From f56bb35301836e56582a575a75864392a0177875 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?J=C3=B8rgen=20P=2E=20Tjern=C3=B8?= Date: Mon, 2 Dec 2013 19:31:46 -0800 Subject: Fix line endings. WHAMMY. --- sp/src/game/shared/sequence_Transitioner.cpp | 230 +++++++++++++-------------- 1 file changed, 115 insertions(+), 115 deletions(-) (limited to 'sp/src/game/shared/sequence_Transitioner.cpp') diff --git a/sp/src/game/shared/sequence_Transitioner.cpp b/sp/src/game/shared/sequence_Transitioner.cpp index b2b1531b..62e9346f 100644 --- a/sp/src/game/shared/sequence_Transitioner.cpp +++ b/sp/src/game/shared/sequence_Transitioner.cpp @@ -1,115 +1,115 @@ -//========= Copyright Valve Corporation, All rights reserved. ============// -// -// Purpose: -// -//=============================================================================// - -#include "cbase.h" -#include "sequence_Transitioner.h" - -// memdbgon must be the last include file in a .cpp file!!! -#include "tier0/memdbgon.h" - -// ----------------------------------------------------------------------------- -// CSequenceTransitioner implementation. -// ----------------------------------------------------------------------------- - -void CSequenceTransitioner::CheckForSequenceChange( - CStudioHdr *hdr, - int nCurSequence, - bool bForceNewSequence, - bool bInterpolate ) -{ - // sequence may be set before model is initialized - if ( hdr == NULL) - return; - - // FIXME?: this should detect that what's been asked to be drawn isn't what was expected - // due to not only sequence change, by frame index, rate, or whatever. When that happens, - // it should insert the previous rules. - - if (m_animationQueue.Count() == 0) - { - m_animationQueue.AddToTail(); - } - - CAnimationLayer *currentblend = &m_animationQueue[m_animationQueue.Count()-1]; - - if (currentblend->m_flLayerAnimtime && - (currentblend->m_nSequence != nCurSequence || bForceNewSequence )) - { - mstudioseqdesc_t &seqdesc = hdr->pSeqdesc( nCurSequence ); - // sequence changed - if ((seqdesc.flags & STUDIO_SNAP) || !bInterpolate ) - { - // remove all entries - m_animationQueue.RemoveAll(); - } - else - { - mstudioseqdesc_t &prevseqdesc = hdr->pSeqdesc( currentblend->m_nSequence ); - currentblend->m_flLayerFadeOuttime = MIN( prevseqdesc.fadeouttime, seqdesc.fadeintime ); - /* - // clip blends to time remaining - if ( !IsSequenceLooping(hdr, currentblend->m_nSequence) ) - { - float length = Studio_Duration( hdr, currentblend->m_nSequence, flPoseParameter ) / currentblend->m_flPlaybackRate; - float timeLeft = (1.0 - currentblend->m_flCycle) * length; - if (timeLeft < currentblend->m_flLayerFadeOuttime) - currentblend->m_flLayerFadeOuttime = timeLeft; - } - */ - } - // push previously set sequence - m_animationQueue.AddToTail(); - currentblend = &m_animationQueue[m_animationQueue.Count()-1]; - - } - - currentblend->m_nSequence = -1; - currentblend->m_flLayerAnimtime = 0.0; - currentblend->m_flLayerFadeOuttime = 0.0; -} - - -void CSequenceTransitioner::UpdateCurrent( - CStudioHdr *hdr, - int nCurSequence, - float flCurCycle, - float flCurPlaybackRate, - float flCurTime ) -{ - // sequence may be set before model is initialized - if ( hdr == NULL) - return; - - if (m_animationQueue.Count() == 0) - { - m_animationQueue.AddToTail(); - } - - CAnimationLayer *currentblend = &m_animationQueue[m_animationQueue.Count()-1]; - - // keep track of current sequence - currentblend->m_nSequence = nCurSequence; - currentblend->m_flLayerAnimtime = flCurTime; - currentblend->m_flCycle = flCurCycle; - currentblend->m_flPlaybackRate = flCurPlaybackRate; - - // calc blending weights for previous sequences - int i; - for (i = 0; i < m_animationQueue.Count() - 1;) - { - float s = m_animationQueue[i].GetFadeout( flCurTime ); - - if (s > 0) - { - m_animationQueue[i].m_flWeight = s; - i++; - } - else - { - m_animationQueue.Remove( i ); - } - } -} +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +//=============================================================================// + +#include "cbase.h" +#include "sequence_Transitioner.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +// ----------------------------------------------------------------------------- +// CSequenceTransitioner implementation. +// ----------------------------------------------------------------------------- + +void CSequenceTransitioner::CheckForSequenceChange( + CStudioHdr *hdr, + int nCurSequence, + bool bForceNewSequence, + bool bInterpolate ) +{ + // sequence may be set before model is initialized + if ( hdr == NULL) + return; + + // FIXME?: this should detect that what's been asked to be drawn isn't what was expected + // due to not only sequence change, by frame index, rate, or whatever. When that happens, + // it should insert the previous rules. + + if (m_animationQueue.Count() == 0) + { + m_animationQueue.AddToTail(); + } + + CAnimationLayer *currentblend = &m_animationQueue[m_animationQueue.Count()-1]; + + if (currentblend->m_flLayerAnimtime && + (currentblend->m_nSequence != nCurSequence || bForceNewSequence )) + { + mstudioseqdesc_t &seqdesc = hdr->pSeqdesc( nCurSequence ); + // sequence changed + if ((seqdesc.flags & STUDIO_SNAP) || !bInterpolate ) + { + // remove all entries + m_animationQueue.RemoveAll(); + } + else + { + mstudioseqdesc_t &prevseqdesc = hdr->pSeqdesc( currentblend->m_nSequence ); + currentblend->m_flLayerFadeOuttime = MIN( prevseqdesc.fadeouttime, seqdesc.fadeintime ); + /* + // clip blends to time remaining + if ( !IsSequenceLooping(hdr, currentblend->m_nSequence) ) + { + float length = Studio_Duration( hdr, currentblend->m_nSequence, flPoseParameter ) / currentblend->m_flPlaybackRate; + float timeLeft = (1.0 - currentblend->m_flCycle) * length; + if (timeLeft < currentblend->m_flLayerFadeOuttime) + currentblend->m_flLayerFadeOuttime = timeLeft; + } + */ + } + // push previously set sequence + m_animationQueue.AddToTail(); + currentblend = &m_animationQueue[m_animationQueue.Count()-1]; + + } + + currentblend->m_nSequence = -1; + currentblend->m_flLayerAnimtime = 0.0; + currentblend->m_flLayerFadeOuttime = 0.0; +} + + +void CSequenceTransitioner::UpdateCurrent( + CStudioHdr *hdr, + int nCurSequence, + float flCurCycle, + float flCurPlaybackRate, + float flCurTime ) +{ + // sequence may be set before model is initialized + if ( hdr == NULL) + return; + + if (m_animationQueue.Count() == 0) + { + m_animationQueue.AddToTail(); + } + + CAnimationLayer *currentblend = &m_animationQueue[m_animationQueue.Count()-1]; + + // keep track of current sequence + currentblend->m_nSequence = nCurSequence; + currentblend->m_flLayerAnimtime = flCurTime; + currentblend->m_flCycle = flCurCycle; + currentblend->m_flPlaybackRate = flCurPlaybackRate; + + // calc blending weights for previous sequences + int i; + for (i = 0; i < m_animationQueue.Count() - 1;) + { + float s = m_animationQueue[i].GetFadeout( flCurTime ); + + if (s > 0) + { + m_animationQueue[i].m_flWeight = s; + i++; + } + else + { + m_animationQueue.Remove( i ); + } + } +} -- cgit v1.2.3