mirror of
https://foundry.openuru.org/gitblit/r/CWE-ou-minkata.git
synced 2025-07-14 02:27:40 -04:00
Initial Commit of CyanWorlds.com Engine Open Source Client/Plugin
This commit is contained in:
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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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#===============================================
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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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#===============================================
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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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# State Description Language for a LoadClone message
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# Currently only used by the gameserver to store a loadClone msg as dynamic object state
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#
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#
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# This is the only SDL file allowed to use the "CREATABLE" type. Normally that type is
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# a security hole. We can't guarantee that trying to read a creatable on an arbitrary
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# (i.e. hacked) stream won't crash the game. However, since this state is generated by the
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# server, we can trust that.
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#
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STATEDESC CloneMessage
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{
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VERSION 1
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VAR CREATABLE message[1] # The message as a creatable stream
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}
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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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# State Description for an avatar's clothing
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#
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#
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# Helper SDL desc
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# Defines an item of clothing
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#
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STATEDESC clothingItem
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{
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VERSION 3 # version is an int
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VAR PLKEY item[1]
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VAR RGB8 tint[1] DEFAULT=(1,1,1)
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VAR RGB8 tint2[1] DEFAULT=(1,1,1)
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}
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#
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# Helper SDL desc
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# Defines appearance options
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#
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STATEDESC appearanceOptions
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{
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VERSION 2
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VAR RGB8 skinTint[1] DEFAULT=(1,1,1)
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VAR BYTE faceBlends[] DEFAULT=0;
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}
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#
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# Top level SDL desc
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# A variable-length list of clothing items
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#
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STATEDESC clothing
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{
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VERSION 4
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VAR $clothingItem wardrobe[]
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VAR $appearanceOptions appearance[1]
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VAR PLKEY linkInAnim[1] DEFAULT=nil
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}
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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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# State Description for a morph sequence modifier
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#
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STATEDESC MorphSet
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{
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VERSION 2
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VAR PLKEY mesh[1] DEFAULT=nil
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VAR BYTE weights[] DEFAULT=0
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}
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STATEDESC MorphSequence
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{
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VERSION 2
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# User data. The avatar sets this so that it can later differentiate between
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# various records in the vault
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VAR BYTE targetID[1] DEFAULT=0
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VAR $MorphSet morphs[]
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}
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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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# State Description for a morph sequence modifier
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# 99% of the particle systems won't need this (and won't save state)
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# This is intended for cloned systems that attach to the avatar.
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#
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STATEDESC ParticleSystem
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{
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VERSION 1
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VAR INT numParticles[1] DEFAULT=0
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}
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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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# State Description Language for
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# physical changes to an object
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#
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STATEDESC physical
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{
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VERSION 2
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VAR POINT3 position[1] DEFAULT=(0,0,0)
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VAR QUATERNION orientation[1] DEFAULT=(0,0,0,1)
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VAR VECTOR3 linear[1] DEFAULT=(0,0,0)
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VAR VECTOR3 angular[1] DEFAULT=(0,0,0)
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VAR PLKEY subworld[1]
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}
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@ -0,0 +1,24 @@
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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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# State Description Language for a responder
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#
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STATEDESC Responder
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{
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VERSION 3
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VAR INT curState[1] DEFAULT=0 # The current state (first index for fCommandList)
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VAR INT curCommand[1] DEFAULT=-1 # The command we are currently waiting to send
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# (or -1 if we're not sending)
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VAR BOOL netRequest[1] DEFAULT=false # Was the last trigger a net request
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VAR INT completedEvents[] # Which events that commands are waiting on have completed
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VAR BOOL enabled[1] DEFAULT=true
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VAR PLKEY playerKey[1] # The player who triggered this last
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VAR PLKEY triggerer[1] # Whoever triggered us (for sending notify callbacks)
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}
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@ -0,0 +1,29 @@
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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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# State Description Language for sounds
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#
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STATEDESC SoundState
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{
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VERSION 1
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VAR FLOAT desiredVolume[1] DEFAULT=0 # 0 to 1
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VAR TIME time[1] DEFAULT=0 # time sound was started
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VAR BOOL playing[1] DEFAULT=false # is it playing
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}
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#
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# Describes the sound state for a sceneObject
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# TOPLEVEL
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#
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STATEDESC Sound
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{
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VERSION 1
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VAR $SoundState sounds[] # List of soundStates on a sceneObject
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}
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@ -0,0 +1,15 @@
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#===============================================
|
||||
# Changing an SDL record? Be sure to leave the
|
||||
# legacy record intact and make changes in
|
||||
# a new copy of the record. - eap
|
||||
#===============================================
|
||||
|
||||
#
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||||
# State Description Language for Exclude Regions
|
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#
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STATEDESC XRegion
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{
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VERSION 1
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VAR BOOL cleared[1] DEFAULT=false # is it cleared
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}
|
Reference in New Issue
Block a user