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Move HeadAnimationTime to the implementation file
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parent
24bfb44b13
commit
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@ -75,6 +75,41 @@ std::string getVampireHead(const std::string& race, bool female)
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namespace MWRender
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{
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class HeadAnimationTime : public SceneUtil::ControllerSource
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{
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private:
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MWWorld::Ptr mReference;
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float mTalkStart;
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float mTalkStop;
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float mBlinkStart;
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float mBlinkStop;
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float mBlinkTimer;
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bool mEnabled;
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float mValue;
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private:
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void resetBlinkTimer();
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public:
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HeadAnimationTime(MWWorld::Ptr reference);
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void updatePtr(const MWWorld::Ptr& updated);
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void update(float dt);
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void setEnabled(bool enabled);
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void setTalkStart(float value);
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void setTalkStop(float value);
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void setBlinkStart(float value);
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void setBlinkStop(float value);
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virtual float getValue(osg::NodeVisitor* nv);
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};
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// --------------------------------------------------------------------------------
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/// Subclass RotateController to add a Z-offset for sneaking in first person mode.
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/// @note We use inheritance instead of adding another controller, so that we do not have to compute the worldOrient twice.
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/// @note Must be set on a MatrixTransform.
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@ -15,40 +15,8 @@ namespace ESM
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namespace MWRender
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{
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class HeadAnimationTime : public SceneUtil::ControllerSource
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{
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private:
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MWWorld::Ptr mReference;
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float mTalkStart;
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float mTalkStop;
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float mBlinkStart;
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float mBlinkStop;
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float mBlinkTimer;
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bool mEnabled;
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float mValue;
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private:
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void resetBlinkTimer();
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public:
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HeadAnimationTime(MWWorld::Ptr reference);
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void updatePtr(const MWWorld::Ptr& updated);
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void update(float dt);
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void setEnabled(bool enabled);
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void setTalkStart(float value);
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void setTalkStop(float value);
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void setBlinkStart(float value);
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void setBlinkStop(float value);
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virtual float getValue(osg::NodeVisitor* nv);
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};
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class NeckController;
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class HeadAnimationTime;
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class NpcAnimation : public Animation, public WeaponAnimation, public MWWorld::InventoryStoreListener
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{
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