Counter Strike : Global Offensive Source Code
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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "utlvector.h"
#define VIEWANIM_RELATIVE (1<<0) // angles in keyframe are relative, add anim to current angles
#define VIEWANIM_IGNORE_X (1<<1) // ignore the x component of this animation
#define VIEWANIM_IGNORE_Y (1<<2) // ditto for y
#define VIEWANIM_IGNORE_Z (1<<3) // ditto for z
#define QAngleToVector(a,v) { v[0] = a[0]; v[1] = a[1]; v[2] = a[2]; }
class CViewAngleKeyFrame { public: CViewAngleKeyFrame( QAngle vecAngles, float flTime, int iFlags ) { m_vecAngles = vecAngles; m_flTime = flTime; m_iFlags = iFlags; }
// the target angles for this keyframe in the view angle animation
QAngle m_vecAngles;
// time position of this keyframe
float m_flTime;
int m_iFlags; };
typedef void (*ViewAnimCompleteCallback)( void );
class CViewAngleAnimation : public C_BaseEntity { public: CViewAngleAnimation(); ~CViewAngleAnimation();
virtual void Spawn();
void DeleteKeyFrames();
void LoadViewAnimFile( const char *pKeyFrameFileName ); void SaveAsAnimFile( const char *pKeyFrameFileName );
void AddKeyFrame( CViewAngleKeyFrame *pKeyFrame ); bool IsFinished( void ); void RunAnimation( QAngle angles ); void ClientThink();
void SetAnimCompleteCallback( ViewAnimCompleteCallback pFunc ) { m_pAnimCompleteCallback = pFunc; }
private: void SetAngles( QAngle vecCalculatedAngles );
float m_flAnimStartTime; // time this animation started
bool m_bFinished;
CUtlVector<CViewAngleKeyFrame *> m_KeyFrames;
QAngle m_vecBaseAngles;
int m_iFlags;
ViewAnimCompleteCallback m_pAnimCompleteCallback; };
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