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ash-animation_state_hierarchy.mif
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119 lines (114 loc) · 2.32 KB
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//===================================================================
//
// Animation State Hierarchy (.ash) Example Template
//
// @author Aconite
// @since SWG Source 2022
// @see clientSkeletalAnimation/EditableAnimationStateHierarchyTemplate.cpp
// @see clientSkeletalAnimation/EditableAnimationState.cpp
//
//===================================================================
#pragma extension "ash"
form "ASHT"
{
// version 2 (latest)
form "0002"
{
// editable animation state
form "STAT"
{
chunk "INFO"
{
// state name id
// e.g. root
cstring ""
// logical animation name
// e.g. loop_standing
cstring ""
}
// actions
form "ACTS"
{
chunk "INFO"
{
// number of actions
int16 0
}
// for each action, enter either of the following chunks
// ACTN = Editable Basic Animation Action
// MVAC = Editable Movement Animation Action
// example ACTN
form "ACTN"
{
// action name
// e.g., ag_look_nervous
cstring ""
// logical animation name
// (usually the same as action name)
cstring ""
// held item visibility disposition
// hide held item? (0/1)
int8 0
// apply animation as add? (0/1)
int8 0
}
// example MVAC
// an MVAC is a collection of ACTN(s)
form "MVAC"
{
form "ACTN"
{
// action name
// e.g., ag_look_nervous
cstring ""
// logical animation name
// (usually the same as action name)
cstring ""
// held item visibility disposition
// hide held item? (0/1)
int8 0
// apply animation as add? (0/1)
int8 0
}
}
}
// links
form "LNKS"
{
chunk "INFO"
{
// number of links
int16 0
}
// for each link
// Editable Animation State Link
chunk "LINK"
{
// number of states in path
int16 0
// for each state in path
// destination path
// e.g., root
cstring ""
// end for each
// play logical animation? (0/1)
int8 0
// logical animation name
// e.g., crouched
cstring ""
}
}
// children
form "CHLD"
{
chunk "INFO"
{
// number of children
int16 0
}
// for each child, repeat the above STAT form and its body recursively
// e.g., form "STAT" {}...
}
}
}
}