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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

@ -85,16 +85,16 @@ public:
\param attach Are we attaching or detaching the animation?
*/
plAvAnimTask(const plString &animName, float initialBlend, float targetBlend, float fadeSpeed,
float setTime, hsBool start, hsBool loop, hsBool attach);
float setTime, bool start, bool loop, bool attach);
/** Canonical constructor form form for detaching
\param animName The name of the animation we're detaching
\param fadeSpeed How fast to fade it out. */
plAvAnimTask(const plString &animName, float fadeSpeed, hsBool attach = false);
plAvAnimTask(const plString &animName, float fadeSpeed, bool attach = false);
// task protocol
virtual hsBool Start(plArmatureMod *avatar, plArmatureBrain *brain, double time, float elapsed);
virtual hsBool Process(plArmatureMod *avatar, plArmatureBrain *brain, double time, float elapsed);
virtual bool Start(plArmatureMod *avatar, plArmatureBrain *brain, double time, float elapsed);
virtual bool Process(plArmatureMod *avatar, plArmatureBrain *brain, double time, float elapsed);
virtual void LeaveAge(plArmatureMod *avatar);
// plasma protocol
@ -111,9 +111,9 @@ protected:
float fTargetBlend; // the blend to achieve eventually (attaching only)
float fFadeSpeed; // how fast to achieve the blend
float fSetTime; // set the animation to this time
hsBool fStart; // start the animation playing? (attaching only)
hsBool fLoop; // turn on looping? (attaching only)
hsBool fAttach; // attach? (otherwise detach)
bool fStart; // start the animation playing? (attaching only)
bool fLoop; // turn on looping? (attaching only)
bool fAttach; // attach? (otherwise detach)
plAGAnimInstance *fAnimInstance; // the animation we're monitoring (detaching only)
};
@ -135,8 +135,8 @@ public:
plAvSeekTask(plKey target, plAvAlignment alignType, const char *animName);
// task protocol
virtual hsBool Start(plArmatureMod *avatar, plArmatureBrain *brain, double time, float elapsed);
virtual hsBool Process(plArmatureMod *avatar, plArmatureBrain *brain, double time, float elapsed);
virtual bool Start(plArmatureMod *avatar, plArmatureBrain *brain, double time, float elapsed);
virtual bool Process(plArmatureMod *avatar, plArmatureBrain *brain, double time, float elapsed);
virtual void LeaveAge(plArmatureMod *avatar);
// plasma protocol
@ -156,8 +156,8 @@ protected:
hsPoint3 fTargetPosition; // the position we're seeking
hsQuat fTargetRotation; // the orientation we're seeking
double fTargetTime; // the time we want to be done with the task (start + duration)
hsBool fPhysicalAtStart; // was the avatar physical before we started?
hsBool fCleanup; // last frame of processing
bool fPhysicalAtStart; // was the avatar physical before we started?
bool fCleanup; // last frame of processing
};
// ---- THE CUTOFF ----
@ -182,7 +182,7 @@ public:
\param reversable Unused. Allows the oneshot to be backed up by keyboard input
\param callbacks A vector of callback messages to be sent at specific times during the animation
*/
plAvOneShotTask(const plString &animName, hsBool drivable, hsBool reversible, plOneShotCallbacks *callbacks);
plAvOneShotTask(const plString &animName, bool drivable, bool reversible, plOneShotCallbacks *callbacks);
/** Construct from a oneshot message.
\param msg The message to copy our parameters from
\param brain The brain to attach the task to.
@ -191,32 +191,32 @@ public:
virtual ~plAvOneShotTask();
// task protocol
virtual hsBool Start(plArmatureMod *avatar, plArmatureBrain *brain, double time, float elapsed);
virtual hsBool Process(plArmatureMod *avatar, plArmatureBrain *brain, double time, float elapsed);
virtual bool Start(plArmatureMod *avatar, plArmatureBrain *brain, double time, float elapsed);
virtual bool Process(plArmatureMod *avatar, plArmatureBrain *brain, double time, float elapsed);
virtual void LeaveAge(plArmatureMod *avatar);
void SetAnimName(const plString &name);
static hsBool fForce3rdPerson;
static bool fForce3rdPerson;
// plasma protocol
CLASSNAME_REGISTER( plAvOneShotTask );
GETINTERFACE_ANY( plAvOneShotTask, plAvTask );
hsBool fBackwards; // play the anim backwards
hsBool fDisableLooping; // explicitly kill looping on this anim;
hsBool fDisablePhysics; // disable physics when we play this oneshot
bool fBackwards; // play the anim backwards
bool fDisableLooping; // explicitly kill looping on this anim;
bool fDisablePhysics; // disable physics when we play this oneshot
// *** implement reader and writer if needed for network propagation
protected:
plString fAnimName; // the name of the one-shot animation we want to use
hsBool fMoveHandle; // move the handle after the oneshot's done playing?
bool fMoveHandle; // move the handle after the oneshot's done playing?
plAGAnimInstance *fAnimInstance; // the animation instance (available only after it starts playing)
hsBool fDrivable; // the user can control the animation with the mouse
hsBool fReversible; // the user can back up the animation with the mouse
hsBool fEnablePhysicsAtEnd; // was the avatar physical before we started (and did we disable physics?)
hsBool fDetachAnimation; // should we detach the animation when we're done?
hsBool fIgnore; // if this gets set before we start, we just finish without doing anything.
bool fDrivable; // the user can control the animation with the mouse
bool fReversible; // the user can back up the animation with the mouse
bool fEnablePhysicsAtEnd; // was the avatar physical before we started (and did we disable physics?)
bool fDetachAnimation; // should we detach the animation when we're done?
bool fIgnore; // if this gets set before we start, we just finish without doing anything.
plOneShotCallbacks *fCallbacks; // a set of callbacks to set up on our animation
@ -244,8 +244,8 @@ public:
virtual ~plAvOneShotLinkTask();
// task protocol
virtual hsBool Start(plArmatureMod *avatar, plArmatureBrain *brain, double time, float elapsed);
virtual hsBool Process(plArmatureMod *avatar, plArmatureBrain *brain, double time, float elapsed);
virtual bool Start(plArmatureMod *avatar, plArmatureBrain *brain, double time, float elapsed);
virtual bool Process(plArmatureMod *avatar, plArmatureBrain *brain, double time, float elapsed);
CLASSNAME_REGISTER( plAvOneShotLinkTask );
GETINTERFACE_ANY( plAvOneShotLinkTask, plAvOneShotTask );
@ -261,7 +261,7 @@ protected:
plString fMarkerName;
double fStartTime;
float fMarkerTime;
hsBool fLinkFired;
bool fLinkFired;
};