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nekohook/modules/source2013/sdk/game/shared/sequence_Transitioner.h
2020-08-04 13:13:01 -04:00

43 lines
1.4 KiB
C++

//========= 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