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Convert custom HeadSpin integer types to standard types from stdint.h
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@ -98,7 +98,7 @@ public:
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This attaches the animation channels to the channels of
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the master modifier and creates all the bookkeeping structures
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necessary to undo it later. */
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plAGAnimInstance(plAGAnim * anim, plAGMasterMod * master, hsScalar blend, UInt16 blendPriority, hsBool cache, bool useAmplitude);
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plAGAnimInstance(plAGAnim * anim, plAGMasterMod * master, hsScalar blend, uint16_t blendPriority, hsBool cache, bool useAmplitude);
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/** Destructor. Removes the animation from the scene objects it's attached to. */
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virtual ~plAGAnimInstance();
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@ -172,7 +172,7 @@ public:
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\param goal is the desired blend strength
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\param rate is in blend units per second
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\type is either kFadeBlend or kFadeAmp */
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void Fade(hsScalar goal, hsScalar rate, UInt8 type = kFadeBlend);
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void Fade(hsScalar goal, hsScalar rate, uint8_t type = kFadeBlend);
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/** Fade the animation and detach it after the fade is complete.
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Extremely useful for situations where the controlling logic
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@ -222,7 +222,7 @@ public:
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void SearchForGlobals(); // Util function to setup SDL channels
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protected:
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/** Set up bookkeeping for a fade. */
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void ISetupFade(hsScalar goal, hsScalar rate, bool detach, UInt8 type);
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void ISetupFade(hsScalar goal, hsScalar rate, bool detach, uint8_t type);
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void IRegisterDetach(const char *channelName, plAGChannel *channel);
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@ -264,7 +264,7 @@ protected:
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extern const char *gGlobalAnimName;
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extern const char *gGlobalChannelName;
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void RegisterAGAlloc(plAGChannel *object, const char *chanName, const char *animName, UInt16 classIndex);
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void RegisterAGAlloc(plAGChannel *object, const char *chanName, const char *animName, uint16_t classIndex);
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void UnRegisterAGAlloc(plAGChannel *object);
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void DumpAGAllocs();
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