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.

49 lines
1.3 KiB

  1. //========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
  2. //
  3. // Purpose:
  4. //
  5. //=============================================================================//
  6. #ifndef SEQUENCE_TRANSITIONER_H
  7. #define SEQUENCE_TRANSITIONER_H
  8. #ifdef _WIN32
  9. #pragma once
  10. #endif
  11. class CStudioHdr;
  12. // ------------------------------------------------------------------------------------------------ //
  13. // CSequenceTransitioner declaration.
  14. // ------------------------------------------------------------------------------------------------ //
  15. class CSequenceTransitioner
  16. {
  17. public:
  18. void CheckForSequenceChange(
  19. // Describe the current animation state with these parameters.
  20. CStudioHdr *hdr,
  21. int nCurSequence,
  22. // Even if the sequence hasn't changed, you can force it to interpolate from the previous
  23. // spot in the same sequence to the current spot in the same sequence by setting this to true.
  24. bool bForceNewSequence,
  25. // Follows EF_NOINTERP.
  26. bool bInterpolate
  27. );
  28. void UpdateCurrent(
  29. // Describe the current animation state with these parameters.
  30. CStudioHdr *hdr,
  31. int nCurSequence,
  32. float flCurCycle,
  33. float flCurPlaybackRate,
  34. float flCurTime
  35. );
  36. void RemoveAll( void ) { m_animationQueue.RemoveAll(); };
  37. public:
  38. CUtlVector< CAnimationLayer > m_animationQueue;
  39. };
  40. #endif // SEQUENCE_TRANSITIONER_H