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mirror of https://foundry.openuru.org/gitblit/r/CWE-ou-minkata.git synced 2025-07-20 04:09:16 +00:00

Obliterate hsBool

This commit is contained in:
2012-07-11 01:28:00 -04:00
parent 5f78b33db4
commit a709e17069
1041 changed files with 7889 additions and 8070 deletions

View File

@ -98,7 +98,7 @@ public:
This attaches the animation channels to the channels of
the master modifier and creates all the bookkeeping structures
necessary to undo it later. */
plAGAnimInstance(plAGAnim * anim, plAGMasterMod * master, float blend, uint16_t blendPriority, hsBool cache, bool useAmplitude);
plAGAnimInstance(plAGAnim * anim, plAGMasterMod * master, float blend, uint16_t blendPriority, bool cache, bool useAmplitude);
/** Destructor. Removes the animation from the scene objects it's attached to. */
virtual ~plAGAnimInstance();
@ -141,10 +141,10 @@ public:
/** Make this animation loop (or not.) Note that the instance can loop
or not without regard to whether the plAGAnim it is based on loops. */
void SetLoop(hsBool status);
void SetLoop(bool status);
/** Interpret and respond to an animation command message. /sa plAnimCmdMsg */
hsBool HandleCmd(plAnimCmdMsg *msg);
bool HandleCmd(plAnimCmdMsg *msg);
/** Start playback of the animation. You may optionally provide the a world
time, which is needed for synchronizing the animation's timeline
@ -159,14 +159,14 @@ public:
Note that this time is in animation local time, not global time.
The "jump" parameter specifies whether or not to fire callbacks
that occur between the current time and the target time. */
void SetCurrentTime(float newLocalTime, hsBool jump = false);
void SetCurrentTime(float newLocalTime, bool jump = false);
/** Move the playback head by the specified relative amount within
the animation. This may cause looping. If the beginning or end
of the animation is reached an looping is not on, the movement
will pin.
\param jump if true, don't look for callbacks between old time and TRACKED_NEW */
void SeekRelative(float delta, hsBool jump);
void SeekRelative(float delta, bool jump);
/** Gradually fade the blend strength or amplitude of the animation.
\param goal is the desired blend strength
@ -186,10 +186,10 @@ public:
Primarily used to see if an animation has played all the
way to the end, but will also return true if the animation
was stopped with a stop command */
hsBool IsFinished();
bool IsFinished();
/** Is the animation playback head positioned at the end. */
hsBool IsAtEnd();
bool IsAtEnd();
/** Get the name of the underlying animation. */
plString GetName();
@ -243,16 +243,16 @@ protected:
// Each activation gets its own timeline.
plAnimTimeConvert *fTimeConvert;
hsBool fFadeBlend; /// we are fading the blend
bool fFadeBlend; /// we are fading the blend
float fFadeBlendGoal; /// what blend level we're trying to reach
float fFadeBlendRate; /// how fast are we fading in blend units per second (1 blend unit = full)
hsBool fFadeDetach; /// detach after fade is finished? (only used for blend fades)
bool fFadeDetach; /// detach after fade is finished? (only used for blend fades)
hsBool fFadeAmp; /// we are fading the amplitude
bool fFadeAmp; /// we are fading the amplitude
float fFadeAmpGoal; /// amplitude we're trying to reach
float fFadeAmpRate; /// how faster we're fading in blend units per second
float ICalcFade(hsBool &fade, float curVal, float goal, float rate, float elapsed);
float ICalcFade(bool &fade, float curVal, float goal, float rate, float elapsed);
};