Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// An element that contains a list of animations
//
//=============================================================================
#include "movieobjects/dmeanimationlist.h"
#include "datamodel/dmelementfactoryhelper.h"
#include "movieobjects/dmeclip.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Expose this class to the scene database
//-----------------------------------------------------------------------------
IMPLEMENT_ELEMENT_FACTORY( DmeAnimationList, CDmeAnimationList );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CDmeAnimationList::OnConstruction() { m_Animations.Init( this, "animations" ); }
void CDmeAnimationList::OnDestruction() { }
//-----------------------------------------------------------------------------
// Adds, removes animations
//-----------------------------------------------------------------------------
int CDmeAnimationList::AddAnimation( CDmeChannelsClip *pAnimation ) { return m_Animations.AddToTail( pAnimation ); }
void CDmeAnimationList::RemoveAnimation( int nIndex ) { m_Animations.Remove( nIndex ); }
//-----------------------------------------------------------------------------
// Sets the transform
//-----------------------------------------------------------------------------
void CDmeAnimationList::SetAnimation( int nIndex, CDmeChannelsClip *pAnimation ) { m_Animations.Set( nIndex, pAnimation ); }
//-----------------------------------------------------------------------------
// Finds an animation by name
//-----------------------------------------------------------------------------
int CDmeAnimationList::FindAnimation( const char *pAnimName ) { int nCount = m_Animations.Count(); for ( int i = 0; i < nCount; ++i ) { if ( !Q_stricmp( m_Animations[i]->GetName(), pAnimName ) ) return i; } return -1; }
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