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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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#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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