Because I like to break my record on finding out about the unknown (pun intended !!!), I have another behavior for you to write down, Broody.
Dunno how many of you watch my experiments when I try to help others, but my latest complaint was that nobody found how to make some units or images selectable. My latest experiment was helping Lord (iirc) to use the HT silhouette as a new unit gfx and he got crashes for one reason or another. Anyway, point is, you couldn't select it unless you used the click+drag selection method.
Well, without further ado, I present to you the solved mystery... (obviously, as any finding it wasn't intended and I was looking for something else

but hey, a genius' work is never done even if it is almost 5 am now and I have to wake up in 1 hour

). Anyway... enough about me, onwards with the mystery. It's due to "Shadow turns".
Apparently apart from the classic "Determines if active underlays/overlays dictated by Iscript.bin (shadows and glows mostly) should have dynamic animations, that is - whether they should be dependent on the direction the main sprite is facing." hint provided by DatEd, it is also responsible for the direct selection. Checked = you can select it and you have the little weird rotating handler that lets you know you can select the unit, unchecked, the unit is unselectable (except with drag+click).
So I suggest you add this nifty info in the hints in case others want to do my crazy experiments and to change the name, since it isn't responsible for shadows alone, to something like hmm... "Additional overlays" or something like that (since it handles selection overlays, shadow overlays, animation and so on...
No need to say it, I know I rock

... And because instead of sleeping I experiment (bleh) and it's 5:28 here, I wanted to remind you to update the IScript headers from Animations.txt. And here they are taken from my trusty doc reference file compiled with the help of many that contributed in various IceCC threads

CODE
- 0x00 0 Initialization
- 0x01 1 Death
- 0x02 2 GroundAttackInit
- 0x03 3 AirAttackInit
- 0x04 4 Unused1
- 0x05 5 GroundAttackRepeat
- 0x06 6 AirAttackRepeat
- 0x07 7 UseAbility
- 0x08 8 GroundAttackToIdle
- 0x09 9 AirAttackToIdle
- 0x0A 10 Unused2
- 0x0B 11 Walking
- 0x0C 12 WalkingToIdle
- 0x0D 13 SpecialState1
- 0x0E 14 SpecialState2
- 0x0F 15 AlmostBuilt
- 0x10 16 Built
- 0x11 17 Landing
- 0x12 18 Lift-Off
- 0x13 19 IsWorking
- 0x14 20 WorkingToIdle
- 0x15 21 WarpIn
- 0x16 22 Unused3
- 0x17 23 SubUnitInit
- 0x18 24 Disabled
- 0x19 25 Burrow
- 0x20 26 Unburrow
- 0x21 27 Enabled
Yeah, some are not the way SF finalized them, but they seem sexier this way

BTW, notice 0x17. I have a hunch (which will most likely prove to be correct

) that it is not "InitTurret" and unused like initially thought, but has to do with subunits.
... I know, I know... I rock

Oh and because it is 5:36 and I am still sleepexperimenting, here is another edit... I noticed that if I add a new iscript entry in your IScript ID list it all works fine. That should be logical, since nothing changes in the dat (size-wise) and the IScript entries are taken from the bin file. So, my suggestion is if you could add an "ADD Iscritp entry" button there so that we don't have to manually edit the text file... many might not know where to do it (yes, I like to snoop

) and maybe some don't want to edit any original IScript entries.
Just a thought
