#include #include 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})); }