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# Gameplay.AnimationManager

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    class AnimationManager extends Core.DeleteableObject
        dependsOn(Rook)
        dependsOn(Character)
        native;

    import enum AlertnessLevels from Rook;
    import enum AnimationStateEnum from Character;

    var bool firstUpdate;
    var bool animationEnabled;

    var AnimationStateEnum currentAnimationState;
    var AnimationStateEnum desiredAnimationState;
    var AnimationStateEnum adjustedAnimationState;

    var float currentAnimationStateTime;
    var float desiredAnimationStateTime;
    var float adjustedAnimationStateTime;

    var AnimationStateEnum primaryAnimationLayerState;
    var AlertnessLevels	primaryAnimationLayerAlertness;

    var AnimationStateEnum secondaryAnimationLayerState;
    var AlertnessLevels	secondaryAnimationLayerAlertness;

    var AlertnessLevels	currentAlertnessLevel;
    var AlertnessLevels adjustedAlertnessLevel;
    var AlertnessLevels animationAlertnessLevel;

    var bool currentAiming;
    var bool previousAiming;

    var bool fireAnimationActive;
    var bool extraAnimationActive;
    var bool upperBodyAnimationActive;
    var bool armAnimationActive;
    var bool flinchAnimationActive;

    var bool extraAnimationPending;
    var bool extraAnimationPendingIsLoop;
    var float extraAnimationPendingTime;
    var String extraAnimationPendingName;

    var Character characterOwner;

    var Mesh previousMesh;

    native function StopAnimating(Character character);
    native function StartAnimating(Character character);

    native function playAnimation(String animation);
    native function loopAnimation(String animation);
    native function bool isPlayingAnimation();
    native function bool isLoopingAnimation();
    native function stopAnimation();

    native function playFireAnimation(String weapon);

    native function playUpperBodyAnimation(String animation);
    native function loopUpperBodyAnimation(String animation);
    native function bool isPlayingUpperBodyAnimation();
    native function bool isLoopingUpperBodyAnimation();
    native function stopUpperBodyAnimation();

    native function loopArmAnimation(String animation);
    native function bool isLoopingArmAnimation();
    native function string getArmAnimation();
    native function stopArmAnimation();

    native function playFlinchAnimation();

    defaultproperties
    {
        firstUpdate = true
    	animationEnabled = true
        currentAnimationState = AnimationState_None
        desiredAnimationState = AnimationState_None
        adjustedAnimationState = AnimationState_None
        primaryAnimationLayerState = AnimationState_None
        primaryAnimationLayerAlertness = Alertness_Combat
        secondaryAnimationLayerState = AnimationState_None
        secondaryAnimationLayerAlertness = Alertness_Combat
        currentAlertnessLevel = ALERTNESS_Combat
        adjustedAlertnessLevel = ALERTNESS_Combat
    }

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Class file time: ne 5.9.2004 15:53:06.000 - Creation time: st 23.5.2018 00:10:42.177 - Created with UnCodeX