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FC1/CryCommon/CryAnimationScriptCommands.h
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2023-08-07 19:29:24 +08:00

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C

////////////////////////////////////////////////////////////////////////////
//
// 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