#===============================================
# Changing an SDL record? Be sure to leave the 
# legacy record intact and make changes in
# a new copy of the record. - eap
#===============================================

#
# Avatar State Description
# You might want to read these from the bottom of the file up to get the top-down perspective
#

#
# Defines a standard anim stage (used by the genericBrain)
#
STATEDESC standardStage
{
	VERSION 2
	VAR STRING32 name[1]
	VAR SHORT	numLoops[1]			DEFAULT=0	# -1=loopForever
	VAR BYTE	forward[1]			DEFAULT=0	# 0=none, 1=kbd, 2=auto
	VAR BYTE	backward[1]			DEFAULT=0	# 0=none, 1=kbd
	VAR BYTE	stageAdvance[1]		DEFAULT=0	# 0=none, 1=auto
	VAR BYTE	stageRegress[1]		DEFAULT=0	# 0=none, 1=auto
	VAR BOOL	notifyEnter[1]		DEFAULT=false
	VAR BOOL	notifyLoop[1]		DEFAULT=false
	VAR BOOL	notifyStageAdvance[1]	DEFAULT=false
	VAR BOOL	notifyStageRegress[1]	DEFAULT=false
	VAR BOOL	useGlobalCoords[1]	DEFAULT=false
    VAR FLOAT	localTime[1]		DEFAULT=0
    VAR FLOAT	length[1]			DEFAULT=0
    VAR	SHORT	currentLoop[1]		DEFAULT=0
    VAR	BOOL	isAttached[1]		DEFAULT=false
}
STATEDESC standardStage
{
	VERSION 3
	VAR STRING32 name[1]
	VAR SHORT	numLoops[1]			DEFAULT=0	# -1=loopForever
	VAR BYTE	forward[1]			DEFAULT=0	# 0=none, 1=kbd, 2=auto
	VAR BYTE	backward[1]			DEFAULT=0	# 0=none, 1=kbd
	VAR BYTE	stageAdvance[1]		DEFAULT=0	# 0=none, 1=auto
	VAR BYTE	stageRegress[1]		DEFAULT=0	# 0=none, 1=auto
	VAR BOOL	notifyEnter[1]		DEFAULT=false
	VAR BOOL	notifyLoop[1]		DEFAULT=false
	VAR BOOL	notifyStageAdvance[1]	DEFAULT=false
	VAR BOOL	notifyStageRegress[1]	DEFAULT=false
	VAR BOOL	useGlobalCoords[1]	DEFAULT=false
    VAR FLOAT	localTime[1]		DEFAULT=0
    VAR	SHORT	currentLoop[1]		DEFAULT=0
    VAR	BOOL	isAttached[1]		DEFAULT=false
}

#
# State for the plAvBrainGeneric
#
STATEDESC	genericBrain
{
	VERSION 3
	VAR BOOL			noBrain[1]				DEFAULT=true	# set if not a brain	
	VAR $standardStage	stages[]
	VAR BYTE			currentStage[1]			DEFAULT=0
	VAR	BOOL			freezePhysicalAtEnd[1]	DEFAULT=false
	VAR PLKEY			callbackRcvr[1]
	VAR BOOL			movingForward[1]		DEFAULT=true
	VAR BYTE			exitFlags[1]			DEFAULT=0
	VAR BYTE			type[1]									# could be byte
	VAR BYTE			mode[1]									# could be byte
	VAR FLOAT			fadeIn[1]				DEFAULT=1.0
	VAR FLOAT			fadeOut[1]				DEFAULT=1.0
	VAR BYTE			moveMode[1]								# could be byte
	VAR BYTE			bodyUsage[1]							# could be byte
}

#
# State for the plAvBrainClimb
#
STATEDESC climbBrain
{
	VERSION 1
	VAR INT				curMode[1]
	VAR INT				nextMode[1]
	VAR INT				allowedDirections[1]
	VAR INT				allowedDismounts[1]
	VAR FLOAT			vertProbeLength[1]
	VAR FLOAT			horizProbeLength[1]
	VAR BOOL			curStageAttached[1]
	VAR INT				curStage[1]
	VAR FLOAT			curStageTime[1]
	VAR FLOAT			curStageStrength[1]
	VAR BOOL			exitStageAttached[1]
	VAR INT				exitStage[1]
	VAR FLOAT			exitStageTime[1]
	VAR BOOL			exitStageStrength[1]
}

STATEDESC driveBrain
{
	VERSION 1
	VAR	INT unUsed[1]
}

#
# A pseudo-union structure. It looks like it contains several varying-length
# arrays, but in reality only one of them has anything in it, and only one
# brain at that.
STATEDESC	brainUnion
{
	VERSION 1
	VAR		$genericBrain	fGenericBrain[]
	VAR		$climbBrain		fClimbBrain[]
	VAR		$driveBrain		fDriveBrain[]
}

#
# The base block contains state for the plAvBrainHuman (which all avatars must have)
# and a variable-length state of brains of varying type.
#
STATEDESC avatar
{
	VERSION 5	
	VAR		$brainUnion		brainStack[]
	VAR		BYTE			invisibilityLevel[1]	DEFAULT=0		# 0 means visible, >0 is CCR level of invisibility
}

STATEDESC avatar
{
	VERSION 6	
	VAR		$brainUnion		brainStack[]
	VAR		BYTE			invisibilityLevel[1]	DEFAULT=0		# 0 means visible, >0 is CCR level of invisibility

	VAR POINT3 position[1]	DEFAULT=(0,0,0)
	VAR FLOAT rotation[1]	DEFAULT=0.0
	VAR PLKEY subworld[1]
}

STATEDESC avatar
{
	VERSION 7
	VAR		$brainUnion		brainStack[]
	VAR		BYTE			invisibilityLevel[1]	DEFAULT=0		# 0 means visible, >0 is CCR level of invisibility
}

STATEDESC avatarPhysical
{
	VERSION 1

	VAR POINT3 position[1]	DEFAULT=(0,0,0)
	VAR FLOAT rotation[1]	DEFAULT=0.0
	VAR PLKEY subworld[1]
}