#pragma once namespace urde { namespace pas { enum class ELocomotionType { Invalid = -1, Crouch = 0, Relaxed = 1, Lurk = 2, Combat = 3, Internal4 = 4, Internal5 = 5, Internal6 = 6, Internal7 = 7, Internal8 = 8, Internal9 = 9, Internal10 = 10, Internal11 = 11, Internal12 = 12, Internal13 = 13, Internal14 = 14 }; enum class ELocomotionAnim { Invalid = -1, Idle, Walk, Run, BackUp, StrafeLeft, StrafeRight, StrafeUp, StrafeDown }; enum class EAnimationState { Invalid = -1, Fall, Getup, LieOnGround, Step, Death, Locomotion, KnockBack, MeleeAttack, Turn, LoopAttack, LoopReaction, GroundHit, Generate, Jump, Hurled, Slide, Taunt, Scripted, ProjectileAttack, Cover, WallHang, AdditiveIdle, AdditiveAim, AdditiveFlinch, AdditiveReaction }; enum class EHurledState { Invalid = -1, KnockIntoAir, KnockLoop, KnockDown, StrikeWall, StrikeWallFallLoop, OutOfStrikeWall, Six, Seven }; enum class EFallState { Invalid = -1, Zero }; enum class EReactionType { Invalid = -1, Zero, One, Two, Three }; enum class EAdditiveReactionType { Invalid = -1, Electrocution, One, Two, IceBreakout }; enum class EJumpType { Normal, One, Ambush }; enum class EJumpState { Invalid = -1, IntoJump, AmbushJump, Loop, OutOfJump, WallBounceLeft, WallBounceRight }; enum class EStepDirection { Invalid = -1, Forward = 0, Backward = 1, Left = 2, Right = 3, Up = 4, Down = 5 }; enum class EStepType { Normal = 0, Dodge = 1, BreakDodge = 2, RollDodge = 3 }; enum class ESeverity { Invalid = -1, Zero = 0, One = 1, Two = 2 }; enum class EGetupType { Invalid = -1, Zero = 0 }; enum class ELoopState { Invalid = -1, Begin, Loop, End }; enum class ELoopAttackType { Invalid = -1 }; enum class EGenerateType { Invalid = -1, Zero, One, Two, Three, Four }; enum class ESlideType { Invalid = -1 }; enum class ETauntType { Invalid = -1, Zero, One, Two }; enum class ECoverState { Invalid = -1, IntoCover, Cover, Lean, OutOfCover }; enum class ECoverDirection { Invalid = -1, Left, Right }; enum class ETurnDirection { Invalid = -1, Right, Left }; enum class EWallHangState { Invalid = -1, IntoJump, JumpArc, JumpAirLoop, IntoWallHang, WallHang, Five, OutOfWallHang, OutOfWallHangTurn, DetachJumpLoop, DetachOutOfJump }; } // namespace pas enum class EBodyType { Invalid, BiPedal, Restricted, Flyer, Pitchable, RestrictedFlyer, WallWalker, NewFlyer }; enum class EBodyStateCmd { Getup, Step, Die, KnockDown, KnockBack, MeleeAttack, ProjectileAttack, LoopAttack, LoopReaction, LoopHitReaction, ExitState, LeanFromCover, NextState, MaintainVelocity, Generate, Hurled, Jump, Slide, Taunt, Scripted, Cover, WallHang, Locomotion, AdditiveIdle, AdditiveAim, AdditiveFlinch, AdditiveReaction, StopReaction }; } // namespace urde