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- #define MAX_MOTION_QUEUE 6
- #define MAX_EMOTE_QUEUE 6
- void Animation_Init();
- void Animation_Shutdown();
- DWORD Animation_GetAnimationSet();
- void Animation_Attack(DWORD dwTarget, WORD wAnim, float fSpeed, DWORD dwWeaponID);
- void Animation_PlayPrimary(WORD wAnim, float fSpeed, float fDelay);
- void Animation_Think();
- BOOL Animation_IsActive();
- virtual void Animation_Complete(animation_t *data);
- void Animation_ClipMotions(int iMaxCount = MAX_MOTION_QUEUE);
- void Animation_PlayAnimation(animation_t* data);
- void Animation_PlayEmote(WORD wIndex, float fSpeed);
- int Animation_EmoteQueueCount();
- void Animation_PlaySimpleAnimation(WORD wIndex, float fSpeed = 1.0f, float fDelay = 1.0f, DWORD dwAction = 0, DWORD dwActionEx = 0);
- void Animation_Jump(float fPower, float fDir1, float fDir2, float fHeight);
- void Animation_SetCombatStance(WORD);
- void Animation_SetCombatMode(WORD);
- BinaryWriter* Animation_GetAnimationInfo();
- void Animation_Update();
- BOOL m_bAnimUpdate;
- DWORD m_dwAnimationSet;
- animation_list m_lAnimQueue;
- WORD m_wAnimSequence;
- WORD m_wStance;
- WORD m_wForwardAnim, m_wStrafAnim, m_wTurnAnim;
- float m_fForwardSpeed, m_fStrafSpeed, m_fTurnSpeed;
- float m_fSpeedMod;
- BOOL m_bForced;
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