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[AI] Describes a specific animation, containing animation parameters, model list, and related metadata used by the animation system. More...
#include <legoanimationmanager.h>
Public Attributes | |
char * | m_name |
Animation name. [AI]. More... | |
MxU32 | m_objectId |
Object ID corresponding to this animation; used as a unique key. [AI]. More... | |
MxS16 | m_location |
Location index if relevant (−1 for omni/global). [AI]. More... | |
MxBool | m_unk0x0a |
Boolean to control startup/behavioral logic. [AI]. More... | |
MxU8 | m_unk0x0b |
Purpose unknown; animation-related flag. [AI]. More... | |
MxU8 | m_unk0x0c |
Bitmask related to actor/vehicle ability to use this animation (see g_unk0x100d8b28). [AI]. More... | |
MxU8 | m_unk0x0d |
Additional animation state flag. [AI]. More... | |
float | m_unk0x10 [4] |
Animation parameters: start/target position and radius. [AI]. More... | |
MxU8 | m_modelCount |
Number of models referenced in m_models array. [AI]. More... | |
MxU16 | m_unk0x22 |
Use-count or instance count for this animation. [AI]. More... | |
ModelInfo * | m_models |
Array of ModelInfo structs for the animation's involved models. [AI]. More... | |
MxS8 | m_characterIndex |
Index into g_characters for the owning character (-1 if not set). [AI]. More... | |
MxBool | m_unk0x29 |
Animation is active/available/playable. [AI]. More... | |
MxS8 | m_unk0x2a [3] |
Vehicle indices or similar (max 3), for use by certain actors. [AI]. More... | |
[AI] Describes a specific animation, containing animation parameters, model list, and related metadata used by the animation system.
[AI] Includes storage for animation name, references to models, and position/direction data; also contains state flag fields related to animation progression and selection.
Definition at line 40 of file legoanimationmanager.h.
MxS8 AnimInfo::m_characterIndex |
Index into g_characters for the owning character (-1 if not set). [AI].
Definition at line 52 of file legoanimationmanager.h.
MxS16 AnimInfo::m_location |
Location index if relevant (−1 for omni/global). [AI].
Definition at line 43 of file legoanimationmanager.h.
MxU8 AnimInfo::m_modelCount |
Number of models referenced in m_models array. [AI].
Definition at line 49 of file legoanimationmanager.h.
ModelInfo* AnimInfo::m_models |
Array of ModelInfo structs for the animation's involved models. [AI].
Definition at line 51 of file legoanimationmanager.h.
char* AnimInfo::m_name |
Animation name. [AI].
Definition at line 41 of file legoanimationmanager.h.
MxU32 AnimInfo::m_objectId |
Object ID corresponding to this animation; used as a unique key. [AI].
Definition at line 42 of file legoanimationmanager.h.
MxBool AnimInfo::m_unk0x0a |
Boolean to control startup/behavioral logic. [AI].
Definition at line 44 of file legoanimationmanager.h.
MxU8 AnimInfo::m_unk0x0b |
Purpose unknown; animation-related flag. [AI].
Definition at line 45 of file legoanimationmanager.h.
MxU8 AnimInfo::m_unk0x0c |
Bitmask related to actor/vehicle ability to use this animation (see g_unk0x100d8b28). [AI].
Definition at line 46 of file legoanimationmanager.h.
MxU8 AnimInfo::m_unk0x0d |
Additional animation state flag. [AI].
Definition at line 47 of file legoanimationmanager.h.
float AnimInfo::m_unk0x10[4] |
Animation parameters: start/target position and radius. [AI].
Definition at line 48 of file legoanimationmanager.h.
MxU16 AnimInfo::m_unk0x22 |
Use-count or instance count for this animation. [AI].
Definition at line 50 of file legoanimationmanager.h.
MxBool AnimInfo::m_unk0x29 |
Animation is active/available/playable. [AI].
Definition at line 53 of file legoanimationmanager.h.
MxS8 AnimInfo::m_unk0x2a[3] |
Vehicle indices or similar (max 3), for use by certain actors. [AI].
Definition at line 54 of file legoanimationmanager.h.