struct SMovementState : public SStanceState { Vec3 fireTarget; EStance stance; Vec3 animationEyeDirection; Vec3 movementDirection, lastMovementDirection; float desiredSpeed; float minSpeed; float normalSpeed; float maxSpeed; float slopeAngle; bool atMoveTarget; bool isAlive; bool isAiming; bool isFiring; bool isVisible; bool isMoving; };
IMovementController.h
Vec3 animationEyeDirection;
Eye direction reported from Animation [used for cinematic look-ats
bool atMoveTarget;
float desiredSpeed;
Vec3 fireTarget;
Target position to fire at, note the direction from weapon to the fire target can be different than aim direction. This value is un-smoothed target set by AI.
bool isAiming;
bool isAlive;
bool isFiring;
bool isMoving;
bool isVisible;
Vec3 lastMovementDirection;
float maxSpeed;
float minSpeed;
Vec3 movementDirection;
float normalSpeed;
float slopeAngle;
Degrees of ground below character (positive when facing uphill, negative when facing downhill).
EStance stance;
Stance of the character.
SMovementState();