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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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# Avatar State Description
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# You might want to read these from the bottom of the file up to get the top-down perspective
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#
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#
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# Defines a standard anim stage (used by the genericBrain)
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#
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STATEDESC standardStage
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{
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VERSION 2
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VAR STRING32 name[1]
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VAR SHORT numLoops[1] DEFAULT=0 # -1=loopForever
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VAR BYTE forward[1] DEFAULT=0 # 0=none, 1=kbd, 2=auto
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VAR BYTE backward[1] DEFAULT=0 # 0=none, 1=kbd
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VAR BYTE stageAdvance[1] DEFAULT=0 # 0=none, 1=auto
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VAR BYTE stageRegress[1] DEFAULT=0 # 0=none, 1=auto
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VAR BOOL notifyEnter[1] DEFAULT=false
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VAR BOOL notifyLoop[1] DEFAULT=false
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VAR BOOL notifyStageAdvance[1] DEFAULT=false
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VAR BOOL notifyStageRegress[1] DEFAULT=false
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VAR BOOL useGlobalCoords[1] DEFAULT=false
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VAR FLOAT localTime[1] DEFAULT=0
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VAR FLOAT length[1] DEFAULT=0
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VAR SHORT currentLoop[1] DEFAULT=0
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VAR BOOL isAttached[1] DEFAULT=false
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}
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STATEDESC standardStage
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{
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VERSION 3
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VAR STRING32 name[1]
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VAR SHORT numLoops[1] DEFAULT=0 # -1=loopForever
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VAR BYTE forward[1] DEFAULT=0 # 0=none, 1=kbd, 2=auto
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VAR BYTE backward[1] DEFAULT=0 # 0=none, 1=kbd
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VAR BYTE stageAdvance[1] DEFAULT=0 # 0=none, 1=auto
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VAR BYTE stageRegress[1] DEFAULT=0 # 0=none, 1=auto
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VAR BOOL notifyEnter[1] DEFAULT=false
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VAR BOOL notifyLoop[1] DEFAULT=false
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VAR BOOL notifyStageAdvance[1] DEFAULT=false
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VAR BOOL notifyStageRegress[1] DEFAULT=false
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VAR BOOL useGlobalCoords[1] DEFAULT=false
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VAR FLOAT localTime[1] DEFAULT=0
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VAR SHORT currentLoop[1] DEFAULT=0
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VAR BOOL isAttached[1] DEFAULT=false
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}
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#
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# State for the plAvBrainGeneric
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#
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STATEDESC genericBrain
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{
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VERSION 3
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VAR BOOL noBrain[1] DEFAULT=true # set if not a brain
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VAR $standardStage stages[]
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VAR BYTE currentStage[1] DEFAULT=0
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VAR BOOL freezePhysicalAtEnd[1] DEFAULT=false
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VAR PLKEY callbackRcvr[1]
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VAR BOOL movingForward[1] DEFAULT=true
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VAR BYTE exitFlags[1] DEFAULT=0
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VAR BYTE type[1] # could be byte
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VAR BYTE mode[1] # could be byte
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VAR FLOAT fadeIn[1] DEFAULT=1.0
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VAR FLOAT fadeOut[1] DEFAULT=1.0
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VAR BYTE moveMode[1] # could be byte
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VAR BYTE bodyUsage[1] # could be byte
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}
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#
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# State for the plAvBrainClimb
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#
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STATEDESC climbBrain
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{
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VERSION 1
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VAR INT curMode[1]
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VAR INT nextMode[1]
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VAR INT allowedDirections[1]
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VAR INT allowedDismounts[1]
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VAR FLOAT vertProbeLength[1]
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VAR FLOAT horizProbeLength[1]
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VAR BOOL curStageAttached[1]
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VAR INT curStage[1]
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VAR FLOAT curStageTime[1]
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VAR FLOAT curStageStrength[1]
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VAR BOOL exitStageAttached[1]
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VAR INT exitStage[1]
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VAR FLOAT exitStageTime[1]
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VAR BOOL exitStageStrength[1]
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}
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STATEDESC driveBrain
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{
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VERSION 1
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VAR INT unUsed[1]
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}
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#
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# A pseudo-union structure. It looks like it contains several varying-length
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# arrays, but in reality only one of them has anything in it, and only one
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# brain at that.
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STATEDESC brainUnion
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{
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VERSION 1
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VAR $genericBrain fGenericBrain[]
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VAR $climbBrain fClimbBrain[]
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VAR $driveBrain fDriveBrain[]
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}
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#
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# The base block contains state for the plAvBrainHuman (which all avatars must have)
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# and a variable-length state of brains of varying type.
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#
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STATEDESC avatar
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{
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VERSION 5
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VAR $brainUnion brainStack[]
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VAR BYTE invisibilityLevel[1] DEFAULT=0 # 0 means visible, >0 is CCR level of invisibility
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}
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STATEDESC avatar
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{
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VERSION 6
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VAR $brainUnion brainStack[]
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VAR BYTE invisibilityLevel[1] DEFAULT=0 # 0 means visible, >0 is CCR level of invisibility
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VAR POINT3 position[1] DEFAULT=(0,0,0)
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VAR FLOAT rotation[1] DEFAULT=0.0
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VAR PLKEY subworld[1]
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}
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STATEDESC avatar
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{
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VERSION 7
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VAR $brainUnion brainStack[]
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VAR BYTE invisibilityLevel[1] DEFAULT=0 # 0 means visible, >0 is CCR level of invisibility
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}
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STATEDESC avatarPhysical
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{
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VERSION 1
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VAR POINT3 position[1] DEFAULT=(0,0,0)
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VAR FLOAT rotation[1] DEFAULT=0.0
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VAR PLKEY subworld[1]
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}
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