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https://foundry.openuru.org/gitblit/r/CWE-ou-minkata.git
synced 2025-07-20 04:09:16 +00:00
Eliminate hsScalar and hsFixed
Modern CPUs support floats just fine... hsFixed was crazy.
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@ -84,19 +84,19 @@ 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, hsScalar initialBlend, hsScalar targetBlend, hsScalar fadeSpeed,
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hsScalar setTime, hsBool start, hsBool loop, hsBool attach);
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plAvAnimTask(const char *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, hsScalar fadeSpeed, hsBool attach = false);
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plAvAnimTask(const char *animName, float fadeSpeed, hsBool attach = false);
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virtual ~plAvAnimTask();
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// task protocol
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virtual hsBool Start(plArmatureMod *avatar, plArmatureBrain *brain, double time, hsScalar elapsed);
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virtual hsBool Process(plArmatureMod *avatar, plArmatureBrain *brain, double time, hsScalar elapsed);
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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 void LeaveAge(plArmatureMod *avatar);
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// plasma protocol
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@ -109,10 +109,10 @@ 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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hsScalar fInitialBlend; // the blend to establish (attaching only)
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hsScalar fTargetBlend; // the blend to achieve eventually (attaching only)
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hsScalar fFadeSpeed; // how fast to achieve the blend
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hsScalar fSetTime; // set the animation to this time
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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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@ -137,8 +137,8 @@ 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, hsScalar elapsed);
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virtual hsBool Process(plArmatureMod *avatar, plArmatureBrain *brain, double time, hsScalar elapsed);
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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 void LeaveAge(plArmatureMod *avatar);
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// plasma protocol
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@ -193,8 +193,8 @@ 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, hsScalar elapsed);
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virtual hsBool Process(plArmatureMod *avatar, plArmatureBrain *brain, double time, hsScalar elapsed);
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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 void LeaveAge(plArmatureMod *avatar);
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void SetAnimName(char *name);
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@ -246,8 +246,8 @@ 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, hsScalar elapsed);
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virtual hsBool Process(plArmatureMod *avatar, plArmatureBrain *brain, double time, hsScalar elapsed);
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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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CLASSNAME_REGISTER( plAvOneShotLinkTask );
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GETINTERFACE_ANY( plAvOneShotLinkTask, plAvOneShotTask );
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@ -262,7 +262,7 @@ public:
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protected:
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char *fMarkerName;
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double fStartTime;
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hsScalar fMarkerTime;
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float fMarkerTime;
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hsBool fLinkFired;
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};
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