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extends Node
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#------------------ Player Enums ------------------#
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# Demarche (Attend, Marche, Cours, sprint
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enum GAIT {WAITING, WALKING , RUNNING , SPRINTING}
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# Sol, Air, Couverture, poupee de chiffon
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enum MOVEMENT_STATE {NONE , GROUNDED , IN_AIR , MANTLING, RAGDOLL}
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#
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enum MOVEMENT_ACTION {NONE ,LOW_MANTLE , HIGH_MANTLE , ROLLING , GETTING_UP}
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# Fusis, Pistolet
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enum OVERLAY_STATE {DEFAULT , RIFLE , PISTOL}
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#
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enum ROTATION_MODE {VELOCITY_DIRECTION , LOOKING_DIRECTION , AIMING}
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# Position (debout, accroupi)
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enum STANCE {STANDING , CROUCHING}
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#
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enum VIEW_MODE {THIRD_PERSON , FIRST_PERSON}
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#
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enum VIEW_ANGLE {RIGHT_SHOULDER , LEFT_SHOULDER , HEAD}
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# Type de cape/manteau
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enum MANTLE_TYPE {HIGH_MANTLE , LOW_MANTLE, FALLING_CATCH}
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# Direction du mouvement (devant, droite, gauche, arriere)
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enum MOVEMENT_DIRECTION {FORWARD , RIGHT, LEFT, BACKWARD}
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func map_range_clamped(value,InputMin,InputMax,OutputMin,OutputMax):
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value = clamp(value,InputMin,InputMax)
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return ((value - InputMin) / (InputMax - InputMin) * (OutputMax - OutputMin) + OutputMin)
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