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89
game/shared/choreoactor.h
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89
game/shared/choreoactor.h
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef CHOREOACTOR_H
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#define CHOREOACTOR_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "tier1/utlvector.h"
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class CChoreoChannel;
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class CChoreoScene;
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class CUtlBuffer;
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class IChoreoStringPool;
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//-----------------------------------------------------------------------------
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// Purpose: The actor is the atomic element of a scene
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// A scene can have one or more actors, who have multiple events on one or
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// more channels
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//-----------------------------------------------------------------------------
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class CChoreoActor
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{
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public:
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// Construction
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CChoreoActor( void );
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CChoreoActor( const char *name );
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// Assignment
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CChoreoActor& operator = ( const CChoreoActor& src );
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// Serialization
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void SaveToBuffer( CUtlBuffer& buf, CChoreoScene *pScene, IChoreoStringPool *pStringPool );
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bool RestoreFromBuffer( CUtlBuffer& buf, CChoreoScene *pScene, IChoreoStringPool *pStringPool );
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// Accessors
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void SetName( const char *name );
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const char *GetName( void );
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// Iteration
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int GetNumChannels( void );
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CChoreoChannel *GetChannel( int channel );
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CChoreoChannel *FindChannel( const char *name );
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// Manipulate children
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void AddChannel( CChoreoChannel *channel );
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void RemoveChannel( CChoreoChannel *channel );
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int FindChannelIndex( CChoreoChannel *channel );
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void SwapChannels( int c1, int c2 );
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void RemoveAllChannels();
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void SetFacePoserModelName( const char *name );
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char const *GetFacePoserModelName( void ) const;
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void SetActive( bool active );
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bool GetActive( void ) const;
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bool IsMarkedForSave() const { return m_bMarkedForSave; }
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void SetMarkedForSave( bool mark ) { m_bMarkedForSave = mark; }
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void MarkForSaveAll( bool mark );
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private:
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// Clear structure out
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void Init( void );
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enum
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{
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MAX_ACTOR_NAME = 128,
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MAX_FACEPOSER_MODEL_NAME = 128
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};
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char m_szName[ MAX_ACTOR_NAME ];
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char m_szFacePoserModelName[ MAX_FACEPOSER_MODEL_NAME ];
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// Children
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CUtlVector < CChoreoChannel * > m_Channels;
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bool m_bActive;
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// Purely for save/load
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bool m_bMarkedForSave;
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};
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#endif // CHOREOACTOR_H
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