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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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