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9 | 9 | #include <Sonicteam/Player/IPostureSupportRayTemplate.h> |
10 | 10 | #include <Sonicteam/Player/GroundRayListener.h> |
11 | 11 |
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12 | | - |
13 | 12 | namespace Sonicteam::Player |
14 | 13 | { |
15 | 14 | class PostureControl : public IPostureControl, public IPostureSupportSphere, public IPostureSupportOttoto, public IPostureSupportEdge, public IPostureSupportInput, public IPostureSupportRayTemplate<GroundRayListener> |
16 | 15 | { |
17 | 16 | public: |
18 | 17 | //Gordon Ramsay |
19 | | - enum ePostureFlag |
| 18 | + enum PostureFlag |
20 | 19 | { |
21 | | - ePostureFlag_Ground = 0x1, // detects Ground |
22 | | - ePostureFlag_WallBrushing = 0x8, // detects brushing against a wall |
23 | | - ePostureFlag_HeadOnWall = 0x10, // detects head-on wall collision (will always be enabled w/ WallBrushing) |
24 | | - ePostureFlag_RailGrind = 0x40, // Rail grinding |
25 | | - ePostureFlag_BeforeFall = 0x100, // seems like Neutral or Pre-Fall? The moment before transitioning from the Jump to Fall animation |
26 | | - ePostureFlag_Fall = 0x200, // FALL |
27 | | - ePostureFlag_WaterCollision = 0x800, // Water collision (making you slide down an incline)? BeforeFall is often set with this |
28 | | - ePostureFlag_LightDash = 0x4000, // Light Dashing |
29 | | - ePostureFlag_QuickRotate = 0x8000, // is moving the control stick in a non-forward direction (usually only active for a frame since the character instantly rotates) |
30 | | - ePostureFlag_Tentative = 0x10000, // is Tentative collision |
31 | | - ePostureFlag_WaterSlide = 0x20000, // Water sliding |
32 | | - ePostureFlag_Grass = 0x100000, // grass |
33 | | - ePostureFlag_DirtClay = 0x200000, // dirt/clay |
34 | | - ePostureFlag_Stone = 0x400000, // stone |
35 | | - ePostureFlag_Shoreline = 0x1000000 // shoreline? sand? Uncertain |
| 20 | + PostureFlag_Ground = 0x1, // detects Ground |
| 21 | + PostureFlag_WallBrushing = 0x8, // detects brushing against a wall |
| 22 | + PostureFlag_HeadOnWall = 0x10, // detects head-on wall collision (will always be enabled w/ WallBrushing) |
| 23 | + PostureFlag_RailGrind = 0x40, // Rail grinding |
| 24 | + PostureFlag_BeforeFall = 0x100, // seems like Neutral or Pre-Fall? The moment before transitioning from the Jump to Fall animation |
| 25 | + PostureFlag_Fall = 0x200, // FALL |
| 26 | + PostureFlag_WaterCollision = 0x800, // Water collision (making you slide down an incline)? BeforeFall is often set with this |
| 27 | + PostureFlag_LightDash = 0x4000, // Light Dashing |
| 28 | + PostureFlag_QuickRotate = 0x8000, // is moving the control stick in a non-forward direction (usually only active for a frame since the character instantly rotates) |
| 29 | + PostureFlag_Tentative = 0x10000, // is Tentative collision |
| 30 | + PostureFlag_WaterSlide = 0x20000, // Water sliding |
| 31 | + PostureFlag_Grass = 0x100000, // grass |
| 32 | + PostureFlag_DirtClay = 0x200000, // dirt/clay |
| 33 | + PostureFlag_Stone = 0x400000, // stone |
| 34 | + PostureFlag_Shoreline = 0x1000000 // shoreline? sand? Uncertain |
36 | 35 | }; |
| 36 | + // 0x314 ... 0x400 |
37 | 37 | }; |
38 | 38 | } |
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