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class AnimationManager extends Core.DeleteableObject dependsOn(Rook) dependsOn(Character) native; import enum AlertnessLevels from Rook; import enum AnimationStateEnum from Character; var bool firstUpdate; var bool animationEnabled; var AnimationStateEnum currentAnimationState; var AnimationStateEnum desiredAnimationState; var AnimationStateEnum adjustedAnimationState; var float currentAnimationStateTime; var float desiredAnimationStateTime; var float adjustedAnimationStateTime; var AnimationStateEnum primaryAnimationLayerState; var AlertnessLevels primaryAnimationLayerAlertness; var AnimationStateEnum secondaryAnimationLayerState; var AlertnessLevels secondaryAnimationLayerAlertness; var AlertnessLevels currentAlertnessLevel; var AlertnessLevels adjustedAlertnessLevel; var AlertnessLevels animationAlertnessLevel; var bool currentAiming; var bool previousAiming; var bool fireAnimationActive; var bool extraAnimationActive; var bool upperBodyAnimationActive; var bool armAnimationActive; var bool flinchAnimationActive; var bool extraAnimationPending; var bool extraAnimationPendingIsLoop; var float extraAnimationPendingTime; var String extraAnimationPendingName; var Character characterOwner; var Mesh previousMesh; native function StopAnimating(Character character); native function StartAnimating(Character character); native function playAnimation(String animation); native function loopAnimation(String animation); native function bool isPlayingAnimation(); native function bool isLoopingAnimation(); native function stopAnimation(); native function playFireAnimation(String weapon); native function playUpperBodyAnimation(String animation); native function loopUpperBodyAnimation(String animation); native function bool isPlayingUpperBodyAnimation(); native function bool isLoopingUpperBodyAnimation(); native function stopUpperBodyAnimation(); native function loopArmAnimation(String animation); native function bool isLoopingArmAnimation(); native function string getArmAnimation(); native function stopArmAnimation(); native function playFlinchAnimation(); defaultproperties { firstUpdate = true animationEnabled = true currentAnimationState = AnimationState_None desiredAnimationState = AnimationState_None adjustedAnimationState = AnimationState_None primaryAnimationLayerState = AnimationState_None primaryAnimationLayerAlertness = Alertness_Combat secondaryAnimationLayerState = AnimationState_None secondaryAnimationLayerAlertness = Alertness_Combat currentAlertnessLevel = ALERTNESS_Combat adjustedAlertnessLevel = ALERTNESS_Combat } |
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