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1 | 1 | #pragma once |
2 | | - |
3 | 2 | #include <Marathon.inl> |
4 | 3 | #include <Sonicteam/Player/State/ICommonContext.h> |
5 | 4 | #include <Sonicteam/Player/IExportPostureRequestFlag.h> |
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8 | 7 |
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9 | 8 | namespace Sonicteam::Player::State |
10 | 9 | { |
| 10 | + |
| 11 | + |
| 12 | + |
11 | 13 | class CommonContext : public ICommonContext, public IExportPostureRequestFlag, public IExportWeaponRequestFlag |
12 | 14 | { |
13 | 15 | public: |
14 | | - MARATHON_INSERT_PADDING(0x90); |
| 16 | + |
| 17 | + //(Gordon Ramsay) |
| 18 | + enum PostureEnum:uint32_t{ |
| 19 | + CC_GROUND = 0x1, // detects Ground |
| 20 | + CC_WALLBRUSHING = 0x8, // detects brushing against a wall |
| 21 | + CC_HEADONWALL = 0x10, // detects head-on wall collision (will always be enabled w/ 2^3) |
| 22 | + CC_RAILGRIND = 0x40, // Rail grinding |
| 23 | + CC_BEFOREFALL = 0x100, // seems like Neutral or Pre-Fall? The moment before transitioning from the Jump to Fall animation |
| 24 | + CC_FALL = 0x200, // FALL |
| 25 | + CC_WATERLCOL = 0x800, // Water collision (making you slide down an incline)? 2^8(CC_BEFOREFALL) is often set with this |
| 26 | + CC_LIGHTDASHIN = 0x4000, // Light Dashing (2 ^ 14) |
| 27 | + CC_QUICKROTATE = 0x8000, // is moving the control stick in a non-forward direction (usually only active for a frame since the character instantly rotates) |
| 28 | + CC_TENTATIVE = 0x10000, // is Tentative collision |
| 29 | + CC_WATERSLIDE = 0x20000, // Water sliding (2^17) |
| 30 | + CC_GRASS = 0x100000, // grass 2^20 |
| 31 | + CC_DIRTCLAY = 0x200000, // dirt/clay (2^21) |
| 32 | + CC_STONE = 0x400000, // stone (2^22) |
| 33 | + CC_SHORELINE = 0x1000000, // shoreline? sand? Uncertain (2^24) |
| 34 | + }; |
| 35 | + |
| 36 | + MARATHON_INSERT_PADDING(0x2C); |
| 37 | + be<uint32_t> m_PostureFlags; |
| 38 | + MARATHON_INSERT_PADDING(0x60); |
15 | 39 | xpointer<Score> m_pScore; |
16 | 40 | MARATHON_INSERT_PADDING(0x104); |
17 | 41 | }; |
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