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mirror of https://gitlab.com/OpenMW/openmw.git synced 2025-02-04 12:39:55 +00:00

Improve upper body character state naming

This commit is contained in:
Alexei Kotov 2022-08-08 19:46:02 +03:00
parent 69654b6697
commit e5ef9f1464
2 changed files with 70 additions and 70 deletions

View File

@ -307,7 +307,7 @@ void CharacterController::resetCurrentHitState()
void CharacterController::resetCurrentWeaponState() void CharacterController::resetCurrentWeaponState()
{ {
clearStateAnimation(mCurrentWeapon); clearStateAnimation(mCurrentWeapon);
mUpperBodyState = UpperCharState_Nothing; mUpperBodyState = UpperBodyState::None;
} }
void CharacterController::resetCurrentDeathState() void CharacterController::resetCurrentDeathState()
@ -401,15 +401,15 @@ void CharacterController::refreshHitRecoilAnims()
{ {
if (!mCurrentWeapon.empty()) if (!mCurrentWeapon.empty())
mAnimation->disable(mCurrentWeapon); mAnimation->disable(mCurrentWeapon);
if (mUpperBodyState > UpperCharState_WeapEquiped) if (mUpperBodyState > UpperBodyState::WeaponEquipped)
{ {
mUpperBodyState = UpperCharState_WeapEquiped; mUpperBodyState = UpperBodyState::WeaponEquipped;
if (mWeaponType > ESM::Weapon::None) if (mWeaponType > ESM::Weapon::None)
mAnimation->showWeapons(true); mAnimation->showWeapons(true);
} }
else if (mUpperBodyState < UpperCharState_WeapEquiped) else if (mUpperBodyState < UpperBodyState::WeaponEquipped)
{ {
mUpperBodyState = UpperCharState_Nothing; mUpperBodyState = UpperBodyState::None;
} }
} }
@ -680,7 +680,7 @@ void CharacterController::refreshIdleAnims(CharacterState idle, bool force)
{ {
// FIXME: if one of the below states is close to their last animation frame (i.e. will be disabled in the coming update), // FIXME: if one of the below states is close to their last animation frame (i.e. will be disabled in the coming update),
// the idle animation should be displayed // the idle animation should be displayed
if (((mUpperBodyState != UpperCharState_Nothing && mUpperBodyState != UpperCharState_WeapEquiped) if (((mUpperBodyState != UpperBodyState::None && mUpperBodyState != UpperBodyState::WeaponEquipped)
|| mMovementState != CharState_None || mHitState != CharState_None) && !mPtr.getClass().isBipedal(mPtr)) || mMovementState != CharState_None || mHitState != CharState_None) && !mPtr.getClass().isBipedal(mPtr))
{ {
resetCurrentIdleState(); resetCurrentIdleState();
@ -855,7 +855,7 @@ CharacterController::CharacterController(const MWWorld::Ptr &ptr, MWRender::Anim
getActiveWeapon(mPtr, &mWeaponType); getActiveWeapon(mPtr, &mWeaponType);
if (mWeaponType != ESM::Weapon::None) if (mWeaponType != ESM::Weapon::None)
{ {
mUpperBodyState = UpperCharState_WeapEquiped; mUpperBodyState = UpperBodyState::WeaponEquipped;
mCurrentWeapon = getWeaponAnimation(mWeaponType); mCurrentWeapon = getWeaponAnimation(mWeaponType);
} }
@ -1071,7 +1071,7 @@ void CharacterController::updatePtr(const MWWorld::Ptr &ptr)
void CharacterController::updateIdleStormState(bool inwater) const void CharacterController::updateIdleStormState(bool inwater) const
{ {
if (!mAnimation->hasAnimation("idlestorm") || mUpperBodyState != UpperCharState_Nothing || inwater) if (!mAnimation->hasAnimation("idlestorm") || mUpperBodyState != UpperBodyState::None || inwater)
{ {
mAnimation->disable("idlestorm"); mAnimation->disable("idlestorm");
return; return;
@ -1171,12 +1171,12 @@ bool CharacterController::updateWeaponState(CharacterState idle)
// If the current weapon type was changed in the middle of attack (e.g. by Equip console command or when bound spell expires), // If the current weapon type was changed in the middle of attack (e.g. by Equip console command or when bound spell expires),
// we should force actor to the "weapon equipped" state, interrupt attack and update animations. // we should force actor to the "weapon equipped" state, interrupt attack and update animations.
if (isStillWeapon && mWeaponType != weaptype && mUpperBodyState > UpperCharState_WeapEquiped) if (isStillWeapon && mWeaponType != weaptype && mUpperBodyState > UpperBodyState::WeaponEquipped)
{ {
forcestateupdate = true; forcestateupdate = true;
if (!mCurrentWeapon.empty()) if (!mCurrentWeapon.empty())
mAnimation->disable(mCurrentWeapon); mAnimation->disable(mCurrentWeapon);
mUpperBodyState = UpperCharState_WeapEquiped; mUpperBodyState = UpperBodyState::WeaponEquipped;
setAttackingOrSpell(false); setAttackingOrSpell(false);
mAnimation->showWeapons(true); mAnimation->showWeapons(true);
stats.setAttackingOrSpell(false); stats.setAttackingOrSpell(false);
@ -1187,7 +1187,7 @@ bool CharacterController::updateWeaponState(CharacterState idle)
std::string weapgroup; std::string weapgroup;
if ((!isWerewolf || mWeaponType != ESM::Weapon::Spell) if ((!isWerewolf || mWeaponType != ESM::Weapon::Spell)
&& weaptype != mWeaponType && weaptype != mWeaponType
&& mUpperBodyState != UpperCharState_UnEquipingWeap && mUpperBodyState != UpperBodyState::Unequipping
&& !isStillWeapon) && !isStillWeapon)
{ {
// We can not play un-equip animation if weapon changed since last update // We can not play un-equip animation if weapon changed since last update
@ -1209,7 +1209,7 @@ bool CharacterController::updateWeaponState(CharacterState idle)
mAnimation->play(weapgroup, priorityWeapon, unequipMask, false, mAnimation->play(weapgroup, priorityWeapon, unequipMask, false,
1.0f, "unequip start", "unequip stop", 0.0f, 0); 1.0f, "unequip start", "unequip stop", 0.0f, 0);
mUpperBodyState = UpperCharState_UnEquipingWeap; mUpperBodyState = UpperBodyState::Unequipping;
mAnimation->detachArrow(); mAnimation->detachArrow();
@ -1262,7 +1262,7 @@ bool CharacterController::updateWeaponState(CharacterState idle)
mAnimation->play(weapgroup, priorityWeapon, equipMask, true, mAnimation->play(weapgroup, priorityWeapon, equipMask, true,
1.0f, "equip start", "equip stop", 0.0f, 0); 1.0f, "equip start", "equip stop", 0.0f, 0);
mUpperBodyState = UpperCharState_EquipingWeap; mUpperBodyState = UpperBodyState::Equipping;
// If we do not have the "equip attach" key, show weapon manually. // If we do not have the "equip attach" key, show weapon manually.
if (weaptype != ESM::Weapon::Spell) if (weaptype != ESM::Weapon::Spell)
@ -1293,7 +1293,7 @@ bool CharacterController::updateWeaponState(CharacterState idle)
} }
// Make sure that we disabled unequipping animation // Make sure that we disabled unequipping animation
if (mUpperBodyState == UpperCharState_UnEquipingWeap) if (mUpperBodyState == UpperBodyState::Unequipping)
{ {
resetCurrentWeaponState(); resetCurrentWeaponState();
mWeaponType = ESM::Weapon::None; mWeaponType = ESM::Weapon::None;
@ -1335,11 +1335,11 @@ bool CharacterController::updateWeaponState(CharacterState idle)
ammunition = false; ammunition = false;
} }
if (!ammunition && mUpperBodyState > UpperCharState_WeapEquiped) if (!ammunition && mUpperBodyState > UpperBodyState::WeaponEquipped)
{ {
if (!mCurrentWeapon.empty()) if (!mCurrentWeapon.empty())
mAnimation->disable(mCurrentWeapon); mAnimation->disable(mCurrentWeapon);
mUpperBodyState = UpperCharState_WeapEquiped; mUpperBodyState = UpperBodyState::WeaponEquipped;
} }
} }
@ -1353,7 +1353,7 @@ bool CharacterController::updateWeaponState(CharacterState idle)
if(getAttackingOrSpell()) if(getAttackingOrSpell())
{ {
bool resetIdle = ammunition; bool resetIdle = ammunition;
if(mUpperBodyState == UpperCharState_WeapEquiped && (mHitState == CharState_None || mHitState == CharState_Block)) if (mUpperBodyState == UpperBodyState::WeaponEquipped && (mHitState == CharState_None || mHitState == CharState_Block))
{ {
mAttackStrength = 0; mAttackStrength = 0;
@ -1411,7 +1411,7 @@ bool CharacterController::updateWeaponState(CharacterState idle)
resetIdle = false; resetIdle = false;
// Spellcasting animation needs to "play" for at least one frame to reset the aiming factor // Spellcasting animation needs to "play" for at least one frame to reset the aiming factor
animPlaying = true; animPlaying = true;
mUpperBodyState = UpperCharState_CastingSpell; mUpperBodyState = UpperBodyState::Casting;
} }
// Play the spellcasting animation/VFX if the spellcasting was successful or failed due to insufficient magicka. // Play the spellcasting animation/VFX if the spellcasting was successful or failed due to insufficient magicka.
// Used up powers are exempt from this from some reason. // Used up powers are exempt from this from some reason.
@ -1485,7 +1485,7 @@ bool CharacterController::updateWeaponState(CharacterState idle)
MWRender::Animation::BlendMask_All, true, MWRender::Animation::BlendMask_All, true,
1, startKey, stopKey, 1, startKey, stopKey,
0.0f, 0); 0.0f, 0);
mUpperBodyState = UpperCharState_CastingSpell; mUpperBodyState = UpperBodyState::Casting;
} }
else else
{ {
@ -1511,7 +1511,7 @@ bool CharacterController::updateWeaponState(CharacterState idle)
mAnimation->play(mCurrentWeapon, priorityWeapon, mAnimation->play(mCurrentWeapon, priorityWeapon,
MWRender::Animation::BlendMask_All, true, MWRender::Animation::BlendMask_All, true,
1.0f, "start", "stop", 0.0, 0); 1.0f, "start", "stop", 0.0, 0);
mUpperBodyState = UpperCharState_FollowStartToFollowStop; mUpperBodyState = UpperBodyState::AttackEnd;
if(!resultMessage.empty()) if(!resultMessage.empty())
MWBase::Environment::get().getWindowManager()->messageBox(resultMessage); MWBase::Environment::get().getWindowManager()->messageBox(resultMessage);
@ -1567,7 +1567,7 @@ bool CharacterController::updateWeaponState(CharacterState idle)
0.0f, 0); 0.0f, 0);
if(mAnimation->getCurrentTime(mCurrentWeapon) != -1.f) if(mAnimation->getCurrentTime(mCurrentWeapon) != -1.f)
{ {
mUpperBodyState = UpperCharState_StartToMinAttack; mUpperBodyState = UpperBodyState::AttackPreWindUp;
if (isRandomAttackAnimation(mCurrentWeapon)) if (isRandomAttackAnimation(mCurrentWeapon))
{ {
mAttackStrength = std::min(1.f, 0.1f + Misc::Rng::rollClosedProbability(prng)); mAttackStrength = std::min(1.f, 0.1f + Misc::Rng::rollClosedProbability(prng));
@ -1587,13 +1587,13 @@ bool CharacterController::updateWeaponState(CharacterState idle)
if (!animPlaying) if (!animPlaying)
animPlaying = mAnimation->getInfo(mCurrentWeapon, &complete); animPlaying = mAnimation->getInfo(mCurrentWeapon, &complete);
if(mUpperBodyState == UpperCharState_MinAttackToMaxAttack && !isKnockedDown()) if (mUpperBodyState == UpperBodyState::AttackWindUp && !isKnockedDown())
mAttackStrength = complete; mAttackStrength = complete;
} }
else else
{ {
animPlaying = mAnimation->getInfo(mCurrentWeapon, &complete); animPlaying = mAnimation->getInfo(mCurrentWeapon, &complete);
if(mUpperBodyState == UpperCharState_MinAttackToMaxAttack && !isKnockedDown()) if (mUpperBodyState == UpperBodyState::AttackWindUp && !isKnockedDown())
{ {
world->breakInvisibility(mPtr); world->breakInvisibility(mPtr);
float attackStrength = complete; float attackStrength = complete;
@ -1630,13 +1630,13 @@ bool CharacterController::updateWeaponState(CharacterState idle)
1.0f-complete, 0); 1.0f-complete, 0);
complete = 0.f; complete = 0.f;
mUpperBodyState = UpperCharState_MaxAttackToMinHit; mUpperBodyState = UpperBodyState::AttackRelease;
} }
else if (isKnockedDown()) else if (isKnockedDown())
{ {
if (mUpperBodyState > UpperCharState_WeapEquiped) if (mUpperBodyState > UpperBodyState::WeaponEquipped)
{ {
mUpperBodyState = UpperCharState_WeapEquiped; mUpperBodyState = UpperBodyState::WeaponEquipped;
if (mWeaponType > ESM::Weapon::None) if (mWeaponType > ESM::Weapon::None)
mAnimation->showWeapons(true); mAnimation->showWeapons(true);
} }
@ -1650,15 +1650,15 @@ bool CharacterController::updateWeaponState(CharacterState idle)
{ {
switch (mUpperBodyState) switch (mUpperBodyState)
{ {
case UpperCharState_StartToMinAttack: case UpperBodyState::AttackPreWindUp:
mAnimation->setPitchFactor(complete); mAnimation->setPitchFactor(complete);
break; break;
case UpperCharState_MinAttackToMaxAttack: case UpperBodyState::AttackWindUp:
case UpperCharState_MaxAttackToMinHit: case UpperBodyState::AttackRelease:
case UpperCharState_MinHitToHit: case UpperBodyState::AttackHit:
mAnimation->setPitchFactor(1.f); mAnimation->setPitchFactor(1.f);
break; break;
case UpperCharState_FollowStartToFollowStop: case UpperBodyState::AttackEnd:
if (animPlaying) if (animPlaying)
{ {
// technically we do not need a pitch for crossbow reload animation, // technically we do not need a pitch for crossbow reload animation,
@ -1676,39 +1676,39 @@ bool CharacterController::updateWeaponState(CharacterState idle)
if(!animPlaying) if(!animPlaying)
{ {
if(mUpperBodyState == UpperCharState_EquipingWeap || if (mUpperBodyState == UpperBodyState::Equipping ||
mUpperBodyState == UpperCharState_FollowStartToFollowStop || mUpperBodyState == UpperBodyState::AttackEnd ||
mUpperBodyState == UpperCharState_CastingSpell) mUpperBodyState == UpperBodyState::Casting)
{ {
if (ammunition && mWeaponType == ESM::Weapon::MarksmanCrossbow) if (ammunition && mWeaponType == ESM::Weapon::MarksmanCrossbow)
mAnimation->attachArrow(); mAnimation->attachArrow();
// Cancel stagger animation at the end of an attack to avoid abrupt transitions // Cancel stagger animation at the end of an attack to avoid abrupt transitions
// in favor of a different abrupt transition, like Morrowind // in favor of a different abrupt transition, like Morrowind
if (mUpperBodyState != UpperCharState_EquipingWeap && isRecovery()) if (mUpperBodyState != UpperBodyState::Equipping && isRecovery())
mAnimation->disable(mCurrentHit); mAnimation->disable(mCurrentHit);
mUpperBodyState = UpperCharState_WeapEquiped; mUpperBodyState = UpperBodyState::WeaponEquipped;
} }
else if(mUpperBodyState == UpperCharState_UnEquipingWeap) else if (mUpperBodyState == UpperBodyState::Unequipping)
mUpperBodyState = UpperCharState_Nothing; mUpperBodyState = UpperBodyState::None;
} }
else if(complete >= 1.0f && !isRandomAttackAnimation(mCurrentWeapon)) else if(complete >= 1.0f && !isRandomAttackAnimation(mCurrentWeapon))
{ {
std::string start, stop; std::string start, stop;
switch(mUpperBodyState) switch(mUpperBodyState)
{ {
case UpperCharState_MinAttackToMaxAttack: case UpperBodyState::AttackWindUp:
//hack to avoid body pos desync when jumping/sneaking in 'max attack' state //hack to avoid body pos desync when jumping/sneaking in 'max attack' state
if(!mAnimation->isPlaying(mCurrentWeapon)) if(!mAnimation->isPlaying(mCurrentWeapon))
mAnimation->play(mCurrentWeapon, priorityWeapon, mAnimation->play(mCurrentWeapon, priorityWeapon,
MWRender::Animation::BlendMask_All, false, MWRender::Animation::BlendMask_All, false,
0, mAttackType+" min attack", mAttackType+" max attack", 0.999f, 0); 0, mAttackType+" min attack", mAttackType+" max attack", 0.999f, 0);
break; break;
case UpperCharState_StartToMinAttack: case UpperBodyState::AttackPreWindUp:
case UpperCharState_MaxAttackToMinHit: case UpperBodyState::AttackRelease:
{ {
if (mUpperBodyState == UpperCharState_StartToMinAttack) if (mUpperBodyState == UpperBodyState::AttackPreWindUp)
{ {
// If actor is already stopped preparing attack, do not play the "min attack -> max attack" part. // If actor is already stopped preparing attack, do not play the "min attack -> max attack" part.
// Happens if the player did not hold the attack button. // Happens if the player did not hold the attack button.
@ -1719,7 +1719,7 @@ bool CharacterController::updateWeaponState(CharacterState idle)
{ {
start = mAttackType+" min attack"; start = mAttackType+" min attack";
stop = mAttackType+" max attack"; stop = mAttackType+" max attack";
mUpperBodyState = UpperCharState_MinAttackToMaxAttack; mUpperBodyState = UpperBodyState::AttackWindUp;
break; break;
} }
@ -1738,10 +1738,10 @@ bool CharacterController::updateWeaponState(CharacterState idle)
start = mAttackType+" min hit"; start = mAttackType+" min hit";
stop = mAttackType+" hit"; stop = mAttackType+" hit";
} }
mUpperBodyState = UpperCharState_MinHitToHit; mUpperBodyState = UpperBodyState::AttackHit;
break; break;
} }
case UpperCharState_MinHitToHit: case UpperBodyState::AttackHit:
if(mAttackType == "shoot") if(mAttackType == "shoot")
{ {
start = mAttackType+" follow start"; start = mAttackType+" follow start";
@ -1757,7 +1757,7 @@ bool CharacterController::updateWeaponState(CharacterState idle)
: (str < 1.0f) ? " medium follow stop" : (str < 1.0f) ? " medium follow stop"
: " large follow stop"); : " large follow stop");
} }
mUpperBodyState = UpperCharState_FollowStartToFollowStop; mUpperBodyState = UpperBodyState::AttackEnd;
break; break;
default: default:
break; break;
@ -1772,7 +1772,7 @@ bool CharacterController::updateWeaponState(CharacterState idle)
mask = MWRender::Animation::BlendMask_UpperBody; mask = MWRender::Animation::BlendMask_UpperBody;
mAnimation->disable(mCurrentWeapon); mAnimation->disable(mCurrentWeapon);
if (mUpperBodyState == UpperCharState_FollowStartToFollowStop) if (mUpperBodyState == UpperBodyState::AttackEnd)
mAnimation->play(mCurrentWeapon, priorityWeapon, mAnimation->play(mCurrentWeapon, priorityWeapon,
mask, true, mask, true,
weapSpeed, start, stop, 0.0f, 0); weapSpeed, start, stop, 0.0f, 0);
@ -1785,7 +1785,7 @@ bool CharacterController::updateWeaponState(CharacterState idle)
else if(complete >= 1.0f && isRandomAttackAnimation(mCurrentWeapon)) else if(complete >= 1.0f && isRandomAttackAnimation(mCurrentWeapon))
{ {
clearStateAnimation(mCurrentWeapon); clearStateAnimation(mCurrentWeapon);
mUpperBodyState = UpperCharState_WeapEquiped; mUpperBodyState = UpperBodyState::WeaponEquipped;
} }
if (cls.hasInventoryStore(mPtr)) if (cls.hasInventoryStore(mPtr))
@ -1807,7 +1807,7 @@ bool CharacterController::updateWeaponState(CharacterState idle)
} }
} }
mAnimation->setAccurateAiming(mUpperBodyState > UpperCharState_WeapEquiped); mAnimation->setAccurateAiming(mUpperBodyState > UpperBodyState::WeaponEquipped);
return forcestateupdate; return forcestateupdate;
} }
@ -2567,8 +2567,8 @@ void CharacterController::forceStateUpdate()
mCanCast = false; mCanCast = false;
mCastingManualSpell = false; mCastingManualSpell = false;
setAttackingOrSpell(false); setAttackingOrSpell(false);
if (mUpperBodyState != UpperCharState_Nothing) if (mUpperBodyState != UpperBodyState::None)
mUpperBodyState = UpperCharState_WeapEquiped; mUpperBodyState = UpperBodyState::WeaponEquipped;
refreshCurrentAnims(mIdleState, mMovementState, mJumpState, true); refreshCurrentAnims(mIdleState, mMovementState, mJumpState, true);
@ -2687,13 +2687,13 @@ bool CharacterController::isRandomAttackAnimation(std::string_view group)
bool CharacterController::isAttackPreparing() const bool CharacterController::isAttackPreparing() const
{ {
return mUpperBodyState == UpperCharState_StartToMinAttack || return mUpperBodyState == UpperBodyState::AttackPreWindUp ||
mUpperBodyState == UpperCharState_MinAttackToMaxAttack; mUpperBodyState == UpperBodyState::AttackWindUp;
} }
bool CharacterController::isCastingSpell() const bool CharacterController::isCastingSpell() const
{ {
return mCastingManualSpell || mUpperBodyState == UpperCharState_CastingSpell; return mCastingManualSpell || mUpperBodyState == UpperBodyState::Casting;
} }
bool CharacterController::isReadyToBlock() const bool CharacterController::isReadyToBlock() const
@ -2729,8 +2729,7 @@ bool CharacterController::isRecovery() const
bool CharacterController::isAttackingOrSpell() const bool CharacterController::isAttackingOrSpell() const
{ {
return mUpperBodyState != UpperCharState_Nothing && return mUpperBodyState != UpperBodyState::None && mUpperBodyState != UpperBodyState::WeaponEquipped;
mUpperBodyState != UpperCharState_WeapEquiped;
} }
bool CharacterController::isSneaking() const bool CharacterController::isSneaking() const
@ -2786,7 +2785,7 @@ std::string_view CharacterController::getRandomAttackType()
bool CharacterController::readyToPrepareAttack() const bool CharacterController::readyToPrepareAttack() const
{ {
return (mHitState == CharState_None || mHitState == CharState_Block) return (mHitState == CharState_None || mHitState == CharState_Block)
&& mUpperBodyState <= UpperCharState_WeapEquiped; && mUpperBodyState <= UpperBodyState::WeaponEquipped;
} }
bool CharacterController::readyToStartAttack() const bool CharacterController::readyToStartAttack() const
@ -2794,7 +2793,7 @@ bool CharacterController::readyToStartAttack() const
if (mHitState != CharState_None && mHitState != CharState_Block) if (mHitState != CharState_None && mHitState != CharState_Block)
return false; return false;
return mUpperBodyState == UpperCharState_WeapEquiped; return mUpperBodyState == UpperBodyState::WeaponEquipped;
} }
float CharacterController::getAttackStrength() const float CharacterController::getAttackStrength() const

View File

@ -103,17 +103,18 @@ enum CharacterState {
CharState_Block CharState_Block
}; };
enum UpperBodyCharacterState { enum class UpperBodyState
UpperCharState_Nothing, {
UpperCharState_EquipingWeap, None,
UpperCharState_UnEquipingWeap, Equipping,
UpperCharState_WeapEquiped, Unequipping,
UpperCharState_StartToMinAttack, WeaponEquipped,
UpperCharState_MinAttackToMaxAttack, AttackPreWindUp,
UpperCharState_MaxAttackToMinHit, AttackWindUp,
UpperCharState_MinHitToHit, AttackRelease,
UpperCharState_FollowStartToFollowStop, AttackHit,
UpperCharState_CastingSpell AttackEnd,
Casting
}; };
enum JumpingState { enum JumpingState {
@ -156,7 +157,7 @@ class CharacterController : public MWRender::Animation::TextKeyListener
CharacterState mHitState{CharState_None}; CharacterState mHitState{CharState_None};
std::string mCurrentHit; std::string mCurrentHit;
UpperBodyCharacterState mUpperBodyState{UpperCharState_Nothing}; UpperBodyState mUpperBodyState{UpperBodyState::None};
JumpingState mJumpState{JumpState_None}; JumpingState mJumpState{JumpState_None};
std::string mCurrentJump; std::string mCurrentJump;