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66 lines
2.5 KiB
66 lines
2.5 KiB
//===== Copyright © 1996-2008, 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 DEMO_POLISH_H
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#define DEMO_POLISH_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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#include "demo_polish/demo_polish_recorder.h"
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#include "demo_polish/demo_polish_controller.h"
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//------------------------------------------------------------------------------------------------------------------------
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bool IsDemoPolishEnabled();
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bool IsDemoPolishRecording();
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bool IsDemoPolishPlaying();
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bool DemoPolish_ShouldReplaceRoot( int iEntIndex );
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void DemoPolish_Think();
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CDemoPolishRecorder& DemoPolish_GetRecorder();
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CDemoPolishController& DemoPolish_GetController();
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//------------------------------------------------------------------------------------------------------------------------
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extern ConVar demo_polish_auto_polish;
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extern ConVar demo_polish_bone_test_index;
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extern ConVar demo_polish_root_adjustments_enabled;
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extern ConVar demo_polish_global_adjustments_enabled;
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extern ConVar demo_polish_local_adjustments_enabled;
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extern ConVar demo_polish_bone_overrides_enabled;
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extern ConVar demo_polish_leaning_enabled;
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extern ConVar demo_polish_leaning_strafe_kneebend_enabled;
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extern ConVar demo_polish_ik_enabled;
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extern ConVar demo_polish_draw_path_enabled;
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extern ConVar demo_polish_step_in_place_enabled;
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extern ConVar demo_polish_pelvis_noise_enabled;
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extern ConVar demo_polish_terrain_adjust_enabled;
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extern ConVar demo_polish_foot_plants_enabled;
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extern ConVar demo_polish_draw_skeleton;
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extern ConVar demo_polish_draw_prev_skeleton_frames;
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extern ConVar demo_polish_draw_next_skeleton_frames;
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extern ConVar demo_polish_path_frames; // # of path frames to draw before/after current frame
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//------------------------------------------------------------------------------------------------------------------------
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//
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// One day this could go in a math library - this is very similar to FLerp() except it does a bounds check and the params
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// are in a different order.
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//
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inline float LerpScale( float flInLo, float flInHi, float flOutLo, float flOutHi, float flX )
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{
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float const tt = MIN( 1, MAX( 0, (flX - flInLo) / (flInHi - flInLo) ) );
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return Lerp(tt, flOutLo, flOutHi);
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}
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//------------------------------------------------------------------------------------------------------------------------
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#endif // DEMO_POLISH_H
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