float stunned;
float surprised;
float runninghowlong;
+ int occluded;
int lastoccluded;
int laststanding;
int escapednum;
Animation tempanimation;
- float occluded;
-
bool jumpclimb;
Person();
Person(FILE*, int, unsigned);
+ void skeletonLoad(bool clothes = false);
+
// convenience functions
inline Joint& joint(int bodypart) { return skeleton.joints[skeleton.jointlabels[bodypart]]; }
inline XYZ& jointPos(int bodypart) { return joint(bodypart).position; }
int SphereCheck(XYZ *p1, float radius, XYZ *p, XYZ *move, float *rotate, Model *model);
int DrawSkeleton();
void Puff(int whichlabel);
- void FootLand(int which, float opacity);
+ void FootLand(bodyparts whichfoot, float opacity);
void DoStuff();
void setAnimation(int);
void DoAnimations();