// Sorapointa - A server software re-implementation for a certain anime game, and avoid sorapointa. // Copyright (C) 2022 Sorapointa Team // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Affero General Public License as // published by the Free Software Foundation, either version 3 of the // License, or (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU Affero General Public License for more details. // // You should have received a copy of the GNU Affero General Public License // along with this program. If not, see . // Code generated by protoc-gen-go. DO NOT EDIT. // versions: // protoc-gen-go v1.26.0 // protoc v3.14.0 // source: MotionState.proto package proto import ( protoreflect "google.golang.org/protobuf/reflect/protoreflect" protoimpl "google.golang.org/protobuf/runtime/protoimpl" reflect "reflect" sync "sync" ) const ( // Verify that this generated code is sufficiently up-to-date. _ = protoimpl.EnforceVersion(20 - protoimpl.MinVersion) // Verify that runtime/protoimpl is sufficiently up-to-date. _ = protoimpl.EnforceVersion(protoimpl.MaxVersion - 20) ) type MotionState int32 const ( MotionState_MOTION_STATE_NONE MotionState = 0 MotionState_MOTION_STATE_RESET MotionState = 1 MotionState_MOTION_STATE_STANDBY MotionState = 2 MotionState_MOTION_STATE_STANDBY_MOVE MotionState = 3 MotionState_MOTION_STATE_WALK MotionState = 4 MotionState_MOTION_STATE_RUN MotionState = 5 MotionState_MOTION_STATE_DASH MotionState = 6 MotionState_MOTION_STATE_CLIMB MotionState = 7 MotionState_MOTION_STATE_CLIMB_JUMP MotionState = 8 MotionState_MOTION_STATE_STANDBY_TO_CLIMB MotionState = 9 MotionState_MOTION_STATE_FIGHT MotionState = 10 MotionState_MOTION_STATE_JUMP MotionState = 11 MotionState_MOTION_STATE_DROP MotionState = 12 MotionState_MOTION_STATE_FLY MotionState = 13 MotionState_MOTION_STATE_SWIM_MOVE MotionState = 14 MotionState_MOTION_STATE_SWIM_IDLE MotionState = 15 MotionState_MOTION_STATE_SWIM_DASH MotionState = 16 MotionState_MOTION_STATE_SWIM_JUMP MotionState = 17 MotionState_MOTION_STATE_SLIP MotionState = 18 MotionState_MOTION_STATE_GO_UPSTAIRS MotionState = 19 MotionState_MOTION_STATE_FALL_ON_GROUND MotionState = 20 MotionState_MOTION_STATE_JUMP_UP_WALL_FOR_STANDBY MotionState = 21 MotionState_MOTION_STATE_JUMP_OFF_WALL MotionState = 22 MotionState_MOTION_STATE_POWERED_FLY MotionState = 23 MotionState_MOTION_STATE_LADDER_IDLE MotionState = 24 MotionState_MOTION_STATE_LADDER_MOVE MotionState = 25 MotionState_MOTION_STATE_LADDER_SLIP MotionState = 26 MotionState_MOTION_STATE_STANDBY_TO_LADDER MotionState = 27 MotionState_MOTION_STATE_LADDER_TO_STANDBY MotionState = 28 MotionState_MOTION_STATE_DANGER_STANDBY MotionState = 29 MotionState_MOTION_STATE_DANGER_STANDBY_MOVE MotionState = 30 MotionState_MOTION_STATE_DANGER_WALK MotionState = 31 MotionState_MOTION_STATE_DANGER_RUN MotionState = 32 MotionState_MOTION_STATE_DANGER_DASH MotionState = 33 MotionState_MOTION_STATE_CROUCH_IDLE MotionState = 34 MotionState_MOTION_STATE_CROUCH_MOVE MotionState = 35 MotionState_MOTION_STATE_CROUCH_ROLL MotionState = 36 MotionState_MOTION_STATE_NOTIFY MotionState = 37 MotionState_MOTION_STATE_LAND_SPEED MotionState = 38 MotionState_MOTION_STATE_MOVE_FAIL_ACK MotionState = 39 MotionState_MOTION_STATE_WATERFALL MotionState = 40 MotionState_MOTION_STATE_DASH_BEFORE_SHAKE MotionState = 41 MotionState_MOTION_STATE_SIT_IDLE MotionState = 42 MotionState_MOTION_STATE_FORCE_SET_POS MotionState = 43 MotionState_MOTION_STATE_QUEST_FORCE_DRAG MotionState = 44 MotionState_MOTION_STATE_FOLLOW_ROUTE MotionState = 45 MotionState_MOTION_STATE_SKIFF_BOARDING MotionState = 46 MotionState_MOTION_STATE_SKIFF_NORMAL MotionState = 47 MotionState_MOTION_STATE_SKIFF_DASH MotionState = 48 MotionState_MOTION_STATE_SKIFF_POWERED_DASH MotionState = 49 MotionState_MOTION_STATE_DESTROY_VEHICLE MotionState = 50 MotionState_MOTION_STATE_FLY_IDLE MotionState = 51 MotionState_MOTION_STATE_FLY_SLOW MotionState = 52 MotionState_MOTION_STATE_FLY_FAST MotionState = 53 MotionState_MOTION_STATE_AIM_MOVE MotionState = 54 MotionState_MOTION_STATE_AIR_COMPENSATION MotionState = 55 MotionState_MOTION_STATE_NUM MotionState = 56 ) // Enum value maps for MotionState. var ( MotionState_name = map[int32]string{ 0: "MOTION_STATE_NONE", 1: "MOTION_STATE_RESET", 2: "MOTION_STATE_STANDBY", 3: "MOTION_STATE_STANDBY_MOVE", 4: "MOTION_STATE_WALK", 5: "MOTION_STATE_RUN", 6: "MOTION_STATE_DASH", 7: "MOTION_STATE_CLIMB", 8: "MOTION_STATE_CLIMB_JUMP", 9: "MOTION_STATE_STANDBY_TO_CLIMB", 10: "MOTION_STATE_FIGHT", 11: "MOTION_STATE_JUMP", 12: "MOTION_STATE_DROP", 13: "MOTION_STATE_FLY", 14: "MOTION_STATE_SWIM_MOVE", 15: "MOTION_STATE_SWIM_IDLE", 16: "MOTION_STATE_SWIM_DASH", 17: "MOTION_STATE_SWIM_JUMP", 18: "MOTION_STATE_SLIP", 19: "MOTION_STATE_GO_UPSTAIRS", 20: "MOTION_STATE_FALL_ON_GROUND", 21: "MOTION_STATE_JUMP_UP_WALL_FOR_STANDBY", 22: "MOTION_STATE_JUMP_OFF_WALL", 23: "MOTION_STATE_POWERED_FLY", 24: "MOTION_STATE_LADDER_IDLE", 25: "MOTION_STATE_LADDER_MOVE", 26: "MOTION_STATE_LADDER_SLIP", 27: "MOTION_STATE_STANDBY_TO_LADDER", 28: "MOTION_STATE_LADDER_TO_STANDBY", 29: "MOTION_STATE_DANGER_STANDBY", 30: "MOTION_STATE_DANGER_STANDBY_MOVE", 31: "MOTION_STATE_DANGER_WALK", 32: "MOTION_STATE_DANGER_RUN", 33: "MOTION_STATE_DANGER_DASH", 34: "MOTION_STATE_CROUCH_IDLE", 35: "MOTION_STATE_CROUCH_MOVE", 36: "MOTION_STATE_CROUCH_ROLL", 37: "MOTION_STATE_NOTIFY", 38: "MOTION_STATE_LAND_SPEED", 39: "MOTION_STATE_MOVE_FAIL_ACK", 40: "MOTION_STATE_WATERFALL", 41: "MOTION_STATE_DASH_BEFORE_SHAKE", 42: "MOTION_STATE_SIT_IDLE", 43: "MOTION_STATE_FORCE_SET_POS", 44: "MOTION_STATE_QUEST_FORCE_DRAG", 45: "MOTION_STATE_FOLLOW_ROUTE", 46: "MOTION_STATE_SKIFF_BOARDING", 47: "MOTION_STATE_SKIFF_NORMAL", 48: "MOTION_STATE_SKIFF_DASH", 49: "MOTION_STATE_SKIFF_POWERED_DASH", 50: "MOTION_STATE_DESTROY_VEHICLE", 51: "MOTION_STATE_FLY_IDLE", 52: "MOTION_STATE_FLY_SLOW", 53: "MOTION_STATE_FLY_FAST", 54: "MOTION_STATE_AIM_MOVE", 55: "MOTION_STATE_AIR_COMPENSATION", 56: "MOTION_STATE_NUM", } MotionState_value = map[string]int32{ "MOTION_STATE_NONE": 0, "MOTION_STATE_RESET": 1, "MOTION_STATE_STANDBY": 2, "MOTION_STATE_STANDBY_MOVE": 3, "MOTION_STATE_WALK": 4, "MOTION_STATE_RUN": 5, "MOTION_STATE_DASH": 6, "MOTION_STATE_CLIMB": 7, "MOTION_STATE_CLIMB_JUMP": 8, "MOTION_STATE_STANDBY_TO_CLIMB": 9, "MOTION_STATE_FIGHT": 10, "MOTION_STATE_JUMP": 11, "MOTION_STATE_DROP": 12, "MOTION_STATE_FLY": 13, "MOTION_STATE_SWIM_MOVE": 14, "MOTION_STATE_SWIM_IDLE": 15, "MOTION_STATE_SWIM_DASH": 16, "MOTION_STATE_SWIM_JUMP": 17, "MOTION_STATE_SLIP": 18, "MOTION_STATE_GO_UPSTAIRS": 19, "MOTION_STATE_FALL_ON_GROUND": 20, "MOTION_STATE_JUMP_UP_WALL_FOR_STANDBY": 21, "MOTION_STATE_JUMP_OFF_WALL": 22, "MOTION_STATE_POWERED_FLY": 23, "MOTION_STATE_LADDER_IDLE": 24, "MOTION_STATE_LADDER_MOVE": 25, "MOTION_STATE_LADDER_SLIP": 26, "MOTION_STATE_STANDBY_TO_LADDER": 27, "MOTION_STATE_LADDER_TO_STANDBY": 28, "MOTION_STATE_DANGER_STANDBY": 29, "MOTION_STATE_DANGER_STANDBY_MOVE": 30, "MOTION_STATE_DANGER_WALK": 31, "MOTION_STATE_DANGER_RUN": 32, "MOTION_STATE_DANGER_DASH": 33, "MOTION_STATE_CROUCH_IDLE": 34, "MOTION_STATE_CROUCH_MOVE": 35, "MOTION_STATE_CROUCH_ROLL": 36, "MOTION_STATE_NOTIFY": 37, "MOTION_STATE_LAND_SPEED": 38, "MOTION_STATE_MOVE_FAIL_ACK": 39, "MOTION_STATE_WATERFALL": 40, "MOTION_STATE_DASH_BEFORE_SHAKE": 41, "MOTION_STATE_SIT_IDLE": 42, "MOTION_STATE_FORCE_SET_POS": 43, "MOTION_STATE_QUEST_FORCE_DRAG": 44, "MOTION_STATE_FOLLOW_ROUTE": 45, "MOTION_STATE_SKIFF_BOARDING": 46, "MOTION_STATE_SKIFF_NORMAL": 47, "MOTION_STATE_SKIFF_DASH": 48, "MOTION_STATE_SKIFF_POWERED_DASH": 49, "MOTION_STATE_DESTROY_VEHICLE": 50, "MOTION_STATE_FLY_IDLE": 51, "MOTION_STATE_FLY_SLOW": 52, "MOTION_STATE_FLY_FAST": 53, "MOTION_STATE_AIM_MOVE": 54, "MOTION_STATE_AIR_COMPENSATION": 55, "MOTION_STATE_NUM": 56, } ) func (x MotionState) Enum() *MotionState { p := new(MotionState) *p = x return p } func (x MotionState) String() string { return protoimpl.X.EnumStringOf(x.Descriptor(), protoreflect.EnumNumber(x)) } func (MotionState) Descriptor() protoreflect.EnumDescriptor { return file_MotionState_proto_enumTypes[0].Descriptor() } func (MotionState) Type() protoreflect.EnumType { return &file_MotionState_proto_enumTypes[0] } func (x MotionState) Number() protoreflect.EnumNumber { return protoreflect.EnumNumber(x) } // Deprecated: Use MotionState.Descriptor instead. func (MotionState) EnumDescriptor() ([]byte, []int) { return file_MotionState_proto_rawDescGZIP(), []int{0} } var 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file_MotionState_proto_goTypes = []interface{}{ (MotionState)(0), // 0: proto.MotionState } var file_MotionState_proto_depIdxs = []int32{ 0, // [0:0] is the sub-list for method output_type 0, // [0:0] is the sub-list for method input_type 0, // [0:0] is the sub-list for extension type_name 0, // [0:0] is the sub-list for extension extendee 0, // [0:0] is the sub-list for field type_name } func init() { file_MotionState_proto_init() } func file_MotionState_proto_init() { if File_MotionState_proto != nil { return } type x struct{} out := protoimpl.TypeBuilder{ File: protoimpl.DescBuilder{ GoPackagePath: reflect.TypeOf(x{}).PkgPath(), RawDescriptor: file_MotionState_proto_rawDesc, NumEnums: 1, NumMessages: 0, NumExtensions: 0, NumServices: 0, }, GoTypes: file_MotionState_proto_goTypes, DependencyIndexes: file_MotionState_proto_depIdxs, EnumInfos: file_MotionState_proto_enumTypes, }.Build() File_MotionState_proto = out.File file_MotionState_proto_rawDesc = nil file_MotionState_proto_goTypes = nil file_MotionState_proto_depIdxs = nil }