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https://foundry.openuru.org/gitblit/r/CWE-ou-minkata.git
synced 2025-07-20 04:09:16 +00:00
Obliterate hsBool
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@ -85,16 +85,16 @@ public:
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\param attach Are we attaching or detaching the animation?
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*/
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plAvAnimTask(const plString &animName, float initialBlend, float targetBlend, float fadeSpeed,
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float setTime, hsBool start, hsBool loop, hsBool attach);
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float setTime, bool start, bool loop, bool attach);
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/** Canonical constructor form form for detaching
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\param animName The name of the animation we're detaching
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\param fadeSpeed How fast to fade it out. */
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plAvAnimTask(const plString &animName, float fadeSpeed, hsBool attach = false);
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plAvAnimTask(const plString &animName, float fadeSpeed, bool attach = false);
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// task protocol
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virtual hsBool Start(plArmatureMod *avatar, plArmatureBrain *brain, double time, float elapsed);
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virtual hsBool Process(plArmatureMod *avatar, plArmatureBrain *brain, double time, float elapsed);
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virtual bool Start(plArmatureMod *avatar, plArmatureBrain *brain, double time, float elapsed);
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virtual bool Process(plArmatureMod *avatar, plArmatureBrain *brain, double time, float elapsed);
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virtual void LeaveAge(plArmatureMod *avatar);
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// plasma protocol
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@ -111,9 +111,9 @@ protected:
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float fTargetBlend; // the blend to achieve eventually (attaching only)
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float fFadeSpeed; // how fast to achieve the blend
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float fSetTime; // set the animation to this time
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hsBool fStart; // start the animation playing? (attaching only)
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hsBool fLoop; // turn on looping? (attaching only)
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hsBool fAttach; // attach? (otherwise detach)
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bool fStart; // start the animation playing? (attaching only)
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bool fLoop; // turn on looping? (attaching only)
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bool fAttach; // attach? (otherwise detach)
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plAGAnimInstance *fAnimInstance; // the animation we're monitoring (detaching only)
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};
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@ -135,8 +135,8 @@ public:
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plAvSeekTask(plKey target, plAvAlignment alignType, const char *animName);
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// task protocol
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virtual hsBool Start(plArmatureMod *avatar, plArmatureBrain *brain, double time, float elapsed);
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virtual hsBool Process(plArmatureMod *avatar, plArmatureBrain *brain, double time, float elapsed);
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virtual bool Start(plArmatureMod *avatar, plArmatureBrain *brain, double time, float elapsed);
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virtual bool Process(plArmatureMod *avatar, plArmatureBrain *brain, double time, float elapsed);
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virtual void LeaveAge(plArmatureMod *avatar);
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// plasma protocol
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@ -156,8 +156,8 @@ protected:
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hsPoint3 fTargetPosition; // the position we're seeking
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hsQuat fTargetRotation; // the orientation we're seeking
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double fTargetTime; // the time we want to be done with the task (start + duration)
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hsBool fPhysicalAtStart; // was the avatar physical before we started?
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hsBool fCleanup; // last frame of processing
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bool fPhysicalAtStart; // was the avatar physical before we started?
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bool fCleanup; // last frame of processing
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};
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// ---- THE CUTOFF ----
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@ -182,7 +182,7 @@ public:
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\param reversable Unused. Allows the oneshot to be backed up by keyboard input
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\param callbacks A vector of callback messages to be sent at specific times during the animation
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*/
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plAvOneShotTask(const plString &animName, hsBool drivable, hsBool reversible, plOneShotCallbacks *callbacks);
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plAvOneShotTask(const plString &animName, bool drivable, bool reversible, plOneShotCallbacks *callbacks);
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/** Construct from a oneshot message.
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\param msg The message to copy our parameters from
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\param brain The brain to attach the task to.
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@ -191,32 +191,32 @@ public:
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virtual ~plAvOneShotTask();
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// task protocol
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virtual hsBool Start(plArmatureMod *avatar, plArmatureBrain *brain, double time, float elapsed);
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virtual hsBool Process(plArmatureMod *avatar, plArmatureBrain *brain, double time, float elapsed);
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virtual bool Start(plArmatureMod *avatar, plArmatureBrain *brain, double time, float elapsed);
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virtual bool Process(plArmatureMod *avatar, plArmatureBrain *brain, double time, float elapsed);
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virtual void LeaveAge(plArmatureMod *avatar);
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void SetAnimName(const plString &name);
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static hsBool fForce3rdPerson;
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static bool fForce3rdPerson;
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// plasma protocol
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CLASSNAME_REGISTER( plAvOneShotTask );
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GETINTERFACE_ANY( plAvOneShotTask, plAvTask );
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hsBool fBackwards; // play the anim backwards
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hsBool fDisableLooping; // explicitly kill looping on this anim;
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hsBool fDisablePhysics; // disable physics when we play this oneshot
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bool fBackwards; // play the anim backwards
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bool fDisableLooping; // explicitly kill looping on this anim;
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bool fDisablePhysics; // disable physics when we play this oneshot
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// *** implement reader and writer if needed for network propagation
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protected:
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plString fAnimName; // the name of the one-shot animation we want to use
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hsBool fMoveHandle; // move the handle after the oneshot's done playing?
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bool fMoveHandle; // move the handle after the oneshot's done playing?
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plAGAnimInstance *fAnimInstance; // the animation instance (available only after it starts playing)
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hsBool fDrivable; // the user can control the animation with the mouse
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hsBool fReversible; // the user can back up the animation with the mouse
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hsBool fEnablePhysicsAtEnd; // was the avatar physical before we started (and did we disable physics?)
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hsBool fDetachAnimation; // should we detach the animation when we're done?
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hsBool fIgnore; // if this gets set before we start, we just finish without doing anything.
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bool fDrivable; // the user can control the animation with the mouse
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bool fReversible; // the user can back up the animation with the mouse
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bool fEnablePhysicsAtEnd; // was the avatar physical before we started (and did we disable physics?)
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bool fDetachAnimation; // should we detach the animation when we're done?
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bool fIgnore; // if this gets set before we start, we just finish without doing anything.
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plOneShotCallbacks *fCallbacks; // a set of callbacks to set up on our animation
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@ -244,8 +244,8 @@ public:
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virtual ~plAvOneShotLinkTask();
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// task protocol
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virtual hsBool Start(plArmatureMod *avatar, plArmatureBrain *brain, double time, float elapsed);
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virtual hsBool Process(plArmatureMod *avatar, plArmatureBrain *brain, double time, float elapsed);
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virtual bool Start(plArmatureMod *avatar, plArmatureBrain *brain, double time, float elapsed);
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virtual bool Process(plArmatureMod *avatar, plArmatureBrain *brain, double time, float elapsed);
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CLASSNAME_REGISTER( plAvOneShotLinkTask );
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GETINTERFACE_ANY( plAvOneShotLinkTask, plAvOneShotTask );
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@ -261,7 +261,7 @@ protected:
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plString fMarkerName;
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double fStartTime;
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float fMarkerTime;
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hsBool fLinkFired;
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bool fLinkFired;
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};
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