/** * @file llanimationstates.cpp * @brief Implementation of animation state related functions. * * $LicenseInfo:firstyear=2001&license=viewergpl$ * * Copyright (c) 2001-2008, Linden Research, Inc. * * Second Life Viewer Source Code * The source code in this file ("Source Code") is provided by Linden Lab * to you under the terms of the GNU General Public License, version 2.0 * ("GPL"), unless you have obtained a separate licensing agreement * ("Other License"), formally executed by you and Linden Lab. Terms of * the GPL can be found in doc/GPL-license.txt in this distribution, or * online at http://secondlifegrid.net/programs/open_source/licensing/gplv2 * * There are special exceptions to the terms and conditions of the GPL as * it is applied to this Source Code. View the full text of the exception * in the file doc/FLOSS-exception.txt in this software distribution, or * online at http://secondlifegrid.net/programs/open_source/licensing/flossexception * * By copying, modifying or distributing this software, you acknowledge * that you have read and understood your obligations described above, * and agree to abide by those obligations. * * ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO * WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY, * COMPLETENESS OR PERFORMANCE. * $/LicenseInfo$ */ //----------------------------------------------------------------------------- // Agent Animation State //----------------------------------------------------------------------------- #include "linden_common.h" #include "llanimationstates.h" #include "llstring.h" LLUUID AGENT_WALK_ANIMS[] = {ANIM_AGENT_WALK, ANIM_AGENT_RUN, ANIM_AGENT_CROUCHWALK, ANIM_AGENT_TURNLEFT, ANIM_AGENT_TURNRIGHT}; S32 NUM_AGENT_WALK_ANIMS = sizeof(AGENT_WALK_ANIMS) / sizeof(LLUUID); LLUUID AGENT_GUN_HOLD_ANIMS[] = {ANIM_AGENT_HOLD_RIFLE_R, ANIM_AGENT_HOLD_HANDGUN_R, ANIM_AGENT_HOLD_BAZOOKA_R, ANIM_AGENT_HOLD_BOW_L}; S32 NUM_AGENT_GUN_HOLD_ANIMS = sizeof(AGENT_GUN_HOLD_ANIMS) / sizeof(LLUUID); LLUUID AGENT_GUN_AIM_ANIMS[] = {ANIM_AGENT_AIM_RIFLE_R, ANIM_AGENT_AIM_HANDGUN_R, ANIM_AGENT_AIM_BAZOOKA_R, ANIM_AGENT_AIM_BOW_L}; S32 NUM_AGENT_GUN_AIM_ANIMS = sizeof(AGENT_GUN_AIM_ANIMS) / sizeof(LLUUID); LLUUID AGENT_NO_ROTATE_ANIMS[] = {ANIM_AGENT_SIT_GROUND, ANIM_AGENT_SIT_GROUND_CONSTRAINED, ANIM_AGENT_STANDUP}; S32 NUM_AGENT_NO_ROTATE_ANIMS = sizeof(AGENT_NO_ROTATE_ANIMS) / sizeof(LLUUID); LLUUID AGENT_STAND_ANIMS[] = {ANIM_AGENT_STAND, ANIM_AGENT_STAND_1, ANIM_AGENT_STAND_2, ANIM_AGENT_STAND_3, ANIM_AGENT_STAND_4}; S32 NUM_AGENT_STAND_ANIMS = sizeof(AGENT_STAND_ANIMS) / sizeof(LLUUID); LLAnimationLibrary gAnimLibrary; //----------------------------------------------------------------------------- // LLAnimationLibrary() //----------------------------------------------------------------------------- LLAnimationLibrary::LLAnimationLibrary() : mAnimStringTable(16384) { //add animation names to animmap mAnimMap[ANIM_AGENT_AFRAID]= mAnimStringTable.addString("express_afraid"); mAnimMap[ANIM_AGENT_AIM_BAZOOKA_R]= mAnimStringTable.addString("aim_r_bazooka"); mAnimMap[ANIM_AGENT_AIM_BOW_L]= mAnimStringTable.addString("aim_l_bow"); mAnimMap[ANIM_AGENT_AIM_HANDGUN_R]= mAnimStringTable.addString("aim_r_handgun"); mAnimMap[ANIM_AGENT_AIM_RIFLE_R]= mAnimStringTable.addString("aim_r_rifle"); mAnimMap[ANIM_AGENT_ANGRY]= mAnimStringTable.addString("express_anger"); mAnimMap[ANIM_AGENT_AWAY]= mAnimStringTable.addString("away"); mAnimMap[ANIM_AGENT_BACKFLIP]= mAnimStringTable.addString("backflip"); mAnimMap[ANIM_AGENT_BELLY_LAUGH]= mAnimStringTable.addString("express_laugh"); mAnimMap[ANIM_AGENT_BLOW_KISS]= mAnimStringTable.addString("blowkiss"); mAnimMap[ANIM_AGENT_BORED]= mAnimStringTable.addString("express_bored"); mAnimMap[ANIM_AGENT_BOW]= mAnimStringTable.addString("bow"); mAnimMap[ANIM_AGENT_BRUSH]= mAnimStringTable.addString("brush"); mAnimMap[ANIM_AGENT_BUSY]= mAnimStringTable.addString("busy"); mAnimMap[ANIM_AGENT_CLAP]= mAnimStringTable.addString("clap"); mAnimMap[ANIM_AGENT_COURTBOW]= mAnimStringTable.addString("courtbow"); mAnimMap[ANIM_AGENT_CROUCH]= mAnimStringTable.addString("crouch"); mAnimMap[ANIM_AGENT_CROUCHWALK]= mAnimStringTable.addString("crouchwalk"); mAnimMap[ANIM_AGENT_CRY]= mAnimStringTable.addString("express_cry"); mAnimMap[ANIM_AGENT_CUSTOMIZE]= mAnimStringTable.addString("turn_180"); mAnimMap[ANIM_AGENT_CUSTOMIZE_DONE]= mAnimStringTable.addString("turnback_180"); mAnimMap[ANIM_AGENT_DANCE1]= mAnimStringTable.addString("dance1"); mAnimMap[ANIM_AGENT_DANCE2]= mAnimStringTable.addString("dance2"); mAnimMap[ANIM_AGENT_DANCE3]= mAnimStringTable.addString("dance3"); mAnimMap[ANIM_AGENT_DANCE4]= mAnimStringTable.addString("dance4"); mAnimMap[ANIM_AGENT_DANCE5]= mAnimStringTable.addString("dance5"); mAnimMap[ANIM_AGENT_DANCE6]= mAnimStringTable.addString("dance6"); mAnimMap[ANIM_AGENT_DANCE7]= mAnimStringTable.addString("dance7"); mAnimMap[ANIM_AGENT_DANCE8]= mAnimStringTable.addString("dance8"); mAnimMap[ANIM_AGENT_DEAD]= mAnimStringTable.addString("dead"); mAnimMap[ANIM_AGENT_DRINK]= mAnimStringTable.addString("drink"); mAnimMap[ANIM_AGENT_EMBARRASSED]= mAnimStringTable.addString("express_embarrased"); mAnimMap[ANIM_AGENT_EXPRESS_AFRAID]= mAnimStringTable.addString("express_afraid_emote"); mAnimMap[ANIM_AGENT_EXPRESS_ANGER]= mAnimStringTable.addString("express_anger_emote"); mAnimMap[ANIM_AGENT_EXPRESS_BORED]= mAnimStringTable.addString("express_bored_emote"); mAnimMap[ANIM_AGENT_EXPRESS_CRY]= mAnimStringTable.addString("express_cry_emote"); mAnimMap[ANIM_AGENT_EXPRESS_DISDAIN]= mAnimStringTable.addString("express_disdain"); mAnimMap[ANIM_AGENT_EXPRESS_EMBARRASSED]= mAnimStringTable.addString("express_embarrassed_emote"); mAnimMap[ANIM_AGENT_EXPRESS_FROWN]= mAnimStringTable.addString("express_frown"); mAnimMap[ANIM_AGENT_EXPRESS_KISS]= mAnimStringTable.addString("express_kiss"); mAnimMap[ANIM_AGENT_EXPRESS_LAUGH]= mAnimStringTable.addString("express_laugh_emote"); mAnimMap[ANIM_AGENT_EXPRESS_OPEN_MOUTH]= mAnimStringTable.addString("express_open_mouth"); mAnimMap[ANIM_AGENT_EXPRESS_REPULSED]= mAnimStringTable.addString("express_repulsed_emote"); mAnimMap[ANIM_AGENT_EXPRESS_SAD]= mAnimStringTable.addString("express_sad_emote"); mAnimMap[ANIM_AGENT_EXPRESS_SHRUG]= mAnimStringTable.addString("express_shrug_emote"); mAnimMap[ANIM_AGENT_EXPRESS_SMILE]= mAnimStringTable.addString("express_smile"); mAnimMap[ANIM_AGENT_EXPRESS_SURPRISE]= mAnimStringTable.addString("express_surprise_emote"); mAnimMap[ANIM_AGENT_EXPRESS_TONGUE_OUT]= mAnimStringTable.addString("express_tongue_out"); mAnimMap[ANIM_AGENT_EXPRESS_TOOTHSMILE]= mAnimStringTable.addString("express_toothsmile"); mAnimMap[ANIM_AGENT_EXPRESS_WINK]= mAnimStringTable.addString("express_wink_emote"); mAnimMap[ANIM_AGENT_EXPRESS_WORRY]= mAnimStringTable.addString("express_worry_emote"); mAnimMap[ANIM_AGENT_FALLDOWN]= mAnimStringTable.addString("falldown"); mAnimMap[ANIM_AGENT_FEMALE_WALK]= mAnimStringTable.addString("female_walk"); mAnimMap[ANIM_AGENT_FINGER_WAG]= mAnimStringTable.addString("angry_fingerwag"); mAnimMap[ANIM_AGENT_FIST_PUMP]= mAnimStringTable.addString("fist_pump"); mAnimMap[ANIM_AGENT_FLY]= mAnimStringTable.addString("fly"); mAnimMap[ANIM_AGENT_FLYSLOW]= mAnimStringTable.addString("flyslow"); mAnimMap[ANIM_AGENT_HELLO]= mAnimStringTable.addString("hello"); mAnimMap[ANIM_AGENT_HOLD_BAZOOKA_R]= mAnimStringTable.addString("hold_r_bazooka"); mAnimMap[ANIM_AGENT_HOLD_BOW_L]= mAnimStringTable.addString("hold_l_bow"); mAnimMap[ANIM_AGENT_HOLD_HANDGUN_R]= mAnimStringTable.addString("hold_r_handgun"); mAnimMap[ANIM_AGENT_HOLD_RIFLE_R]= mAnimStringTable.addString("hold_r_rifle"); mAnimMap[ANIM_AGENT_HOLD_THROW_R]= mAnimStringTable.addString("hold_throw_r"); mAnimMap[ANIM_AGENT_HOVER]= mAnimStringTable.addString("hover"); mAnimMap[ANIM_AGENT_HOVER_DOWN]= mAnimStringTable.addString("hover_down"); mAnimMap[ANIM_AGENT_HOVER_UP]= mAnimStringTable.addString("hover_up"); mAnimMap[ANIM_AGENT_IMPATIENT]= mAnimStringTable.addString("impatient"); mAnimMap[ANIM_AGENT_JUMP]= mAnimStringTable.addString("jump"); mAnimMap[ANIM_AGENT_JUMP_FOR_JOY]= mAnimStringTable.addString("jumpforjoy"); mAnimMap[ANIM_AGENT_KISS_MY_BUTT]= mAnimStringTable.addString("kissmybutt"); mAnimMap[ANIM_AGENT_LAND]= mAnimStringTable.addString("land"); mAnimMap[ANIM_AGENT_LAUGH_SHORT]= mAnimStringTable.addString("laugh_short"); mAnimMap[ANIM_AGENT_MEDIUM_LAND]= mAnimStringTable.addString("soft_land"); mAnimMap[ANIM_AGENT_MOTORCYCLE_SIT]= mAnimStringTable.addString("motorcycle_sit"); mAnimMap[ANIM_AGENT_MUSCLE_BEACH]= mAnimStringTable.addString("musclebeach"); mAnimMap[ANIM_AGENT_NO]= mAnimStringTable.addString("no_head"); mAnimMap[ANIM_AGENT_NO_UNHAPPY]= mAnimStringTable.addString("no_unhappy"); mAnimMap[ANIM_AGENT_NYAH_NYAH]= mAnimStringTable.addString("nyanya"); mAnimMap[ANIM_AGENT_ONETWO_PUNCH]= mAnimStringTable.addString("punch_onetwo"); mAnimMap[ANIM_AGENT_PEACE]= mAnimStringTable.addString("peace"); mAnimMap[ANIM_AGENT_POINT_ME]= mAnimStringTable.addString("point_me"); mAnimMap[ANIM_AGENT_POINT_YOU]= mAnimStringTable.addString("point_you"); mAnimMap[ANIM_AGENT_PRE_JUMP]= mAnimStringTable.addString("prejump"); mAnimMap[ANIM_AGENT_PUNCH_LEFT]= mAnimStringTable.addString("punch_l"); mAnimMap[ANIM_AGENT_PUNCH_RIGHT]= mAnimStringTable.addString("punch_r"); mAnimMap[ANIM_AGENT_REPULSED]= mAnimStringTable.addString("express_repulsed"); mAnimMap[ANIM_AGENT_ROUNDHOUSE_KICK]= mAnimStringTable.addString("kick_roundhouse_r"); mAnimMap[ANIM_AGENT_RPS_COUNTDOWN]= mAnimStringTable.addString("rps_countdown"); mAnimMap[ANIM_AGENT_RPS_PAPER]= mAnimStringTable.addString("rps_paper"); mAnimMap[ANIM_AGENT_RPS_ROCK]= mAnimStringTable.addString("rps_rock"); mAnimMap[ANIM_AGENT_RPS_SCISSORS]= mAnimStringTable.addString("rps_scissors"); mAnimMap[ANIM_AGENT_RUN]= mAnimStringTable.addString("run"); mAnimMap[ANIM_AGENT_SAD]= mAnimStringTable.addString("express_sad"); mAnimMap[ANIM_AGENT_SALUTE]= mAnimStringTable.addString("salute"); mAnimMap[ANIM_AGENT_SHOOT_BOW_L]= mAnimStringTable.addString("shoot_l_bow"); mAnimMap[ANIM_AGENT_SHOUT]= mAnimStringTable.addString("shout"); mAnimMap[ANIM_AGENT_SHRUG]= mAnimStringTable.addString("express_shrug"); mAnimMap[ANIM_AGENT_SIT]= mAnimStringTable.addString("sit"); mAnimMap[ANIM_AGENT_SIT_FEMALE]= mAnimStringTable.addString("sit_female"); mAnimMap[ANIM_AGENT_SIT_GROUND]= mAnimStringTable.addString("sit_ground"); mAnimMap[ANIM_AGENT_SIT_GROUND_CONSTRAINED]= mAnimStringTable.addString("sit_ground_constrained"); mAnimMap[ANIM_AGENT_SIT_GENERIC]= mAnimStringTable.addString("sit_generic"); mAnimMap[ANIM_AGENT_SIT_TO_STAND]= mAnimStringTable.addString("sit_to_stand"); mAnimMap[ANIM_AGENT_SLEEP]= mAnimStringTable.addString("sleep"); mAnimMap[ANIM_AGENT_SMOKE_IDLE]= mAnimStringTable.addString("smoke_idle"); mAnimMap[ANIM_AGENT_SMOKE_INHALE]= mAnimStringTable.addString("smoke_inhale"); mAnimMap[ANIM_AGENT_SMOKE_THROW_DOWN]= mAnimStringTable.addString("smoke_throw_down"); mAnimMap[ANIM_AGENT_SNAPSHOT]= mAnimStringTable.addString("snapshot"); mAnimMap[ANIM_AGENT_STAND]= mAnimStringTable.addString("stand"); mAnimMap[ANIM_AGENT_STANDUP]= mAnimStringTable.addString("standup"); mAnimMap[ANIM_AGENT_STAND_1]= mAnimStringTable.addString("stand_1"); mAnimMap[ANIM_AGENT_STAND_2]= mAnimStringTable.addString("stand_2"); mAnimMap[ANIM_AGENT_STAND_3]= mAnimStringTable.addString("stand_3"); mAnimMap[ANIM_AGENT_STAND_4]= mAnimStringTable.addString("stand_4"); mAnimMap[ANIM_AGENT_STRETCH]= mAnimStringTable.addString("stretch"); mAnimMap[ANIM_AGENT_STRIDE]= mAnimStringTable.addString("stride"); mAnimMap[ANIM_AGENT_SURF]= mAnimStringTable.addString("surf"); mAnimMap[ANIM_AGENT_SURPRISE]= mAnimStringTable.addString("express_surprise"); mAnimMap[ANIM_AGENT_SWORD_STRIKE]= mAnimStringTable.addString("sword_strike_r"); mAnimMap[ANIM_AGENT_TALK]= mAnimStringTable.addString("talk"); mAnimMap[ANIM_AGENT_TANTRUM]= mAnimStringTable.addString("angry_tantrum"); mAnimMap[ANIM_AGENT_THROW_R]= mAnimStringTable.addString("throw_r"); mAnimMap[ANIM_AGENT_TRYON_SHIRT]= mAnimStringTable.addString("tryon_shirt"); mAnimMap[ANIM_AGENT_TURNLEFT]= mAnimStringTable.addString("turnleft"); mAnimMap[ANIM_AGENT_TURNRIGHT]= mAnimStringTable.addString("turnright"); mAnimMap[ANIM_AGENT_TYPE]= mAnimStringTable.addString("type"); mAnimMap[ANIM_AGENT_WALK]= mAnimStringTable.addString("walk"); mAnimMap[ANIM_AGENT_WHISPER]= mAnimStringTable.addString("whisper"); mAnimMap[ANIM_AGENT_WHISTLE]= mAnimStringTable.addString("whistle"); mAnimMap[ANIM_AGENT_WINK]= mAnimStringTable.addString("express_wink"); mAnimMap[ANIM_AGENT_WINK_HOLLYWOOD]= mAnimStringTable.addString("wink_hollywood"); mAnimMap[ANIM_AGENT_WORRY]= mAnimStringTable.addString("express_worry"); mAnimMap[ANIM_AGENT_YES]= mAnimStringTable.addString("yes_head"); mAnimMap[ANIM_AGENT_YES_HAPPY]= mAnimStringTable.addString("yes_happy"); mAnimMap[ANIM_AGENT_YOGA_FLOAT]= mAnimStringTable.addString("yoga_float"); } //----------------------------------------------------------------------------- // ~LLAnimationLibrary() //----------------------------------------------------------------------------- LLAnimationLibrary::~LLAnimationLibrary() { } //----------------------------------------------------------------------------- // Return the text name of an animation state //----------------------------------------------------------------------------- const char *LLAnimationLibrary::animStateToString( const LLUUID& state ) { if (state.isNull()) { return NULL; } if (mAnimMap.count(state)) { return mAnimMap[state]; } return NULL; } //----------------------------------------------------------------------------- // Return the animation state for a given name //----------------------------------------------------------------------------- LLUUID LLAnimationLibrary::stringToAnimState( const std::string& name, BOOL allow_ids ) { std::string lower_case_name(name); LLStringUtil::toLower(lower_case_name); char *true_name = mAnimStringTable.checkString(lower_case_name.c_str()); LLUUID id; id.setNull(); if (true_name) { for (anim_map_t::iterator iter = mAnimMap.begin(); iter != mAnimMap.end(); iter++) { if (iter->second == true_name) { id = iter->first; break; } } } else if (allow_ids) { // try to convert string to LLUUID id.set(name, FALSE); } return id; } // Animation states that the user can trigger as part of a gesture // See struct LLAnimStateEntry in header for label location information const LLAnimStateEntry gUserAnimStates[] = { LLAnimStateEntry("express_afraid", ANIM_AGENT_AFRAID), LLAnimStateEntry("express_anger", ANIM_AGENT_ANGRY), LLAnimStateEntry("away", ANIM_AGENT_AWAY), LLAnimStateEntry("backflip", ANIM_AGENT_BACKFLIP), LLAnimStateEntry("express_laugh", ANIM_AGENT_BELLY_LAUGH), LLAnimStateEntry("express_toothsmile", ANIM_AGENT_EXPRESS_TOOTHSMILE), LLAnimStateEntry("blowkiss", ANIM_AGENT_BLOW_KISS), LLAnimStateEntry("express_bored", ANIM_AGENT_BORED), LLAnimStateEntry("bow", ANIM_AGENT_BOW), LLAnimStateEntry("clap", ANIM_AGENT_CLAP), LLAnimStateEntry("courtbow", ANIM_AGENT_COURTBOW), LLAnimStateEntry("express_cry", ANIM_AGENT_CRY), LLAnimStateEntry("dance1", ANIM_AGENT_DANCE1), LLAnimStateEntry("dance2", ANIM_AGENT_DANCE2), LLAnimStateEntry("dance3", ANIM_AGENT_DANCE3), LLAnimStateEntry("dance4", ANIM_AGENT_DANCE4), LLAnimStateEntry("dance5", ANIM_AGENT_DANCE5), LLAnimStateEntry("dance6", ANIM_AGENT_DANCE6), LLAnimStateEntry("dance7", ANIM_AGENT_DANCE7), LLAnimStateEntry("dance8", ANIM_AGENT_DANCE8), LLAnimStateEntry("express_disdain", ANIM_AGENT_EXPRESS_DISDAIN), LLAnimStateEntry("drink", ANIM_AGENT_DRINK), LLAnimStateEntry("express_embarrased", ANIM_AGENT_EMBARRASSED), LLAnimStateEntry("angry_fingerwag", ANIM_AGENT_FINGER_WAG), LLAnimStateEntry("fist_pump", ANIM_AGENT_FIST_PUMP), LLAnimStateEntry("yoga_float", ANIM_AGENT_YOGA_FLOAT), LLAnimStateEntry("express_frown", ANIM_AGENT_EXPRESS_FROWN), LLAnimStateEntry("impatient", ANIM_AGENT_IMPATIENT), LLAnimStateEntry("jumpforjoy", ANIM_AGENT_JUMP_FOR_JOY), LLAnimStateEntry("kissmybutt", ANIM_AGENT_KISS_MY_BUTT), LLAnimStateEntry("express_kiss", ANIM_AGENT_EXPRESS_KISS), LLAnimStateEntry("laugh_short", ANIM_AGENT_LAUGH_SHORT), LLAnimStateEntry("musclebeach", ANIM_AGENT_MUSCLE_BEACH), LLAnimStateEntry("no_unhappy", ANIM_AGENT_NO_UNHAPPY), LLAnimStateEntry("no_head", ANIM_AGENT_NO), LLAnimStateEntry("nyanya", ANIM_AGENT_NYAH_NYAH), LLAnimStateEntry("punch_onetwo", ANIM_AGENT_ONETWO_PUNCH), LLAnimStateEntry("express_open_mouth", ANIM_AGENT_EXPRESS_OPEN_MOUTH), LLAnimStateEntry("peace", ANIM_AGENT_PEACE), LLAnimStateEntry("point_you", ANIM_AGENT_POINT_YOU), LLAnimStateEntry("point_me", ANIM_AGENT_POINT_ME), LLAnimStateEntry("punch_l", ANIM_AGENT_PUNCH_LEFT), LLAnimStateEntry("punch_r", ANIM_AGENT_PUNCH_RIGHT), LLAnimStateEntry("rps_countdown", ANIM_AGENT_RPS_COUNTDOWN), LLAnimStateEntry("rps_paper", ANIM_AGENT_RPS_PAPER), LLAnimStateEntry("rps_rock", ANIM_AGENT_RPS_ROCK), LLAnimStateEntry("rps_scissors", ANIM_AGENT_RPS_SCISSORS), LLAnimStateEntry("express_repulsed", ANIM_AGENT_EXPRESS_REPULSED), LLAnimStateEntry("kick_roundhouse_r", ANIM_AGENT_ROUNDHOUSE_KICK), LLAnimStateEntry("express_sad", ANIM_AGENT_SAD), LLAnimStateEntry("salute", ANIM_AGENT_SALUTE), LLAnimStateEntry("shout", ANIM_AGENT_SHOUT), LLAnimStateEntry("express_shrug", ANIM_AGENT_SHRUG), LLAnimStateEntry("express_smile", ANIM_AGENT_EXPRESS_SMILE), LLAnimStateEntry("smoke_idle", ANIM_AGENT_SMOKE_IDLE), LLAnimStateEntry("smoke_inhale", ANIM_AGENT_SMOKE_INHALE), LLAnimStateEntry("smoke_throw_down", ANIM_AGENT_SMOKE_THROW_DOWN), LLAnimStateEntry("express_surprise", ANIM_AGENT_SURPRISE), LLAnimStateEntry("sword_strike_r", ANIM_AGENT_SWORD_STRIKE), LLAnimStateEntry("angry_tantrum", ANIM_AGENT_TANTRUM), LLAnimStateEntry("express_tongue_out", ANIM_AGENT_EXPRESS_TONGUE_OUT), LLAnimStateEntry("hello", ANIM_AGENT_HELLO), LLAnimStateEntry("whisper", ANIM_AGENT_WHISPER), LLAnimStateEntry("whistle", ANIM_AGENT_WHISTLE), LLAnimStateEntry("express_wink", ANIM_AGENT_WINK), LLAnimStateEntry("wink_hollywood", ANIM_AGENT_WINK_HOLLYWOOD), LLAnimStateEntry("express_worry", ANIM_AGENT_EXPRESS_WORRY), LLAnimStateEntry("yes_happy", ANIM_AGENT_YES_HAPPY), LLAnimStateEntry("yes_head", ANIM_AGENT_YES), }; const S32 gUserAnimStatesCount = sizeof(gUserAnimStates) / sizeof(gUserAnimStates[0]); // End