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arf_blend_in_0 = 0x00000001
arf_blend_in_1 = 0x00000002
arf_blend_in_2 = 0x00000003
arf_blend_in_3 = 0x00000004
arf_blend_in_4 = 0x00000005
arf_blend_in_5 = 0x00000006
arf_blend_in_6 = 0x00000007
arf_blend_in_7 = 0x00000008
arf_blend_in_8 = 0x00000009
arf_blend_in_9 = 0x0000000a
arf_blend_in_10 = 0x0000000b
arf_blend_in_11 = 0x0000000c
arf_blend_in_12 = 0x0000000d
arf_blend_in_13 = 0x0000000e
arf_blend_in_14 = 0x0000000f
arf_blend_in_15 = 0x00000010
arf_blend_in_16 = 0x00000011
arf_blend_in_17 = 0x00000012
arf_blend_in_18 = 0x00000013
arf_blend_in_19 = 0x00000014
arf_blend_in_20 = 0x00000015
arf_blend_in_21 = 0x00000016
arf_blend_in_22 = 0x00000017
arf_blend_in_23 = 0x00000018
arf_blend_in_24 = 0x00000019
arf_blend_in_25 = 0x0000001a
arf_blend_in_26 = 0x0000001b
arf_blend_in_27 = 0x0000001c
arf_blend_in_28 = 0x0000001d
arf_blend_in_29 = 0x0000001e
arf_blend_in_30 = 0x0000001f
arf_blend_in_31 = 0x00000020
arf_blend_in_32 = 0x00000021
arf_blend_in_48 = 0x00000031
arf_blend_in_64 = 0x00000041
arf_blend_in_128 = 0x00000081
arf_blend_in_254 = 0x000000ff
arf_make_walk_sound = 0x00000100
arf_make_custom_sound = 0x00000200
##arf_start_pos_0 = 0x00000100
##arf_end_pos_0 = 0x00000200
##arf_start_pos_0_25 = 0x00000400
##arf_end_pos_0_25 = 0x00000800
##arf_start_pos_0_5 = 0x00001000
##arf_end_pos_0_5 = 0x00002000
##arf_start_pos_0_75 = 0x00004000
##arf_end_pos_0_75 = 0x00008000
##arf_loop_pos_0 = arf_start_pos_0 | arf_end_pos_0
##arf_loop_pos_0_25 = arf_start_pos_0_25 | arf_end_pos_0_25
##arf_loop_pos_0_5 = arf_start_pos_0_5 | arf_end_pos_0_5
##arf_loop_pos_0_75 = arf_start_pos_0_75 | arf_end_pos_0_75
##arf_phase_even = 0x00010000
##arf_phase_odd = 0x00030000
##arf_phase_inverse_even = 0x00050000
##arf_phase_inverse_odd = 0x00070000
arf_two_handed_blade = 0x01000000
arf_lancer = 0x02000000
arf_stick_item_to_left_hand = 0x04000000
arf_cyclic = 0x10000000
arf_use_walk_progress = 0x20000000
arf_use_stand_progress = 0x40000000
arf_use_inv_walk_progress = 0x80000000
##arf_walk = arf_phase_even | arf_cyclic
#-----------------------------------------
amf_priority_mask = 0x00000fff
amf_rider_rot_bow = 0x00001000
amf_rider_rot_throw = 0x00002000
amf_rider_rot_crossbow = 0x00003000
amf_rider_rot_pistol = 0x00004000
amf_rider_rot_overswing = 0x00005000
amf_rider_rot_thrust = 0x00006000
amf_rider_rot_swing_right = 0x00007000
amf_rider_rot_swing_left = 0x00008000
amf_rider_rot_couched_lance = 0x00009000
amf_rider_rot_shield = 0x0000a000
amf_rider_rot_defend = 0x0000b000
amf_start_instantly = 0x00010000
amf_use_cycle_period = 0x00100000
amf_use_weapon_speed = 0x00200000
amf_use_defend_speed = 0x00400000
amf_accurate_body = 0x00800000
amf_client_prediction = 0x01000000
amf_play = 0x02000000
amf_keep = 0x04000000
amf_restart = 0x08000000 # restart animation even if it is the current animation
amf_hide_weapon = 0x10000000
amf_client_owner_prediction = 0x20000000
amf_use_inertia = 0x40000000
amf_continue_to_next = 0x80000000
#-----------------------------------------
acf_synch_with_horse = 0x00000001
acf_align_with_ground = 0x00000002
acf_enforce_lowerbody = 0x00000100
acf_enforce_rightside = 0x00000200
acf_enforce_all = 0x00000400
acf_parallels_for_look_slope = 0x00001000
acf_lock_camera = 0x00002000
acf_displace_position = 0x00004000
acf_ignore_slope = 0x00008000
acf_thrust = 0x00010000
acf_right_cut = 0x00020000
acf_left_cut = 0x00040000
acf_overswing = 0x00080000
acf_rot_vertical_mask = 0x00300000
acf_rot_vertical_bow = 0x00100000
acf_rot_vertical_sword = 0x00200000
acf_anim_length_mask = 0xff000000
acf_anim_length_bits = 24
def acf_anim_length(x):
return (x << acf_anim_length_bits) & acf_anim_length_mask
#------------------------------------------
#### Do not edit these lines
def get_byte(f):
if f == 0.0:
return 0
i = int(f * 255.0)
if (i< 1):
i=1
elif (i > 255):
i = 255
return i
def pack2f(a,b):
ai = get_byte(a)
bi = get_byte(b)
return ((bi << 8) | ai)
def pack4f(a,b,c,d):
ai = get_byte(a)
bi = get_byte(b)
ci = get_byte(c)
di = get_byte(d)
return ((di << 24) | (ci << 16) | (bi << 8) | ai)