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authorJoe Ludwig <[email protected]>2013-06-26 15:22:04 -0700
committerJoe Ludwig <[email protected]>2013-06-26 15:22:04 -0700
commit39ed87570bdb2f86969d4be821c94b722dc71179 (patch)
treeabc53757f75f40c80278e87650ea92808274aa59 /sp/src/game/shared/sequence_Transitioner.h
downloadsource-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.tar.xz
source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.zip
First version of the SOurce SDK 2013
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diff --git a/sp/src/game/shared/sequence_Transitioner.h b/sp/src/game/shared/sequence_Transitioner.h
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+//========= 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