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# /*==LICENSE==*
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#
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# CyanWorlds.com Engine - MMOG client, server and tools
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# Copyright (C) 2011 Cyan Worlds, Inc.
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#
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# This program is free software: you can redistribute it and/or modify
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# it under the terms of the GNU General Public License as published by
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# the Free Software Foundation, either version 3 of the License, or
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# (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program. If not, see <http://www.gnu.org/licenses/>.
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#
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# Additional permissions under GNU GPL version 3 section 7
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#
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# If you modify this Program, or any covered work, by linking or
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# combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
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# NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
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# JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
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# (or a modified version of those libraries),
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# containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
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# PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
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# JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
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# licensors of this Program grant you additional
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# permission to convey the resulting work. Corresponding Source for a
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# non-source form of such a combination shall include the source code for
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# the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
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# work.
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#
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# You can contact Cyan Worlds, Inc. by email legal@cyan.com
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# or by snail mail at:
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# Cyan Worlds, Inc.
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# 14617 N Newport Hwy
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# Mead, WA 99021
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#
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# *==LICENSE==*/
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#===============================================
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# Changing an SDL record? Be sure to leave the
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# legacy record intact and make changes in
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# a new copy of the record. - eap
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#===============================================
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#
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# Animation State Description
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#
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#
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# Defines the state of an animation controller
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#
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STATEDESC AnimTimeConvert
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{
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VERSION 5
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VAR INT flags[1] DEFAULT=0
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VAR FLOAT lastStateAnimTime[1] DEFAULT=0
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VAR FLOAT loopEnd[1] DEFAULT=0
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VAR FLOAT loopBegin[1] DEFAULT=0
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VAR FLOAT speed[1] DEFAULT=1
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VAR CREATABLE speedEaseCurve[1]
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VAR BYTE currentEaseCurve[1] DEFAULT=0 # 0=nil, 1=easeIn, 2=easeOut, 3=speed
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VAR TIME currentEaseBeginWorldTime[1] DEFAULT=0
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VAR TIME lastStateChange[1] DEFAULT=0
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}
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STATEDESC AnimTimeConvert
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{
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VERSION 6
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VAR INT flags[1] DEFAULT=0
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VAR FLOAT lastStateAnimTime[1] DEFAULT=0
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VAR FLOAT loopEnd[1] DEFAULT=0
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VAR FLOAT loopBegin[1] DEFAULT=0
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VAR FLOAT speed[1] DEFAULT=1
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VAR BYTE currentEaseCurve[1] DEFAULT=0 # 0=nil, 1=easeIn, 2=easeOut, 3=speed
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VAR TIME currentEaseBeginWorldTime[1] DEFAULT=0
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VAR TIME lastStateChange[1] DEFAULT=0
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}
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#
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# TOP LEVEL
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# Describes the state of an animated object (non-material)
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#
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STATEDESC AGMaster
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{
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VERSION 5
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VAR $AnimTimeConvert atcs[] # variable length list
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VAR BYTE blends[]
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}
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#
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# TOP LEVEL
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# Describes the state of an animated layer
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#
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STATEDESC Layer
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{
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VERSION 6
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VAR $AnimTimeConvert atc[1]
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VAR INT passThruChannels[1] DEFAULT=0
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VAR FLOAT transform[] # Size will be 0 or 16, depending on whether we own the channel
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VAR BYTE channelData[] # A byte array for the channels below. Its size
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# will depend on the layer's fOwnedChannels.
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#VAR RGB8 preshadeColor[1] DEFAULT=(1,1,1)
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#VAR RGB8 runtimeColor[1] DEFAULT=(1,1,1)
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#VAR RGB8 ambientColor[1] DEFAULT=(1,1,1)
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#VAR BYTE opacity[1] DEFAULT=255
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}
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