMcCoy, 10, kAnimationModeCombatIdle, kAnimationModeCombatWalk, kAnimationModeCombatRun, -1, -1, -1, 10, 300, false);
 			}
 			break;
+
 // TODO Missing UG07 case -  would be a type 10 combat, 12 flee?
+
 		case kSetUG08:
 			if (Actor_Query_Which_Set_In(kActorOfficerLeary) == Player_Query_Current_Set()) {
 				Actor_Set_Goal_Number(kActorOfficerLeary, kGoalOfficerLearyAttackMcCoyAct4);
 				Non_Player_Actor_Combat_Mode_On(kActorOfficerLeary, kActorCombatStateIdle, true, kActorMcCoy, 13, kAnimationModeCombatIdle, kAnimationModeCombatWalk, kAnimationModeCombatRun, -1, -1, -1, 10, 300, false);
 			}
 			break;
+
 // TODO Missing UG09 case -  would be a type ?? //
+
 		case kSetUG10:
 			if (Actor_Query_Which_Set_In(kActorOfficerLeary) == Player_Query_Current_Set()) {
 				Actor_Set_Goal_Number(kActorOfficerLeary, kGoalOfficerLearyAttackMcCoyAct4);
 				Non_Player_Actor_Combat_Mode_On(kActorOfficerLeary, kActorCombatStateIdle, true, kActorMcCoy, 14, kAnimationModeCombatIdle, kAnimationModeCombatWalk, kAnimationModeCombatRun, -1, -1, -1, 10, 300, false);
 			}
 			break;
+
 		case kSetUG12:
 			if (Actor_Query_Which_Set_In(kActorOfficerLeary) == Player_Query_Current_Set()) {
 				Actor_Set_Goal_Number(kActorOfficerLeary, kGoalOfficerLearyAttackMcCoyAct4);
 				Non_Player_Actor_Combat_Mode_On(kActorOfficerLeary, kActorCombatStateIdle, true, kActorMcCoy, 16, kAnimationModeCombatIdle, kAnimationModeCombatWalk, kAnimationModeCombatRun, -1, -1, -1, 10, 300, false);
 			}
 			break;
+
 		case kSetUG14:
 			if (Actor_Query_Which_Set_In(kActorOfficerLeary) == Player_Query_Current_Set()) {
 				Actor_Set_Goal_Number(kActorOfficerLeary, kGoalOfficerLearyAttackMcCoyAct4);
@@ -295,24 +308,34 @@ int AIScriptOfficerLeary::GetFriendlinessModifierIfGetsClue(int otherActorId, in
 	switch (clueId) {
 	case kClueMcCoyIsInsane:
 		return -6;
+
 	case kClueMcCoyIsAnnoying:
 		return -2;
+
 	case kClueMcCoyIsStupid:
 		return -5;
+
 	case kClueMcCoyRetiredLutherLance:
 		return 2;
+
 	case kClueMcCoyShotZubenInTheBack:
 		return 4;
+
 	case kClueMcCoyRetiredSadik:
 		return 4;
+
 	case kClueMcCoyRetiredGordo:
 		return 3;
+
 	case kClueMcCoyRetiredDektora:
 		return 3;
+
 	case kClueMcCoyRetiredLucy:
 		return 2;
+
 	case kClueMcCoyRetiredZuben:
 		return 3;
+
 	case kClueMcCoyLetZubenEscape:
 		return -5;
 	}
@@ -333,6 +356,7 @@ bool AIScriptOfficerLeary::GoalChanged(int currentGoalNumber, int newGoalNumber)
 		}
 		AI_Movement_Track_Repeat(kActorOfficerLeary);
 		return true;
+
 	case kGoalOfficerLearyRC01CrowdInterrogation:
 		if (Random_Query(1, 3) == 1) {
 			if ( Random_Query(1, 2) == 1
@@ -355,6 +379,7 @@ bool AIScriptOfficerLeary::GoalChanged(int currentGoalNumber, int newGoalNumber)
 			Actor_Set_Goal_Number(kActorOfficerLeary, kGoalOfficerLearyDefault);
 		}
 		return true;
+
 	case kGoalOfficerLearyPoliceDoneFromRC01:
 		// kSetFreeSlotG -> kSetFreeSlotC
 		AI_Movement_Track_Flush(kActorOfficerLeary);
@@ -362,6 +387,7 @@ bool AIScriptOfficerLeary::GoalChanged(int currentGoalNumber, int newGoalNumber)
 		AI_Movement_Track_Append(kActorOfficerLeary, 35, 0); // kSetFreeSlotC
 		AI_Movement_Track_Repeat(kActorOfficerLeary);
 		return true;
+
 #if BLADERUNNER_ORIGINAL_BUGS
 #else
 	case kGoalOfficerLearyRC01ResumeWalkToCrowd:
@@ -369,9 +395,11 @@ bool AIScriptOfficerLeary::GoalChanged(int currentGoalNumber, int newGoalNumber)
 		AI_Countdown_Timer_Start(kActorOfficerLeary, kActorTimerAIScriptCustomTask0, 4); // wait a few seconds before starting taking notes again
 		return true;
 #endif // BLADERUNNER_ORIGINAL_BUGS
+
 	case kGoalOfficerLearyEndOfAct1:
 		AI_Movement_Track_Flush(kActorOfficerLeary);
 		return false;
+
 	case kGoalOfficerLearyVisitsBulletBob:
 		// kSetRC04
 		// Leary visits Bullet Bob shop - un-triggered
@@ -380,9 +408,11 @@ bool AIScriptOfficerLeary::GoalChanged(int currentGoalNumber, int newGoalNumber)
 		AI_Movement_Track_Append(kActorOfficerLeary, 108, 0);
 		AI_Movement_Track_Repeat(kActorOfficerLeary);
 		return true;
+
 	case kGoalOfficerLearyStartOfAct4:
 		Actor_Set_Goal_Number(kActorOfficerLeary, kGoalOfficerLearyHuntingAroundAct4);
 		return true;
+
 	case kGoalOfficerLearyHuntingAroundAct4:
 //		debug("Flushing Leary movement track");
 		AI_Movement_Track_Flush(kActorOfficerLeary);
@@ -399,6 +429,7 @@ bool AIScriptOfficerLeary::GoalChanged(int currentGoalNumber, int newGoalNumber)
 			AI_Movement_Track_Append(kActorOfficerLeary, 404, 15);
 			AI_Movement_Track_Repeat(kActorOfficerLeary);
 			break;
+
 		case 2:
 			// kSetCT11
 //			debug("leary 2 kSetCT11");
@@ -408,6 +439,7 @@ bool AIScriptOfficerLeary::GoalChanged(int currentGoalNumber, int newGoalNumber)
 			AI_Movement_Track_Append(kActorOfficerLeary, 387, 15);
 			AI_Movement_Track_Repeat(kActorOfficerLeary);
 			break;
+
 		case 3:
 			// kSetDR01_DR02_DR04
 //			debug("leary 3 kSetDR01_DR02_DR04");
@@ -418,6 +450,7 @@ bool AIScriptOfficerLeary::GoalChanged(int currentGoalNumber, int newGoalNumber)
 			AI_Movement_Track_Append(kActorOfficerLeary, 393, 15);
 			AI_Movement_Track_Repeat(kActorOfficerLeary);
 			break;
+
 		case 4:
 			// kSetRC03 -> kSetFreeSlotC
 //			debug("leary 4 kSetRC03 -> kSetFreeSlotC");
@@ -429,6 +462,7 @@ bool AIScriptOfficerLeary::GoalChanged(int currentGoalNumber, int newGoalNumber)
 			AI_Movement_Track_Append(kActorOfficerLeary, 35, 30); // kSetFreeSlotC
 			AI_Movement_Track_Repeat(kActorOfficerLeary);
 			break;
+
 		case 5:
 			// kSetBB01 -> kSetFreeSlotC
 //			debug("leary 5 kSetBB01 -> kSetFreeSlotC");
@@ -437,6 +471,7 @@ bool AIScriptOfficerLeary::GoalChanged(int currentGoalNumber, int newGoalNumber)
 			AI_Movement_Track_Append(kActorOfficerLeary, 35, 30); // kSetFreeSlotC
 			AI_Movement_Track_Repeat(kActorOfficerLeary);
 			break;
+
 		case 6:
 			// kSetCT11 - identical to case 2
 //			debug("leary 6 kSetCT11 - identical to case 2");
@@ -446,6 +481,7 @@ bool AIScriptOfficerLeary::GoalChanged(int currentGoalNumber, int newGoalNumber)
 			AI_Movement_Track_Append(kActorOfficerLeary, 387, 15);
 			AI_Movement_Track_Repeat(kActorOfficerLeary);
 			break;
+
 #if BLADERUNNER_ORIGINAL_BUGS
 		// Gaff is waiting at MA07 and he will trigger a non-interactive dialogue with McCoy.
 		// When the police officer is there as well he will kill McCoy because player cannot control him.
@@ -471,6 +507,7 @@ bool AIScriptOfficerLeary::GoalChanged(int currentGoalNumber, int newGoalNumber)
 			AI_Movement_Track_Repeat(kActorOfficerLeary);
 			break;
 #endif // BLADERUNNER_ORIGINAL_BUGS
+
 		case 8:
 			switch (Random_Query(1, 7)) {
 			case 1:
@@ -482,6 +519,7 @@ bool AIScriptOfficerLeary::GoalChanged(int currentGoalNumber, int newGoalNumber)
 				AI_Movement_Track_Append(kActorOfficerLeary, 35, 30); // kSetFreeSlotC
 				AI_Movement_Track_Repeat(kActorOfficerLeary);
 				break;
+
 			case 2:
 				// kSetUG14
 //				debug("leary 8-2 kSetUG14");
@@ -492,6 +530,7 @@ bool AIScriptOfficerLeary::GoalChanged(int currentGoalNumber, int newGoalNumber)
 				AI_Movement_Track_Append(kActorOfficerLeary, 536, 0);
 				AI_Movement_Track_Repeat(kActorOfficerLeary);
 				break;
+
 			case 3:
 				// kSetUG04 -> kSetFreeSlotC
 //				debug("leary 8-3 kSetUG04 -> kSetFreeSlotC");
@@ -501,6 +540,7 @@ bool AIScriptOfficerLeary::GoalChanged(int currentGoalNumber, int newGoalNumber)
 				AI_Movement_Track_Append(kActorOfficerLeary, 35, 30); // kSetFreeSlotC
 				AI_Movement_Track_Repeat(kActorOfficerLeary);
 				break;
+
 			case 4:
 				// kSetUG05 -> kSetFreeSlotC
 //				debug("leary 8-4 kSetUG05 -> kSetFreeSlotC");
@@ -510,6 +550,7 @@ bool AIScriptOfficerLeary::GoalChanged(int currentGoalNumber, int newGoalNumber)
 				AI_Movement_Track_Append(kActorOfficerLeary, 35, 30); // kSetFreeSlotC
 				AI_Movement_Track_Repeat(kActorOfficerLeary);
 				break;
+
 			case 5:
 #if BLADERUNNER_ORIGINAL_BUGS
 				// kSetUG06 -> kSetFreeSlotC
@@ -537,7 +578,6 @@ bool AIScriptOfficerLeary::GoalChanged(int currentGoalNumber, int newGoalNumber)
 				}
 #endif // BLADERUNNER_ORIGINAL_BUGS
 				// fall through
-
 			case 6:
 				// kSetUG07 -> kSetFreeSlotC
 #if BLADERUNNER_ORIGINAL_BUGS
@@ -573,6 +613,7 @@ bool AIScriptOfficerLeary::GoalChanged(int currentGoalNumber, int newGoalNumber)
 				AI_Movement_Track_Append(kActorOfficerLeary, 35, 30); // kSetFreeSlotC
 				AI_Movement_Track_Repeat(kActorOfficerLeary);
 				return false;
+
 			default:
 				return false;
 			}
@@ -630,6 +671,7 @@ bool AIScriptOfficerLeary::GoalChanged(int currentGoalNumber, int newGoalNumber)
 //		debug("Setting Leary goal to kGoalOfficerLearyHuntingAroundAct4");
 		Actor_Set_Goal_Number(kActorOfficerLeary, kGoalOfficerLearyHuntingAroundAct4);
 		return true;
+
 	case kGoalOfficerLearyBlockingUG07:
 		// kSetUG07
 		AI_Movement_Track_Flush(kActorOfficerLeary);
@@ -637,6 +679,7 @@ bool AIScriptOfficerLeary::GoalChanged(int currentGoalNumber, int newGoalNumber)
 		Actor_Change_Animation_Mode(kActorOfficerLeary, kAnimationModeCombatIdle);
 		AI_Movement_Track_Repeat(kActorOfficerLeary);
 		return true;
+
 	case 308:
 		// kSetCT01_CT12
 		// never triggered - TODO a bug? Could be related to cut McCoy's arrest from Grayford
@@ -645,6 +688,7 @@ bool AIScriptOfficerLeary::GoalChanged(int currentGoalNumber, int newGoalNumber)
 		AI_Movement_Track_Append_Run_With_Facing(kActorOfficerLeary, 441, 0, 825);
 		AI_Movement_Track_Repeat(kActorOfficerLeary);
 		return true;
+
 	case kGoalOfficerLearyStartOfAct5:
 		// kSetFreeSlotC
 		AI_Movement_Track_Flush(kActorOfficerLeary);
@@ -652,20 +696,24 @@ bool AIScriptOfficerLeary::GoalChanged(int currentGoalNumber, int newGoalNumber)
 		AI_Movement_Track_Repeat(kActorOfficerLeary);
 		Actor_Set_Goal_Number(kActorOfficerLeary, kGoalOfficerLearyDummyGoalAct5);
 		return true;
+
 	case kGoalOfficerLearyPoliceWait120SecondsToAttackHF05:
 		AI_Countdown_Timer_Reset(kActorOfficerLeary, kActorTimerAIScriptCustomTask1);
 		AI_Countdown_Timer_Start(kActorOfficerLeary, kActorTimerAIScriptCustomTask1, 120);
 		Actor_Set_Goal_Number(kActorOfficerLeary, kGoalOfficerLearyDummyGoalAct5);
 		return true;
+
 	case kGoalOfficerLearyPoliceWait60SecondsToAttackHF05:
 		AI_Countdown_Timer_Reset(kActorOfficerLeary, kActorTimerAIScriptCustomTask1);
 		AI_Countdown_Timer_Start(kActorOfficerLeary, kActorTimerAIScriptCustomTask1, 60);
 		Actor_Set_Goal_Number(kActorOfficerLeary, kGoalOfficerLearyDummyGoalAct5);
 		return true;
+
 	case kGoalOfficerLearyPoliceAboutToAttackHF05:
 		Actor_Set_Goal_Number(kActorOfficerLeary, kGoalOfficerLearyDummyGoalAct5);
 		Actor_Set_Goal_Number(kActorOfficerGrayford, kGoalOfficerGrayfordDummyGoalAct5);
 		return false;
+
 	default:
 		return false;
 	}
@@ -684,6 +732,7 @@ bool AIScriptOfficerLeary::UpdateAnimation(int *animation, int *frame) {
 		}
 		*frame = _animationFrame;
 		return true;
+
 	case 31:
 		*animation = 604;
 		++_animationFrame;
@@ -694,6 +743,7 @@ bool AIScriptOfficerLeary::UpdateAnimation(int *animation, int *frame) {
 		}
 		*frame = _animationFrame;
 		return true;
+
 	case 30:
 		*animation = 587;
 		++_animationFrame;
@@ -705,6 +755,7 @@ bool AIScriptOfficerLeary::UpdateAnimation(int *animation, int *frame) {
 		}
 		*frame = _animationFrame;
 		return true;
+
 	case 29:
 		*animation = 586;
 		++_animationFrame;
@@ -716,6 +767,7 @@ bool AIScriptOfficerLeary::UpdateAnimation(int *animation, int *frame) {
 		}
 		*frame = _animationFrame;
 		return true;
+
 	case 28:
 		*animation = 576;
 		if (_animationFrame < Slice_Animation_Query_Number_Of_Frames(576) - 1) {
@@ -723,6 +775,7 @@ bool AIScriptOfficerLeary::UpdateAnimation(int *animation, int *frame) {
 		}
 		*frame = _animationFrame;
 		return true;
+
 	case 27:
 		*animation = 588;
 		if (_animationFrame < Slice_Animation_Query_Number_Of_Frames(588) - 1) {
@@ -730,6 +783,7 @@ bool AIScriptOfficerLeary::UpdateAnimation(int *animation, int *frame) {
 		}
 		*frame = _animationFrame;
 		return true;
+
 	case 26:
 		*animation = 573;
 		++_animationFrame;
@@ -741,6 +795,7 @@ bool AIScriptOfficerLeary::UpdateAnimation(int *animation, int *frame) {
 		}
 		*frame = _animationFrame;
 		return true;
+
 	case 25:
 		*animation = 572;
 		++_animationFrame;
@@ -752,6 +807,7 @@ bool AIScriptOfficerLeary::UpdateAnimation(int *animation, int *frame) {
 		}
 		*frame = _animationFrame;
 		return true;
+
 	case 24:
 		*animation = 581;
 		++_animationFrame;
@@ -773,6 +829,7 @@ bool AIScriptOfficerLeary::UpdateAnimation(int *animation, int *frame) {
 		}
 		*frame = _animationFrame;
 		return true;
+
 	case 23:
 		*animation = 580;
 		++_animationFrame;
@@ -783,6 +840,7 @@ bool AIScriptOfficerLeary::UpdateAnimation(int *animation, int *frame) {
 		}
 		*frame = _animationFrame;
 		return true;
+
 	case 22:
 		*animation = 579;
 		++_animationFrame;
@@ -793,6 +851,7 @@ bool AIScriptOfficerLeary::UpdateAnimation(int *animation, int *frame) {
 		}
 		*frame = _animationFrame;
 		return true;
+
 	case 21:
 		*animation = 571;
 		++_animationFrame;
@@ -801,6 +860,7 @@ bool AIScriptOfficerLeary::UpdateAnimation(int *animation, int *frame) {
 		}
 		*frame = _animationFrame;
 		return true;
+
 	case 20:
 		*animation = 571;
 		++_animationFrame;
@@ -809,6 +869,7 @@ bool AIScriptOfficerLeary::UpdateAnimation(int *animation, int *frame) {
 		}
 		*frame = _animationFrame;
 		return true;
+
 	case 19:
 		*animation = 600;
 		++_animationFrame;
@@ -819,6 +880,7 @@ bool AIScriptOfficerLeary::UpdateAnimation(int *animation, int *frame) {
 		}
 		*frame = _animationFrame;
 		return true;
+
 	case 18:
 		*animation = 599;
 		++_animationFrame;
@@ -829,6 +891,7 @@ bool AIScriptOfficerLeary::UpdateAnimation(int *animation, int *frame) {
 		}
 		*frame = _animationFrame;
 		return true;
+
 	case 17:
 		*animation = 598;
 		++_animationFrame;
@@ -839,6 +902,7 @@ bool AIScriptOfficerLeary::UpdateAnimation(int *animation, int *frame) {
 		}
 		*frame = _animationFrame;
 		return true;
+
 	case 16:
 		*animation = 597;
 		++_animationFrame;
@@ -849,6 +913,7 @@ bool AIScriptOfficerLeary::UpdateAnimation(int *animation, int *frame) {
 		}
 		*frame = _animationFrame;
 		return true;
+
 	case 15:
 		*animation = 596;
 		++_animationFrame;
@@ -859,6 +924,7 @@ bool AIScriptOfficerLeary::UpdateAnimation(int *animation, int *frame) {
 		}
 		*frame = _animationFrame;
 		return true;
+
 	case 14:
 		*animation = 595;
 		++_animationFrame;
@@ -869,6 +935,7 @@ bool AIScriptOfficerLeary::UpdateAnimation(int *animation, int *frame) {
 		}
 		*frame = _animationFrame;
 		return true;
+
 	case 13:
 		*animation = 594;
 		++_animationFrame;
@@ -879,6 +946,7 @@ bool AIScriptOfficerLeary::UpdateAnimation(int *animation, int *frame) {
 		}
 		*frame = _animationFrame;
 		return true;
+
 	case 12:
 		*animation = 593;
 		++_animationFrame;
@@ -889,6 +957,7 @@ bool AIScriptOfficerLeary::UpdateAnimation(int *animation, int *frame) {
 		}
 		*frame = _animationFrame;
 		return true;
+
 	case 11:
 		if (_animationFrame <= 2) {
 			var_45D5BC = 0;
@@ -917,6 +986,7 @@ bool AIScriptOfficerLeary::UpdateAnimation(int *animation, int *frame) {
 		}
 		*frame = _animationFrame;
 		return true;
+
 	case 10:
 		*animation = 578;
 		++_animationFrame;
@@ -925,6 +995,7 @@ bool AIScriptOfficerLeary::UpdateAnimation(int *animation, int *frame) {
 		}
 		*frame = _animationFrame;
 		return true;
+
 	case 9:
 		*animation = 577;
 		++_animationFrame;
@@ -933,6 +1004,7 @@ bool AIScriptOfficerLeary::UpdateAnimation(int *animation, int *frame) {
 		}
 		*frame = _animationFrame;
 		return true;
+
 	case 8:
 		*animation = 575;
 		++_animationFrame;
@@ -941,6 +1013,7 @@ bool AIScriptOfficerLeary::UpdateAnimation(int *animation, int *frame) {
 		}
 		*frame = _animationFrame;
 		return true;
+
 	case 7:
 		*animation = 574;
 		++_animationFrame;
@@ -949,6 +1022,7 @@ bool AIScriptOfficerLeary::UpdateAnimation(int *animation, int *frame) {
 		}
 		*frame = _animationFrame;
 		return true;
+
 	case 6:
 		*animation = 585;
 		++_animationFrame;
@@ -957,6 +1031,7 @@ bool AIScriptOfficerLeary::UpdateAnimation(int *animation, int *frame) {
 		}
 		*frame = _animationFrame;
 		return true;
+
 	case 5:
 		*animation = 584;
 		++_animationFrame;
@@ -965,6 +1040,7 @@ bool AIScriptOfficerLeary::UpdateAnimation(int *animation, int *frame) {
 		}
 		*frame = _animationFrame;
 		return true;
+
 	case 4:
 		*animation = 583;
 		++_animationFrame;
@@ -973,6 +1049,7 @@ bool AIScriptOfficerLeary::UpdateAnimation(int *animation, int *frame) {
 		}
 		*frame = _animationFrame;
 		return true;
+
 	case 3:
 		*animation = 582;
 		++_animationFrame;
@@ -981,6 +1058,7 @@ bool AIScriptOfficerLeary::UpdateAnimation(int *animation, int *frame) {
 		}
 		*frame = _animationFrame;
 		return true;
+
 	case 2:
 		if (Game_Flag_Query(kFlagOfficerLearyTakingNotes)) {
 			*animation = 603;
@@ -1019,6 +1097,7 @@ bool AIScriptOfficerLeary::UpdateAnimation(int *animation, int *frame) {
 		}
 		*frame = _animationFrame;
 		return true;
+
 	case 1:
 		*animation = 601;
 		++_animationFrame;
@@ -1032,6 +1111,7 @@ bool AIScriptOfficerLeary::UpdateAnimation(int *animation, int *frame) {
 		}
 		*frame = _animationFrame;
 		return true;
+
 	case 0:
 		if ( Game_Flag_Query(kFlagOfficerLearyTakingNotes)
 		 && !Game_Flag_Query(kFlagRC01McCoyAndOfficerLearyTalking)) {
@@ -1077,30 +1157,44 @@ bool AIScriptOfficerLeary::ChangeAnimationMode(int mode) {
 	case kAnimationModeIdle:
 		switch (_animationState) {
 		case 21:
+			// fall through
 		case 24:
 			_animationState = 23;
 			_animationFrame = 0;
 			break;
+
 		case 20:
 			v1 = _animationFrame;
 			Actor_Change_Animation_Mode(kActorOfficerLeary, kAnimationModeCombatIdle);
 			_animationFrame = v1;
 			_animationState = 21;
 			break;
+
 		case 11:
+			// fall through
 		case 12:
+			// fall through
 		case 13:
+			// fall through
 		case 14:
+			// fall through
 		case 15:
+			// fall through
 		case 16:
+			// fall through
 		case 17:
+			// fall through
 		case 18:
+			// fall through
 		case 19:
 			var_45D5BC = 1;
 			break;
+
 		case 0:
+			// fall through
 		case 23:
 			break;
+
 		default:
 			_animationState = 0;
 			_animationFrame = 0;
@@ -1108,14 +1202,17 @@ bool AIScriptOfficerLeary::ChangeAnimationMode(int mode) {
 			break;
 		}
 		break;
+
 	case kAnimationModeWalk:
 		_animationState = 3;
 		_animationFrame = 0;
 		break;
+
 	case kAnimationModeRun:
 		_animationState = 4;
 		_animationFrame = 0;
 		break;
+
 	case kAnimationModeTalk:
 		if (_animationState == 1) {
 			_animationState = 2;
@@ -1131,41 +1228,54 @@ bool AIScriptOfficerLeary::ChangeAnimationMode(int mode) {
 			var_45D5BC = 0;
 		}
 		break;
+
 	case kAnimationModeCombatIdle:
 		switch (_animationState) {
 		case 21:
+			// fall through
 		case 22:
+			// fall through
 		case 24:
 			break;
+
 		case 7:
+			// fall through
 		case 8:
+			// fall through
 		case 9:
+			// fall through
 		case 10:
 			_animationState = 21;
 			_animationFrame = 0;
 			break;
+
 		case 0:
 			_animationState = 22;
 			_animationFrame = 0;
 			break;
+
 		default:
 			_animationState = 21;
 			_animationFrame = 0;
 			break;
 		}
 		break;
+
 	case kAnimationModeCombatAttack:
 		_animationState = 24;
 		_animationFrame = 0;
 		break;
+
 	case kAnimationModeCombatWalk:
 		_animationState = 7;
 		_animationFrame = 0;
 		break;
+
 	case kAnimationModeCombatRun:
 		_animationState = 8;
 		_animationFrame = 0;
 		break;
+
 	case 12:
 		if (_animationState == 1) {
 			_animationState = 2;
@@ -1180,6 +1290,7 @@ bool AIScriptOfficerLeary::ChangeAnimationMode(int mode) {
 			var_45D5BC = 0;
 		}
 		break;
+
 	case 13:
 		if (_animationState == 1) {
 			_animationState = 2;
@@ -1194,6 +1305,7 @@ bool AIScriptOfficerLeary::ChangeAnimationMode(int mode) {
 			var_45D5BC = 0;
 		}
 		break;
+
 	case 14:
 		if (_animationState == 1) {
 			_animationState = 2;
@@ -1208,6 +1320,7 @@ bool AIScriptOfficerLeary::ChangeAnimationMode(int mode) {
 			var_45D5BC = 0;
 		}
 		break;
+
 	case 15:
 		if (_animationState == 1) {
 			_animationState = 2;
@@ -1222,6 +1335,7 @@ bool AIScriptOfficerLeary::ChangeAnimationMode(int mode) {
 			var_45D5BC = 0;
 		}
 		break;
+
 	case 16:
 		if (_animationState == 1) {
 			_animationState = 2;
@@ -1236,6 +1350,7 @@ bool AIScriptOfficerLeary::ChangeAnimationMode(int mode) {
 			var_45D5BC = 0;
 		}
 		break;
+
 	case 17:
 		if (_animationState == 1) {
 			_animationState = 2;
@@ -1250,6 +1365,7 @@ bool AIScriptOfficerLeary::ChangeAnimationMode(int mode) {
 			var_45D5BC = 0;
 		}
 		break;
+
 	case 18:
 		if (_animationState == 1) {
 			_animationState = 2;
@@ -1264,6 +1380,7 @@ bool AIScriptOfficerLeary::ChangeAnimationMode(int mode) {
 			var_45D5BC = 0;
 		}
 		break;
+
 	case 19:
 		if (_animationState == 1) {
 			_animationState = 2;
@@ -1278,6 +1395,7 @@ bool AIScriptOfficerLeary::ChangeAnimationMode(int mode) {
 			var_45D5BC = 0;
 		}
 		break;
+
 	case 21:
 		if (_animationState == 24) {
 			if (Random_Query(0, 1)) {
@@ -1295,6 +1413,7 @@ bool AIScriptOfficerLeary::ChangeAnimationMode(int mode) {
 			_animationFrame = 0;
 		}
 		break;
+
 	case 22:
 		if (Random_Query(0, 1)) {
 			_animationState = 25;
@@ -1303,28 +1422,35 @@ bool AIScriptOfficerLeary::ChangeAnimationMode(int mode) {
 		}
 		_animationFrame = 0;
 		break;
+
 	case 27:
 		Game_Flag_Reset(kFlagOfficerLearyTakingNotes);
 		break;
+
 	case 28:
 		Game_Flag_Set(kFlagOfficerLearyTakingNotes);
 		break;
+
 	case kAnimationModeWalkUp:
 		_animationState = 5;
 		_animationFrame = 0;
 		break;
+
 	case kAnimationModeWalkDown:
 		_animationState = 6;
 		_animationFrame = 0;
 		break;
+
 	case kAnimationModeCombatWalkUp:
 		_animationState = 9;
 		_animationFrame = 0;
 		break;
+
 	case kAnimationModeCombatWalkDown:
 		_animationState = 10;
 		_animationFrame = 0;
 		break;
+
 	case kAnimationModeDie:
 		if (_animationState == 24) {
 			_animationState = 28;
@@ -1334,6 +1460,7 @@ bool AIScriptOfficerLeary::ChangeAnimationMode(int mode) {
 			_animationFrame = 0;
 		}
 		break;
+
 	case 58:
 		_animationState = 20;
 		_animationFrame = 0;
diff --git a/engines/bladerunner/script/ai/rachael.cpp b/engines/bladerunner/script/ai/rachael.cpp
index fc3ff66d5c..e8c3d611fc 100644
--- a/engines/bladerunner/script/ai/rachael.cpp
+++ b/engines/bladerunner/script/ai/rachael.cpp
@@ -322,50 +322,60 @@ bool AIScriptRachael::ChangeAnimationMode(int mode) {
 			_animationFrame = 0;
 		}
 		break;
+
 	case kAnimationModeWalk:
 		_animationState = 1;
 		_animationFrame = 0;
 		break;
+
 	case kAnimationModeTalk:
 		_animationState = 2;
 		_animationFrame = 0;
 		_resumeIdleAfterFramesetCompletesFlag = false;
 		break;
+
 	case 12:
 		_animationState = 3;
 		_animationFrame = 0;
 		_resumeIdleAfterFramesetCompletesFlag = false;
 		break;
+
 	case 13:
 		_animationState = 4;
 		_animationFrame = 0;
 		_resumeIdleAfterFramesetCompletesFlag = false;
 		break;
+
 	case 14:
 		_animationState = 5;
 		_animationFrame = 0;
 		_resumeIdleAfterFramesetCompletesFlag = false;
 		break;
+
 	case 15:
 		_animationState = 6;
 		_animationFrame = 0;
 		_resumeIdleAfterFramesetCompletesFlag = false;
 		break;
+
 	case 16:
 		_animationState = 7;
 		_animationFrame = 0;
 		_resumeIdleAfterFramesetCompletesFlag = false;
 		break;
+
 	case 17:
 		_animationState = 8;
 		_animationFrame = 0;
 		_resumeIdleAfterFramesetCompletesFlag = false;
 		break;
+
 	case 18:
 		_animationState = 9;
 		_animationFrame = 0;
 		_resumeIdleAfterFramesetCompletesFlag = false;
 		break;
+
 	default:
 		break;
 	}
diff --git a/engines/bladerunner/script/ai/runciter.cpp b/engines/bladerunner/script/ai/runciter.cpp
index d83b4c27ba..cbe190c125 100644
--- a/engines/bladerunner/script/ai/runciter.cpp
+++ b/engines/bladerunner/script/ai/runciter.cpp
@@ -74,13 +74,17 @@ void AIScriptRunciter::CompletedMovementTrack() {
 		if (Player_Query_Current_Scene() == kSceneRC02) {
 			switch (Random_Query(1, 5)) {
 			case 2:
+				// fall through
 			case 3:
 				ADQ_Add(kActorRunciter, 530, -1);
 				break;
+
 			case 1:
+				// fall through
 			case 5:
 				ADQ_Add(kActorRunciter, 80, -1);
 				break;
+
 			case 4:
 				ADQ_Add(kActorRunciter, 930, -1);
 				break;
@@ -410,6 +414,7 @@ bool AIScriptRunciter::UpdateAnimation(int *animation, int *frame) {
 		}
 		*frame = _animationFrame;
 		break;
+
 	case 10:
 		*animation = 540;
 		++_animationFrame;
@@ -672,15 +677,19 @@ bool AIScriptRunciter::ReachedMovementTrackWaypoint(int waypointId) {
 	case 89:
 		Actor_Face_Heading(kActorRunciter, 567, true);
 		break;
+
 	case 90:
 		Actor_Face_Heading(kActorRunciter, 170, true);
 		break;
+
 	case 91:
 		Actor_Face_Heading(kActorRunciter, 120, true);
 		break;
+
 	case 92:
 		Actor_Face_Heading(kActorRunciter, 664, true);
 		break;
+
 	case 93:
 		Actor_Face_Heading(kActorRunciter, 1002, true);
 		break;
diff --git a/engines/bladerunner/script/ai/sadik.cpp b/engines/bladerunner/script/ai/sadik.cpp
index 16669263f7..49e02779bc 100644
--- a/engines/bladerunner/script/ai/sadik.cpp
+++ b/engines/bladerunner/script/ai/sadik.cpp
@@ -353,7 +353,9 @@ bool AIScriptSadik::GoalChanged(int currentGoalNumber, int newGoalNumber) {
 		return true;
 
 	case 305:
+		// fall through
 	case kGoalSadikUG18WillShootMcCoy:
+		// fall through
 	case kGoalSadikUG18Leave:
 		return true;
 
@@ -484,6 +486,7 @@ bool AIScriptSadik::GoalChanged(int currentGoalNumber, int newGoalNumber) {
 		return true;
 
 	case 420:
+		// fall through
 	case 450:
 		return true;
 	}
@@ -534,27 +537,37 @@ bool AIScriptSadik::UpdateAnimation(int *animation, int *frame) {
 		break;
 
 	case 1:
+		// fall through
 	case 2:
+		// fall through
 	case 3:
+		// fall through
 	case 4:
+		// fall through
 	case 5:
+		// fall through
 	case 6:
 		switch (_animationState) {
 		case 1:
 			*animation = 323;
 			break;
+
 		case 2:
 			*animation = 324;
 			break;
+
 		case 3:
 			*animation = 317;
 			break;
+
 		case 4:
 			*animation = 318;
 			break;
+
 		case 6:
 			*animation = 340;
 			break;
+
 		case 5:
 			*animation = 339;
 			break;
@@ -711,31 +724,43 @@ bool AIScriptSadik::UpdateAnimation(int *animation, int *frame) {
 		break;
 
 	case 20:
+		// fall through
 	case 21:
+		// fall through
 	case 22:
+		// fall through
 	case 23:
+		// fall through
 	case 24:
+		// fall through
 	case 25:
+		// fall through
 	case 26:
 		switch (_animationState) {
 		case 20:
 			*animation = 332;
 			break;
+
 		case 21:
 			*animation = 333;
 			break;
+
 		case 22:
 			*animation = 334;
 			break;
+
 		case 23:
 			*animation = 335;
 			break;
+
 		case 24:
 			*animation = 336;
 			break;
+
 		case 25:
 			*animation = 337;
 			break;
+
 		default:
 			*animation = 338;
 			break;
@@ -886,18 +911,28 @@ bool AIScriptSadik::ChangeAnimationMode(int mode) {
 	case kAnimationModeIdle:
 		switch (_animationState) {
 		case 19:
+			// fall through
 		case 20:
+			// fall through
 		case 21:
+			// fall through
 		case 22:
+			// fall through
 		case 23:
+			// fall through
 		case 24:
+			// fall through
 		case 25:
+			// fall through
 		case 26:
 			_resumeIdleAfterFramesetCompletesFlag = true;
 			break;
+
 		case 30:
+			// fall through
 		case 31:
 			return 1;
+
 		default:
 			_animationState = 0;
 			_animationFrame = 0;
@@ -927,15 +962,21 @@ bool AIScriptSadik::ChangeAnimationMode(int mode) {
 			_animationFrame = 0;
 			_animationState = 16;
 			break;
+
 		case 3:
+			// fall through
 		case 4:
 			_animationState = 7;
 			_animationFrame = 0;
 			break;
+
 		case 7:
+			// fall through
 		case 16:
+			// fall through
 		case 18:
 			return true;
+
 		case 17:
 			_animationFrame = 0;
 			_animationState = 7;
@@ -948,10 +989,15 @@ bool AIScriptSadik::ChangeAnimationMode(int mode) {
 		break;
 
 	case 5:
+		// fall through
 	case 9:
+		// fall through
 	case 10:
+		// fall through
 	case 11:
+		// fall through
 	case 19:
+		// fall through
 	case 20:
 		return true;
 
@@ -1008,10 +1054,15 @@ bool AIScriptSadik::ChangeAnimationMode(int mode) {
 	case kAnimationModeHit:
 		switch (_animationState) {
 		case 7:
+			// fall through
 		case 8:
+			// fall through
 		case 9:
+			// fall through
 		case 16:
+			// fall through
 		case 17:
+			// fall through
 		case 18:
 			if (Random_Query(0, 1)) {
 				_animationState = 13;
@@ -1019,11 +1070,17 @@ bool AIScriptSadik::ChangeAnimationMode(int mode) {
 				_animationState = 12;
 			}
 			break;
+
 		case 10:
+			// fall through
 		case 11:
+			// fall through
 		case 12:
+			// fall through
 		case 13:
+			// fall through
 		case 14:
+			// fall through
 		case 15:
 			if (Random_Query(0, 1)) {
 				_animationState = 11;
diff --git a/engines/bladerunner/script/ai/sergeant_walls.cpp b/engines/bladerunner/script/ai/sergeant_walls.cpp
index 68cbd5440a..0c987b7faf 100644
--- a/engines/bladerunner/script/ai/sergeant_walls.cpp
+++ b/engines/bladerunner/script/ai/sergeant_walls.cpp
@@ -114,6 +114,7 @@ bool AIScriptSergeantWalls::UpdateAnimation(int *animation, int *frame) {
 			}
 		}
 		break;
+
 	case 1:
 		*animation = 725;
 		++_animationFrame;
@@ -121,6 +122,7 @@ bool AIScriptSergeantWalls::UpdateAnimation(int *animation, int *frame) {
 			_animationFrame = 0;
 		}
 		break;
+
 	case 3:
 		*animation = 726;
 		++_animationFrame;
@@ -130,6 +132,7 @@ bool AIScriptSergeantWalls::UpdateAnimation(int *animation, int *frame) {
 			*animation = 725;
 		}
 		break;
+
 	case 4:
 		*animation = 727;
 		++_animationFrame;
@@ -139,6 +142,7 @@ bool AIScriptSergeantWalls::UpdateAnimation(int *animation, int *frame) {
 			*animation = 725;
 		}
 		break;
+
 	case 5:
 		*animation = 728;
 		++_animationFrame;
@@ -148,6 +152,7 @@ bool AIScriptSergeantWalls::UpdateAnimation(int *animation, int *frame) {
 			*animation = 725;
 		}
 		break;
+
 	case 6:
 		*animation = 729;
 		++_animationFrame;
@@ -157,6 +162,7 @@ bool AIScriptSergeantWalls::UpdateAnimation(int *animation, int *frame) {
 			*animation = 725;
 		}
 		break;
+
 	case 7:
 		*animation = 730;
 		++_animationFrame;
@@ -166,6 +172,7 @@ bool AIScriptSergeantWalls::UpdateAnimation(int *animation, int *frame) {
 			*animation = 725;
 		}
 		break;
+
 	case 8:
 		*animation = 731;
 		++_animationFrame;
@@ -175,6 +182,7 @@ bool AIScriptSergeantWalls::UpdateAnimation(int *animation, int *frame) {
 			*animation = 725;
 		}
 		break;
+
 	case 9:
 		*animation = 724;
 		++_animationFrame;
@@ -184,6 +192,7 @@ bool AIScriptSergeantWalls::UpdateAnimation(int *animation, int *frame) {
 			*animation = 724;
 		}
 		break;
+
 	default:
 		// TODO: A bug? 399 is a Zuben animation
 		*animation = 399;
@@ -199,34 +208,42 @@ bool AIScriptSergeantWalls::ChangeAnimationMode(int mode) {
 		_animationState = 0;
 		_animationFrame = 0;
 		break;
+
 	case kAnimationModeTalk:
 		_animationState = 1;
 		_animationFrame = 0;
 		break;
+
 	case 12:
 		_animationState = 3;
 		_animationFrame = 0;
 		break;
+
 	case 13:
 		_animationState = 4;
 		_animationFrame = 0;
 		break;
+
 	case 14:
 		_animationState = 5;
 		_animationFrame = 0;
 		break;
+
 	case 15:
 		_animationState = 6;
 		_animationFrame = 0;
 		break;
+
 	case 16:
 		_animationState = 7;
 		_animationFrame = 0;
 		break;
+
 	case 17:
 		_animationState = 8;
 		_animationFrame = 0;
 		break;
+
 	case 23:
 		_animationState = 9;
 		_animationFrame = 0;
diff --git a/engines/bladerunner/script/ai/shoeshine_man.cpp b/engines/bladerunner/script/ai/shoeshine_man.cpp
index 31d736b9d8..c6d6d30d15 100644
--- a/engines/bladerunner/script/ai/shoeshine_man.cpp
+++ b/engines/bladerunner/script/ai/shoeshine_man.cpp
@@ -108,6 +108,7 @@ bool AIScriptShoeshineMan::GoalChanged(int currentGoalNumber, int newGoalNumber)
 		Actor_Put_In_Set(kActorShoeshineMan, kSetDR01_DR02_DR04);
 		Actor_Set_At_XYZ(kActorShoeshineMan, -1160.0f, -0.04f, -235.0f, 524);
 		break;
+
 	case 101:
 		AI_Movement_Track_Flush(kActorShoeshineMan);
 		AI_Movement_Track_Append(kActorShoeshineMan, 281, 0);
@@ -132,33 +133,40 @@ bool AIScriptShoeshineMan::ChangeAnimationMode(int mode) {
 			_animationFrame = 0;
 		}
 		break;
+
 	case 1:
 		_animationState = 1;
 		_animationFrame = 0;
 		break;
+
 	case 3:
 		_animationState = 2;
 		_animationFrame = 0;
 		_state = false;
 		break;
+
 	case 12:
 		_animationState = 3;
 		_animationFrame = 0;
 		_state = false;
 		break;
+
 	case 13:
 		_animationState = 4;
 		_animationFrame = 0;
 		_state = false;
 		break;
+
 	case 23:
 		_animationState = 5;
 		_animationFrame = 0;
 		break;
+
 	case 29:
 		_animationState = 6;
 		_animationFrame = 0;
 		break;
+
 	default:
 		break;
 	}
diff --git a/engines/bladerunner/script/ai/steele.cpp b/engines/bladerunner/script/ai/steele.cpp
index 603bbbbddc..7cec5bf4c3 100644
--- a/engines/bladerunner/script/ai/steele.cpp
+++ b/engines/bladerunner/script/ai/steele.cpp
@@ -912,7 +912,9 @@ bool AIScriptSteele::GoalChanged(int currentGoalNumber, int newGoalNumber) {
 		return true;
 
 	case kGoalSteeleNR11Entered:
+		// fall through
 	case 216:
+		// fall through
 	case kGoalSteeleNR01PrepareShotByMcCoy:
 		return true;
 
@@ -1359,7 +1361,9 @@ bool AIScriptSteele::GoalChanged(int currentGoalNumber, int newGoalNumber) {
 		return true;
 
 	case kGoalSteeleStartChapter5:
+		// fall through
 	case 401:
+		// fall through
 	case kGoalSteeleKP01Left:
 		return true;
 
@@ -2019,36 +2023,54 @@ bool AIScriptSteele::ChangeAnimationMode(int mode) {
 
 		switch (_animationState) {
 		case 0:
+			// fall through
 		case 24:
+			// fall through
 		case 34:
+			// fall through
 		case 35:
+			// fall through
 		case 41:
 			return true;
+
 		case 4:
 			_animationState = 23;
 			_animationFrame = 0;
 			break;
+
 		case 14:
+			// fall through
 		case 15:
+			// fall through
 		case 16:
+			// fall through
 		case 17:
+			// fall through
 		case 18:
+			// fall through
 		case 19:
 			_resumeIdleAfterFramesetCompletesFlag = true;
 			break;
+
 		case 20:
+			// fall through
 		case 21:
+			// fall through
 		case 22:
+			// fall through
 		case 37:
 			_resumeIdleAfterFramesetCompletesFlag = true;
 			_animationState = 23;
 			_animationFrame = 0;
 			break;
+
 		case 23:
+			// fall through
 		case 26:
 			_animationState = 24;
 			_animationFrame = 0;
 			break;
+
 		default:
 			_animationFrame = 0;
 			if (Game_Flag_Query(kFlagSteeleSmoking)) {
diff --git a/engines/bladerunner/script/ai/transient.cpp b/engines/bladerunner/script/ai/transient.cpp
index 9ac76a2c76..d756ff0627 100644
--- a/engines/bladerunner/script/ai/transient.cpp
+++ b/engines/bladerunner/script/ai/transient.cpp
@@ -91,9 +91,11 @@ void AIScriptTransient::TimerExpired(int timer) {
 			case 1:
 				Sound_Play(kSfxBUMSNOR1, 50, 0, 0, 50);
 				break;
+
 			case 2:
 				Sound_Play(kSfxBUMSNOR2, 50, 0, 0, 50);
 				break;
+
 			case 3:
 				Sound_Play(kSfxBUMSNOR3, 50, 0, 0, 50);
 				break;
@@ -189,15 +191,18 @@ bool AIScriptTransient::GoalChanged(int currentGoalNumber, int newGoalNumber) {
 		AI_Movement_Track_Append(kActorTransient, 42, 1);
 		AI_Movement_Track_Repeat(kActorTransient);
 		return true;
+
 	case 6:
 		AI_Movement_Track_Flush(kActorTransient);
 		AI_Movement_Track_Append(kActorTransient, 41, 10);
 		AI_Movement_Track_Repeat(kActorTransient);
 		return true;
+
 	case 200:
 		Actor_Put_In_Set(kActorTransient, kSetFreeSlotH);
 		Actor_Set_At_Waypoint(kActorTransient, 40, 0);
 		return true;
+
 	case 390:
 		// laying on the couch - not sleeping
 		Actor_Put_In_Set(kActorTransient, kSetUG13);
@@ -206,15 +211,18 @@ bool AIScriptTransient::GoalChanged(int currentGoalNumber, int newGoalNumber) {
 		Actor_Set_Targetable(kActorTransient, true);
 		Game_Flag_Set(kFlagUG13HomelessLayingdown);
 		return true;
+
 	case 391:
 		// laying on the couch - sleeping - dialogue exhausted pre-flask - awaiting flask
 		Actor_Change_Animation_Mode(kActorTransient, 53);
 		return true;
+
 	case 395:
 		// laying on the couch - sleeping - post flask
 		Actor_Change_Animation_Mode(kActorTransient, 55);
 		AI_Countdown_Timer_Start(kActorTransient, kActorTimerAIScriptCustomTask0, Random_Query(30, 40));
 		return true;
+
 	case 599:
 		AI_Countdown_Timer_Reset(kActorTransient, kActorTimerAIScriptCustomTask0);
 		return true;
@@ -236,6 +244,7 @@ bool AIScriptTransient::UpdateAnimation(int *animation, int *frame) {
 			}
 		}
 		break;
+
 	case 1:
 		*animation = kModelAnimationTransientWalking;
 		++_animationFrame;
@@ -243,6 +252,7 @@ bool AIScriptTransient::UpdateAnimation(int *animation, int *frame) {
 			_animationFrame = 0;
 		}
 		break;
+
 	case 2:
 		*animation = kModelAnimationTransientGestureGive;
 		++_animationFrame;
@@ -250,6 +260,7 @@ bool AIScriptTransient::UpdateAnimation(int *animation, int *frame) {
 			_animationFrame = 0;
 		}
 		break;
+
 	case 3:
 		*animation = kModelAnimationTransientScratchBackOfHeadTalk;
 		++_animationFrame;
@@ -259,6 +270,7 @@ bool AIScriptTransient::UpdateAnimation(int *animation, int *frame) {
 			_animationFrame = 0;
 		}
 		break;
+
 	case 4:
 		*animation = kModelAnimationTransientDescriptiveTalk;
 		++_animationFrame;
@@ -268,6 +280,7 @@ bool AIScriptTransient::UpdateAnimation(int *animation, int *frame) {
 			_animationFrame = 0;
 		}
 		break;
+
 	case 5:
 		*animation = kModelAnimationTransientPointingAtTalk;
 		++_animationFrame;
@@ -277,6 +290,7 @@ bool AIScriptTransient::UpdateAnimation(int *animation, int *frame) {
 			_animationFrame = 0;
 		}
 		break;
+
 	case 6:
 		*animation = kModelAnimationTransientLayingIdle;
 		++_animationFrame;
@@ -284,6 +298,7 @@ bool AIScriptTransient::UpdateAnimation(int *animation, int *frame) {
 			_animationFrame = 0;
 		}
 		break;
+
 	case 7:
 		*animation = kModelAnimationTransientLayingCalmTalk;
 		++_animationFrame;
@@ -292,6 +307,7 @@ bool AIScriptTransient::UpdateAnimation(int *animation, int *frame) {
 			_animationFrame = 0;
 		}
 		break;
+
 	case 8:
 		*animation = kModelAnimationTransientLayingMoreCalmTalk;
 		++_animationFrame;
@@ -300,6 +316,7 @@ bool AIScriptTransient::UpdateAnimation(int *animation, int *frame) {
 			_animationFrame = 0;
 		}
 		break;
+
 	case 9:
 		*animation = kModelAnimationTransientLayingThisAndThatTalk;
 		++_animationFrame;
@@ -308,6 +325,7 @@ bool AIScriptTransient::UpdateAnimation(int *animation, int *frame) {
 			_animationFrame = 0;
 		}
 		break;
+
 	case 10:
 		*animation = kModelAnimationTransientLayingGestureGiveOrTake;
 		++_animationFrame;
@@ -316,6 +334,7 @@ bool AIScriptTransient::UpdateAnimation(int *animation, int *frame) {
 			_animationFrame = 0;
 		}
 		break;
+
 	case 11:
 		*animation = kModelAnimationTransientLayingShotDead;
 		++_animationFrame;
@@ -325,10 +344,12 @@ bool AIScriptTransient::UpdateAnimation(int *animation, int *frame) {
 			_animationFrame = Slice_Animation_Query_Number_Of_Frames(kModelAnimationTransientLayingShotDead) - 1;
 		}
 		break;
+
 	case 12:
 		*animation = kModelAnimationTransientLayingShotDead;
 		_animationFrame = Slice_Animation_Query_Number_Of_Frames(kModelAnimationTransientLayingShotDead) - 1;
 		break;
+
 	case 14:
 		*animation = kModelAnimationTransientShotDeadCollapseInPlace;
 		++_animationFrame;
@@ -340,10 +361,12 @@ bool AIScriptTransient::UpdateAnimation(int *animation, int *frame) {
 			Actor_Retired_Here(kActorTransient, 120, 24, 1, -1);
 		}
 		break;
+
 	case 15:
 		*animation = kModelAnimationTransientShotDeadCollapseInPlace;
 		_animationFrame = Slice_Animation_Query_Number_Of_Frames(kModelAnimationTransientShotDeadCollapseInPlace) - 1;
 		break;
+
 	case 16:
 		*animation = kModelAnimationTransientSearchingTrash;
 		++_animationFrame;
@@ -351,6 +374,7 @@ bool AIScriptTransient::UpdateAnimation(int *animation, int *frame) {
 			_animationFrame = 0;
 		}
 		break;
+
 	case 17:
 		*animation = kModelAnimationTransientSearchingTrashToIdle;
 		++_animationFrame;
@@ -365,6 +389,7 @@ bool AIScriptTransient::UpdateAnimation(int *animation, int *frame) {
 			}
 		}
 		break;
+
 	case 18:
 		*animation = kModelAnimationTransientLayingIdle;
 		++_animationFrame;
@@ -372,6 +397,7 @@ bool AIScriptTransient::UpdateAnimation(int *animation, int *frame) {
 			_animationState = 19;
 		}
 		break;
+
 	case 19:
 		*animation = kModelAnimationTransientLayingIdle;
 		--_animationFrame;
@@ -398,33 +424,45 @@ bool AIScriptTransient::ChangeAnimationMode(int mode) {
 		switch (_animationState) {
 		case 0:
 			break;
+
 		case 6:
+			// fall through
 		case 7:
+			// fall through
 		case 8:
+			// fall through
 		case 9:
+			// fall through
 		case 10:
+			// fall through
 		case 18:
+			// fall through
 		case 19:
 			_animationState = 6;
 			_animationFrame = 0;
 			break;
+
 		case 16:
 			_animationState = 17;
 			_animationFrame = 0;
 			break;
+
 		default:
 			_animationState = 0;
 			_animationFrame = 0;
 			break;
 		}
 		break;
+
 	case 1:
 		if (_animationState != 1) {
 			_animationState = 1;
 			_animationFrame = 0;
 		}
 		break;
+
 	case 3:
+		// fall through
 	case 30:
 		if (_animationState - 6 > 4) {
 			_animationState = 2;
@@ -433,7 +471,9 @@ bool AIScriptTransient::ChangeAnimationMode(int mode) {
 		}
 		_animationFrame = 0;
 		break;
+
 	case 12:
+		// fall through
 	case 31:
 		if (_animationState == 6) {
 			_animationState = 8;
@@ -442,7 +482,9 @@ bool AIScriptTransient::ChangeAnimationMode(int mode) {
 		}
 		_animationFrame = 0;
 		break;
+
 	case 13:
+		// fall through
 	case 32:
 		if (_animationState == 6) {
 			_animationState = 9;
@@ -451,11 +493,17 @@ bool AIScriptTransient::ChangeAnimationMode(int mode) {
 		}
 		_animationFrame = 0;
 		break;
+
 	case 14:
+		// fall through
 	case 33:
+		// fall through
 	case 34:
+		// fall through
 	case 35:
+		// fall through
 	case 36:
+		// fall through
 	case 37:
 		if (_animationState == 6) {
 			_animationState = 10;
@@ -464,6 +512,7 @@ bool AIScriptTransient::ChangeAnimationMode(int mode) {
 		}
 		_animationFrame = 0;
 		break;
+
 	case 21:
 		if (Game_Flag_Query(kFlagUG13HomelessLayingdown)) {
 			_animationState = 11;
@@ -472,15 +521,19 @@ bool AIScriptTransient::ChangeAnimationMode(int mode) {
 		}
 		_animationFrame = 0;
 		break;
+
 	case 38:
 		_animationState = 16;
 		_animationFrame = 0;
 		break;
+
 	case 53:
+		// fall through
 	case 54:
 		_animationState = 6;
 		_animationFrame = 0;
 		break;
+
 	case 55:
 		if (_animationState == 6) {
 			Actor_Set_Frame_Rate_FPS(kActorTransient, 4);
@@ -488,6 +541,7 @@ bool AIScriptTransient::ChangeAnimationMode(int mode) {
 			_animationFrame = 3;
 		}
 		break;
+
 	case 89:
 		_animationState = 12;
 		_animationFrame = Slice_Animation_Query_Number_Of_Frames(kModelAnimationTransientLayingShotDead) - 1;
diff --git a/engines/bladerunner/script/ai/tyrell.cpp b/engines/bladerunner/script/ai/tyrell.cpp
index 6434625ee7..55687977e5 100644
--- a/engines/bladerunner/script/ai/tyrell.cpp
+++ b/engines/bladerunner/script/ai/tyrell.cpp
@@ -207,35 +207,42 @@ bool AIScriptTyrell::ChangeAnimationMode(int mode) {
 			_animationFrame = 0;
 		}
 		break;
+
 	case kAnimationModeWalk:
 		_animationState = 1;
 		_animationFrame = 0;
 		break;
+
 	case kAnimationModeTalk:
 		_animationState = 2;
 		_animationFrame = 0;
 		_resumeIdleAfterFramesetCompletesFlag = false;
 		break;
+
 	case 12:
 		_animationState = 3;
 		_animationFrame = 0;
 		_resumeIdleAfterFramesetCompletesFlag = false;
 		break;
+
 	case 13:
 		_animationState = 4;
 		_animationFrame = 0;
 		_resumeIdleAfterFramesetCompletesFlag = false;
 		break;
+
 	case 14:
 		_animationState = 5;
 		_animationFrame = 0;
 		_resumeIdleAfterFramesetCompletesFlag = false;
 		break;
+
 	case 15:
 		_animationState = 6;
 		_animationFrame = 0;
 		_resumeIdleAfterFramesetCompletesFlag = false;
 		break;
+
 	default:
 		break;
 	}
diff --git a/engines/bladerunner/script/ai/tyrell_guard.cpp b/engines/bladerunner/script/ai/tyrell_guard.cpp
index 4647c4fa81..62c8cfb216 100644
--- a/engines/bladerunner/script/ai/tyrell_guard.cpp
+++ b/engines/bladerunner/script/ai/tyrell_guard.cpp
@@ -226,6 +226,7 @@ bool AIScriptTyrellGuard::UpdateAnimation(int *animation, int *frame) {
 			_animationState = 3;
 		}
 		break;
+
 	case 8:
 		*animation = 557;
 		++_animationFrame;
@@ -235,6 +236,7 @@ bool AIScriptTyrellGuard::UpdateAnimation(int *animation, int *frame) {
 			_animationState = 0;
 		}
 		break;
+
 	case 9:
 		*animation = 563;
 		++_animationFrame;
@@ -278,18 +280,26 @@ bool AIScriptTyrellGuard::ChangeAnimationMode(int mode) {
 			_animationState = 8;
 			_animationFrame = 0;
 			break;
+
 		case 1:
 			_animationState = 2;
 			break;
+
 		case 3:
+			// fall through
 		case 4:
+			// fall through
 		case 5:
+			// fall through
 		case 6:
+			// fall through
 		case 7:
 			_resumeIdleAfterFramesetCompletesFlag = true;
 			break;
+
 		case 8:
 			break;
+
 		default:
 			_animationState = 0;
 			_animationFrame = 0;
@@ -358,6 +368,7 @@ bool AIScriptTyrellGuard::ChangeAnimationMode(int mode) {
 		break;
 
 	case 43:
+		// fall through
 	case 55:
 		if (_animationState != 1) {
 			_animationState = 1;
diff --git a/engines/bladerunner/script/ai/zuben.cpp b/engines/bladerunner/script/ai/zuben.cpp
index 02acc04394..800b65012a 100644
--- a/engines/bladerunner/script/ai/zuben.cpp
+++ b/engines/bladerunner/script/ai/zuben.cpp
@@ -540,6 +540,7 @@ bool AIScriptZuben::GoalChanged(int currentGoalNumber, int newGoalNumber) {
 			}
 			return false;
 		}
+
 	case 106:
 		Actor_Set_Goal_Number(kActorZuben, 105);
 		return true;
@@ -564,6 +565,7 @@ bool AIScriptZuben::GoalChanged(int currentGoalNumber, int newGoalNumber) {
 			AI_Movement_Track_Append(kActorZuben, 39, 10); // kSetFreeSlotG
 			AI_Movement_Track_Repeat(kActorZuben);
 			break;
+
 		case 2:
 			AI_Movement_Track_Flush(kActorZuben);
 			AI_Movement_Track_Append(kActorZuben, 495, 0); // kSetNR02
@@ -571,6 +573,7 @@ bool AIScriptZuben::GoalChanged(int currentGoalNumber, int newGoalNumber) {
 			AI_Movement_Track_Append(kActorZuben, 33, Random_Query(15, 45));
 			AI_Movement_Track_Repeat(kActorZuben);
 			break;
+
 		case 3:
 			AI_Movement_Track_Append(kActorZuben, 498, 0); // kSetNR03
 			AI_Movement_Track_Append(kActorZuben, 497, 0);
@@ -579,6 +582,7 @@ bool AIScriptZuben::GoalChanged(int currentGoalNumber, int newGoalNumber) {
 			AI_Movement_Track_Append(kActorZuben, 39, 10);
 			AI_Movement_Track_Repeat(kActorZuben);
 			break;
+
 		case 4:
 			AI_Movement_Track_Flush(kActorZuben);
 			AI_Movement_Track_Append(kActorZuben, 499, 2); // kSetNR05_NR08
@@ -589,6 +593,7 @@ bool AIScriptZuben::GoalChanged(int currentGoalNumber, int newGoalNumber) {
 			AI_Movement_Track_Append(kActorZuben, 39, 10);
 			AI_Movement_Track_Repeat(kActorZuben);
 			break;
+
 		case 5:
 			AI_Movement_Track_Flush(kActorZuben);
 			AI_Movement_Track_Append(kActorZuben, 503, 0); // kSetNR05_NR08
@@ -599,6 +604,7 @@ bool AIScriptZuben::GoalChanged(int currentGoalNumber, int newGoalNumber) {
 			AI_Movement_Track_Append(kActorZuben, 39, 10);
 			AI_Movement_Track_Repeat(kActorZuben);
 			break;
+
 		case 6:
 			AI_Movement_Track_Flush(kActorZuben);
 			AI_Movement_Track_Append(kActorZuben, 508, 0); // kSetHF01
@@ -608,6 +614,7 @@ bool AIScriptZuben::GoalChanged(int currentGoalNumber, int newGoalNumber) {
 			AI_Movement_Track_Append(kActorZuben, 39, 10);
 			AI_Movement_Track_Repeat(kActorZuben);
 			break;
+
 		case 7:
 			AI_Movement_Track_Flush(kActorZuben);
 			AI_Movement_Track_Append(kActorZuben, 514, 0); // kSetHF03
@@ -617,6 +624,7 @@ bool AIScriptZuben::GoalChanged(int currentGoalNumber, int newGoalNumber) {
 			AI_Movement_Track_Append(kActorZuben, 39, 10);
 			AI_Movement_Track_Repeat(kActorZuben);
 			break;
+
 		case 8:
 			AI_Movement_Track_Flush(kActorZuben);
 			AI_Movement_Track_Append(kActorZuben, 510, 0); // kSetHF01
@@ -1062,84 +1070,108 @@ bool AIScriptZuben::ChangeAnimationMode(int mode) {
 		_animationState = 0;
 		_animationFrame = 0;
 		break;
+
 	case kAnimationModeWalk:
 		_animationState = 1;
 		_animationFrame = 0;
 		break;
+
 	case kAnimationModeRun:
 		_animationState = 3;
 		_animationFrame = 0;
 		break;
+
 	case kAnimationModeTalk:
 		_animationState = 17;
 		_animationFrame = 0;
 		break;
+
 	case kAnimationModeCombatIdle:
 		switch (_animationState) {
 		case 2:
+			// fall through
 		case 4:
 			_animationState = 7;
 			_animationFrame = 0;
 			break;
+
 		case 5:
+			// fall through
 		case 7:
 			break;
+
 		default:
 			_animationState = 5;
 			_animationFrame = 0;
 			break;
 		}
 		break;
+
 	case kAnimationModeCombatAttack:
 		_animationState = 8;
 		_animationFrame = 0;
 		break;
+
 	case kAnimationModeCombatWalk:
 		_animationState = 2;
 		_animationFrame = 0;
 		break;
+
 	case kAnimationModeCombatRun:
 		_animationState = 4;
 		_animationFrame = 0;
 		break;
+
 	case 12:
 		_animationState = 18;
 		_animationFrame = 0;
 		break;
+
 	case 13:
 		_animationState = 19;
 		_animationFrame = 0;
 		break;
+
 	case 14:
 		_animationState = 20;
 		_animationFrame = 0;
 		break;
+
 	case 15:
 		_animationState = 21;
 		_animationFrame = 0;
 		break;
+
 	case 16:
 		_animationState = 22;
 		_animationFrame = 0;
 		break;
+
 	case 17:
 		_animationState = 23;
 		_animationFrame = 0;
 		break;
+
 	case 18:
 		_animationState = 24;
 		_animationFrame = 0;
 		break;
+
 	case 19:
 		_animationState = 25;
 		_animationFrame = 0;
 		break;
+
 	case kAnimationModeHit:
 		switch (_animationState) {
 		case 2:
+			// fall through
 		case 4:
+			// fall through
 		case 5:
+			// fall through
 		case 7:
+			// fall through
 		case 8:
 			if (Random_Query(0, 1)) {
 				_animationState = 11;
@@ -1148,6 +1180,7 @@ bool AIScriptZuben::ChangeAnimationMode(int mode) {
 			}
 			_animationFrame = 0;
 			break;
+
 		default:
 			if (Random_Query(0, 1)) {
 				_animationState = 9;
@@ -1158,6 +1191,7 @@ bool AIScriptZuben::ChangeAnimationMode(int mode) {
 			break;
 		}
 		break;
+
 	case kAnimationModeCombatHit:
 		if (Random_Query(0, 1)) {
 			_animationState = 11;
@@ -1166,18 +1200,22 @@ bool AIScriptZuben::ChangeAnimationMode(int mode) {
 		}
 		_animationFrame = 0;
 		break;
+
 	case 24:
 		_animationState = 26;
 		_animationFrame = 0;
 		break;
+
 	case 25:
 		_animationState = 27;
 		_animationFrame = 0;
 		break;
+
 	case 26:
 		_animationState = 28;
 		_animationFrame = 0;
 		break;
+
 	case kAnimationModeDie:
 		Actor_Set_Targetable(kActorZuben, false);
 		if (_vm->_cutContent) {
@@ -1186,21 +1224,29 @@ bool AIScriptZuben::ChangeAnimationMode(int mode) {
 		}
 		switch (_animationState) {
 			case 2:
+				// fall through
 			case 4:
+				// fall through
 			case 5:
+				// fall through
 			case 7:
+				// fall through
 			case 8:
+				// fall through
 			case 11:
+				// fall through
 			case 12:
 				_animationState = 14;
 				_animationFrame = 0;
 				break;
+
 			default:
 				_animationState = 13;
 				_animationFrame = 0;
 				break;
 		}
 		break;
+
 	case kAnimationModeCombatDie:
 		Actor_Set_Targetable(kActorZuben, false);
 		_animationState = 14;


Commit: f0b637ff6de9aac21494f0d165df12f42c8dd35c
    https://github.com/scummvm/scummvm/commit/f0b637ff6de9aac21494f0d165df12f42c8dd35c
Author: antoniou79 (a.antoniou79 at gmail.com)
Date: 2020-12-11T23:02:58+02:00

Commit Message:
BLADERUNNER: More animation descriptions and notes

Zuben, (Removed) dancer (taffy patron 3), Walkers, Mutants, Bear Doll, General Doll

Changed paths:
    engines/bladerunner/game_constants.h
    engines/bladerunner/script/ai/bryant.cpp
    engines/bladerunner/script/ai/dektora.cpp
    engines/bladerunner/script/ai/general_doll.cpp
    engines/bladerunner/script/ai/generic_walker_a.cpp
    engines/bladerunner/script/ai/generic_walker_b.cpp
    engines/bladerunner/script/ai/generic_walker_c.cpp
    engines/bladerunner/script/ai/guzza.cpp
    engines/bladerunner/script/ai/izo.cpp
    engines/bladerunner/script/ai/klein.cpp
    engines/bladerunner/script/ai/mutant1.cpp
    engines/bladerunner/script/ai/mutant2.cpp
    engines/bladerunner/script/ai/mutant3.cpp
    engines/bladerunner/script/ai/runciter.cpp
    engines/bladerunner/script/ai/sadik.cpp
    engines/bladerunner/script/ai/sergeant_walls.cpp
    engines/bladerunner/script/ai/steele.cpp
    engines/bladerunner/script/ai/taffy_patron.cpp
    engines/bladerunner/script/ai/transient.cpp
    engines/bladerunner/script/ai/zuben.cpp


diff --git a/engines/bladerunner/game_constants.h b/engines/bladerunner/game_constants.h
index 1f62239931..02fdd2096c 100644
--- a/engines/bladerunner/game_constants.h
+++ b/engines/bladerunner/game_constants.h
@@ -1920,7 +1920,7 @@ enum GameModelAnimations {
 	kModelAnimationClovisWalking                            = 220,
 	kModelAnimationClovisRunning                            = 221,
 	kModelAnimationClovisClimbStairsUp                      = 222, // Untriggered
-	kModelAnimationClovisClimbStairsDown                    = 223, // Untrigered
+	kModelAnimationClovisClimbStairsDown                    = 223, // Untriggered
 	kModelAnimationClovisGotHitRight                        = 224,
 	kModelAnimationClovisGotHitLeft                         = 225,
 	kModelAnimationClovisShotDead                           = 226,
@@ -1976,13 +1976,71 @@ enum GameModelAnimations {
 	kModelAnimationLucyCombatDropsDead                      = 275, // Untriggered. Somewhat faster than kModelAnimationLucyShotDead (259)
 	kModelAnimationLucyRemovesNeckletDiesFromExplosion      = 276, // Untriggered
 	// 277 - 311: Izo animations
+		// TODO
 	// 312 - 345: Sadik animations
+		// TODO
 	// 316 - 359: Twins/Luther animations
+		// TODO
 	// 360 - 387: EarlyQ animations
+		// TODO
 	// 388 - 421: Zuben animations
+	kModelAnimationZubenCombatIdle               = 388,
+	kModelAnimationZubenCombatHitFront           = 389,
+	kModelAnimationZubenCombatHitBack            = 390,
+	kModelAnimationZubenCombatWalking            = 391,
+	kModelAnimationZubenCombatRunning            = 392,
+	kModelAnimationZubenCombatShotDead           = 393,
+	kModelAnimationZubenCombatClimbStairsUp      = 394, // UNUSED
+	kModelAnimationZubenCombatClimbStairsDown    = 395, // UNUSED
+	kModelAnimationZubenCombatUnholsterCleaver   = 396,
+	kModelAnimationZubenCombatHolsterCleaver     = 397, // TODO check if properly triggered
+	kModelAnimationZubenCleaverAttack            = 398,
+	kModelAnimationZubenWalking                  = 399,
+	kModelAnimationZubenRunning                  = 400,
+	kModelAnimationZubenClimbStairsUp            = 401, // UNUSED
+	kModelAnimationZubenClimbStairsDown          = 402, // UNUSED
+	kModelAnimationZubenClimbShotFront           = 403,
+	kModelAnimationZubenClimbShotBack            = 404,
+	kModelAnimationZubenShotDead                 = 405,
+	kModelAnimationZubenIdle                     = 406,
+	kModelAnimationZubenQuickLookLeftRight       = 407, // UNUSED
+	kModelAnimationZubenLooksAtSomeone           = 408,
+	kModelAnimationZubenCalmTalk                 = 409,
+	kModelAnimationZubenProtestTalk              = 410,
+	kModelAnimationZubenQuestionTalk             = 411,
+	kModelAnimationZubenMoreQuestionTalk         = 412,
+	kModelAnimationZubenPointingTalk             = 413,
+	kModelAnimationZubenYetMoreQuestiongTalk     = 414,
+	kModelAnimationZubenScratchEarTalk           = 415,
+	kModelAnimationZubenDontKnowTalk             = 416,
+	kModelAnimationZubenThreatenTalk             = 417,
+	kModelAnimationZubenPlayWithHands            = 418, // TODO partially used?
+	kModelAnimationZubenToppleSoupCauldron       = 419,
+	kModelAnimationZubenBashOnDoor               = 420,
+	kModelAnimationZubenJumpDownFromCeiling      = 421,
 	// 422 - 437: Generic walker A/B/C animations (with/without umbrella, walking/still)
-	// 438 - 439: Dancer model animations (unused?)
+	kModelGenWalkerHattedPersonFastPace                     = 422, // Walking  - Frame 1 used for standing still
+	kModelGenWalkerHattedPersonLoweredFace                  = 423, // Walking  - Frame 6 used for standing still
+	kModelGenWalkerHattedPersonWithUmbrella                 = 424, // Walking  - Same model as 426
+	kModelGenWalkerHattedPersonNoUmbrellaSmallSteps         = 425, // Walking  - Same model as 427
+	kModelGenWalkerHattedPersonWithUmbrellaStandsStill      = 426, // Standing - Same model as 424
+	kModelGenWalkerHattedPersonNoUmbrellaStandsStill        = 427, // Standing - Same model as 425
+	kModelGenWalkerHoodedPersonWithUmbrella                 = 428, // Walking  - Same model as 430
+	kModelGenWalkerPunkPersonWithGlassesAndBeard            = 429, // Walking  - Same model as 431
+	kModelGenWalkerHoodedPersonWithUmbrellaStandsStill      = 430, // Standing - Same model as 428
+	kModelGenWalkerPunkPersonWithGlassesAndBeardStandsStill = 431, // Standing - Same model as 429
+	kModelGenWalkerPunkPersonWithGlasses                    = 432, // Walking  - Same model as 433
+	kModelGenWalkerPunkPersonWithGlassesStandsStill         = 433, // Standing - Same model as 432
+	kModelGenWalkerHattedChild                              = 434, // Walking  - Frame 11 used for standing still
+	kModelGenWalkerChild                                    = 435, // Walking  - Frame 0 (or 5) used for standing still
+	kModelGenWalkerHattedPersonWithWoodenUmbrella           = 436, // Walking  - Frame 4 used for standing still 
+	kModelGenWalkerHattedLadyWithWoodenUmbrellaStandsStill  = 437, // Standing - *Not the same model with 436* - Just single frame
+	// 438 - 439: Dancer model animations (UNUSED)
+	kModelAnimationHysteriaPatron3DanceBendBackAndForward = 438, // UNUSED
+	kModelAnimationHysteriaPatron3DanceCrouchAndRaiseUp   = 439, // UNUSED
+	//       440: Tracking Gun (At Bullet Bob's shop)
 	kModelAnimationBulletBobsTrackingGun         = 440,
+	// 441 - 450: Shooting range targets
 	kModelAnimationMaleTargetEmptyHandsActive    = 441,
 	kModelAnimationMaleTargetEmptyHandsDead      = 442, // 441+1
 	kModelAnimationMaleTargetWithGunActive       = 443,
@@ -2053,16 +2111,27 @@ enum GameModelAnimations {
 	kModelAnimationTransientSearchingTrash           = 504,
 	kModelAnimationTransientSearchingTrashToIdle     = 505,
 	// 506 - 525: Bullet Bob animations
+		// TODO
 	// 526 - 544: Runciter animations
+		// TODO
 	// 545 - 554: Insect Dealer animations
+		// TODO
 	// 555 - 565: Tyrell Guard animations
+		// TODO
 	// 566 - 570: Mia animations
+		// TODO
 	// 571 - 604: Officer Leary animations
+		// TODO
 	// 605 - 641: Officer Grayford animations
+		// TODO
 	// 642 - 660: Hanoi animations
+		// TODO
 	// 661 - 670: Desk Clerk (Yukon) animations
+		// TODO
 	// 671 - 681: Howie Lee animations
+		// TODO
 	// 682 - 687: Fish Dealer animations
+		// TODO
 	// 688 - 697: Dino Klein animations
 	kModelAnimationKleinWalking                    = 688,
 	kModelAnimationKleinStandingIdle               = 689,
@@ -2075,19 +2144,36 @@ enum GameModelAnimations {
 	kModelAnimationKleinTalkDismissive             = 696,
 	kModelAnimationKleinTalkRaisingBothHands       = 697,
 	// 698 - 704: Murray animations
+		// TODO
 	// 705 - 715: Hawker's Barkeep animations
+		// TODO
 	// 716 - 721: Holloway animations
+		// TODO
 	// 722 - 731: Sergeant Walls animations
+		// TODO
 	// 732 - 743: Moraji animations
+		// TODO
 	// 744 - 750: Photographer animations
+		// TODO
 	//       751: Rajif animations
+		// TODO
 	// 752 - 757: EarlyQ Bartender animations
+		// TODO
 	// 758 - 764: Shoeshine Man animations (UNUSED)
+		// TODO
 	// 765 - 772: Tyrell animations
+		// TODO
 	// 773 - 787: Chew animations
+		// TODO
 	// 788 - 804: Gaff animations
+		// TODO
 	// 805 - 808: Bear "Bryant" (Sebastian's toy) animations
+	kModelAnimationBearToyWalking         = 805,
+	kModelAnimationBearToyOscillatingIdle = 806, // untriggered?
+	kModelAnimationBearToyGotHit          = 807, // UNUSED
+	kModelAnimationBearToyShotDead        = 808, // untriggered
 	// 809 - 821: Sebastian animations
+		// TODO
 	// 822 - 832: Rachael animations
 	kModelAnimationRachaelWalking                  = 822,
 	kModelAnimationRachaelIdle                     = 823,
@@ -2101,8 +2187,15 @@ enum GameModelAnimations {
 	kModelAnimationRachaelTalkHandOnChest          = 831,
 	kModelAnimationRachaelTalkHandWaveToRight      = 832,
 	// 833 - 837: "General" (Sebastian's toy) animations
+	kModelGeneralDollWalking    = 833,
+	kModelGeneralDollIdle       = 834,
+	kModelGeneralDollHaltSalute = 835,
+	kModelGeneralDollShotDead   = 836, // untriggered
+	kModelGeneralDollGotHit     = 837, // untriggered
 	// 838 - 845: Mama Isabella animations
+		// TODO
 	// 846 - 856: Leon animations
+		// TODO
 	// 857 - 862: Rat (Free Slot A/B) animations
 	kModelAnimationRatJumpAttack                   = 857,
 	kModelAnimationRatRunning                      = 858,
@@ -2128,7 +2221,7 @@ enum GameModelAnimations {
 	// 877 - 884: Hysteria Patron1 (dancer) animations
 	kModelAnimationHysteriaPatron1DanceStandingUpSemiSitAndUp = 877,
 	kModelAnimationHysteriaPatron1DanceStandingUpLeftMotion   = 878,
-	kModelAnimationHysteriaPatron1DanceStandingUpStowingMoney = 879, // original UNUSED
+	kModelAnimationHysteriaPatron1DanceStandingUpStowingMoney = 879, // original UNUSED (restored)
 	kModelAnimationHysteriaPatron1DanceSplitsDuckAndDown      = 880,
 	kModelAnimationHysteriaPatron1DanceSplitsSemiUpAndDown    = 881,
 	kModelAnimationHysteriaPatron1DanceSplitsBackAndForth     = 882,
@@ -2143,10 +2236,37 @@ enum GameModelAnimations {
 	kModelAnimationHysteriaPatron2DanceHandsDownLeanBackForth = 890,
 	kModelAnimationHysteriaPatron2DanceHandsUpToHandsDown     = 891,
 	kModelAnimationHysteriaPatron2DanceHandsDownToHandsUp     = 892,
-	// 893 - 900: Mutant 1 animations
-	// 901 - 907: Mutant 2 animations
-	// 908 - 917: Mutant 3 animations
+	// 893 - 900: Mutant 1 animations - Special with pipe
+	kModelAnimationMutant1Walking              = 893,
+	kModelAnimationMutant1Idle                 = 894,
+	kModelAnimationMutant1CalmTalk             = 895, // UNUSED
+	kModelAnimationMutant1MoreCalmTalk         = 896, // untriggered?
+	kModelAnimationMutant1YellOrHurt           = 897, // untriggered
+	kModelAnimationMutant1MeleeAttack          = 898,
+	kModelAnimationMutant1Jump                 = 899, // untriggered?
+	kModelAnimationMutant1ShotDead             = 900,
+	// 901 - 907: Mutant 2 animations - Special with tiny hand, no weapon
+	kModelAnimationMutant2Walking              = 901,
+	kModelAnimationMutant2Running              = 902,
+	kModelAnimationMutant2Idle                 = 903,
+	kModelAnimationMutant2CalmTalk             = 904, // untriggered?
+	kModelAnimationMutant2YellOrHurt           = 905, // untriggered
+	kModelAnimationMutant2MeleeAttack          = 906,
+	kModelAnimationMutant2ShotDead             = 907,
+	// 908 - 917: Mutant 3 animations - Throws rocks, ranged attack
+	kModelAnimationMutant3Walking              = 908,
+	kModelAnimationMutant3Running              = 909,
+	kModelAnimationMutant3Idle                 = 910,
+	kModelAnimationMutant3CalmTalk             = 911, // untriggered
+	kModelAnimationMutant3YellOrHurt           = 912, // untriggered?
+	kModelAnimationMutant3PicksUpAndThrowsRock = 913,
+	kModelAnimationMutant3CrouchedWaiting      = 914, // untriggered?
+	kModelAnimationMutant3CrouchedToStanding   = 915, // untriggered?
+	kModelAnimationMutant3CrouchedFromStanding = 916, // untriggered?
+	kModelAnimationMutant3ShotDead             = 917,
 	// 918 - 919: Taffy Patron (Gordo's hostage) animations
+	kModelAnimationTaffyPatronRunning          = 918,
+	kModelAnimationTaffyPatronShotDead         = 919,
 	// 920 - 930: Hasan animations
 	kModelAnimationHasanTalkWipeFaceLeftHand01    = 920, // UNUSED
 	kModelAnimationHasanIdleSlightMovement        = 921,
diff --git a/engines/bladerunner/script/ai/bryant.cpp b/engines/bladerunner/script/ai/bryant.cpp
index 23e2c1b40e..61cc25ee7d 100644
--- a/engines/bladerunner/script/ai/bryant.cpp
+++ b/engines/bladerunner/script/ai/bryant.cpp
@@ -145,6 +145,7 @@ bool AIScriptBryant::GoalChanged(int currentGoalNumber, int newGoalNumber) {
 			AI_Movement_Track_Append(kActorBryant, 139, 0);
 			AI_Movement_Track_Repeat(kActorBryant);
 			break;
+
 		case 1:
 			AI_Movement_Track_Append(kActorBryant, 139, 0);
 			AI_Movement_Track_Append(kActorBryant, 138, 0);
@@ -154,54 +155,63 @@ bool AIScriptBryant::GoalChanged(int currentGoalNumber, int newGoalNumber) {
 			AI_Movement_Track_Append(kActorBryant, 134, 0);
 			AI_Movement_Track_Repeat(kActorBryant);
 			break;
+
 		case 2:
 			AI_Movement_Track_Append(kActorBryant, 196, 0);
 			AI_Movement_Track_Append(kActorBryant, 197, 0);
 			AI_Movement_Track_Append(kActorBryant, 198, 0);
 			AI_Movement_Track_Repeat(kActorBryant);
 			break;
+
 		case 3:
 			AI_Movement_Track_Append(kActorBryant, 198, 0);
 			AI_Movement_Track_Append(kActorBryant, 197, 0);
 			AI_Movement_Track_Append(kActorBryant, 196, 0);
 			AI_Movement_Track_Repeat(kActorBryant);
 			break;
+
 		case 4:
 			AI_Movement_Track_Append(kActorBryant, 326, 0);
 			AI_Movement_Track_Append(kActorBryant, 332, 0);
 			AI_Movement_Track_Append(kActorBryant, 327, 0);
 			AI_Movement_Track_Repeat(kActorBryant);
 			break;
+
 		case 5:
 			AI_Movement_Track_Append(kActorBryant, 327, 0);
 			AI_Movement_Track_Append(kActorBryant, 332, 0);
 			AI_Movement_Track_Append(kActorBryant, 326, 0);
 			AI_Movement_Track_Repeat(kActorBryant);
 			break;
+
 		case 6:
 			AI_Movement_Track_Append(kActorBryant, 329, 0);
 			AI_Movement_Track_Append(kActorBryant, 328, 0);
 			AI_Movement_Track_Append(kActorBryant, 330, 0);
 			AI_Movement_Track_Repeat(kActorBryant);
 			break;
+
 		case 7:
 			AI_Movement_Track_Append(kActorBryant, 330, 0);
 			AI_Movement_Track_Append(kActorBryant, 328, 0);
 			AI_Movement_Track_Append(kActorBryant, 329, 0);
 			AI_Movement_Track_Repeat(kActorBryant);
 			break;
+
 		case 8:
 			AI_Movement_Track_Append(kActorBryant, 331, 0);
 			AI_Movement_Track_Append(kActorBryant, 333, 0);
 			AI_Movement_Track_Append(kActorBryant, 335, 0);
 			AI_Movement_Track_Repeat(kActorBryant);
 			break;
+
 		case 9:
 			AI_Movement_Track_Append(kActorBryant, 335, 0);
 			AI_Movement_Track_Append(kActorBryant, 333, 0);
 			AI_Movement_Track_Append(kActorBryant, 331, 0);
 			AI_Movement_Track_Repeat(kActorBryant);
 			break;
+
 		default:
 			break;
 		}
@@ -221,33 +231,37 @@ bool AIScriptBryant::GoalChanged(int currentGoalNumber, int newGoalNumber) {
 bool AIScriptBryant::UpdateAnimation(int *animation, int *frame) {
 	switch (_animationState) {
 	case 0:
-		*animation = 806;
+		*animation = kModelAnimationBearToyOscillatingIdle;
 		++_animationFrame;
 
-		if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(806)) {
+		if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationBearToyOscillatingIdle)) {
 			_animationFrame = 0;
 		}
 		break;
+
 	case 1:
-		*animation = 805;
+		*animation = kModelAnimationBearToyWalking;
 		++_animationFrame;
 
-		if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(805)) {
+		if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationBearToyWalking)) {
 			_animationFrame = 0;
 		}
 		break;
+
 	case 2:
-		*animation = 808;
+		*animation = kModelAnimationBearToyShotDead;
 		++_animationFrame;
 
-		if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(808) - 1) {
+		if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationBearToyShotDead) - 1) {
 			_animationState = 3;
 		}
 		break;
+
 	case 3:
-		*animation = 808;
-		_animationFrame = Slice_Animation_Query_Number_Of_Frames(808) - 1;
+		*animation = kModelAnimationBearToyShotDead;
+		_animationFrame = Slice_Animation_Query_Number_Of_Frames(kModelAnimationBearToyShotDead) - 1;
 		break;
+
 	default:
 		break;
 	}
@@ -262,15 +276,18 @@ bool AIScriptBryant::ChangeAnimationMode(int mode) {
 		_animationState = 0;
 		_animationFrame = 0;
 		break;
+
 	case kAnimationModeWalk:
 		_animationState = 1;
 		_animationFrame = 0;
 		break;
+
 	case kAnimationModeDie:
 		_animationState = 2;
 		_animationFrame = 0;
 		Actor_Set_Goal_Number(kActorBryant, 0);
 		break;
+
 	default:
 		break;
 	}
diff --git a/engines/bladerunner/script/ai/dektora.cpp b/engines/bladerunner/script/ai/dektora.cpp
index e7b7b455e1..74e4138f68 100644
--- a/engines/bladerunner/script/ai/dektora.cpp
+++ b/engines/bladerunner/script/ai/dektora.cpp
@@ -608,7 +608,8 @@ bool AIScriptDektora::UpdateAnimation(int *animation, int *frame) {
 		break;
 
 	case 1:
-		*animation = 19;
+		// Dummy placeholder, kModelAnimationMcCoyIdle (19) is a McCoy animation
+		*animation = kModelAnimationMcCoyIdle;
 		_animationFrame = 0;
 		break;
 
diff --git a/engines/bladerunner/script/ai/general_doll.cpp b/engines/bladerunner/script/ai/general_doll.cpp
index ba2919ca52..5ad83eae2c 100644
--- a/engines/bladerunner/script/ai/general_doll.cpp
+++ b/engines/bladerunner/script/ai/general_doll.cpp
@@ -78,18 +78,23 @@ void AIScriptGeneralDoll::CompletedMovementTrack() {
 			case 0:
 				Ambient_Sounds_Play_Speech_Sound(kActorGeneralDoll, 0, 80, 0, 0, 0);
 				break;
+
 			case 1:
 				Ambient_Sounds_Play_Speech_Sound(kActorGeneralDoll, 10, 80, 0, 0, 0);
 				break;
+
 			case 2:
 				Ambient_Sounds_Play_Speech_Sound(kActorGeneralDoll, 20, 80, 0, 0, 0);
 				break;
+
 			case 3:
 				Ambient_Sounds_Play_Speech_Sound(kActorGeneralDoll, 30, 80, 0, 0, 0);
 				break;
+
 			case 4:
 				Ambient_Sounds_Play_Speech_Sound(kActorGeneralDoll, 40, 80, 0, 0, 0);
 				break;
+
 			case 5:
 				Ambient_Sounds_Play_Speech_Sound(kActorGeneralDoll, 50, 80, 0, 0, 0);
 				break;
@@ -286,48 +291,48 @@ bool AIScriptGeneralDoll::GoalChanged(int currentGoalNumber, int newGoalNumber)
 bool AIScriptGeneralDoll::UpdateAnimation(int *animation, int *frame) {
 	switch (_animationState) {
 	case 0:
-		*animation = 834;
+		*animation = kModelGeneralDollIdle;
 		++_animationFrame;
-		if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(834)) {
+		if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelGeneralDollIdle)) {
 			_animationFrame = 0;
 		}
 		break;
 
 	case 1:
-		*animation = 835;
+		*animation = kModelGeneralDollHaltSalute;
 		if (_animationFrame == 0 && _resumeIdleAfterFramesetCompletesFlag) {
-			*animation = 834;
+			*animation = kModelGeneralDollIdle;
 			_animationFrame = 0;
 			_animationState = 0;
 		} else {
 			++_animationFrame;
-			if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(835)) {
+			if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelGeneralDollHaltSalute)) {
 				_animationFrame = 0;
 			}
 		}
 		break;
 
 	case 2:
-		*animation = 833;
+		*animation = kModelGeneralDollWalking;
 		++_animationFrame;
-		if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(833)) {
+		if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelGeneralDollWalking)) {
 			_animationFrame = 0;
 		}
 		break;
 
 	case 3:
-		*animation = 837;
+		*animation = kModelGeneralDollGotHit;
 		++_animationFrame;
-		if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(837)) {
-			*animation = 834;
+		if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelGeneralDollGotHit)) {
+			*animation = kModelGeneralDollIdle;
 			_animationFrame = 0;
 			_animationState = 0;
 		}
 		break;
 
 	case 4:
-		*animation = 836;
-		if (_animationFrame < Slice_Animation_Query_Number_Of_Frames(836) - 1) {
+		*animation = kModelGeneralDollShotDead;
+		if (_animationFrame < Slice_Animation_Query_Number_Of_Frames(kModelGeneralDollShotDead) - 1) {
 			++_animationFrame;
 		}
 		break;
@@ -350,6 +355,7 @@ bool AIScriptGeneralDoll::ChangeAnimationMode(int mode) {
 			_animationFrame = 0;
 		}
 		break;
+
 	case 1:
 		_animationState = 2;
 		_animationFrame = 0;
diff --git a/engines/bladerunner/script/ai/generic_walker_a.cpp b/engines/bladerunner/script/ai/generic_walker_a.cpp
index 8ad077ee51..14623c3ed4 100644
--- a/engines/bladerunner/script/ai/generic_walker_a.cpp
+++ b/engines/bladerunner/script/ai/generic_walker_a.cpp
@@ -231,54 +231,54 @@ bool AIScriptGenericWalkerA::UpdateAnimation(int *animation, int *frame) {
 	case kGenericWalkerAStatesIdle:
 		switch (Global_Variable_Query(kVariableGenericWalkerAModel)) {
 		case 0:
-			*animation = 426; // Hatted Person with umbrella still
+			*animation = kModelGenWalkerHattedPersonWithUmbrellaStandsStill; // Hatted Person with umbrella still
 			break;
 
 		case 1:
-			*animation = 430; // Hooded person with umbrella still
+			*animation = kModelGenWalkerHoodedPersonWithUmbrellaStandsStill; // Hooded person with umbrella still
 			break;
 
 		case 2:
 #if BLADERUNNER_ORIGINAL_BUGS
 			// Hatted lady with wooden umbrella still (different from 436 model!)
-			*animation = 437;
+			*animation = kModelGenWalkerHattedLadyWithWoodenUmbrellaStandsStill;
 #else
 			// use model 436 and animation frame 4
-			*animation = 436;
-			_animationFrame = 4;
+			*animation = kModelGenWalkerHattedPersonWithWoodenUmbrella;
+			_animationFrame = 4; // frame 4 is used for still
 #endif // BLADERUNNER_ORIGINAL_BUGS
 			break;
 
 		case 3:
-			*animation = 431; // Person with glasses and beard still
+			*animation = kModelGenWalkerPunkPersonWithGlassesAndBeardStandsStill; // Person with glasses and beard still
 			break;
 
 		case 4:
-			*animation = 427; // Hatted Person without umbrella still
+			*animation = kModelGenWalkerHattedPersonNoUmbrellaStandsStill; // Hatted Person without umbrella still
 			break;
 
 		case 5:
-			*animation = 433; // Punk person with glasses still
+			*animation = kModelGenWalkerPunkPersonWithGlassesStandsStill; // Punk person with glasses still
 			break;
 
 		case 6:
-			*animation = 434; // Hatted child walking // frame 11 could be used for still
-			_animationFrame = 11;
+			*animation = kModelGenWalkerHattedChild; // Hatted child walking
+			_animationFrame = 11; // frame 11 used for still
 			break;
 
 		case 7:
-			*animation = 435; // Child walking // frame 5 or 0 could be used for still
-			_animationFrame = 0;
+			*animation = kModelGenWalkerChild; // Child walking
+			_animationFrame = 0; // frame 0 used for still (could also use frame 5)
 			break;
 
 		case 8:
-			*animation = 422; // Hatted person walking fast // frame 1 could be used for still
-			_animationFrame = 1;
+			*animation = kModelGenWalkerHattedPersonFastPace; // Hatted person walking fast
+			_animationFrame = 1; // frame 1 used for still
 			break;
 
 		case 9:
-			*animation = 423; // Hatted person walking lowered face // frame 6 could be used for still
-			_animationFrame = 6;
+			*animation = kModelGenWalkerHattedPersonLoweredFace; // Hatted person walking lowered face
+			_animationFrame = 6; // frame 6 used for still
 			break;
 		}
 		if (!_vm->_cutContent
@@ -291,43 +291,43 @@ bool AIScriptGenericWalkerA::UpdateAnimation(int *animation, int *frame) {
 	case kGenericWalkerAStatesWalk:
 		switch (Global_Variable_Query(kVariableGenericWalkerAModel)) {
 		case 0:
-			*animation = 424; // Hatted person with umbrella walking
+			*animation = kModelGenWalkerHattedPersonWithUmbrella; // Hatted person with umbrella walking
 			break;
 
 		case 1:
-			*animation = 428; // Hooded person with umbrella walking
+			*animation = kModelGenWalkerHoodedPersonWithUmbrella; // Hooded person with umbrella walking
 			break;
 
 		case 2:
-			*animation = 436; // Hatted person with wooden umbrella walking
+			*animation = kModelGenWalkerHattedPersonWithWoodenUmbrella; // Hatted person with wooden umbrella walking
 			break;
 
 		case 3:
-			*animation = 429; // Person with glasses and beard walking
+			*animation = kModelGenWalkerPunkPersonWithGlassesAndBeard; // Person with glasses and beard walking
 			break;
 
 		case 4:
-			*animation = 425; // Hatted Person without umbrella - walking small steps
+			*animation = kModelGenWalkerHattedPersonNoUmbrellaSmallSteps; // Hatted Person without umbrella - walking small steps
 			break;
 
 		case 5:
-			*animation = 432; // Punk person with glasses walking
+			*animation = kModelGenWalkerPunkPersonWithGlasses; // Punk person with glasses walking
 			break;
 
 		case 6:
-			*animation = 434; // Hatted child walking
+			*animation = kModelGenWalkerHattedChild; // Hatted child walking
 			break;
 
 		case 7:
-			*animation = 435; // Child walking
+			*animation = kModelGenWalkerChild; // Child walking
 			break;
 
 		case 8:
-			*animation = 422; // Hatted person walking fast
+			*animation = kModelGenWalkerHattedPersonFastPace; // Hatted person walking fast
 			break;
 
 		case 9:
-			*animation = 423; // Hatted person walking lowered face
+			*animation = kModelGenWalkerHattedPersonLoweredFace; // Hatted person walking lowered face
 			break;
 		}
 		++_animationFrame;
diff --git a/engines/bladerunner/script/ai/generic_walker_b.cpp b/engines/bladerunner/script/ai/generic_walker_b.cpp
index cdfa8a63fa..65e0f95d81 100644
--- a/engines/bladerunner/script/ai/generic_walker_b.cpp
+++ b/engines/bladerunner/script/ai/generic_walker_b.cpp
@@ -194,54 +194,54 @@ bool AIScriptGenericWalkerB::UpdateAnimation(int *animation, int *frame) {
 	case kGenericWalkerBStatesIdle:
 		switch (Global_Variable_Query(kVariableGenericWalkerBModel)) {
 		case 0:
-			*animation = 426;
+			*animation = kModelGenWalkerHattedPersonWithUmbrellaStandsStill; // Hatted Person with umbrella still
 			break;
 
 		case 1:
-			*animation = 430;
+			*animation = kModelGenWalkerHoodedPersonWithUmbrellaStandsStill; // Hooded person with umbrella still
 			break;
 
 		case 2:
 #if BLADERUNNER_ORIGINAL_BUGS
 			// Hatted lady with wooden umbrella still (different from 436 model!)
-			*animation = 437;
+			*animation = kModelGenWalkerHattedLadyWithWoodenUmbrellaStandsStill;
 #else
 			// use model 436 and animation frame 4
-			*animation = 436;
-			_animationFrame = 4;
+			*animation = kModelGenWalkerHattedPersonWithWoodenUmbrella;
+			_animationFrame = 4; // frame 4 is used for still
 #endif // BLADERUNNER_ORIGINAL_BUGS
 			break;
 
 		case 3:
-			*animation = 431;
+			*animation = kModelGenWalkerPunkPersonWithGlassesAndBeardStandsStill;
 			break;
 
 		case 4:
-			*animation = 427;
+			*animation = kModelGenWalkerHattedPersonNoUmbrellaStandsStill;
 			break;
 
 		case 5:
-			*animation = 433;
+			*animation = kModelGenWalkerPunkPersonWithGlassesStandsStill;
 			break;
 
 		case 6:
-			*animation = 434; // Hatted child walking // frame 11 could be used for still
-			_animationFrame = 11;
+			*animation = kModelGenWalkerHattedChild; // Hatted child walking
+			_animationFrame = 11; // frame 11 used for still
 			break;
 
 		case 7:
-			*animation = 435; // Child walking // frame 5 or 0 could be used for still
-			_animationFrame = 0;
+			*animation = kModelGenWalkerChild; // Child walking
+			_animationFrame = 0; // frame 0 used for still (could also use frame 5)
 			break;
 
 		case 8:
-			*animation = 422; // Hatted person walking fast // frame 1 could be used for still
-			_animationFrame = 1;
+			*animation = kModelGenWalkerHattedPersonFastPace; // Hatted person walking fast
+			_animationFrame = 1; // frame 1 used for still
 			break;
 
 		case 9:
-			*animation = 423; // Hatted person walking lowered face // frame 6 could be used for still
-			_animationFrame = 6;
+			*animation = kModelGenWalkerHattedPersonLoweredFace; // Hatted person walking lowered face
+			_animationFrame = 6;  // frame 6 used for still
 			break;
 		}
 		if (!_vm->_cutContent
@@ -254,43 +254,43 @@ bool AIScriptGenericWalkerB::UpdateAnimation(int *animation, int *frame) {
 	case kGenericWalkerBStatesWalk:
 		switch (Global_Variable_Query(kVariableGenericWalkerBModel)) {
 		case 0:
-			*animation = 424;
+			*animation = kModelGenWalkerHattedPersonWithUmbrella;
 			break;
 
 		case 1:
-			*animation = 428;
+			*animation = kModelGenWalkerHoodedPersonWithUmbrella;
 			break;
 
 		case 2:
-			*animation = 436;
+			*animation = kModelGenWalkerHattedPersonWithWoodenUmbrella;
 			break;
 
 		case 3:
-			*animation = 429;
+			*animation = kModelGenWalkerPunkPersonWithGlassesAndBeard;
 			break;
 
 		case 4:
-			*animation = 425;
+			*animation = kModelGenWalkerHattedPersonNoUmbrellaSmallSteps;
 			break;
 
 		case 5:
-			*animation = 432;
+			*animation = kModelGenWalkerPunkPersonWithGlasses;
 			break;
 
 		case 6:
-			*animation = 434; // Hatted child walking
+			*animation = kModelGenWalkerHattedChild; // Hatted child walking
 			break;
 
 		case 7:
-			*animation = 435; // Child walking
+			*animation = kModelGenWalkerChild; // Child walking
 			break;
 
 		case 8:
-			*animation = 422; // Hatted person walking fast
+			*animation = kModelGenWalkerHattedPersonFastPace; // Hatted person walking fast
 			break;
 
 		case 9:
-			*animation = 423; // Hatted person walking lowered face
+			*animation = kModelGenWalkerHattedPersonLoweredFace; // Hatted person walking lowered face
 			break;
 		}
 		++_animationFrame;
diff --git a/engines/bladerunner/script/ai/generic_walker_c.cpp b/engines/bladerunner/script/ai/generic_walker_c.cpp
index ddc65a841e..84f8c09e5b 100644
--- a/engines/bladerunner/script/ai/generic_walker_c.cpp
+++ b/engines/bladerunner/script/ai/generic_walker_c.cpp
@@ -194,54 +194,54 @@ bool AIScriptGenericWalkerC::UpdateAnimation(int *animation, int *frame) {
 	case kGenericWalkerCStatesIdle:
 		switch (Global_Variable_Query(kVariableGenericWalkerCModel)) {
 		case 0:
-			*animation = 426;
+			*animation = kModelGenWalkerHattedPersonWithUmbrellaStandsStill; // Hatted Person with umbrella still
 			break;
 
 		case 1:
-			*animation = 430;
+			*animation = kModelGenWalkerHoodedPersonWithUmbrellaStandsStill; // Hooded person with umbrella still
 			break;
 
 		case 2:
 #if BLADERUNNER_ORIGINAL_BUGS
 			// Hatted lady with wooden umbrella still (different from 436 model!)
-			*animation = 437;
+			*animation = kModelGenWalkerHattedLadyWithWoodenUmbrellaStandsStill;
 #else
 			// use model 436 and animation frame 4
-			*animation = 436;
-			_animationFrame = 4;
+			*animation = kModelGenWalkerHattedPersonWithWoodenUmbrella;
+			_animationFrame = 4; // frame 4 is used for still
 #endif // BLADERUNNER_ORIGINAL_BUGS
 			break;
 
 		case 3:
-			*animation = 431;
+			*animation = kModelGenWalkerPunkPersonWithGlassesAndBeardStandsStill;
 			break;
 
 		case 4:
-			*animation = 427;
+			*animation = kModelGenWalkerHattedPersonNoUmbrellaStandsStill;
 			break;
 
 		case 5:
-			*animation = 433;
+			*animation = kModelGenWalkerPunkPersonWithGlassesStandsStill;
 			break;
 
 		case 6:
-			*animation = 434; // Hatted child walking // frame 11 could be used for still
-			_animationFrame = 11;
+			*animation = kModelGenWalkerHattedChild; // Hatted child walking
+			_animationFrame = 11; // frame 11 used for still
 			break;
 
 		case 7:
-			*animation = 435; // Child walking // frame 5 or 0 could be used for still
-			_animationFrame = 0;
+			*animation = kModelGenWalkerChild; // Child walking
+			_animationFrame = 0; // frame 0 used for still (could also use frame 5)
 			break;
 
 		case 8:
-			*animation = 422; // Hatted person walking fast // frame 1 could be used for still
-			_animationFrame = 1;
+			*animation = kModelGenWalkerHattedPersonFastPace; // Hatted person walking fast
+			_animationFrame = 1; // frame 1 used for still
 			break;
 
 		case 9:
-			*animation = 423; // Hatted person walking lowered face // frame 6 could be used for still
-			_animationFrame = 6;
+			*animation = kModelGenWalkerHattedPersonLoweredFace; // Hatted person walking lowered face
+			_animationFrame = 6; // frame 6 used for still
 			break;
 		}
 		if (!_vm->_cutContent
@@ -254,43 +254,43 @@ bool AIScriptGenericWalkerC::UpdateAnimation(int *animation, int *frame) {
 	case kGenericWalkerCStatesWalk:
 		switch (Global_Variable_Query(kVariableGenericWalkerCModel)) {
 		case 0:
-			*animation = 424;
+			*animation = kModelGenWalkerHattedPersonWithUmbrella;
 			break;
 
 		case 1:
-			*animation = 428;
+			*animation = kModelGenWalkerHoodedPersonWithUmbrella;
 			break;
 
 		case 2:
-			*animation = 436;
+			*animation = kModelGenWalkerHattedPersonWithWoodenUmbrella;
 			break;
 
 		case 3:
-			*animation = 429;
+			*animation = kModelGenWalkerPunkPersonWithGlassesAndBeard;
 			break;
 
 		case 4:
-			*animation = 425;
+			*animation = kModelGenWalkerHattedPersonNoUmbrellaSmallSteps;
 			break;
 
 		case 5:
-			*animation = 432;
+			*animation = kModelGenWalkerPunkPersonWithGlasses;
 			break;
 
 		case 6:
-			*animation = 434; // Hatted child walking
+			*animation = kModelGenWalkerHattedChild; // Hatted child walking
 			break;
 
 		case 7:
-			*animation = 435; // Child walking
+			*animation = kModelGenWalkerChild; // Child walking
 			break;
 
 		case 8:
-			*animation = 422; // Hatted person walking fast
+			*animation = kModelGenWalkerHattedPersonFastPace; // Hatted person walking fast
 			break;
 
 		case 9:
-			*animation = 423; // Hatted person walking lowered face
+			*animation = kModelGenWalkerHattedPersonLoweredFace; // Hatted person walking lowered face
 			break;
 		}
 		++_animationFrame;
diff --git a/engines/bladerunner/script/ai/guzza.cpp b/engines/bladerunner/script/ai/guzza.cpp
index 06f56e2543..c2525603f9 100644
--- a/engines/bladerunner/script/ai/guzza.cpp
+++ b/engines/bladerunner/script/ai/guzza.cpp
@@ -788,8 +788,8 @@ bool AIScriptGuzza::UpdateAnimation(int *animation, int *frame) {
 		break;
 
 	default:
-		// TODO a bug? 399 is a Zuben animation
-		*animation = 399;
+		// Dummy placeholder, kModelAnimationZubenWalking (399) is a Zuben animation
+		*animation = kModelAnimationZubenWalking;
 		break;
 	}
 	*frame = _animationFrame;
diff --git a/engines/bladerunner/script/ai/izo.cpp b/engines/bladerunner/script/ai/izo.cpp
index 7cb2d3d612..0bd5ec8a8b 100644
--- a/engines/bladerunner/script/ai/izo.cpp
+++ b/engines/bladerunner/script/ai/izo.cpp
@@ -680,6 +680,7 @@ bool AIScriptIzo::UpdateAnimation(int *animation, int *frame) {
 	case 14:
 		// fall through
 	case 15:
+		// TODO A bug? Shouldn't this be _animationState + 280?
 		*animation = _animationFrame + 280;
 		++_animationFrame;
 		if (_animationFrame >= 2
@@ -855,7 +856,8 @@ bool AIScriptIzo::UpdateAnimation(int *animation, int *frame) {
 		break;
 
 	default:
-		*animation = 406;
+		// Dummy placeholder, kModelAnimationZubenIdle (406) is a Zuben animation
+		*animation = kModelAnimationZubenIdle;
 		_animationFrame = 0;
 		break;
 	}
diff --git a/engines/bladerunner/script/ai/klein.cpp b/engines/bladerunner/script/ai/klein.cpp
index 159121bbac..c2022a9900 100644
--- a/engines/bladerunner/script/ai/klein.cpp
+++ b/engines/bladerunner/script/ai/klein.cpp
@@ -487,8 +487,8 @@ bool AIScriptKlein::UpdateAnimation(int *animation, int *frame) {
 		break;
 
 	default:
-		// TODO: A bug? 399 is a Zuben animation
-		*animation = 399;
+		// Dummy placeholder, kModelAnimationZubenWalking (399) is a Zuben animation
+		*animation = kModelAnimationZubenWalking;
 		break;
 	}
 	*frame = _animationFrame;
diff --git a/engines/bladerunner/script/ai/mutant1.cpp b/engines/bladerunner/script/ai/mutant1.cpp
index 017550cb34..f88f741275 100644
--- a/engines/bladerunner/script/ai/mutant1.cpp
+++ b/engines/bladerunner/script/ai/mutant1.cpp
@@ -404,9 +404,9 @@ bool AIScriptMutant1::GoalChanged(int currentGoalNumber, int newGoalNumber) {
 bool AIScriptMutant1::UpdateAnimation(int *animation, int *frame) {
 	switch (_animationState) {
 	case 0:
-		*animation = 894;
+		*animation = kModelAnimationMutant1Idle;
 		++_animationFrame;
-		if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(894)) {
+		if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationMutant1Idle)) {
 			_animationFrame = 0;
 		}
 		break;
@@ -414,48 +414,48 @@ bool AIScriptMutant1::UpdateAnimation(int *animation, int *frame) {
 	case 1:
 		// fall through
 	case 2:
-		*animation = 893;
+		*animation = kModelAnimationMutant1Walking;
 		++_animationFrame;
-		if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(893)) {
+		if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationMutant1Walking)) {
 			_animationFrame = 0;
 		}
 		break;
 
 	case 3:
 		if (_animationFrame == 0 && _resumeIdleAfterFramesetCompletesFlag) {
-			*animation = 894;
+			*animation = kModelAnimationMutant1Idle;
 			_animationState = 0;
 		} else {
-			*animation = 896;
+			*animation = kModelAnimationMutant1MoreCalmTalk;
 			++_animationFrame;
-			if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(896)) {
+			if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationMutant1MoreCalmTalk)) {
 				_animationFrame = 0;
 			}
 		}
 		break;
 
 	case 4:
-		*animation = 896;
+		*animation = kModelAnimationMutant1MoreCalmTalk;
 		++_animationFrame;
-		if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(896)) {
+		if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationMutant1MoreCalmTalk)) {
 			_animationFrame = 0;
 			_animationState = 3;
-			*animation = 896;
+			*animation = kModelAnimationMutant1MoreCalmTalk;
 		}
 		break;
 
 	case 5:
-		*animation = 897;
+		*animation = kModelAnimationMutant1YellOrHurt;
 		++_animationFrame;
-		if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(897)) {
+		if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationMutant1YellOrHurt)) {
 			_animationFrame = 0;
 			_animationState = 3;
-			*animation = 896;
+			*animation = kModelAnimationMutant1MoreCalmTalk;
 		}
 		break;
 
 	case 6:
-		*animation = 898;
+		*animation = kModelAnimationMutant1MeleeAttack;
 		++_animationFrame;
 		if (_animationFrame == 5) {
 			int snd;
@@ -470,45 +470,45 @@ bool AIScriptMutant1::UpdateAnimation(int *animation, int *frame) {
 		if (_animationFrame == 9) {
 			Actor_Combat_AI_Hit_Attempt(kActorMutant1);
 		}
-		if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(898)) {
+		if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationMutant1MeleeAttack)) {
 			Actor_Change_Animation_Mode(kActorMutant1, kAnimationModeIdle);
 		}
 		break;
 
 	case 7:
-		*animation = 899;
+		*animation = kModelAnimationMutant1Jump;
 		++_animationFrame;
 		if (_animationFrame == 1) {
 			Ambient_Sounds_Play_Sound(kSfxHURT1M1, 99, 0, 0, 25);
 		}
-		if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(899)) {
+		if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationMutant1Jump)) {
 			Actor_Change_Animation_Mode(kActorMutant1, kAnimationModeIdle);
 		}
 		break;
 
 	case 8:
-		*animation = 900;
+		*animation = kModelAnimationMutant1ShotDead;
 		++_animationFrame;
 		if (_animationFrame == 1) {
 			Sound_Play(kSfxYELL1M1, 100, 0, 0, 50);
 		}
-		if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(900)) {
+		if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationMutant1ShotDead)) {
 			Actor_Change_Animation_Mode(kActorMutant1, 88);
 		}
 		break;
 
 	case 9:
-		*animation = 900;
-		_animationFrame = Slice_Animation_Query_Number_Of_Frames(900) - 1;
+		*animation = kModelAnimationMutant1ShotDead;
+		_animationFrame = Slice_Animation_Query_Number_Of_Frames(kModelAnimationMutant1ShotDead) - 1;
 		break;
 
 	case 10:
-		*animation = 899;
+		*animation = kModelAnimationMutant1Jump;
 		++_animationFrame;
 		if (_animationFrame == 9) {
 			Sound_Play(kSfxHURT1M1, 100, 0, 0, 50);
 		}
-		if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(899)) {
+		if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationMutant1Jump)) {
 			Actor_Change_Animation_Mode(kActorMutant1, kAnimationModeIdle);
 		}
 		break;
@@ -595,7 +595,7 @@ bool AIScriptMutant1::ChangeAnimationMode(int mode) {
 
 	case 88:
 		_animationState = 9;
-		_animationFrame = Slice_Animation_Query_Number_Of_Frames(900) - 1;
+		_animationFrame = Slice_Animation_Query_Number_Of_Frames(kModelAnimationMutant1ShotDead) - 1;
 		break;
 	}
 
diff --git a/engines/bladerunner/script/ai/mutant2.cpp b/engines/bladerunner/script/ai/mutant2.cpp
index fd94430da3..0a6e85f293 100644
--- a/engines/bladerunner/script/ai/mutant2.cpp
+++ b/engines/bladerunner/script/ai/mutant2.cpp
@@ -370,54 +370,54 @@ bool AIScriptMutant2::GoalChanged(int currentGoalNumber, int newGoalNumber) {
 bool AIScriptMutant2::UpdateAnimation(int *animation, int *frame) {
 	switch (_animationState) {
 	case 0:
-		*animation = 903;
+		*animation = kModelAnimationMutant2Idle;
 		++_animationFrame;
-		if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(903)) {
+		if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationMutant2Idle)) {
 			_animationFrame = 0;
 		}
 		break;
 
 	case 1:
-		*animation = 901;
+		*animation = kModelAnimationMutant2Walking;
 		++_animationFrame;
-		if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(901)) {
+		if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationMutant2Walking)) {
 			_animationFrame = 0;
 		}
 		break;
 
 	case 2:
-		*animation = 902;
+		*animation = kModelAnimationMutant2Running;
 		++_animationFrame;
-		if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(902)) {
+		if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationMutant2Running)) {
 			_animationFrame = 0;
 		}
 		break;
 
 	case 3:
 		if (_animationFrame == 0 && _resumeIdleAfterFramesetCompletesFlag) {
-			*animation = 903;
+			*animation = kModelAnimationMutant2Idle;
 			_animationState = 0;
 		} else {
-			*animation = 905;
+			*animation = kModelAnimationMutant2YellOrHurt;
 			++_animationFrame;
-			if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(905)) {
+			if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationMutant2YellOrHurt)) {
 				_animationFrame = 0;
 			}
 		}
 		break;
 
 	case 4:
-		*animation = 905;
+		*animation = kModelAnimationMutant2YellOrHurt;
 		++_animationFrame;
-		if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(905)) {
+		if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationMutant2YellOrHurt)) {
 			_animationFrame = 0;
 			_animationState = 3;
-			*animation = 904;
+			*animation = kModelAnimationMutant2CalmTalk;
 		}
 		break;
 
 	case 5:
-		*animation = 906;
+		*animation = kModelAnimationMutant2MeleeAttack;
 		++_animationFrame;
 		if (_animationFrame == 7) {
 			int snd;
@@ -431,13 +431,13 @@ bool AIScriptMutant2::UpdateAnimation(int *animation, int *frame) {
 		if (_animationFrame == 9) {
 			Actor_Combat_AI_Hit_Attempt(kActorMutant2);
 		}
-		if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(906)) {
+		if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationMutant2MeleeAttack)) {
 			Actor_Change_Animation_Mode(kActorMutant2, kAnimationModeIdle);
 		}
 		break;
 
 	case 6:
-		*animation = 907;
+		*animation = kModelAnimationMutant2ShotDead;
 		++_animationFrame;
 		if (_animationFrame == 1) {
 			Sound_Play(kSfxYELL1M2, 100, 0, 0, 50);
@@ -448,12 +448,13 @@ bool AIScriptMutant2::UpdateAnimation(int *animation, int *frame) {
 		break;
 
 	case 7:
-		*animation = 907;
-		_animationFrame = Slice_Animation_Query_Number_Of_Frames(907) - 2;
+		*animation = kModelAnimationMutant2ShotDead;
+		// TODO why "- 2" here? 
+		_animationFrame = Slice_Animation_Query_Number_Of_Frames(kModelAnimationMutant2ShotDead) - 2;
 		break;
 
 	case 8:
-		*animation = 907;
+		*animation = kModelAnimationMutant2ShotDead;
 		_animationFrame += _var1;
 		if (_animationFrame == 4) {
 			_var1 = -1;
@@ -539,7 +540,7 @@ bool AIScriptMutant2::ChangeAnimationMode(int mode) {
 
 	case 88:
 		_animationState = 7;
-		_animationFrame = Slice_Animation_Query_Number_Of_Frames(907) - 1;
+		_animationFrame = Slice_Animation_Query_Number_Of_Frames(kModelAnimationMutant2ShotDead) - 1;
 		break;
 	}
 
diff --git a/engines/bladerunner/script/ai/mutant3.cpp b/engines/bladerunner/script/ai/mutant3.cpp
index f5e3059607..b7aca072ee 100644
--- a/engines/bladerunner/script/ai/mutant3.cpp
+++ b/engines/bladerunner/script/ai/mutant3.cpp
@@ -384,54 +384,54 @@ bool AIScriptMutant3::GoalChanged(int currentGoalNumber, int newGoalNumber) {
 bool AIScriptMutant3::UpdateAnimation(int *animation, int *frame) {
 	switch (_animationState) {
 	case 0:
-		*animation = 910;
+		*animation = kModelAnimationMutant3Idle;
 		++_animationFrame;
-		if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(910)) {
+		if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationMutant3Idle)) {
 			_animationFrame = 0;
 		}
 		break;
 
 	case 1:
-		*animation = 908;
+		*animation = kModelAnimationMutant3Walking;
 		++_animationFrame;
-		if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(908)) {
+		if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationMutant3Walking)) {
 			_animationFrame = 0;
 		}
 		break;
 
 	case 2:
-		*animation = 909;
+		*animation = kModelAnimationMutant3Running;
 		++_animationFrame;
-		if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(909)) {
+		if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationMutant3Running)) {
 			_animationFrame = 0;
 		}
 		break;
 
 	case 3:
 		if (_animationFrame == 0 && _resumeIdleAfterFramesetCompletesFlag) {
-			*animation = 910;
+			*animation = kModelAnimationMutant3Idle;
 			_animationState = 0;
 		} else {
-			*animation = 912;
+			*animation = kModelAnimationMutant3YellOrHurt;
 			++_animationFrame;
-			if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(912)) {
+			if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationMutant3YellOrHurt)) {
 				_animationFrame = 0;
 			}
 		}
 		break;
 
 	case 4:
-		*animation = 912;
+		*animation = kModelAnimationMutant3YellOrHurt;
 		++_animationFrame;
-		if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(912)) {
+		if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationMutant3YellOrHurt)) {
 			_animationFrame = 0;
 			_animationState = 3;
-			*animation = 911;
+			*animation = kModelAnimationMutant3CalmTalk;
 		}
 		break;
 
 	case 5:
-		*animation = 913;
+		*animation = kModelAnimationMutant3PicksUpAndThrowsRock;
 		++_animationFrame;
 		if (_animationFrame == 9) {
 			int snd;
@@ -451,48 +451,48 @@ bool AIScriptMutant3::UpdateAnimation(int *animation, int *frame) {
 		break;
 
 	case 6:
-		*animation = 917;
+		*animation = kModelAnimationMutant3ShotDead;
 		++_animationFrame;
-		if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(917)) {
+		if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationMutant3ShotDead)) {
 			Actor_Change_Animation_Mode(kActorMutant3, 88);
 		}
 		break;
 
 	case 7:
-		*animation = 917;
-		_animationFrame = Slice_Animation_Query_Number_Of_Frames(917) - 1;
+		*animation = kModelAnimationMutant3ShotDead;
+		_animationFrame = Slice_Animation_Query_Number_Of_Frames(kModelAnimationMutant3ShotDead) - 1;
 		break;
 
 	case 8:
-		*animation = 914;
+		*animation = kModelAnimationMutant3CrouchedWaiting;
 		++_animationFrame;
-		if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(914)) {
+		if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationMutant3CrouchedWaiting)) {
 			_animationFrame = 0;
 		}
 		break;
 
 	case 9:
-		*animation = 916;
+		*animation = kModelAnimationMutant3CrouchedFromStanding;
 		++_animationFrame;
-		if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(916)) {
+		if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationMutant3CrouchedFromStanding)) {
 			_animationFrame = 0;
 			_animationState = 8;
-			*animation = 914;
+			*animation = kModelAnimationMutant3CrouchedWaiting;
 		}
 		break;
 
 	case 10:
-		*animation = 915;
+		*animation = kModelAnimationMutant3CrouchedToStanding;
 		++_animationFrame;
-		if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(915)) {
-			*animation = 910;
+		if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(kModelAnimationMutant3CrouchedToStanding)) {
+			*animation = kModelAnimationMutant3Idle;
 			_animationFrame = 0;
 			_animationState = 0;
 		}
 		break;
 
 	case 11:
-		*animation = 917;
+		*animation = kModelAnimationMutant3ShotDead;
 		_animationFrame += _var1;
 		if (_animationFrame == 3) {
 			Sound_Play(kSfxHURT1M3, 100, 0, 0, 50);
@@ -505,7 +505,8 @@ bool AIScriptMutant3::UpdateAnimation(int *animation, int *frame) {
 		break;
 
 	default:
-		*animation = 406;
+		// Dummy placeholder, kModelAnimationZubenIdle (406) is a Zuben animation
+		*animation = kModelAnimationZubenIdle;
 		break;
 	}
 	*frame = _animationFrame;
@@ -584,7 +585,7 @@ bool AIScriptMutant3::ChangeAnimationMode(int mode) {
 
 	case 88:
 		_animationState = 7;
-		_animationFrame = Slice_Animation_Query_Number_Of_Frames(917) - 1;
+		_animationFrame = Slice_Animation_Query_Number_Of_Frames(kModelAnimationMutant3ShotDead) - 1;
 		break;
 
  	case 43:
diff --git a/engines/bladerunner/script/ai/runciter.cpp b/engines/bladerunner/script/ai/runciter.cpp
index cbe190c125..d6e58fa897 100644
--- a/engines/bladerunner/script/ai/runciter.cpp
+++ b/engines/bladerunner/script/ai/runciter.cpp
@@ -503,8 +503,8 @@ bool AIScriptRunciter::UpdateAnimation(int *animation, int *frame) {
 		break;
 
 	default:
-		// TODO: A bug? 399 is a Zuben animation
-		*animation = 399;
+		// Dummy placeholder, kModelAnimationZubenWalking (399) is a Zuben animation
+		*animation = kModelAnimationZubenWalking;
 		_animationFrame = 0;
 		*frame = _animationFrame;
 		break;
diff --git a/engines/bladerunner/script/ai/sadik.cpp b/engines/bladerunner/script/ai/sadik.cpp
index 49e02779bc..62d95ff3a2 100644
--- a/engines/bladerunner/script/ai/sadik.cpp
+++ b/engines/bladerunner/script/ai/sadik.cpp
@@ -894,7 +894,8 @@ bool AIScriptSadik::UpdateAnimation(int *animation, int *frame) {
 		break;
 
 	default:
-		*animation = 406;
+		// Dummy placeholder, kModelAnimationZubenIdle (406) is a Zuben animation
+		*animation = kModelAnimationZubenIdle;
 		_animationFrame = 0;
 		break;
 	}
diff --git a/engines/bladerunner/script/ai/sergeant_walls.cpp b/engines/bladerunner/script/ai/sergeant_walls.cpp
index 0c987b7faf..04cad7d961 100644
--- a/engines/bladerunner/script/ai/sergeant_walls.cpp
+++ b/engines/bladerunner/script/ai/sergeant_walls.cpp
@@ -194,8 +194,8 @@ bool AIScriptSergeantWalls::UpdateAnimation(int *animation, int *frame) {
 		break;
 
 	default:
-		// TODO: A bug? 399 is a Zuben animation
-		*animation = 399;
+		// Dummy placeholder, kModelAnimationZubenWalking (399) is a Zuben animation
+		*animation = kModelAnimationZubenWalking;
 		break;
 	}
 	*frame = _animationFrame;
diff --git a/engines/bladerunner/script/ai/steele.cpp b/engines/bladerunner/script/ai/steele.cpp
index 7cec5bf4c3..f96a64133b 100644
--- a/engines/bladerunner/script/ai/steele.cpp
+++ b/engines/bladerunner/script/ai/steele.cpp
@@ -2002,8 +2002,8 @@ bool AIScriptSteele::UpdateAnimation(int *animation, int *frame) {
 		break;
 
 	default:
-		// TODO A bug? 406 is a Zuben animation
-		*animation = 406;
+		// Dummy placeholder, kModelAnimationZubenIdle (406) is a Zuben animation
+		*animation = kModelAnimationZubenIdle;
 		_animationFrame = 0;
 		break;
 	}
diff --git a/engines/bladerunner/script/ai/taffy_patron.cpp b/engines/bladerunner/script/ai/taffy_patron.cpp
index 64f2c6c5b6..5c49e52dd4 100644
--- a/engines/bladerunner/script/ai/taffy_patron.cpp
+++ b/engines/bladerunner/script/ai/taffy_patron.cpp
@@ -115,21 +115,22 @@ bool AIScriptTaffyPatron::GoalChanged(int currentGoalNumber, int newGoalNumber)
 bool AIScriptTaffyPatron::UpdateAnimation(int *animation, int *frame) {
 	switch (_animationState) {
 	case 0:
-		*animation = 406;
+		// Dummy placeholder, kModelAnimationZubenIdle (406) is a Zuben animation
+		*animation = kModelAnimationZubenIdle;
 		_animationFrame = 0;
 		break;
 
 	case 1:
-		*animation = 918;
+		*animation = kModelAnimationTaffyPatronRunning;
 		++_animationFrame;
-		if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(918) - 1) {
+		if (_animationFrame > Slice_Animation_Query_Number_Of_Frames(kModelAnimationTaffyPatronRunning) - 1) {
 			_animationFrame = 0;
 		}
 		break;
 
 	case 2:
-		*animation = 919;
-		if (_animationFrame < Slice_Animation_Query_Number_Of_Frames(919) - 1) {
+		*animation = kModelAnimationTaffyPatronShotDead;
+		if (_animationFrame < Slice_Animation_Query_Number_Of_Frames(kModelAnimationTaffyPatronShotDead) - 1) {
 			++_animationFrame;
 		}
 		break;
diff --git a/engines/bladerunner/script/ai/transient.cpp b/engines/bladerunner/script/ai/transient.cpp
index d756ff0627..b31cf0477d 100644
--- a/engines/bladerunner/script/ai/transient.cpp
+++ b/engines/bladerunner/script/ai/transient.cpp
@@ -406,8 +406,8 @@ bool AIScriptTransient::UpdateAnimation(int *animation, int *frame) {
 		}
 		break;
 	default:
-		// TODO: A bug? 399 is a Zuben animation
-		*animation = 399;
+		// Dummy placeholder, kModelAnimationZubenWalking (399) is a Zuben animation
+		*animation = kModelAnimationZubenWalking;
 		break;
 	}
 	*frame = _animationFrame;
diff --git a/engines/bladerunner/script/ai/zuben.cpp b/engines/bladerunner/script/ai/zuben.cpp
index 800b65012a..ab71d66407 100644
--- a/engines/bladerunner/script/ai/zuben.cpp
+++ b/engines/bladerunner/script/ai/zuben.cpp
@@ -654,7 +654,7 @@ bool AIScriptZuben::UpdateAnimation(int *animation, int *frame) {
 	switch (_animationState) {
 	case 0:
 		if (Actor_Query_Goal_Number(kActorZuben) != kGoalZubenDefault) {
-			*animation = 408;
+			*animation = kModelAnimationZubenLooksAtSomeone;
 			if (_animationLoopCounter < _animationLoopLength) {
 				_animationFrame += _animationLoopDirection;
 				if (_animationFrame > _animationLoopFrameMax) {
@@ -702,7 +702,7 @@ bool AIScriptZuben::UpdateAnimation(int *animation, int *frame) {
 				}
 			}
 		} else {
-			*animation = 418;
+			*animation = kModelAnimationZubenPlayWithHands;
 			++_animationFrame;
 			if (_animationFrame >= 24) {
 				_animationFrame = 5;
@@ -712,7 +712,7 @@ bool AIScriptZuben::UpdateAnimation(int *animation, int *frame) {
 		break;
 
 	case 1:
-		*animation = 399;
+		*animation = kModelAnimationZubenWalking;
 		++_animationFrame;
 		if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
 			_animationFrame = 0;
@@ -720,7 +720,7 @@ bool AIScriptZuben::UpdateAnimation(int *animation, int *frame) {
 		break;
 
 	case 2:
-		*animation = 391;
+		*animation = kModelAnimationZubenCombatWalking;
 		++_animationFrame;
 		if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
 			_animationFrame = 0;
@@ -728,7 +728,7 @@ bool AIScriptZuben::UpdateAnimation(int *animation, int *frame) {
 		break;
 
 	case 3:
-		*animation = 400;
+		*animation = kModelAnimationZubenRunning;
 		++_animationFrame;
 		if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
 			_animationFrame = 0;
@@ -736,7 +736,7 @@ bool AIScriptZuben::UpdateAnimation(int *animation, int *frame) {
 		break;
 
 	case 4:
-		*animation = 392;
+		*animation = kModelAnimationZubenCombatRunning;
 		++_animationFrame;
 		if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
 			_animationFrame = 0;
@@ -744,7 +744,7 @@ bool AIScriptZuben::UpdateAnimation(int *animation, int *frame) {
 		break;
 
 	case 5:
-		*animation = 396;
+		*animation = kModelAnimationZubenCombatUnholsterCleaver;
 		++_animationFrame;
 		if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
 			_animationFrame = 0;
@@ -757,7 +757,7 @@ bool AIScriptZuben::UpdateAnimation(int *animation, int *frame) {
 		break;
 
 	case 6:
-		*animation = 397;
+		*animation = kModelAnimationZubenCombatHolsterCleaver;
 		++_animationFrame;
 		if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
 			_animationFrame = 0;
@@ -766,7 +766,7 @@ bool AIScriptZuben::UpdateAnimation(int *animation, int *frame) {
 		break;
 
 	case 7:
-		*animation = 388;
+		*animation = kModelAnimationZubenCombatIdle;
 		++_animationFrame;
 		if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
 			_animationFrame = 0;
@@ -774,7 +774,7 @@ bool AIScriptZuben::UpdateAnimation(int *animation, int *frame) {
 		break;
 
 	case 8:
-		*animation = 398;
+		*animation = kModelAnimationZubenCleaverAttack;
 		++_animationFrame;
 		if (_animationFrame == 8) {
 			int sentenceId;
@@ -798,86 +798,86 @@ bool AIScriptZuben::UpdateAnimation(int *animation, int *frame) {
 			} else {
 				_animationFrame = 0;
 				_animationState = 7;
-				*animation = 388;
+				*animation = kModelAnimationZubenCombatIdle;
 				Actor_Change_Animation_Mode(kActorZuben, kAnimationModeCombatIdle);
 			}
 		}
 		break;
 
 	case 9:
-		*animation = 403;
+		*animation = kModelAnimationZubenClimbShotFront;
 		++_animationFrame;
 		if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
 			if (Actor_Query_Goal_Number(kActorZuben) == 99) {
 				_animationFrame = 0;
 				_animationState = 13;
-				*animation = 405;
+				*animation = kModelAnimationZubenShotDead;
 				Actor_Change_Animation_Mode(kActorZuben, kAnimationModeDie);
 			} else {
 				_animationFrame = 0;
 				_animationState = 0;
-				*animation = 406;
+				*animation = kModelAnimationZubenIdle;
 				Actor_Change_Animation_Mode(kActorZuben, kAnimationModeIdle);
 			}
 		}
 		break;
 
 	case 10:
-		*animation = 404;
+		*animation = kModelAnimationZubenClimbShotBack;
 		++_animationFrame;
 		if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
 			if (Actor_Query_Goal_Number(kActorZuben) == 99) {
 				_animationFrame = 0;
 				_animationState = 13;
-				*animation = 405;
+				*animation = kModelAnimationZubenShotDead;
 				Actor_Change_Animation_Mode(kActorZuben, kAnimationModeDie);
 			} else {
 				_animationFrame = 0;
 				_animationState = 0;
-				*animation = 406;
+				*animation = kModelAnimationZubenIdle;
 				Actor_Change_Animation_Mode(kActorZuben, kAnimationModeIdle);
 			}
 		}
 		break;
 
 	case 11:
-		*animation = 389;
+		*animation = kModelAnimationZubenCombatHitFront;
 		++_animationFrame;
 		if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
 			if (Actor_Query_Goal_Number(kActorZuben) == 99) {
 				_animationFrame = 0;
 				_animationState = 14;
-				*animation = 393;
+				*animation = kModelAnimationZubenCombatShotDead;
 				Actor_Change_Animation_Mode(kActorZuben, kAnimationModeDie);
 			} else {
 				_animationFrame = 0;
 				_animationState = 7;
-				*animation = 388;
+				*animation = kModelAnimationZubenCombatIdle;
 				Actor_Change_Animation_Mode(kActorZuben, kAnimationModeCombatIdle);
 			}
 		}
 		break;
 
 	case 12:
-		*animation = 390;
+		*animation = kModelAnimationZubenCombatHitBack;
 		++_animationFrame;
 		if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
 			if (Actor_Query_Goal_Number(kActorZuben) == 99) {
 				_animationFrame = 0;
 				_animationState = 14;
-				*animation = 393;
+				*animation = kModelAnimationZubenCombatShotDead;
 				Actor_Change_Animation_Mode(kActorZuben, kAnimationModeDie);
 			} else {
 				_animationFrame = 0;
 				_animationState = 7;
-				*animation = 388;
+				*animation = kModelAnimationZubenCombatIdle;
 				Actor_Change_Animation_Mode(kActorZuben, kAnimationModeCombatIdle);
 			}
 		}
 		break;
 
 	case 13:
-		*animation = 405;
+		*animation = kModelAnimationZubenShotDead;
 		++_animationFrame;
 		if (_animationFrame == 7) {
 			Sound_Play(kSfxZUBDEAD1, 30, 0, 0, 50);
@@ -893,7 +893,7 @@ bool AIScriptZuben::UpdateAnimation(int *animation, int *frame) {
 		break;
 
 	case 14:
-		*animation = 393;
+		*animation = kModelAnimationZubenCombatShotDead;
 		++_animationFrame;
 		if (_animationFrame == 7) {
 			Sound_Play(kSfxZUBDEAD1, 30, 0, 0, 50);
@@ -909,7 +909,7 @@ bool AIScriptZuben::UpdateAnimation(int *animation, int *frame) {
 		break;
 
 	case 15:
-		*animation = 405;
+		*animation = kModelAnimationZubenShotDead;
 		_animationFrame = Slice_Animation_Query_Number_Of_Frames(*animation) - 1;
 #if BLADERUNNER_ORIGINAL_BUGS
 		// This enables exits when it should not at the moonbus massacre
@@ -919,12 +919,12 @@ bool AIScriptZuben::UpdateAnimation(int *animation, int *frame) {
 		break;
 
 	case 16:
-		*animation = 393;
+		*animation = kModelAnimationZubenCombatShotDead;
 		_animationFrame = Slice_Animation_Query_Number_Of_Frames(*animation) - 1;
 		break;
 
 	case 17:
-		*animation = 409;
+		*animation = kModelAnimationZubenCalmTalk;
 		++_animationFrame;
 		if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
 			_animationFrame = 0;
@@ -932,88 +932,88 @@ bool AIScriptZuben::UpdateAnimation(int *animation, int *frame) {
 		break;
 
 	case 18:
-		*animation = 410;
+		*animation = kModelAnimationZubenProtestTalk;
 		++_animationFrame;
 		if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
 			_animationFrame = 0;
 			_animationState = 17;
-			*animation = 409;
+			*animation = kModelAnimationZubenCalmTalk;
 		}
 		break;
 
 	case 19:
-		*animation = 411;
+		*animation = kModelAnimationZubenQuestionTalk;
 		++_animationFrame;
 		if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
 			_animationFrame = 0;
 			_animationState = 17;
-			*animation = 409;
+			*animation = kModelAnimationZubenCalmTalk;
 		}
 		break;
 
 	case 20:
-		*animation = 412;
+		*animation = kModelAnimationZubenMoreQuestionTalk;
 		++_animationFrame;
 		if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
 			_animationFrame = 0;
 			_animationState = 17;
-			*animation = 409;
+			*animation = kModelAnimationZubenCalmTalk;
 		}
 		break;
 
 	case 21:
-		*animation = 413;
+		*animation = kModelAnimationZubenPointingTalk;
 		++_animationFrame;
 		if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
 			_animationFrame = 0;
 			_animationState = 17;
-			*animation = 409;
+			*animation = kModelAnimationZubenCalmTalk;
 		}
 		break;
 
 	case 22:
-		*animation = 414;
+		*animation = kModelAnimationZubenYetMoreQuestiongTalk;
 		++_animationFrame;
 		if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
 			_animationFrame = 0;
 			_animationState = 17;
-			*animation = 409;
+			*animation = kModelAnimationZubenCalmTalk;
 		}
 		break;
 
 	case 23:
-		*animation = 415;
+		*animation = kModelAnimationZubenScratchEarTalk;
 		++_animationFrame;
 		if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
 			_animationFrame = 0;
 			_animationState = 17;
-			*animation = 409;
+			*animation = kModelAnimationZubenCalmTalk;
 		}
 		break;
 
 	case 24:
-		*animation = 416;
+		*animation = kModelAnimationZubenDontKnowTalk;
 		++_animationFrame;
 		if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
 			_animationFrame = 0;
 			_animationState = 17;
-			*animation = 409;
+			*animation = kModelAnimationZubenCalmTalk;
 		}
 		break;
 
 	case 25:
-		*animation = 417;
+		*animation = kModelAnimationZubenThreatenTalk;
 		 ++_animationFrame;
 		if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
 			_animationFrame = 0;
 			_animationState = 17;
-			*animation = 409;
+			*animation = kModelAnimationZubenCalmTalk;
 		}
 		break;
 
 	case 26:
 		Actor_Set_Frame_Rate_FPS(kActorZuben, -1);
-		*animation = 419;
+		*animation = kModelAnimationZubenToppleSoupCauldron;
 		++_animationFrame;
 		if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
 			// Time for McCoy to react and avoid tipping pot
@@ -1026,7 +1026,7 @@ bool AIScriptZuben::UpdateAnimation(int *animation, int *frame) {
 
 	case 27:  // Opening the door
 		Actor_Set_Frame_Rate_FPS(kActorZuben, -1);
-		*animation = 420;
+		*animation = kModelAnimationZubenBashOnDoor;
 		++_animationFrame;
 		if (_animationFrame == 5) {
 			Overlay_Play("ct02over", 1, false, true, 0);
@@ -1043,7 +1043,7 @@ bool AIScriptZuben::UpdateAnimation(int *animation, int *frame) {
 		break;
 
 	case 28:
-		*animation = 421;
+		*animation = kModelAnimationZubenJumpDownFromCeiling;
 		++_animationFrame;
 		if (_animationFrame == 1) {
 			Sound_Play(kSfxZUBLAND1, 80, 0, 0, 50);
@@ -1051,13 +1051,13 @@ bool AIScriptZuben::UpdateAnimation(int *animation, int *frame) {
 		if (_animationFrame >= Slice_Animation_Query_Number_Of_Frames(*animation)) {
 			_animationFrame = 0;
 			_animationState = 5;
-			*animation = 396;
+			*animation = kModelAnimationZubenCombatUnholsterCleaver;
 			Actor_Set_Goal_Number(kActorZuben, kGoalZubenCT06AttackMcCoy);
 		}
 		break;
 
 	default:
-		*animation = 399;
+		*animation = kModelAnimationZubenWalking;
 		break;
 	}
 	*frame = _animationFrame;




More information about the Scummvm-git-logs mailing list