43 lines
1.4 KiB
C++
43 lines
1.4 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#ifndef SEQUENCE_TRANSITIONER_H
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#define SEQUENCE_TRANSITIONER_H
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#ifdef _WIN32
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#pragma once
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#endif
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// ------------------------------------------------------------------------------------------------
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// // CSequenceTransitioner declaration.
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// ------------------------------------------------------------------------------------------------
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// //
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class CSequenceTransitioner {
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public:
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void CheckForSequenceChange(
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// Describe the current animation state with these parameters.
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CStudioHdr *hdr, int nCurSequence,
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// Even if the sequence hasn't changed, you can force it to interpolate
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// from the previous spot in the same sequence to the current spot in
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// the same sequence by setting this to true.
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bool bForceNewSequence,
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// Follows EF_NOINTERP.
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bool bInterpolate);
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void UpdateCurrent(
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// Describe the current animation state with these parameters.
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CStudioHdr *hdr, int nCurSequence, float flCurCycle,
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float flCurPlaybackRate, float flCurTime);
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void RemoveAll(void) { m_animationQueue.RemoveAll(); };
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public:
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CUtlVector<CAnimationLayer> m_animationQueue;
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};
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#endif // SEQUENCE_TRANSITIONER_H
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