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https://foundry.openuru.org/gitblit/r/CWE-ou-minkata.git
synced 2025-07-20 04:09:16 +00:00
Fix string usage that was broken from enabling the Max plugin build
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@ -84,15 +84,13 @@ public:
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\param loop Make the animation loop?
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\param attach Are we attaching or detaching the animation?
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*/
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plAvAnimTask(const char *animName, float initialBlend, float targetBlend, float fadeSpeed,
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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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/** 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 char *animName, float fadeSpeed, hsBool attach = false);
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virtual ~plAvAnimTask();
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plAvAnimTask(const plString &animName, float fadeSpeed, hsBool 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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@ -108,11 +106,11 @@ public:
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protected:
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// public members
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char* fAnimName; // the animation we're operating on
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float fInitialBlend; // the blend to establish (attaching only)
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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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plString fAnimName; // the animation we're operating on
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float fInitialBlend; // the blend to establish (attaching only)
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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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@ -184,7 +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 char *animName, hsBool drivable, hsBool reversible, plOneShotCallbacks *callbacks);
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plAvOneShotTask(const plString &animName, hsBool drivable, hsBool 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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@ -197,7 +195,7 @@ public:
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virtual hsBool Process(plArmatureMod *avatar, plArmatureBrain *brain, double time, float elapsed);
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virtual void LeaveAge(plArmatureMod *avatar);
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void SetAnimName(char *name);
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void SetAnimName(const plString &name);
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static hsBool fForce3rdPerson;
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@ -211,7 +209,7 @@ public:
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// *** implement reader and writer if needed for network propagation
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protected:
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char *fAnimName; // the name of the one-shot animation we want to use
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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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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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@ -257,10 +255,10 @@ public:
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virtual void Write(hsStream *stream, hsResMgr *mgr);
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virtual void Read(hsStream *stream, hsResMgr *mgr);
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void SetMarkerName(char *name);
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void SetMarkerName(const plString &name);
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protected:
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char *fMarkerName;
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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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