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https://github.com/alliedmodders/hl2sdk.git
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Added original SDK code for Alien Swarm.
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131
public/bone_accessor.h
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131
public/bone_accessor.h
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//========= Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#ifndef BONE_ACCESSOR_H
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#define BONE_ACCESSOR_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "studio.h"
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class C_BaseAnimating;
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class CBoneAccessor
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{
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public:
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CBoneAccessor();
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CBoneAccessor( matrix3x4a_t *pBones ); // This can be used to allow access to all bones.
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// Initialize.
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#if defined( CLIENT_DLL )
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void Init( const C_BaseAnimating *pAnimating, matrix3x4a_t *pBones );
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#endif
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int GetReadableBones();
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void SetReadableBones( int flags );
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int GetWritableBones();
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void SetWritableBones( int flags );
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// Get bones for read or write access.
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const matrix3x4a_t& GetBone( int iBone ) const;
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const matrix3x4a_t& operator[]( int iBone ) const;
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matrix3x4a_t& GetBoneForWrite( int iBone );
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matrix3x4a_t *GetBoneArrayForWrite( ) const;
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private:
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#if defined( CLIENT_DLL ) && defined( _DEBUG )
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void SanityCheckBone( int iBone, bool bReadable ) const;
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#endif
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// Only used in the client DLL for debug verification.
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const C_BaseAnimating *m_pAnimating;
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matrix3x4a_t *m_pBones;
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int m_ReadableBones; // Which bones can be read.
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int m_WritableBones; // Which bones can be written.
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};
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inline CBoneAccessor::CBoneAccessor()
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{
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m_pAnimating = NULL;
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m_pBones = NULL;
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m_ReadableBones = m_WritableBones = 0;
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}
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inline CBoneAccessor::CBoneAccessor( matrix3x4a_t *pBones )
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{
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m_pAnimating = NULL;
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m_pBones = pBones;
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}
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#if defined( CLIENT_DLL )
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inline void CBoneAccessor::Init( const C_BaseAnimating *pAnimating, matrix3x4a_t *pBones )
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{
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m_pAnimating = pAnimating;
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m_pBones = pBones;
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}
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#endif
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inline int CBoneAccessor::GetReadableBones()
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{
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return m_ReadableBones;
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}
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inline void CBoneAccessor::SetReadableBones( int flags )
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{
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m_ReadableBones = flags;
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}
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inline int CBoneAccessor::GetWritableBones()
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{
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return m_WritableBones;
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}
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inline void CBoneAccessor::SetWritableBones( int flags )
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{
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m_WritableBones = flags;
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}
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inline const matrix3x4a_t& CBoneAccessor::GetBone( int iBone ) const
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{
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#if defined( CLIENT_DLL ) && defined( _DEBUG )
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SanityCheckBone( iBone, true );
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#endif
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return m_pBones[iBone];
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}
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inline const matrix3x4a_t& CBoneAccessor::operator[]( int iBone ) const
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{
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#if defined( CLIENT_DLL ) && defined( _DEBUG )
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SanityCheckBone( iBone, true );
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#endif
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return m_pBones[iBone];
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}
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inline matrix3x4a_t& CBoneAccessor::GetBoneForWrite( int iBone )
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{
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#if defined( CLIENT_DLL ) && defined( _DEBUG )
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SanityCheckBone( iBone, false );
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#endif
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return m_pBones[iBone];
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}
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inline matrix3x4a_t *CBoneAccessor::GetBoneArrayForWrite( void ) const
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{
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return m_pBones;
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}
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#endif // BONE_ACCESSOR_H
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