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Initial Prey Game integration support.
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#ifndef __PREY_GAME_ANIMATOR_H__
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#define __PREY_GAME_ANIMATOR_H__
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class hhAnimator : public idAnimator {
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public:
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hhAnimator();
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// Overridden methods
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bool FrameHasChanged( int animtime ) const;
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bool IsAnimating( int currentTime ) const;
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// Unique methods
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void CycleAnim( int channelNum, int anim, int currenttime, int blendtime, const idEventDef *pEvent = NULL );
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void CheckCycleRotate();
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void CheckThaw();
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int CheckTween( int channelNum );
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bool IsAnimPlaying( int channelNum, const idAnim *anim );
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//bool IsAnimPlaying( int channelNum, int animNum ) { return( IsAnimPlaying( channelNum, GetAnim( animNum ) ) ); }
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bool IsAnimPlaying( int channelNum, const char* anim );
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bool IsAnimPlaying( const idAnim *anim );
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//bool IsAnimPlaying( int animNum ) { return( IsAnimPlaying( GetAnim( animNum ) ) ); }
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bool IsAnimPlaying( const char* anim );
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bool IsAnimatedModel() const { return modelDef != NULL; }
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int GetNumAnimVariants( int anim );
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const idAnimBlend *GetBlendAnim( int channelNum, int index ) const;
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// Backwards compat functions
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idAnimBlend * FindAnim( int channelNum, const idAnim *anim ); // JRM: removed const - couldn't compile
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const idAnimBlend *GetBlendAnim( int index ) const { return( GetBlendAnim( ANIMCHANNEL_ALL, index ) ); };
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int NumBlendAnims( int currentTime );
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void CopyAnimations( hhAnimator &animator );
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void CopyPoses( hhAnimator &animator );
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bool Freeze();
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bool Thaw();
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void Save( idSaveGame *savefile ) const;
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void Restore( idRestoreGame *savefile );
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protected:
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int lastCycleRotate;
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};
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#endif /* __PREY_GAME_ANIMATOR_H__ */
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