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