metaforce/Runtime/Character/CharacterCommon.hpp

160 lines
3.0 KiB
C++

#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, One , Two};
enum class EReactionType { Invalid = -1, Zero, One, Two, Three };
enum class EAdditiveReactionType { Invalid = -1, Electrocution, One, Two, IceBreakout, Four, Five, Six, Seven };
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,
Three = 3,
Four = 4,
Five = 5,
Six = 6,
Seven = 7,
Eight = 8
};
enum class EGetupType { Invalid = -1, Zero = 0, One = 1, Two = 2 };
enum class ELoopState { Invalid = -1, Begin, Loop, End };
enum class ELoopAttackType { Invalid = -1 };
enum class EGenerateType { Invalid = -1, Zero, One, Two, Three, Four, Five };
enum class ESlideType { Invalid = -1, Zero = 0 };
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