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| author | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:31:46 -0800 |
|---|---|---|
| committer | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:46:31 -0800 |
| commit | f56bb35301836e56582a575a75864392a0177875 (patch) | |
| tree | de61ddd39de3e7df52759711950b4c288592f0dc /sp/src/game/shared/sequence_Transitioner.h | |
| parent | Mark some more files as text. (diff) | |
| download | source-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.h | 96 |
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 |