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48 lines
1.3 KiB
48 lines
1.3 KiB
//========= Copyright 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 SEQUENCE_TRANSITIONER_H |
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#define SEQUENCE_TRANSITIONER_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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// CSequenceTransitioner declaration. |
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// ------------------------------------------------------------------------------------------------ // |
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class CSequenceTransitioner |
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{ |
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public: |
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void CheckForSequenceChange( |
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// Describe the current animation state with these parameters. |
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CStudioHdr *hdr, |
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int nCurSequence, |
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// Even if the sequence hasn't changed, you can force it to interpolate from the previous |
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// spot in the same sequence to the current spot in the same sequence by setting this to true. |
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bool bForceNewSequence, |
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// Follows EF_NOINTERP. |
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bool bInterpolate |
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); |
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void UpdateCurrent( |
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// Describe the current animation state with these parameters. |
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CStudioHdr *hdr, |
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int nCurSequence, |
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float flCurCycle, |
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float flCurPlaybackRate, |
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float flCurTime |
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); |
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void RemoveAll( void ) { m_animationQueue.RemoveAll(); }; |
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public: |
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CUtlVector< CAnimationLayer > m_animationQueue; |
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}; |
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#endif // SEQUENCE_TRANSITIONER_H
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