class CAI_ MotorGroundAnimGraph
{
uint8 pad_ 0000[8];
public:
CAI_ MotorGroundAnimGraph_ State_ Idle m_ stateIdle;
CAI_ MotorGroundAnimGraph_ State_ IdleTurn m_ stateIdleTurn;
CAI_ MotorGroundAnimGraph_ State_ Loop m_ stateLoop;
CAI_ MotorGroundAnimGraph_ State_ Start m_ stateStart;
CAI_ MotorGroundAnimGraph_ State_ Stop m_ stateStop;
CAI_ MotorGroundAnimGraph_ State_ InstantStop m_ stateInstantStop;
CAI_ MotorGroundAnimGraph_ State_ Hop m_ stateHop;
CAI_ MotorGroundAnimGraph_ State_ Custom m_ stateCustom;
CAI_ MotorGroundAnimGraph_ State_ CustomMantle m_ stateCustomMantle;
CAI_ MotorGroundAnimGraph_ State_ PlantedTurn m_ statePlantedTurn;
CAI_ MotorGroundAnimGraph_ State_ Other m_ stateOther;
private:
uint8 pad_ 0338[24];
public:
int32 m_ nCurrentState;
float32 m_ flDistanceCoveredInCurrentState;
bool m_ bEnableStop;
bool m_ bEnableStart;
bool m_ bHadPath;
bool m_ bEnableAdvancedFeatures;
bool m_ bTeleported;
bool m_ bAllTransitionsBlocked;
bool m_ bIsAG2;
AI_ MotorGroundAnimGraph_ Flags_ t m_ eFlags;
VectorWS m_ vPreviousPosition;
Vector m_ vPreviousMoveDirection;
private:
uint8 pad_ 037C[4];
public:
float32 m_ flCurrentLean;
float32 m_ flCurrentSpeed;
float32 m_ flMovementDesiredHeading;
RotationVector m_ vDesiredMovementHeadingChangeVelocity;
CFloatExponentialMovingAverage m_ smoothedDesiredMoveHeading;
private:
uint8 pad_ 03AC[500];
public:
CMotionTransform m_ proceduralRootMotion;
// MSaveOpsForField = !!UNKNOWN!!
CAI_ GroundLocomotion_ GraphController* m_ pGraphController;
// MSaveOpsForField = !!UNKNOWN!!
CAI_ GroundLocomotion_ AG1_ GraphController* m_ pAG1GraphController;
private:
uint8 pad_ 05C0[48];
};