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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
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