Created
December 26, 2019 21:07
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/// @name State Data | |
/// Individual state data used to initialize struct array | |
/// @{ | |
const char* fireStateName; | |
// stateName is used to denote the state we're in. One moves to a different state by | |
// setting one of the following callback conditions to the new state name; | |
const char* stateName [MaxStates]; | |
const char* stateTransitionLoaded [MaxStates]; | |
const char* stateTransitionNotLoaded [MaxStates]; | |
const char* stateTransitionAmmo [MaxStates]; | |
const char* stateTransitionNoAmmo [MaxStates]; | |
const char* stateTransitionTarget [MaxStates]; | |
const char* stateTransitionNoTarget [MaxStates]; | |
const char* stateTransitionWet [MaxStates]; | |
const char* stateTransitionNotWet [MaxStates]; | |
const char* stateTransitionMotion [MaxStates]; | |
const char* stateTransitionNoMotion [MaxStates]; | |
const char* stateTransitionTriggerUp [MaxStates]; | |
const char* stateTransitionTriggerDown [MaxStates]; | |
const char* stateTransitionAltTriggerUp[MaxStates]; | |
const char* stateTransitionAltTriggerDown[MaxStates]; | |
const char* stateTransitionGeneric0In [MaxStates]; | |
const char* stateTransitionGeneric0Out [MaxStates]; | |
const char* stateTransitionGeneric1In [MaxStates]; | |
const char* stateTransitionGeneric1Out [MaxStates]; | |
const char* stateTransitionGeneric2In [MaxStates]; | |
const char* stateTransitionGeneric2Out [MaxStates]; | |
const char* stateTransitionGeneric3In [MaxStates]; | |
const char* stateTransitionGeneric3Out [MaxStates]; | |
const char* stateTransitionTimeout [MaxStates]; | |
// whether to treat it as a particularly special trye, like the point at which firing happens, ect | |
bool stateFire [MaxStates]; | |
bool stateAlternateFire [MaxStates]; | |
bool stateReload [MaxStates]; | |
StateData::LoadedState stateLoaded [MaxStates]; | |
StateData::SpinState stateSpin [MaxStates]; | |
StateData::RecoilState stateRecoil [MaxStates]; | |
// actual animations played | |
const char* stateSequence [MaxStates]; | |
bool stateSequenceRandomFlash [MaxStates]; | |
const char* stateShapeSequence [MaxStates]; //force an animaton to play on what's holding us | |
bool stateScaleShapeSequence [MaxStates]; | |
// state modifiers, such as the duration a given state takes to complete, | |
// wether or not to scale the animation to that duration or leave it at the end frame, ect | |
F32 stateTimeoutValue [MaxStates]; | |
bool stateWaitForTimeout [MaxStates]; | |
bool stateAllowImageChange [MaxStates]; | |
bool stateScaleAnimation [MaxStates]; | |
bool stateScaleAnimationFP [MaxStates]; | |
bool stateDirection [MaxStates]; | |
bool stateIgnoreLoadedForReady [MaxStates]; | |
// particle emission timing modifiers | |
F32 stateEmitterTime [MaxStates]; | |
const char* stateEmitterNode [MaxStates]; | |
// played alongside the animation(s) | |
SFXTrack* stateSound [MaxStates]; | |
ParticleEmitterData* stateEmitter [MaxStates]; | |
bool stateEjectShell [MaxStates]; | |
const char* stateScript [MaxStates]; | |
// misc | |
F32 stateEnergyDrain [MaxStates]; | |
bool stateSequenceTransitionIn [MaxStates]; | |
bool stateSequenceTransitionOut [MaxStates]; | |
bool stateSequenceNeverTransition [MaxStates]; | |
F32 stateSequenceTransitionTime [MaxStates]; | |
/// @} |
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