F4MP/tiltedcode/Code/encoding/Structs/Skyrim/AnimationGraphDescriptor_DraugrBehavior.cpp

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#include <Structs/AnimationGraphDescriptorManager.h>
#include <Structs/Skyrim/AnimationGraphDescriptor_DraugrBehavior.h>
AnimationGraphDescriptor_DraugrBehavior::AnimationGraphDescriptor_DraugrBehavior(AnimationGraphDescriptorManager& aManager)
{
enum Variables
{
kblendMoveStart = 0,
kblendMove1stP = 1,
kblendMoveStop = 2,
kTurnDelta = 3,
kblendDefault = 4,
kDirection = 5,
kSpeed = 6,
kiWantSprint = 7,
kiSyncTurnState = 8,
kiRightHandType = 9,
kiLeftHandType = 10,
kbIsSynced = 11,
kbAnimationDriven = 12,
kIsStaggering = 13,
kiSyncIdleLocomotion = 14,
kblendFast = 15,
kIsAttackReady = 16,
kbAllowRotation = 17,
kIsBlocking = 18,
kIsPlayer = 19,
kPitch = 20,
kIsFiringBow = 21,
kBowZoom = 22,
kBoolVariable = 23,
kIsEquipping = 24,
kIsUnequipping = 25,
kbWeapReady = 26,
kstaggerMagnitude = 27,
kcurrentDefaultState = 28,
kbEquipOk = 29,
kiWantBlock = 30,
ki1HMState = 31,
kIsBashing = 32,
kiState = 33,
kiState_DraugrDefault = 34,
kiState_DraugrBlocking = 35,
kSampledSpeed = 36,
kiEquippedItemState = 37,
kbMLh_Ready = 38,
kIsCastingLeft = 39,
kIsCastingRight = 40,
kInDualMagicState = 41,
kIsCastingDual = 42,
kIsInCastStateDamped = 43,
kIsBlockHit = 44,
kbWantCastLeft = 45,
kIsInCastState = 46,
kBlendAcc = 47,
kbInMoveState = 48,
kIsPowerAttacking = 49,
kbCastReady = 50,
kbVoiceReady = 51,
kbWantCastVoice = 52,
kTimeDelta = 53,
kiState_DraugrRanged = 54,
kiState_Draugr1HM = 55,
kiState_DraugrBattleAxe = 56,
kiState_DraugrGreatSword = 57,
kiState_DraugrH2H = 58,
kiState_DraugrBow = 59,
kiState_DraugrBowDrawn = 60,
kiState_Draugr2GSBlocking = 61,
kiState_Draugr2HMBlocking = 62,
kbHeadTrackingOn = 63,
kTargetLocation = 64,
kcamerafromx = 65,
kcamerafromy = 66,
kcamerafromz = 67,
kbCanHeadTrack = 68,
kIsBleedingOut = 69,
kbHeadTracking = 70,
kiState_DraugrShieldBlocking = 71,
kblendCyclic = 72,
kstaggerDirection = 73,
kbInFurniture = 74,
kiGetUpType = 75,
ktest = 76,
};
uint64_t key = 1556693752012287718;
AnimationGraphDescriptorManager::Builder s_builder(
aManager, key,
AnimationGraphDescriptor(
{kbAnimationDriven, kIsAttackReady, kbAllowRotation, kIsFiringBow, kIsEquipping, kIsUnequipping, kbWeapReady, kbEquipOk, kbMLh_Ready, kbCastReady, kbCanHeadTrack, kbHeadTracking}, {kTurnDelta, kDirection, kSpeed, kSampledSpeed},
{kiSyncTurnState, kiRightHandType, kiLeftHandType, kiSyncIdleLocomotion, kcurrentDefaultState, kiState}));
}