Counter Strike : Global Offensive Source Code
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//===== Copyright © 1996-2008, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
//===========================================================================//
#ifndef DEMO_POLISH_H
#define DEMO_POLISH_H
#ifdef _WIN32
#pragma once
#endif
//------------------------------------------------------------------------------------------------------------------------
#include "demo_polish/demo_polish_recorder.h"
#include "demo_polish/demo_polish_controller.h"
//------------------------------------------------------------------------------------------------------------------------
bool IsDemoPolishEnabled();
bool IsDemoPolishRecording();
bool IsDemoPolishPlaying();
bool DemoPolish_ShouldReplaceRoot( int iEntIndex );
void DemoPolish_Think();
CDemoPolishRecorder& DemoPolish_GetRecorder();
CDemoPolishController& DemoPolish_GetController();
//------------------------------------------------------------------------------------------------------------------------
extern ConVar demo_polish_auto_polish;
extern ConVar demo_polish_bone_test_index;
extern ConVar demo_polish_root_adjustments_enabled;
extern ConVar demo_polish_global_adjustments_enabled;
extern ConVar demo_polish_local_adjustments_enabled;
extern ConVar demo_polish_bone_overrides_enabled;
extern ConVar demo_polish_leaning_enabled;
extern ConVar demo_polish_leaning_strafe_kneebend_enabled;
extern ConVar demo_polish_ik_enabled;
extern ConVar demo_polish_draw_path_enabled;
extern ConVar demo_polish_step_in_place_enabled;
extern ConVar demo_polish_pelvis_noise_enabled;
extern ConVar demo_polish_terrain_adjust_enabled;
extern ConVar demo_polish_foot_plants_enabled;
extern ConVar demo_polish_draw_skeleton;
extern ConVar demo_polish_draw_prev_skeleton_frames;
extern ConVar demo_polish_draw_next_skeleton_frames;
extern ConVar demo_polish_path_frames; // # of path frames to draw before/after current frame
//------------------------------------------------------------------------------------------------------------------------
//
// One day this could go in a math library - this is very similar to FLerp() except it does a bounds check and the params
// are in a different order.
//
inline float LerpScale( float flInLo, float flInHi, float flOutLo, float flOutHi, float flX )
{
float const tt = MIN( 1, MAX( 0, (flX - flInLo) / (flInHi - flInLo) ) );
return Lerp(tt, flOutLo, flOutHi);
}
//------------------------------------------------------------------------------------------------------------------------
#endif // DEMO_POLISH_H