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authorSvxy <aidan61605@gmail.com>2023-05-31 23:31:32 +0200
committerSvxy <aidan61605@gmail.com>2023-05-31 23:31:32 +0200
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diff --git a/game/code/ai/actor/actoranimation.h b/game/code/ai/actor/actoranimation.h
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+//===========================================================================
+// Copyright (C) 2002 Radical Entertainment Ltd. All rights reserved.
+//
+// Component: ActorAnimation
+//
+// Description: Actor animation driver
+//
+// Authors: Michael Riegger
+//
+//===========================================================================
+
+// Recompilation protection flag.
+#ifndef ACTORANIMATION_H
+#define ACTORANIMATION_H
+
+
+//===========================================================================
+// Nested Includes
+//===========================================================================
+
+//===========================================================================
+// Forward References
+//===========================================================================
+
+//===========================================================================
+// Constants, Typedefs, and Macro Definitions (needed by external clients)
+//===========================================================================
+
+
+//===========================================================================
+// Interface Definitions
+//===========================================================================
+
+//===========================================================================
+//
+// Description:
+// A class that Actors can use to have a hardcoded, procedural animation implementation
+// instead of a long memory-expensive one exported from Maya
+//
+// Constraints:
+//
+//
+//===========================================================================
+class ActorAnimation
+{
+ public:
+ ActorAnimation(){}
+ virtual ~ActorAnimation(){ }
+ virtual void SetState( int state )=0;
+ // Apply animation, return true/false indicating whether or not the returned animation is different
+ // from the given one
+ virtual bool Update( const rmt::Matrix& currTransform, rmt::Matrix* newTransform, float deltaTime, tCompositeDrawable* = NULL )=0;
+
+ protected:
+
+
+ private:
+ // These methods defined as private and not implemented ensure that
+ // clients will not be able to use them. For example, we will
+ // disallow ActorAnimation from being copied and assigned.
+};
+
+class StatePropDSGProcAnimator
+{
+public:
+ StatePropDSGProcAnimator() {};
+ virtual ~StatePropDSGProcAnimator() {};
+ virtual void Advance( float Deltams ) {};
+ virtual void UpdateForRender( tCompositeDrawable* Drawable ) {};
+};
+
+#endif \ No newline at end of file