//////////////////////////////////////////////////////////////////////////// // // Crytek Engine Source File. // Copyright (C), Crytek Studios, 2002. // ------------------------------------------------------------------------- // File name: CryAnimationScriptCommands.h // Version: v1.00 // Created: 1/15/2003 by Sergiy Migdalskiy // Compilers: Visual Studio.NET // Description: Declarations necessary for scripting extensions to the // Cry Character Animation subsyste. // ------------------------------------------------------------------------- // Notes: // This file is separated from the ICryAnimation.h for the sake of fast // compilation: it's only used in the game code once, and in the animation // system once. When some additional extension is added to the animation // scripting interface, only this file is changed, and no need to recompile // the whole project // // History: // //////////////////////////////////////////////////////////////////////////// #ifndef __CRY_ANIMATION_SCRIPT_COMMANDS_HDR__ #define __CRY_ANIMATION_SCRIPT_COMMANDS_HDR__ enum CryAnimationScriptCommandEnum { // Start emitting particles from all characters, for test CASCMD_TEST_PARTICLES = 0, // Stop emitting all particles on all characters CASCMD_STOP_PARTICLES = 1, // Dump animation memory usage CASCMD_DUMP_ANIMATIONS = 2, // Dump all loaded models CASCMD_DUMP_MODELS = 3, // Unload all animations that haven't been touched for the *(int*)pParams number of frames // if pParam == NULL, default number of frames should be used CASCMD_TRASH_ANIMATIONS = 4, // Unload the given animation (by the file name, may be without the path and extension) // (char*)pParams is the 0-terminated string with the animation file name CASCMD_UNLOAD_ANIMATION = 5, // cleans up the decals on all characters CASCMD_CLEAR_DECALS = 6, // dumps the decals for all characters CASCMD_DUMP_DECALS = 7, //starts many animations simultaneously; uses (CASCmdStartMultiAnims*)pParams param block CASCMD_START_MANY_ANIMS = 8, // draws (one-time) all the bones of all the characters in the system CASCMD_DEBUG_DRAW = 9, // dumps the ModelState info, used to hunt down the invisible guy bug CASCMD_DUMP_STATES = 10, // dumps all models into the special ASCII file CASCMD_EXPORT_MODELS_ASCII = 11 }; struct CASCmdStartAnim { const char* szAnimName; int nLayer; }; struct CASCmdStartMultiAnims { const CASCmdStartAnim* pAnims; int numAnims; float fBlendTime; }; #endif