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//========= 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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#include "utlvector.h"
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#define VIEWANIM_RELATIVE (1<<0) // angles in keyframe are relative, add anim to current angles
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#define VIEWANIM_IGNORE_X (1<<1) // ignore the x component of this animation
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#define VIEWANIM_IGNORE_Y (1<<2) // ditto for y
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#define VIEWANIM_IGNORE_Z (1<<3) // ditto for z
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#define QAngleToVector(a,v) { v[0] = a[0]; v[1] = a[1]; v[2] = a[2]; }
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class CViewAngleKeyFrame
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{
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public:
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CViewAngleKeyFrame( QAngle vecAngles, float flTime, int iFlags )
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{
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m_vecAngles = vecAngles;
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m_flTime = flTime;
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m_iFlags = iFlags;
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}
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// the target angles for this keyframe in the view angle animation
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QAngle m_vecAngles;
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// time position of this keyframe
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float m_flTime;
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int m_iFlags;
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};
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typedef void (*ViewAnimCompleteCallback)( void );
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class CViewAngleAnimation : public C_BaseEntity
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{
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public:
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CViewAngleAnimation();
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~CViewAngleAnimation();
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virtual void Spawn();
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void DeleteKeyFrames();
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void LoadViewAnimFile( const char *pKeyFrameFileName );
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void SaveAsAnimFile( const char *pKeyFrameFileName );
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void AddKeyFrame( CViewAngleKeyFrame *pKeyFrame );
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bool IsFinished( void );
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void RunAnimation( QAngle angles );
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void ClientThink();
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void SetAnimCompleteCallback( ViewAnimCompleteCallback pFunc )
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{
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m_pAnimCompleteCallback = pFunc;
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}
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private:
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void SetAngles( QAngle vecCalculatedAngles );
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float m_flAnimStartTime; // time this animation started
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bool m_bFinished;
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CUtlVector<CViewAngleKeyFrame *> m_KeyFrames;
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QAngle m_vecBaseAngles;
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int m_iFlags;
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ViewAnimCompleteCallback m_pAnimCompleteCallback;
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};
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