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//=============================================================================== // AnimationControllerInterf //=============================================================================== class AnimationControllerInterf extends LegendObjectComponent abstract; //----------------------------------------------------------------------------- enum EAimDirection { AD_None, AD_Down, AD_Up, }; enum EWalkingAnimType // used to determine PHYS_Walking animation to go with current speed { WAT_None, WAT_WalkSlow, WAT_WalkFast, WAT_RunSlow, WAT_RunFast, }; enum EAnimationGroup { AG_None, AG_Aiming, AG_AttackMelee, AG_AttackRanged, AG_Climbing, AG_Dying, AG_DyingFalling, AG_Falling, AG_Finishing, AG_Idle, AG_Invalid, AG_Jumping, AG_Landing, AG_Leaping, AG_Moving, AG_Special, AG_SpecialJump, AG_SpecialMantle, AG_Still, AG_Turning, AG_VictoryDance, AG_WeaponFiring, AG_WeaponRecoil, }; //----------------------------------------------------------------------------- function Initialize(); function CleanUp(); function ExternalTick( float DeltaTime ); // functions for specifying special animation situations -- handled immediately function SetSpecialParamAnim( name NewValue ); function float SpecialAnimationAcquisition(); function float SpecialAnimationMeleeAttack(); function float SpecialAnimationRangedAttack(bool bIsStill); // bIsStill should be true if pawn is standing still and will probably not move for a few seconds, otherwise use false function float SpecialAnimationImpaleAttack(); function SpecialAnimationMeleeAttackAbort(); function SpecialAnimationRangedAttackAbort(); function SpecialAnimationImpaleAttackAbort(); function SpecialAnimationVictoryDance(); function bool SpecialAnimationLoop( name LookupName, optional float Rate, optional float TweenTime, optional int _LockLevel ); function bool SpecialAnimationPlay( name LookupName, optional float Rate, optional float TweenTime, optional int _LockLevel ); function bool SpecialAnimationTween( name LookupName, optional float TweenTime, optional int _LockLevel ); function SpecialAnimationDeath( class<DamageType> DamageType, vector HitLocation, Pawn InstigatedBy, vector Momentum ); function float SpecialAnimationDodge( Actor.eDoubleClickDir DoubleClickMove ); function SpecialAnimationMantle(); function SpecialAnimationTakeHit( vector HitLocation, float Damage, class<DamageType> DamageType, Pawn InstigatedBy, vector Momentum ); function float SpecialAnimationDamageKnockDown(); function float SpecialAnimationDamageLaunch(); function float SpecialAnimationLeap(); function float SpecialAnimationTaunt(); function float SpecialAnimationWave(); function float SpecialAnimation( name AnimAction ); function SpecialAnimationClear(); // while animation controller is locked, it doesn't handle animations (owner does) function LockAnimationController( int _LockLevel ); function UnLockAnimationController(); // functions for querying the current animation situation function bool CheckAnimationGroup( EAnimationGroup AG ); function bool IsSpecialAnimGroupPlaying( EAnimationGroup AG ); function bool SpecialAnim(); function bool SpecialJumpAnim(); //----------------------------------------------------------------------------- defaultproperties { } |
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