Counter Strike : Global Offensive Source Code
You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
|
|
//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef SEQUENCE_TRANSITIONER_H
#define SEQUENCE_TRANSITIONER_H
#ifdef _WIN32
#pragma once
#endif
class CStudioHdr;
// ------------------------------------------------------------------------------------------------ //
// 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
|