12 std::map<int, int> m_AnimDefaultMaps;
13 std::map<std::string, int> m_AnimNameMaps;
52 ANIM_COMBATCRITICAL=10,
55 ANIM_WALKBACKWARDS=13,
58 ANIM_ATTACKUNARMED=16,
75 ANIM_SPELLCASTAREA=33,
87 ANIM_SWIMBACKWARDS=45,
93 ANIM_READYSPELLDIRECTED=51,
94 ANIM_READYSPELLOMNI=52,
95 ANIM_SPELLCASTDIRECTED=53,
96 ANIM_SPELLCASTOMNI=54,
105 ANIM_EMOTEUSESTANDING=63,
106 ANIM_EMOTETALKEXCLAMATION=64,
107 ANIM_EMOTETALKQUESTION=65,
114 ANIM_EMOTESITGROUND=72,
120 ANIM_EMOTECHICKEN=78,
122 ANIM_EMOTEAPPLAUD=80,
127 ANIM_ATTACK1HPIERCE=85,
128 ANIM_ATTACK2HLOOSEPIERCE=86,
130 ANIM_ATTACKOFFPIERCE=88,
136 ANIM_MOUNTSPECIAL=94,
138 ANIM_SITGROUNDDOWN=96,
144 ANIM_SITCHAIRLOW=102,
145 ANIM_SITCHAIRMED=103,
146 ANIM_SITCHAIRHIGH=104,
149 ANIM_ATTACKTHROWN=107,
150 ANIM_READYTHROWN=108,
155 ANIM_EMOTESALUTE=113,
159 ANIM_ATTACKUNARMEDOFF=117,
160 ANIM_SPECIALUNARMED=118,
161 ANIM_STEALTHWALK=119,
162 ANIM_STEALTHSTAND=120,
165 ANIM_USESTANDINGLOOP=123,
166 ANIM_CHANNELCASTDIRECTED=124,
167 ANIM_CHANNELCASTOMNI=125,
170 ANIM_USESTANDINGSTART=128,
171 ANIM_USESTANDINGEND=129,
172 ANIM_CREATURESPECIAL=130,
175 ANIM_FISHINGCAST=133,
176 ANIM_FISHINGLOOP=134,
178 ANIM_EMOTEWORKNOSHEATHE=136,
179 ANIM_EMOTESTUNNOSHEATHE=137,
180 ANIM_EMOTEUSESTANDINGNOSHEATHE=138,
181 ANIM_SPELLSLEEPDOWN=139,
182 ANIM_SPELLKNEELSTART=140,
183 ANIM_SPELLKNEELLOOP=141,
184 ANIM_SPELLKNEELEND=142,
209 ANIM_CORPSEARROW=167,
212 ANIM_DRUIDCATPOUNCE=170,
213 ANIM_DRUIDCATRIP=171,
214 ANIM_DRUIDCATRAKE=172,
215 ANIM_DRUIDCATRAVAGE=173,
216 ANIM_DRUIDCATCLAW=174,
217 ANIM_DRUIDCATCOWER=175,
218 ANIM_DRUIDBEARSWIPE=176,
219 ANIM_DRUIDBEARBITE=177,
220 ANIM_DRUIDBEARMAUL=178,
221 ANIM_DRUIDBEARBASH=179,
223 ANIM_DRAGONSTOMP=181,
225 ANIM_DRAGONSPITHOVER=183,
226 ANIM_DRAGONSPITFLY=184,
229 ANIM_JUMPLANDRUN=187,
236 ANIM_SUCCUBUSENTICE=194,
239 ANIM_EMOTEDANCEONCE=197,
241 ANIM_EMOTEEATNOSHEATHE=199,
245 ANIM_CANNIBALIZE=203,
247 ANIM_GROUPARROWBIRTH=205,
248 ANIM_CORPSEARROWBIRTH=206,
249 ANIM_GUIDEARROWBIRTH=207,
static bool IsWalkAnimation(int nID)
check if nID can default to any move animation id like walk.
Definition: AnimTable.cpp:413
static CAnimTable * GetInstance()
singleton instance.
Definition: AnimTable.cpp:309
AnimationID
this is just an ad hoc mapping from animation ID to its function
Definition: AnimTable.h:40
table for character animation.
Definition: AnimTable.h:9
different physics engine has different winding order.
Definition: EventBinding.h:32
static int GetDefaultAnimIDof(int nID)
if the nID does not exists, then a default ID will be used instead.
Definition: AnimTable.cpp:314
static int GetAnimIDByName(const char *sName)
Definition: AnimTable.cpp:324