Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "utlvector.h"
#define VIEWANIM_RELATIVE (1<<0) // angles in keyframe are relative, add anim to current angles
#define VIEWANIM_IGNORE_X (1<<1) // ignore the x component of this animation
#define VIEWANIM_IGNORE_Y (1<<2) // ditto for y
#define VIEWANIM_IGNORE_Z (1<<3) // ditto for z
#define QAngleToVector(a,v) { v[0] = a[0]; v[1] = a[1]; v[2] = a[2]; }
class CViewAngleKeyFrame
{
public:
CViewAngleKeyFrame( QAngle vecAngles, float flTime, int iFlags )
{
m_vecAngles = vecAngles;
m_flTime = flTime;
m_iFlags = iFlags;
}
// the target angles for this keyframe in the view angle animation
QAngle m_vecAngles;
// time position of this keyframe
float m_flTime;
int m_iFlags;
};
typedef void (*ViewAnimCompleteCallback)( void );
class CViewAngleAnimation : public C_BaseEntity
{
public:
CViewAngleAnimation();
~CViewAngleAnimation();
virtual void Spawn();
void DeleteKeyFrames();
void LoadViewAnimFile( const char *pKeyFrameFileName );
void SaveAsAnimFile( const char *pKeyFrameFileName );
void AddKeyFrame( CViewAngleKeyFrame *pKeyFrame );
bool IsFinished( void );
void RunAnimation( QAngle angles );
void ClientThink();
void SetAnimCompleteCallback( ViewAnimCompleteCallback pFunc )
{
m_pAnimCompleteCallback = pFunc;
}
private:
void SetAngles( QAngle vecCalculatedAngles );
float m_flAnimStartTime; // time this animation started
bool m_bFinished;
CUtlVector<CViewAngleKeyFrame *> m_KeyFrames;
QAngle m_vecBaseAngles;
int m_iFlags;
ViewAnimCompleteCallback m_pAnimCompleteCallback;
};