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 standinglie— actions while lying downsquat— actions while crouchingsnipe— peeking from behind coverswim— swimminglook— peeking around a wallpeep— stealth peeking
Actions
pick/pickup— pick up from the grounddrop— place on the groundreload— reload a weaponunload— unload a weaponaim_prepare— transition into aimingrecoil— recoil from firingdying— dying animationknock_down— loses consciousnessbelt_in— hand moves to beltbelt_out— hand returns from beltinventory_in— hand moves into inventoryinventory_out— hand leaves inventorybreath— breathingidle— idle animationholdback_in— pull weapon away from wallholdback_out— return weapon to positionrotate— rotate in placethrow_begin— start of a throwthrow_end— end of a throwhealing— self-bandagingrepair— vehicle repairhide_in— hide behind coverhide_out— peek out from coverstep_aside— step to the sidekick— reaction to a hit (actual hit animations are defined in melee combat)from— position change
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