‪Black Ops 3 Source Code Explorer  0.1
‪An script explorer for Black Ops 3 by ZeRoY
animation_state_machine.gsh
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1 #define ASM_REGISTER_MOCOMP(name,initFunction,updateFunction,terminateFunction) \
2  AnimationStateNetwork::RegisterAnimationMocomp(name,initFunction,updateFunction,terminateFunction);
3 
4 #define ASM_REGISTER_NOTETRACK_HANDLER(notetrackname,handlerfunction) \
5  AnimationStateNetwork::RegisterNotetrackHandlerFunction(notetrackname,handlerfunction);
6 
7 #define ASM_REGISTER_BLACKBOARD_NOTETRACK_HANDLER(notetrackName,blackboardAttributeName,blackBoardValue) \
8  AnimationStateNetwork::RegisterBlackboardNotetrackHandler(notetrackName,blackboardAttributeName,blackBoardValue);
9 
10 
11 // ASM RUNNING STATUS FLAGS ------------------------------------------------------//
12 #define ASM_STATE_INVALID_INDEX -1
13 #define ASM_STATE_INACTIVE "asm_status_inactive"
14 #define ASM_STATE_RUNNING "asm_status_running"
15 #define ASM_STATE_COMPLETE "asm_status_complete"
16 #define ASM_STATE_TRANSITION_COMPLETE "asm_status_transition_complete"
17 #define ASM_STATE_TERMINATED "asm_status_terminated"
18 
19 // TODO - Find a better way to not need to have this hardcoded state name.
20 #define ARRIVE_AT_COVER_ASM_STATE "arrive@locomotion"
21 
22 #define ASM_ALIAS_ATTRIBUTE "animation"
23 
24 // ASM NOTETRACK HANDLER DEFINES -----------------------------------------------//
25 #define ASM_DEATH_NOTIFY "death"
26 #define ASM_NOTETRACK_HANDLER_STOP_NOTIFY "stop_handle_notetracks"
27 
28 // ASM AIM/SHOOT NODE DEFINES -------------------------------------------------//
29 #define NOTETRACK_FIRE_BULLET "fire"
30 
31 // ASM MOCOMP ATTRIBUTES -----------------------------------------------------//
32 #define ASM_MOCOMP_NAME "mocompname"
33 #define ASM_MOCOMP_START "asm_mocomp_start"
34 #define ASM_MOCOMP_UPDATE "asm_mocomp_update"
35 #define ASM_MOCOMP_TERMINATE "asm_mocomp_terminate"
36 
37 // NOTERACKS HANDLED BY ASM ---------------------------------------------------//
38 #define NOTETRACK_ANIM_END "end"
39 #define NOTETRACK_CODE_MOVE "code_move"
40 #define NOTETRACK_DROPGUN "dropgun"
41 #define NOTETRACK_DROP_GUN_1 "gun drop"
42 #define NOTETRACK_DROP_SHIELD "drop_shield"
43 #define NOTETRACK_HIDE_WEAPON "hide_weapon"
44 #define NOTETRACK_SHOW_WEAPON "show_weapon"
45 #define NOTETRACK_HIDE_AI "hide_ai"
46 #define NOTETRACK_SHOW_AI "show_ai"
47 #define NOTETRACK_ATTACH_KNIFE "attach_knife"
48 #define NOTETRACK_DETACH_KNIFE "detach_knife"
49 #define NOTETRACK_EXIT_ALIGN "exit_align"
50 #define NOTETRACK_GIB_DISABLE "gib_disable"
51 #define NOTETRACK_GIB_HEAD "gib = \"head\""
52 #define NOTETRACK_GIB_ARM_LEFT "gib = \"arm_left\""
53 #define NOTETRACK_GIB_ARM_RIGHT "gib = \"arm_right\""
54 #define NOTETRACK_GIB_LEG_LEFT "gib = \"leg_left\""
55 #define NOTETRACK_GIB_LEG_RIGHT "gib = \"leg_right\""
56 #define NOTETRACK_GRENADE_THROW "grenade_throw"
57 #define NOTETRACK_RAGDOLL "start_ragdoll"
58 #define NOTETRACK_RAGDOLL_NODEATH "ragdoll_nodeath"
59 #define NOTETRACK_STANCE_CROUCH "anim_pose = \"crouch\""
60 #define NOTETRACK_STANCE_STAND "anim_pose = \"stand\""
61 
62 #define NOTETRACK_STANCE_PRONE_FRONT "anim_pose = \"prone_front\""
63 #define NOTETRACK_STANCE_PRONE_BACK "anim_pose = \"prone_back\""
64 
65 #define NOTETRACK_MOVEMENT_STOP "anim_movement = \"stop\""
66 #define NOTETRACK_MOVEMENT_RUN "anim_movement = \"run\""
67 
68 #define NOTETRACK_START_TURN "exit_align"
69 #define NOTETRACK_STOP_TURN "code_move"
70 #define NOTETRACK_MELEE_UNSYNC "unsync"
71 
72 #define NOTETRACK_STAIRS_STEP1 "step1"
73 #define NOTETRACK_STAIRS_STEP2 "step2"
74 
75 // AI_ANIM_MODE, DEFINED SAME AS CODE -----------------------------------------//
76 #define AI_ANIM_UNKNOWN "none"
77 #define AI_ANIM_MOVE_CODE "normal"
78 #define AI_ANIM_MOVE_CODE_NOGRAVITY "normal_nogravity"
79 #define AI_ANIM_USE_POS_DELTAS "pos deltas"
80 #define AI_ANIM_USE_ANGLE_DELTAS "angle deltas"
81 #define AI_ANIM_USE_ANGLE_DELTAS_NOCLIP "angle deltas noclip"
82 #define AI_ANIM_USE_BOTH_DELTAS "gravity"
83 #define AI_ANIM_USE_BOTH_DELTAS_NOCLIP "noclip"
84 #define AI_ANIM_USE_BOTH_DELTAS_NOGRAVITY "nogravity"
85 #define AI_ANIM_USE_BOTH_DELTAS_ZONLY_PHYSICS "zonly_physics"
86 #define AI_ANIM_NOPHYSICS "nophysics"
87 #define AI_ANIM_POINT_RELATIVE "point relative"
88 #define AI_ANIM_SLIDE "slide"
89 #define AI_ANIM_NOGRAVITY "nogravity"
90 #define AI_ANIM_PRETRAVERSAL "pre_traversal"