/* Generated by tools/agent_assets.py sync (consolidated Blender assets). */ #pragma once #include #include "render/anim.h" #include "sim/items.h" constexpr uint32_t AGENT_BODY_ASSET = UINT32_C(0xC4B41EA2); constexpr uint32_t AgentBodyAsset(AnimKind) { return AGENT_BODY_ASSET; } constexpr uint32_t AgentArmorAsset(ItemId id, AnimKind = AnimKind::IDLE) { switch (id) { case ItemId::JACKET: case ItemId::VEST: case ItemId::PLATE: case ItemId::SHROUD: return UINT32_C(0xC8F6040D); default: return 0; } } constexpr uint32_t AgentWeaponAsset(ItemId id, AnimKind = AnimKind::IDLE) { switch (id) { case ItemId::RIFLE: case ItemId::PISTOL: case ItemId::SHOTGUN: case ItemId::SMG: case ItemId::MAGNUM: case ItemId::BOW: case ItemId::SABER: case ItemId::KNIFE: case ItemId::CLEAVER: return UINT32_C(0xA68530E2); default: return 0; } }