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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