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77 lines
2.0 KiB
77 lines
2.0 KiB
1 year ago
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//============ Copyright (c) Valve Corporation, All rights reserved. ============
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#ifndef GAME_TIMESCALE_SHARED_H
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#define GAME_TIMESCALE_SHARED_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "igamesystem.h"
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//=============================================================================
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//
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// Smoothly blends the timescale through an engine interface
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//
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class CGameTimescale : public CAutoGameSystemPerFrame
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{
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public:
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enum Interpolators_e
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{
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INTERPOLATOR_LINEAR,
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INTERPOLATOR_ACCEL,
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INTERPOLATOR_DEACCEL,
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INTERPOLATOR_EASE_IN_OUT,
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};
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// Creation/Destruction.
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CGameTimescale();
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~CGameTimescale();
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// Initialization/Shutdown.
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virtual bool Init();
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virtual void Shutdown();
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#ifdef CLIENT_DLL
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virtual void Update( float frametime );
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#else
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virtual void FrameUpdatePostEntityThink();
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#endif
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// Level init, shutdown
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virtual void LevelInitPostEntity();
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virtual void LevelShutdownPostEntity();
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float GetCurrentTimescale( void ) const { return m_flCurrentTimescale; }
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float GetDesiredTimescale( void ) const { return m_flDesiredTimescale; }
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// Set the timescale to an exact value without doing a ramp in/out blend
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void SetCurrentTimescale( float flTimescale );
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// Sets the desired timescale and will automatically ramp in/out
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void SetDesiredTimescaleAtTime( float flDesiredTimescale, float flDurationRealTimeSeconds = 0.0f, Interpolators_e nInterpolatorType = INTERPOLATOR_LINEAR, float flStartBlendTime = 0.0f );
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void SetDesiredTimescale( float flDesiredTimescale, float flDurationRealTimeSeconds = 0.0f, Interpolators_e nInterpolatorType = INTERPOLATOR_LINEAR, float flDelayRealtime = 0.0f );
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private:
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void UpdateTimescale( void );
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void ResetTimescale( void );
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private:
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float m_flDesiredTimescale;
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float m_flCurrentTimescale;
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float m_flDurationRealTimeSeconds;
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Interpolators_e m_nInterpolatorType;
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float m_flStartTimescale;
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float m_flStartBlendTime;
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float m_flStartBlendRealtime;
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};
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CGameTimescale *GameTimescale();
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#endif // GAME_TIMESCALE_SHARED_H
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