#=============================================== # 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] }