//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #ifndef SEQUENCE_TRANSITIONER_H #define SEQUENCE_TRANSITIONER_H #ifdef _WIN32 #pragma once #endif // ------------------------------------------------------------------------------------------------ // // CSequenceTransitioner declaration. // ------------------------------------------------------------------------------------------------ // class CSequenceTransitioner { public: void CheckForSequenceChange( // Describe the current animation state with these parameters. CStudioHdr *hdr, int nCurSequence, // Even if the sequence hasn't changed, you can force it to interpolate from the previous // spot in the same sequence to the current spot in the same sequence by setting this to true. bool bForceNewSequence, // Follows EF_NOINTERP. bool bInterpolate ); void UpdateCurrent( // Describe the current animation state with these parameters. CStudioHdr *hdr, int nCurSequence, float flCurCycle, float flCurPlaybackRate, float flCurTime ); void RemoveAll( void ) { m_animationQueue.RemoveAll(); }; public: CUtlVector< CAnimationLayer > m_animationQueue; }; #endif // SEQUENCE_TRANSITIONER_H