FSM states for the human entity

FSM state names follow the pattern <Position>_<Action>, with optional modifiers to specify details of the action.

Positions

  • stand — actions while standing

  • lie — actions while lying down

  • squat — actions while crouching

  • snipe — peeking from behind cover

  • swim — swimming

  • look — peeking around a wall

  • peep — stealth peeking

Actions

  • pick / pickup — pick up from the ground

  • drop — place on the ground

  • reload — reload a weapon

  • unload — unload a weapon

  • aim_prepare — transition into aiming

  • recoil — recoil from firing

  • dying — dying animation

  • knock_down — loses consciousness

  • belt_in — hand moves to belt

  • belt_out — hand returns from belt

  • inventory_in — hand moves into inventory

  • inventory_out — hand leaves inventory

  • breath — breathing

  • idle — idle animation

  • holdback_in — pull weapon away from wall

  • holdback_out — return weapon to position

  • rotate — rotate in place

  • throw_begin — start of a throw

  • throw_end — end of a throw

  • healing — self-bandaging

  • repair — vehicle repair

  • hide_in — hide behind cover

  • hide_out — peek out from cover

  • step_aside — step to the side

  • kick — reaction to a hit (actual hit animations are defined in melee combat)

  • from — position change

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