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enums.lua2p
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local Enum = require("modules.enum.enum")
local Enums = {
bt = {}
}
Enums.mode = Enum("fill", "line")
Enums.arc_type = Enum("pie", "open", "closed")
Enums.bump_filter = Enum("touch", "slide", "cross", "bounce")
Enums.align_mode = Enum("center", "left", "right", "justify")
Enums.anchor = Enum("center", "bottom", "right")
Enums.item = Enum("note", "inventory", "choice")
Enums.light_shape = Enum("round", "rectangle", "cone", "custom")
Enums.pause_at = Enum("first", "last")
Enums.stop_at = Enum("pauseAtStart", "pauseAtEnd")
Enums.anim8_status = Enum("playing", "paused")
Enums.ease = Enum("linear", "quadin", "quadout", "quadinout",
"cubicin", "cubicout", "cubicinout",
"quartin", "quartout", "quartinout",
"quintin", "quintout", "quintinout",
"expoin", "expoout", "expoinout",
"sinein", "sineout", "sineinout",
"circin", "circout", "circinout",
"backin", "backout", "backinout",
"elasticin", "elasticout", "elasticinout")
Enums.splash_state = Enum("love", "wits", "flam")
Enums.menu_state = Enum("menu", "sub_menu", "play", "settings", "about", "exit")
Enums.camera_state = Enum("zoomed_in", "zoomed_out")
Enums.battery_state = Enum("full", "low", "critical", "empty")
Enums.face_dir = Enum("left", "right")
Enums.anim_state = Enum(
"idle", "idle_left",
"walk", "run",
"open_door", "open_door_left",
"open_locked_door", "open_locked_door_left"
)
Enums.enemy_type = Enum("suit")
Enums.enemy_suit_anim = Enum("idle", "walk")
Enums.bt.enemy = Enum(
"idle", "walk", "chase", "lean_back", "lean_return_back", "caught_other"
)
return Enums