Enemy Animations
In GTFO each enemy is assigned a random set of animations that they use. These animation sets are referred to as handles.
The list of handles are:
[Flags]
enum AnimHandle {
unspecified = 1
cripple = 2
runner = 4
fiddler = 8
low = 0x10
crawlFlip = 0x20
crawl = 0x40
giant = 0x80
big = 0x100
exploder = 0x200
birtherCrawlFlip = 0x400
pouncer = 0x800
}
The animations that belong to each handle are as follows:
Unspecified
No animations - This is mostly an error flag.
Cripple
Runner
AbilityUse - Animations for scout scream wind up and wind down
RU_Ability_Use_In_a
- Wind up animation
RU_Ability_Use_Loop_a
- Loop animation after wind up until wind down is triggered
RU_Ability_Use_Out_a
- Wind down animation
Wakeup - Animations used for wake up sequences
Presented as an array which gets indexed by
animIndex
[ RU_Hibernate_Wakeup_A_0, RU_Hibernate_Wakeup_B_0, RU_Hibernate_Wakeup_C_0, RU_Hibernate_Wakeup_B_0 // Intentional Repeat on index 3 ]
WakeupTurns - Animations used for wake up sequences where
turn
is TruePresented as an array which gets indexed by
animIndex
[ RU_Hibernate_Wakeup_Turn_A ]
Movement - Animations used for movement
Presented as a 2D blend map where x is
velRight
and y isvelFwd
/velUp
(depending on if going up/down a ladder)[ { anim: RU_Walk_Fwd, x: 0, y: 2.2 }, { anim: RU_Walk_Bwd, x: 0, y: -2.5 }, { anim: RU_Walk_Lt, x: -2.5, y: 0 }, { anim: RU_Walk_Rt, x: 2.5, y: 0 }, { anim: RU_Run_Fwd, x: 0, y: 7 }, { anim: RU_Run_Bwd, x: 0, y: -4.5 }, { anim: RU_Run_Lt, x: -4.5, y: 0 }, { anim: RU_Run_Rt, x: 4.5, y: 0 }, { anim: Idle_Active, x: 0, y: 0 }, ]
Ladder Climb - The animation used when climbing ladders
CA_Walk_Fwd_A
Jump - The animation used when jumping up/down a ladder
RU_Jump_In
- Start of the jump
RU_Jump_Air_TimeBlend
- Looping animation while airborne
RU_Jump_Out
- Land animation
Hibernate Loop - Animations used during hibernation
This is actually a blend of two animation sequences where the blend factor is
detect
RU_Hibernate_In
whendetect
is 0
RU_HibernateDetect
whendetect
is 1
Heartbeat - The various pulsing animations Presented as an array which gets indexed by
animIndex
[ RU_Hibernate_Heartbeat_A_0, RU_Hibernate_Heartbeat_B_0, RU_Hibernate_Heartbeat_C, RU_Hibernate_Heartbeat_D, RU_Hibernate_Heartbeat_E_0 ]
Screams - The various scream animations Presented as an array which gets indexed by
animIndex
[ EnemyAnimDatablock.RU_Scream_A, EnemyAnimDatablock.RU_Scream_B, EnemyAnimDatablock.RU_Scream_C ]
Melee Forward - The various melee animations for the forward direction Presented as an array which gets indexed by
animIndex
[ RU_Melee_Sequence_A_Fast ]
Melee Backward - The various melee animations for the backward direction Presented as an array which gets indexed by
animIndex
[ RU_Melee_Sequence_A_Fast // Same as Forward direction ]
Ability Fire - The various ability fire animations (Typically shooter / striker attacks) Presented as an array which gets indexed by
animIndex
[ Ability_Fire_0_Start, Ability_Fire_0_Start, Ability_Fire_2_Start ]
Hitreact Light Backward - The various light stagger animations for backward direction Presented as an array which gets indexed by
animIndex
[ RU_Hit_Light_Bwd_A, RU_Hit_Light_Bwd_B, RU_Hit_Light_Bwd_C, RU_Hit_Light_Bwd_B ]
Hitreact Light Forward - The various light stagger animations for forward direction Presented as an array which gets indexed by
animIndex
[ RU_Hit_Light_Fwd_A, RU_Hit_Light_Fwd_B, RU_Hit_Light_Fwd_C ]
Hitreact Light Left - The various light stagger animations for left direction Presented as an array which gets indexed by
animIndex
[ RU_Hit_Light_Lt_A, RU_Hit_Light_Lt_B, RU_Hit_Light_Lt_C ]
Hitreact Light Right - The various light stagger animations for right direction Presented as an array which gets indexed by
animIndex
[ RU_Hit_Light_Rt_A, RU_Hit_Light_Rt_B, RU_Hit_Light_Rt_C ]
Hitreact Heavy Backward - The various heavy stagger animations for backward direction Presented as an array which gets indexed by
animIndex
[ RU_Hit_Heavy_Bwd_A, RU_Hit_Heavy_Bwd_B, RU_Hit_Heavy_Bwd_Turn_A, RU_Hit_Heavy_Bwd_C ]
Hitreact Heavy Foward - The various heavy stagger animations for forward direction Presented as an array which gets indexed by
animIndex
[ RU_Hit_Heavy_Fwd_A, RU_Hit_Heavy_Fwd_B, RU_Hit_Heavy_Fwd_C ]
Hitreact Heavy Left - The various heavy stagger animations for left direction Presented as an array which gets indexed by
animIndex
[ RU_Hit_Heavy_Lt_A, RU_Hit_Heavy_Lt_B, RU_Hit_Heavy_Lt_C ]
Hitreact Heavy Right - The various heavy stagger animations for right direction Presented as an array which gets indexed by
animIndex
[ RU_Hit_Heavy_Rt_A, RU_Hit_Heavy_Rt_B, RU_Hit_Heavy_Rt_C ]
Fiddler
Low
CrawlFlip
Crawl
Giant
Big
Exploder
BirtherCrawlFlip
Pouncer
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