22 #ifndef WORLD_ACTORS_ANIMATION_H 23 #define WORLD_ACTORS_ANIMATION_H 43 stumbleBackwards = 13,
84 standUpFromChair = 52,
100 retreatSmallWeapon = 2,
102 combatStandSmallWeapon = 4,
103 readySmallWeapon = 7,
105 reloadSmallWeapon = 10,
106 unreadySmallWeapon = 11,
107 readyLargeWeapon = 12,
108 fireLargeWeapon = 13,
110 reloadLargeWeapon = 15,
111 unreadyLargeWeapon = 16,
112 fallBackwardsCru = 18,
113 fallForwardsCru = 20,
114 kneelCombatRollLeft = 23,
115 kneelCombatRollRight = 24,
116 stopRunningAndDrawLargeWeapon = 25,
124 startRunSmallWeapon = 34,
125 startRunLargeWeapon = 35,
126 advanceSmallWeapon = 36,
127 combatStandLargeWeapon = 37,
129 stopRunningAndDrawSmallWeapon = 39,
132 kneelAndFireSmallWeapon = 42,
133 kneelAndFireLargeWeapon = 43,
134 advanceLargeWeapon = 44,
135 retreatLargeWeapon = 45,
136 kneelingWithSmallWeapon = 46,
137 kneelingWithLargeWeapon = 47,
138 combatRunSmallWeapon = 48,
139 combatRunLargeWeapon = 49,
140 brightKneelAndFireLargeWeapon = 50,
141 kneelingRetreat = 51,
142 kneelingAdvance = 52,
143 kneelingSlowRetreat = 53,
144 brightFireLargeWpn = 54,
152 combatRollRight = 62,
159 crusaderAbsoluteAnimFlag = 0x1000,
162 static inline Animation::Sequence absAnim(Animation::Sequence seq) {
163 return static_cast<Animation::Sequence
>(seq | crusaderAbsoluteAnimFlag);
172 bool isCombatAnim(
const Sequence anim);
173 bool isCombatAnimU8(
const Sequence anim);
174 bool isCombatAnimCru(
const Sequence anim);
175 bool isCastAnimU8(
const Sequence anim);
176 Sequence checkWeapon(
const Sequence nextanim,
const Sequence lastanim);
Definition: detection.h:27