#include "CharacterCommon.hpp" using namespace std::literals; namespace metaforce::pas { std::string_view AnimationStateToStr(EAnimationState state) { switch (state) { case EAnimationState::Invalid: return "Invalid"sv; case EAnimationState::Fall: return "Fall"sv; case EAnimationState::Getup: return "Getup"sv; case EAnimationState::LieOnGround: return "LieOnGround"sv; case EAnimationState::Step: return "Step"sv; case EAnimationState::Death: return "Death"sv; case EAnimationState::Locomotion: return "Locomotion"sv; case EAnimationState::KnockBack: return "KnockBack"sv; case EAnimationState::MeleeAttack: return "MeleeAttack"sv; case EAnimationState::Turn: return "Turn"sv; case EAnimationState::LoopAttack: return "LoopAttack"sv; case EAnimationState::LoopReaction: return "LoopReaction"sv; case EAnimationState::GroundHit: return "GroundHit"sv; case EAnimationState::Generate: return "Generate"sv; case EAnimationState::Jump: return "Jump"sv; case EAnimationState::Hurled: return "Hurled"sv; case EAnimationState::Slide: return "Slide"sv; case EAnimationState::Taunt: return "Taunt"sv; case EAnimationState::Scripted: return "Scripted"sv; case EAnimationState::ProjectileAttack: return "ProjectileAttack"sv; case EAnimationState::Cover: return "Cover"sv; case EAnimationState::WallHang: return "WallHang"sv; case EAnimationState::AdditiveIdle: return "AdditiveIdle"sv; case EAnimationState::AdditiveAim: return "AdditiveAim"sv; case EAnimationState::AdditiveFlinch: return "AdditiveFlinch"sv; case EAnimationState::AdditiveReaction: return "AdditiveReaction"sv; default: return "[unknown]"; } } } // namespace metaforce::pas