@its-not-rocket-science/ananke
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    Interface AnimationHints

    Animation blend weights and state flags derived from entity physical state. Locomotion weights (idle/walk/run/sprint/crawl) are mutually exclusive; exactly one is SCALE.Q when the entity is mobile. All Q values in [0, SCALE.Q].

    interface AnimationHints {
        attackingQ: number;
        crawl: number;
        dead: boolean;
        fearQ: number;
        guardingQ: number;
        idle: number;
        prone: boolean;
        run: number;
        shockQ: number;
        sprint: number;
        unconscious: boolean;
        walk: number;
    }
    Index

    Properties

    attackingQ: number

    Attack blend weight — nonzero while attack cooldown is active, indicating the entity is mid-swing or recovering from a strike.

    crawl: number
    dead: boolean
    fearQ: number
    guardingQ: number

    Active defence blend weight (derived from intent.defence.intensity).

    idle: number

    Locomotion blend — mutually exclusive.

    prone: boolean

    Positional state flags.

    run: number
    shockQ: number

    Physiological condition overlays (direct pass-through from entity state).

    sprint: number
    unconscious: boolean
    walk: number