First version of the SOurce SDK 2013
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67
mp/src/game/client/c_baseanimatingoverlay.h
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67
mp/src/game/client/c_baseanimatingoverlay.h
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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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// $NoKeywords: $
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//
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//=============================================================================//
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#ifndef C_BASEANIMATINGOVERLAY_H
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#define C_BASEANIMATINGOVERLAY_H
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#pragma once
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#include "c_baseanimating.h"
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// For shared code.
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#define CBaseAnimatingOverlay C_BaseAnimatingOverlay
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class C_BaseAnimatingOverlay : public C_BaseAnimating
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{
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public:
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DECLARE_CLASS( C_BaseAnimatingOverlay, C_BaseAnimating );
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DECLARE_CLIENTCLASS();
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DECLARE_PREDICTABLE();
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DECLARE_INTERPOLATION();
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C_BaseAnimatingOverlay();
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virtual CStudioHdr *OnNewModel();
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C_AnimationLayer* GetAnimOverlay( int i );
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void SetNumAnimOverlays( int num ); // This makes sure there is space for this # of layers.
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int GetNumAnimOverlays() const;
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virtual void GetRenderBounds( Vector& theMins, Vector& theMaxs );
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void CheckForLayerChanges( CStudioHdr *hdr, float currentTime );
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// model specific
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virtual void AccumulateLayers( IBoneSetup &boneSetup, Vector pos[], Quaternion q[], float currentTime );
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virtual void DoAnimationEvents( CStudioHdr *pStudioHdr );
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enum
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{
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MAX_OVERLAYS = 15,
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};
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CUtlVector < C_AnimationLayer > m_AnimOverlay;
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CUtlVector < CInterpolatedVar< C_AnimationLayer > > m_iv_AnimOverlay;
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float m_flOverlayPrevEventCycle[ MAX_OVERLAYS ];
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private:
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C_BaseAnimatingOverlay( const C_BaseAnimatingOverlay & ); // not defined, not accessible
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};
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EXTERN_RECV_TABLE(DT_BaseAnimatingOverlay);
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#endif // C_BASEANIMATINGOVERLAY_H
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