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150 lines
4.2 KiB
150 lines
4.2 KiB
#=============================================== |
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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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