Seaside/SpyCustom/sdk/c_baseanimating.h

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2021-06-16 18:45:17 +03:00
#ifndef C_BASEANIMATING_H
#define C_BASEANIMATING_H
#ifdef _WIN32
#pragma once
#endif
#include "c_baseentity.h"
#include "studio.h"
#include "utlvector.h"
#include "ragdoll.h"
#include "mouthinfo.h"
#include "ai_activity.h"
#include "animationlayer.h"
#include "sequence_Transitioner.h"
#include "bone_accessor.h"
#include "bone_merge_cache.h"
#include "ragdoll_shared.h"
#include "threadtools.h"
#include "idatacache.h"
#include "baseentity_shared.h"
#define LIPSYNC_POSEPARAM_NAME "mouth"
#define NUM_HITBOX_FIRES 10
class IRagdoll;
class CIKContext;
class CIKState;
class ConVar;
class C_RopeKeyframe;
class CBoneBitList;
class CBoneList;
class KeyValues;
class CJiggleBones;
class IBoneSetup;
FORWARD_DECLARE_HANDLE(memhandle_t);
typedef unsigned short MDLHandle_t;
extern ConVar vcollide_wireframe;
struct ClientModelRenderInfo_t : public ModelRenderInfo_t
{
matrix3x4_t lightingOffset;
matrix3x4_t modelToWorld;
};
struct RagdollInfo_t
{
bool m_bActive;
float m_flSaveTime;
int m_nNumBones;
Vector m_rgBonePos[MAXSTUDIOBONES];
Quaternion m_rgBoneQuaternion[MAXSTUDIOBONES];
};
class CAttachmentData
{
public:
matrix3x4_t m_AttachmentToWorld;
QAngle m_angRotation;
Vector m_vOriginVelocity;
int m_nLastFramecount : 31;
int m_bAnglesComputed : 1;
};
typedef unsigned int ClientSideAnimationListHandle_t;
#define INVALID_CLIENTSIDEANIMATION_LIST_HANDLE (ClientSideAnimationListHandle_t)~0
class C_BaseAnimating : public C_BaseEntity, private IModelLoadCallback
{
public:
DECLARE_CLASS(C_BaseAnimating, C_BaseEntity);
DECLARE_CLIENTCLASS();
DECLARE_PREDICTABLE();
DECLARE_INTERPOLATION();
enum
{
NUM_POSEPAREMETERS = 24,
NUM_BONECTRLS = 4
};
C_BaseAnimating();
~C_BaseAnimating();
virtual C_BaseAnimating* GetBaseAnimating() { return this; }
bool UsesPowerOfTwoFrameBufferTexture(void);
virtual bool Interpolate(float currentTime);
virtual void Simulate();
virtual void Release();
float GetAnimTimeInterval(void) const;
virtual unsigned char GetClientSideFade(void);
virtual void GetBoneControllers(float controllers[MAXSTUDIOBONECTRLS]);
virtual float SetBoneController(int iController, float flValue);
LocalFlexController_t GetNumFlexControllers(void);
const char* GetFlexDescFacs(int iFlexDesc);
const char* GetFlexControllerName(LocalFlexController_t iFlexController);
const char* GetFlexControllerType(LocalFlexController_t iFlexController);
virtual void GetAimEntOrigin(IClientEntity* pAttachedTo, Vector* pAbsOrigin, QAngle* pAbsAngles);
bool ComputeHitboxSurroundingBox(Vector* pVecWorldMins, Vector* pVecWorldMaxs);
bool ComputeEntitySpaceHitboxSurroundingBox(Vector* pVecWorldMins, Vector* pVecWorldMaxs);
bool HitboxToWorldTransforms(matrix3x4_t* pHitboxToWorld[MAXSTUDIOBONES]);
float ClampCycle(float cycle, bool isLooping);
virtual void GetPoseParameters(CStudioHdr* pStudioHdr, float poseParameter[MAXSTUDIOPOSEPARAM]);
virtual void BuildTransformations(CStudioHdr* pStudioHdr, Vector* pos, Quaternion q[], const matrix3x4_t& cameraTransform, int boneMask, CBoneBitList& boneComputed);
virtual void ApplyBoneMatrixTransform(matrix3x4_t& transform);
virtual int VPhysicsGetObjectList(IPhysicsObject** pList, int listMax);
virtual bool SetupBones(matrix3x4_t* pBoneToWorldOut, int nMaxBones, int boneMask, float currentTime);
virtual void UpdateIKLocks(float currentTime);
virtual void CalculateIKLocks(float currentTime);
virtual bool ShouldDraw();
virtual int DrawModel(int flags);
virtual int InternalDrawModel(int flags);
virtual bool OnInternalDrawModel(ClientModelRenderInfo_t* pInfo);
virtual bool OnPostInternalDrawModel(ClientModelRenderInfo_t* pInfo);
void DoInternalDrawModel(ClientModelRenderInfo_t* pInfo, DrawModelState_t* pState, matrix3x4_t* pBoneToWorldArray = NULL);
virtual CMouthInfo* GetMouth();
virtual void ControlMouth(CStudioHdr* pStudioHdr);
virtual void DoAnimationEvents(CStudioHdr* pStudio);
virtual void FireEvent(const Vector& origin, const QAngle& angles, int event, const char* options);
virtual void FireObsoleteEvent(const Vector& origin, const QAngle& angles, int event, const char* options);
virtual const char* ModifyEventParticles(const char* token) { return token; }
virtual bool DispatchMuzzleEffect(const char* options, bool isFirstPerson);
virtual void ValidateModelIndex(void);
virtual CStudioHdr* OnNewModel(void);
CStudioHdr* GetModelPtr() const;
void InvalidateMdlCache();
virtual void SetPredictable(bool state);
void UseClientSideAnimation();
virtual void StandardBlendingRules(CStudioHdr* pStudioHdr, Vector pos[], Quaternion q[], float currentTime, int boneMask);
void UnragdollBlend(CStudioHdr* hdr, Vector pos[], Quaternion q[], float currentTime);
void MaintainSequenceTransitions(IBoneSetup& boneSetup, float flCycle, Vector pos[], Quaternion q[]);
virtual void AccumulateLayers(IBoneSetup& boneSetup, Vector pos[], Quaternion q[], float currentTime);
virtual void ChildLayerBlend(Vector pos[], Quaternion q[], float currentTime, int boneMask);
int LookupAttachment(const char* pAttachmentName);
int LookupRandomAttachment(const char* pAttachmentNameSubstring);
int LookupPoseParameter(CStudioHdr* pStudioHdr, const char* szName);
inline int LookupPoseParameter(const char* szName) { return LookupPoseParameter(GetModelPtr(), szName); }
float SetPoseParameter(CStudioHdr* pStudioHdr, const char* szName, float flValue);
inline float SetPoseParameter(const char* szName, float flValue) { return SetPoseParameter(GetModelPtr(), szName, flValue); }
float SetPoseParameter(CStudioHdr* pStudioHdr, int iParameter, float flValue);
inline float SetPoseParameter(int iParameter, float flValue) { return SetPoseParameter(GetModelPtr(), iParameter, flValue); }
float GetPoseParameter(int iPoseParameter);
bool GetPoseParameterRange(int iPoseParameter, float& minValue, float& maxValue);
int LookupBone(const char* szName);
void GetBonePosition(int iBone, Vector& origin, QAngle& angles);
void GetBoneTransform(int iBone, matrix3x4_t& pBoneToWorld);
int GetHitboxBone(int hitboxIndex);
virtual void AttachEntityToBone(C_BaseAnimating* attachTarget, int boneIndexAttached = -1, Vector bonePosition = Vector(0, 0, 0), QAngle boneAngles = QAngle(0, 0, 0));
void AddBoneAttachment(C_BaseAnimating* newBoneAttachment);
void RemoveBoneAttachment(C_BaseAnimating* boneAttachment);
void RemoveBoneAttachments();
void DestroyBoneAttachments();
void MoveBoneAttachments(C_BaseAnimating* attachTarget);
int GetNumBoneAttachments();
C_BaseAnimating* GetBoneAttachment(int i);
virtual void NotifyBoneAttached(C_BaseAnimating* attachTarget);
virtual void UpdateBoneAttachments(void);
virtual void PreDataUpdate(DataUpdateType_t updateType);
virtual void PostDataUpdate(DataUpdateType_t updateType);
virtual int RestoreData(const char* context, int slot, int type);
virtual void NotifyShouldTransmit(ShouldTransmitState_t state);
virtual void OnPreDataChanged(DataUpdateType_t updateType);
virtual void OnDataChanged(DataUpdateType_t updateType);
virtual void AddEntity(void);
void ForceClientSideAnimationOn();
void AddToClientSideAnimationList();
void RemoveFromClientSideAnimationList();
virtual bool IsSelfAnimating();
virtual void ResetLatched();
virtual void GetRenderBounds(Vector& theMins, Vector& theMaxs);
virtual const Vector& GetRenderOrigin(void);
virtual const QAngle& GetRenderAngles(void);
virtual bool GetSoundSpatialization(SpatializationInfo_t& info);
bool GetAttachment(const char* szName, Vector& absOrigin);
bool GetAttachment(const char* szName, Vector& absOrigin, QAngle& absAngles);
virtual bool GetAttachment(int number, Vector& origin);
virtual bool GetAttachment(int number, Vector& origin, QAngle& angles);
virtual bool GetAttachment(int number, matrix3x4_t& matrix);
virtual bool GetAttachmentVelocity(int number, Vector& originVel, Quaternion& angleVel);
bool GetAttachmentLocal(int iAttachment, matrix3x4_t& attachmentToLocal);
bool GetAttachmentLocal(int iAttachment, Vector& origin, QAngle& angles);
bool GetAttachmentLocal(int iAttachment, Vector& origin);
bool GetRootBone(matrix3x4_t& rootBone);
virtual ShadowType_t ShadowCastType();
virtual CollideType_t GetCollideType(void);
virtual bool TestCollision(const Ray_t& ray, unsigned int fContentsMask, trace_t& tr);
virtual bool TestHitboxes(const Ray_t& ray, unsigned int fContentsMask, trace_t& tr);
bool IsRagdoll() const;
bool IsAboutToRagdoll() const;
virtual C_BaseAnimating* BecomeRagdollOnClient();
C_BaseAnimating* CreateRagdollCopy();
bool InitAsClientRagdoll(const matrix3x4_t* pDeltaBones0, const matrix3x4_t* pDeltaBones1, const matrix3x4_t* pCurrentBonePosition, float boneDt, bool bFixedConstraints = false);
void IgniteRagdoll(C_BaseAnimating* pSource);
void TransferDissolveFrom(C_BaseAnimating* pSource);
virtual void SaveRagdollInfo(int numbones, const matrix3x4_t& cameraTransform, CBoneAccessor& pBoneToWorld);
virtual bool RetrieveRagdollInfo(Vector* pos, Quaternion* q);
virtual void Clear(void);
void ClearRagdoll();
void CreateUnragdollInfo(C_BaseAnimating* pRagdoll);
void ForceSetupBonesAtTime(matrix3x4_t* pBonesOut, float flTime);
virtual void GetRagdollInitBoneArrays(matrix3x4_t* pDeltaBones0, matrix3x4_t* pDeltaBones1, matrix3x4_t* pCurrentBones, float boneDt);
virtual int GetBody() { return m_nBody; }
virtual int GetSkin() { return m_nSkin; }
bool IsOnFire() { return ((GetFlags() & FL_ONFIRE) != 0); }
inline float GetPlaybackRate();
inline void SetPlaybackRate(float rate);
void SetModelScale(float scale, float change_duration = 0.0f);
float GetModelScale() const { return m_flModelScale; }
inline bool IsModelScaleFractional() const;
inline bool IsModelScaled() const;
void UpdateModelScale(void);
virtual void RefreshCollisionBounds(void);
int GetSequence();
virtual void SetSequence(int nSequence);
inline void ResetSequence(int nSequence);
float GetSequenceGroundSpeed(CStudioHdr* pStudioHdr, int iSequence);
inline float GetSequenceGroundSpeed(int iSequence) { return GetSequenceGroundSpeed(GetModelPtr(), iSequence); }
bool IsSequenceLooping(CStudioHdr* pStudioHdr, int iSequence);
inline bool IsSequenceLooping(int iSequence) { return IsSequenceLooping(GetModelPtr(), iSequence); }
float GetSequenceMoveDist(CStudioHdr* pStudioHdr, int iSequence);
void GetSequenceLinearMotion(int iSequence, Vector* pVec);
void GetBlendedLinearVelocity(Vector* pVec);
int LookupSequence(const char* label);
int LookupActivity(const char* label);
char const* GetSequenceName(int iSequence);
char const* GetSequenceActivityName(int iSequence);
Activity GetSequenceActivity(int iSequence);
KeyValues* GetSequenceKeyValues(int iSequence);
virtual void StudioFrameAdvance();
virtual float FrameAdvance(float flInterval = 0.0f);
virtual float GetSequenceCycleRate(CStudioHdr* pStudioHdr, int iSequence);
virtual void UpdateClientSideAnimation();
void ClientSideAnimationChanged();
virtual unsigned int ComputeClientSideAnimationFlags();
virtual void ResetClientsideFrame(void) { SetCycle(0); }
void SetCycle(float flCycle);
float GetCycle() const;
void SetBodygroup(int iGroup, int iValue);
int GetBodygroup(int iGroup);
const char* GetBodygroupName(int iGroup);
int FindBodygroupByName(const char* name);
int GetBodygroupCount(int iGroup);
int GetNumBodyGroups(void);
class CBoneCache* GetBoneCache(CStudioHdr* pStudioHdr);
void SetHitboxSet(int setnum);
void SetHitboxSetByName(const char* setname);
int GetHitboxSet(void);
char const* GetHitboxSetName(void);
int GetHitboxSetCount(void);
void DrawClientHitboxes(float duration = 0.0f, bool monocolor = false);
C_BaseAnimating* FindFollowedEntity();
virtual bool IsActivityFinished(void) { return m_bSequenceFinished; }
inline bool IsSequenceFinished(void);
inline bool SequenceLoops(void) { return m_bSequenceLoops; }
virtual void UncorrectViewModelAttachment(Vector& vOrigin) {}
void InvalidateBoneCache();
bool IsBoneCacheValid() const;
void GetCachedBoneMatrix(int boneIndex, matrix3x4_t& out);
const matrix3x4_t& GetBone(int iBone) const;
matrix3x4_t& GetBoneForWrite(int iBone);
struct AutoAllowBoneAccess
{
AutoAllowBoneAccess(bool bAllowForNormalModels, bool bAllowForViewModels);
~AutoAllowBoneAccess(void);
};
static void PushAllowBoneAccess(bool bAllowForNormalModels, bool bAllowForViewModels, char const* tagPush);
static void PopBoneAccess(char const* tagPop);
static void ThreadedBoneSetup();
static void InitBoneSetupThreadPool();
static void ShutdownBoneSetupThreadPool();
static void InvalidateBoneCaches();
virtual void VPhysicsUpdate(IPhysicsObject* pPhysics);
void DisableMuzzleFlash();
virtual void DoMuzzleFlash();
bool ShouldMuzzleFlash() const;
virtual void ProcessMuzzleFlashEvent();
static void UpdateClientSideAnimations();
void InitModelEffects(void);
virtual void SetServerIntendedCycle(float intended) { (void)intended; }
virtual float GetServerIntendedCycle(void) { return -1.0f; }
int SelectWeightedSequence(int activity);
void ResetSequenceInfo(void);
float SequenceDuration(void);
float SequenceDuration(CStudioHdr* pStudioHdr, int iSequence);
inline float SequenceDuration(int iSequence) { return SequenceDuration(GetModelPtr(), iSequence); }
int FindTransitionSequence(int iCurrentSequence, int iGoalSequence, int* piDir);
void RagdollMoved(void);
virtual void GetToolRecordingState(KeyValues* msg);
virtual void CleanupToolRecordingState(KeyValues* msg);
void SetReceivedSequence(void);
virtual bool ShouldResetSequenceOnNewModel(void);
virtual bool IsViewModel() const;
protected:
virtual void FormatViewModelAttachment(int nAttachment, matrix3x4_t& attachmentToWorld) {}
bool IsBoneAccessAllowed() const;
CMouthInfo& MouthInfo();
virtual bool IsMenuModel() const;
virtual int GetStudioBody(void) { return m_nBody; }
virtual bool CalcAttachments();
private:
virtual float LastBoneChangedTime() { return FLT_MAX; }
CBoneList* RecordBones(CStudioHdr* hdr, matrix3x4_t* pBoneState);
bool PutAttachment(int number, const matrix3x4_t& attachmentToWorld);
void TermRopes();
void DelayedInitModelEffects(void);
void UpdateRelevantInterpolatedVars();
void AddBaseAnimatingInterpolatedVars();
void RemoveBaseAnimatingInterpolatedVars();
public:
CRagdoll* m_pRagdoll;
int m_nSkin;
int m_nBody;
int m_nHitboxSet;
CSequenceTransitioner m_SequenceTransitioner;
protected:
CIKContext* m_pIk;
int m_iEyeAttachment;
float m_flPlaybackRate;
bool m_bStoreRagdollInfo;
RagdollInfo_t* m_pRagdollInfo;
Vector m_vecForce;
int m_nForceBone;
unsigned long m_iMostRecentModelBoneCounter;
unsigned long m_iMostRecentBoneSetupRequest;
int m_iPrevBoneMask;
int m_iAccumulatedBoneMask;
CBoneAccessor m_BoneAccessor;
CThreadFastMutex m_BoneSetupLock;
ClientSideAnimationListHandle_t m_ClientSideAnimationListHandle;
bool m_bClientSideFrameReset;
CUtlVector<CHandle<C_BaseAnimating> > m_BoneAttachments;
int m_boneIndexAttached;
Vector m_bonePosition;
QAngle m_boneAngles;
CHandle<C_BaseAnimating> m_pAttachedTo;
protected:
float m_fadeMinDist;
float m_fadeMaxDist;
float m_flFadeScale;
private:
float m_flGroundSpeed;
float m_flLastEventCheck;
bool m_bSequenceFinished;
bool m_bSequenceLoops;
CMouthInfo m_mouth;
CNetworkVar(float, m_flModelScale);
float m_flPoseParameter[MAXSTUDIOPOSEPARAM];
CInterpolatedVarArray< float, MAXSTUDIOPOSEPARAM > m_iv_flPoseParameter;
float m_flOldPoseParameters[MAXSTUDIOPOSEPARAM];
int m_nPrevSequence;
int m_nRestoreSequence;
CUtlLinkedList<C_RopeKeyframe*, unsigned short> m_Ropes;
float m_flPrevEventCycle;
int m_nEventSequence;
float m_flEncodedController[MAXSTUDIOBONECTRLS];
CInterpolatedVarArray< float, MAXSTUDIOBONECTRLS > m_iv_flEncodedController;
float m_flOldEncodedController[MAXSTUDIOBONECTRLS];
bool m_bClientSideAnimation;
bool m_bLastClientSideFrameReset;
int m_nNewSequenceParity;
int m_nResetEventsParity;
int m_nPrevNewSequenceParity;
int m_nPrevResetEventsParity;
bool m_builtRagdoll;
Vector m_vecPreRagdollMins;
Vector m_vecPreRagdollMaxs;
int m_nSequence;
bool m_bReceivedSequence;
protected:
float m_flCycle;
CInterpolatedVar< float > m_iv_flCycle;
float m_flOldCycle;
bool m_bNoModelParticles;
private:
float m_flOldModelScale;
int m_nOldSequence;
CBoneMergeCache* m_pBoneMergeCache;
CUtlVector< matrix3x4_t > m_CachedBoneData;
memhandle_t m_hitboxBoneCacheHandle;
float m_flLastBoneSetupTime;
CJiggleBones* m_pJiggleBones;
CUtlVector<CAttachmentData> m_Attachments;
void SetupBones_AttachmentHelper(CStudioHdr* pStudioHdr);
EHANDLE m_hLightingOrigin;
EHANDLE m_hLightingOriginRelative;
CNetworkVar(unsigned char, m_nMuzzleFlashParity);
unsigned char m_nOldMuzzleFlashParity;
bool m_bInitModelEffects;
bool m_bDynamicModelAllowed;
bool m_bDynamicModelPending;
bool m_bResetSequenceInfoOnLoad;
CRefCountedModelIndex m_AutoRefModelIndex;
public:
void EnableDynamicModels() { m_bDynamicModelAllowed = true; }
bool IsDynamicModelLoading() const { return m_bDynamicModelPending; }
private:
virtual void OnModelLoadComplete(const model_t* pModel);
private:
void LockStudioHdr();
void UnlockStudioHdr();
mutable CStudioHdr* m_pStudioHdr;
mutable MDLHandle_t m_hStudioHdr;
CThreadFastMutex m_StudioHdrInitLock;
};
enum
{
RAGDOLL_FRICTION_OFF = -2,
RAGDOLL_FRICTION_NONE,
RAGDOLL_FRICTION_IN,
RAGDOLL_FRICTION_HOLD,
RAGDOLL_FRICTION_OUT,
};
class C_ClientRagdoll : public C_BaseAnimating, public IPVSNotify
{
public:
C_ClientRagdoll(bool bRestoring = true);
DECLARE_CLASS(C_ClientRagdoll, C_BaseAnimating);
DECLARE_DATADESC();
virtual void OnPVSStatusChanged(bool bInPVS);
virtual void Release(void);
virtual void SetupWeights(const matrix3x4_t* pBoneToWorld, int nFlexWeightCount, float* pFlexWeights, float* pFlexDelayedWeights);
virtual void ImpactTrace(trace_t* pTrace, int iDamageType, const char* pCustomImpactName);
void ClientThink(void);
void ReleaseRagdoll(void) { m_bReleaseRagdoll = true; }
bool ShouldSavePhysics(void) { return true; }
virtual void OnSave();
virtual void OnRestore();
virtual int ObjectCaps(void) { return BaseClass::ObjectCaps() | FCAP_SAVE_NON_NETWORKABLE; }
virtual IPVSNotify* GetPVSNotifyInterface() { return this; }
void HandleAnimatedFriction(void);
virtual void SUB_Remove(void);
void FadeOut(void);
virtual float LastBoneChangedTime();
bool m_bFadeOut;
bool m_bImportant;
float m_flEffectTime;
private:
int m_iCurrentFriction;
int m_iMinFriction;
int m_iMaxFriction;
float m_flFrictionModTime;
float m_flFrictionTime;
int m_iFrictionAnimState;
bool m_bReleaseRagdoll;
bool m_bFadingOut;
float m_flScaleEnd[NUM_HITBOX_FIRES];
float m_flScaleTimeStart[NUM_HITBOX_FIRES];
float m_flScaleTimeEnd[NUM_HITBOX_FIRES];
};
inline void C_BaseAnimating::ResetSequence(int nSequence)
{
SetSequence(nSequence);
ResetSequenceInfo();
}
inline float C_BaseAnimating::GetPlaybackRate()
{
return m_flPlaybackRate;
}
inline void C_BaseAnimating::SetPlaybackRate(float rate)
{
m_flPlaybackRate = rate;
}
inline const matrix3x4_t& C_BaseAnimating::GetBone(int iBone) const
{
return m_BoneAccessor.GetBone(iBone);
}
inline matrix3x4_t& C_BaseAnimating::GetBoneForWrite(int iBone)
{
return m_BoneAccessor.GetBoneForWrite(iBone);
}
inline bool C_BaseAnimating::ShouldMuzzleFlash() const
{
return m_nOldMuzzleFlashParity != m_nMuzzleFlashParity;
}
inline float C_BaseAnimating::GetCycle() const
{
return m_flCycle;
}
inline CStudioHdr* C_BaseAnimating::GetModelPtr() const
{
if (IsDynamicModelLoading())
return NULL;
#ifdef _DEBUG
#endif
if (!m_pStudioHdr)
{
const_cast<C_BaseAnimating*>(this)->LockStudioHdr();
}
Assert(m_pStudioHdr ? m_pStudioHdr->GetRenderHdr() == mdlcache->GetStudioHdr(m_hStudioHdr) : m_hStudioHdr == MDLHANDLE_INVALID);
return m_pStudioHdr;
}
inline void C_BaseAnimating::InvalidateMdlCache()
{
if (m_pStudioHdr)
{
UnlockStudioHdr();
delete m_pStudioHdr;
m_pStudioHdr = NULL;
}
}
inline bool C_BaseAnimating::IsModelScaleFractional() const
{
COMPILE_TIME_ASSERT(sizeof(m_flModelScale) == sizeof(int));
return *((const int*)&m_flModelScale) < 0x3f800000;
}
inline bool C_BaseAnimating::IsModelScaled() const
{
return (m_flModelScale > 1.0f + FLT_EPSILON || m_flModelScale < 1.0f - FLT_EPSILON);
}
inline int C_BaseAnimating::GetSequence()
{
return m_nSequence;
}
inline bool C_BaseAnimating::IsSequenceFinished(void)
{
return m_bSequenceFinished;
}
inline float C_BaseAnimating::SequenceDuration(void)
{
return SequenceDuration(GetSequence());
}
inline CMouthInfo& C_BaseAnimating::MouthInfo()
{
return m_mouth;
}
void GetColumn(matrix3x4_t& src, int column, Vector& dest);
void SetColumn(Vector& src, int column, matrix3x4_t& dest);
EXTERN_RECV_TABLE(DT_BaseAnimating);
extern void DevMsgRT(PRINTF_FORMAT_STRING char const* pMsg, ...);
#endif