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131 lines
3.5 KiB
C++
131 lines
3.5 KiB
C++
//===== Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ======//
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//
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// Purpose:
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//
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//===========================================================================//
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#ifndef BASEANIMATING_H
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#define BASEANIMATING_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "public/baseentity.h"
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#include "game/shared/animation.h"
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#include "public/studio.h"
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class CBaseAnimating : public CBaseEntity
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{
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char gap_b04[8]; // Aligns properly in IDA and generated code after setting from 12 to 8.
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bool m_markedForServerInterpolation;
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bool m_animRemoveFromServerInterpolationNextFrame;
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char gap_b12[2];
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float m_flGroundSpeed;
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float m_flLastEventCheck;
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int m_nForceBone;
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Vector3D m_vecForce;
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int m_nSkin;
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__int16 m_skinMod;
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char gap_b32[2];
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int m_nBody;
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int m_camoIndex;
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int m_decalIndex;
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int m_nHitboxSet;
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float m_flModelScale;
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int m_nRagdollImpactFXTableId;
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float m_flSkyScaleStartTime;
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float m_flSkyScaleEndTime;
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float m_flSkyScaleStartValue;
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float m_flSkyScaleEndValue;
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char gap_b5c[4];
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char m_SequenceTransitioner[368];
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float m_flIKGroundContactTime;
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float m_flIKGroundMinHeight;
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float m_flIKGroundMaxHeight;
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float m_flEstIkFloor;
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float m_flEstIkOffset;
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char gap_ce4[4];
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char m_pIk[8];
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int m_ikPrevSequence;
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bool m_bSequenceFinished;
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bool m_bSequenceLooped;
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bool m_bSequenceLoops;
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bool m_continueAnimatingAfterRagdoll;
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float m_lockedAnimDeltaYaw;
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bool m_threadedBoneSetup;
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bool m_settingUpBones;
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char gap_cfe[2];
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float m_flDissolveStartTime;
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int m_baseAnimatingActivity;
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float m_flPoseParameter[12];
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bool m_poseParameterOverTimeActive;
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char gap_d39[3];
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float m_poseParameterGoalValue[12];
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float m_poseParameterEndTime[12];
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float m_lastTimeSetPoseParametersSameAs;
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bool m_bClientSideAnimation;
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bool m_bReallyClientSideAnimation;
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char gap_da2[2];
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int m_nNewSequenceParity;
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int m_nResetEventsParity;
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char gap_dac[4];
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__int64 m_boneCacheHandle;
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__int16 m_fBoneCacheFlags; // END CBASEANIMATING
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char gap_dba[2];
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int m_animNetworkFlags;
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bool m_animActive;
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bool m_animCollisionEnabled;
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bool m_animPlantingEnabled;
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bool m_animInitialCorrection;
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bool m_animWaitingForCleanup;
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char gap_dc5[3];
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int m_animWaitingForCleanupTime;
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char gap_dcc[4];
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__int64 m_recordedAnim;
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int m_recordedAnimIndex;
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int m_recordedAnimCachedFrameIndex;
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float m_recordedAnimPlaybackRate;
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float m_recordedAnimPlaybackTime;
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matrix3x4_t m_recordedAnimTransform;
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int m_recordedAnimPlaybackEnt;
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float m_recordedAnimBlendTime;
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Vector3D m_recordedAnimBlendOffset;
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Vector3D m_recordedAnimBlendAngles;
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AnimRelativeData m_animRelativeData;
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int m_syncingWithEntity;
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char gap_ec4[4];
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PredictedAnimEventData m_predictedAnimEventData;
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int m_animRefEntityAttachmentIndex;
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int m_fireAttachmentSmartAmmoIndex;
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int m_fireAttachmentChestFocusIndex;
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int m_fireAttachmentModelIndex;
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char m_keyHitboxes[160];
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CStudioHdr* m_pStudioHdr;
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int m_animSequence;
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float m_animCycle;
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int m_animModelIndex;
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float m_animStartTime;
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float m_animStartCycle;
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float m_animPlaybackRate;
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bool m_animFrozen;
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char gap_ff9[7];
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__int64 m_createdProp[8];
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int m_numCreatedProps;
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char gap_1044[4];
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__int64 m_currentFramePropEvents[16];
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int m_numCurrentFramePropEvents;
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char gap_10cc[4];
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__int64 m_activeScriptAnimWindows[8];
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int m_numActiveScriptAnimWindows;
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char gap_1114[4];
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__int64 m_currentFrameWindowEvents[16];
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int m_numCurrentFrameWindowEvents;
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char gap_119c[4];
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__int64 m_AnimSyncScriptProps[8];
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int m_numAnimSyncScriptProps;
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char gap_11E4[12]; // TODO: this might belong to CBaseAnimatingOverlay!
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};
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#endif // BASEANIMATING_H
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