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authorJørgen P. Tjernø <[email protected]>2013-12-02 19:31:46 -0800
committerJørgen P. Tjernø <[email protected]>2013-12-02 19:46:31 -0800
commitf56bb35301836e56582a575a75864392a0177875 (patch)
treede61ddd39de3e7df52759711950b4c288592f0dc /sp/src/game/shared/sequence_Transitioner.h
parentMark some more files as text. (diff)
downloadsource-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz
source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip
Fix line endings. WHAMMY.
Diffstat (limited to 'sp/src/game/shared/sequence_Transitioner.h')
-rw-r--r--sp/src/game/shared/sequence_Transitioner.h96
1 files changed, 48 insertions, 48 deletions
diff --git a/sp/src/game/shared/sequence_Transitioner.h b/sp/src/game/shared/sequence_Transitioner.h
index a6a5939d..8ad23ada 100644
--- a/sp/src/game/shared/sequence_Transitioner.h
+++ b/sp/src/game/shared/sequence_Transitioner.h
@@ -1,48 +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
+//========= 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