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| author | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
|---|---|---|
| committer | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
| commit | 3bf9df6b2785fa6d951086978a3e66f49427166a (patch) | |
| tree | 2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/shared/sequence_Transitioner.h | |
| download | archived-source-engine-2018-hl2-src-master.tar.xz archived-source-engine-2018-hl2-src-master.zip | |
Diffstat (limited to 'game/shared/sequence_Transitioner.h')
| -rw-r--r-- | game/shared/sequence_Transitioner.h | 48 |
1 files changed, 48 insertions, 0 deletions
diff --git a/game/shared/sequence_Transitioner.h b/game/shared/sequence_Transitioner.h new file mode 100644 index 0000000..8ad23ad --- /dev/null +++ b/game/shared/sequence_Transitioner.h @@ -0,0 +1,48 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +//=============================================================================// + +#ifndef SEQUENCE_TRANSITIONER_H +#define SEQUENCE_TRANSITIONER_H +#ifdef _WIN32 +#pragma once +#endif + + +// ------------------------------------------------------------------------------------------------ // +// CSequenceTransitioner declaration. +// ------------------------------------------------------------------------------------------------ // +class CSequenceTransitioner +{ +public: + void CheckForSequenceChange( + // Describe the current animation state with these parameters. + CStudioHdr *hdr, + int nCurSequence, + + // Even if the sequence hasn't changed, you can force it to interpolate from the previous + // spot in the same sequence to the current spot in the same sequence by setting this to true. + bool bForceNewSequence, + + // Follows EF_NOINTERP. + bool bInterpolate + ); + + void UpdateCurrent( + // Describe the current animation state with these parameters. + CStudioHdr *hdr, + int nCurSequence, + float flCurCycle, + float flCurPlaybackRate, + float flCurTime + ); + + void RemoveAll( void ) { m_animationQueue.RemoveAll(); }; + +public: + CUtlVector< CAnimationLayer > m_animationQueue; +}; + +#endif // SEQUENCE_TRANSITIONER_H |