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synced 2025-07-20 04:09:16 +00:00
Obliterate hsBool
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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, float blend, uint16_t blendPriority, hsBool cache, bool useAmplitude);
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plAGAnimInstance(plAGAnim * anim, plAGMasterMod * master, float blend, uint16_t blendPriority, bool 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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@ -141,10 +141,10 @@ public:
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/** Make this animation loop (or not.) Note that the instance can loop
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or not without regard to whether the plAGAnim it is based on loops. */
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void SetLoop(hsBool status);
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void SetLoop(bool status);
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/** Interpret and respond to an animation command message. /sa plAnimCmdMsg */
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hsBool HandleCmd(plAnimCmdMsg *msg);
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bool HandleCmd(plAnimCmdMsg *msg);
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/** Start playback of the animation. You may optionally provide the a world
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time, which is needed for synchronizing the animation's timeline
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@ -159,14 +159,14 @@ public:
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Note that this time is in animation local time, not global time.
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The "jump" parameter specifies whether or not to fire callbacks
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that occur between the current time and the target time. */
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void SetCurrentTime(float newLocalTime, hsBool jump = false);
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void SetCurrentTime(float newLocalTime, bool jump = false);
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/** Move the playback head by the specified relative amount within
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the animation. This may cause looping. If the beginning or end
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of the animation is reached an looping is not on, the movement
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will pin.
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\param jump if true, don't look for callbacks between old time and TRACKED_NEW */
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void SeekRelative(float delta, hsBool jump);
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void SeekRelative(float delta, bool jump);
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/** Gradually fade the blend strength or amplitude of the animation.
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\param goal is the desired blend strength
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@ -186,10 +186,10 @@ public:
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Primarily used to see if an animation has played all the
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way to the end, but will also return true if the animation
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was stopped with a stop command */
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hsBool IsFinished();
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bool IsFinished();
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/** Is the animation playback head positioned at the end. */
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hsBool IsAtEnd();
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bool IsAtEnd();
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/** Get the name of the underlying animation. */
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plString GetName();
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@ -243,16 +243,16 @@ protected:
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// Each activation gets its own timeline.
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plAnimTimeConvert *fTimeConvert;
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hsBool fFadeBlend; /// we are fading the blend
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bool fFadeBlend; /// we are fading the blend
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float fFadeBlendGoal; /// what blend level we're trying to reach
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float fFadeBlendRate; /// how fast are we fading in blend units per second (1 blend unit = full)
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hsBool fFadeDetach; /// detach after fade is finished? (only used for blend fades)
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bool fFadeDetach; /// detach after fade is finished? (only used for blend fades)
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hsBool fFadeAmp; /// we are fading the amplitude
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bool fFadeAmp; /// we are fading the amplitude
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float fFadeAmpGoal; /// amplitude we're trying to reach
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float fFadeAmpRate; /// how faster we're fading in blend units per second
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float ICalcFade(hsBool &fade, float curVal, float goal, float rate, float elapsed);
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float ICalcFade(bool &fade, float curVal, float goal, float rate, float elapsed);
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};
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