Team Fortress 2 Source Code as on 22/4/2020
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  1. //========= Copyright 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. // ------------------------------------------------------------------------------------------------ //
  12. // CSequenceTransitioner declaration.
  13. // ------------------------------------------------------------------------------------------------ //
  14. class CSequenceTransitioner
  15. {
  16. public:
  17. void CheckForSequenceChange(
  18. // Describe the current animation state with these parameters.
  19. CStudioHdr *hdr,
  20. int nCurSequence,
  21. // Even if the sequence hasn't changed, you can force it to interpolate from the previous
  22. // spot in the same sequence to the current spot in the same sequence by setting this to true.
  23. bool bForceNewSequence,
  24. // Follows EF_NOINTERP.
  25. bool bInterpolate
  26. );
  27. void UpdateCurrent(
  28. // Describe the current animation state with these parameters.
  29. CStudioHdr *hdr,
  30. int nCurSequence,
  31. float flCurCycle,
  32. float flCurPlaybackRate,
  33. float flCurTime
  34. );
  35. void RemoveAll( void ) { m_animationQueue.RemoveAll(); };
  36. public:
  37. CUtlVector< CAnimationLayer > m_animationQueue;
  38. };
  39. #endif // SEQUENCE_TRANSITIONER_H