metaforce/Runtime/Character/CSequenceHelper.hpp

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#pragma once
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#include "CAnimTreeNode.hpp"
#include "CBoolPOINode.hpp"
#include "CInt32POINode.hpp"
#include "CParticlePOINode.hpp"
#include "CSoundPOINode.hpp"
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#include "CAnimSysContext.hpp"
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namespace urde {
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class IMetaAnim;
class CTransitionDatabaseGame;
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class CSequenceFundamentals {
CSteadyStateAnimInfo x0_ssInfo;
std::vector<CBoolPOINode> x18_boolNodes;
std::vector<CInt32POINode> x28_int32Nodes;
std::vector<CParticlePOINode> x38_particleNodes;
std::vector<CSoundPOINode> x48_soundNodes;
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public:
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CSequenceFundamentals(const CSteadyStateAnimInfo& ssInfo, const std::vector<CBoolPOINode>& boolNodes,
const std::vector<CInt32POINode>& int32Nodes,
const std::vector<CParticlePOINode>& particleNodes,
const std::vector<CSoundPOINode>& soundNodes);
const CSteadyStateAnimInfo& GetSteadyStateAnimInfo() const { return x0_ssInfo; }
const std::vector<CBoolPOINode>& GetBoolPointsOfInterest() const { return x18_boolNodes; }
const std::vector<CInt32POINode>& GetInt32PointsOfInterest() const { return x28_int32Nodes; }
const std::vector<CParticlePOINode>& GetParticlePointsOfInterest() const { return x38_particleNodes; }
const std::vector<CSoundPOINode>& GetSoundPointsOfInterest() const { return x48_soundNodes; }
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};
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class CSequenceHelper {
CAnimSysContext x0_animCtx;
std::vector<std::shared_ptr<CAnimTreeNode>> x10_treeNodes;
std::vector<bool> x20_;
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public:
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CSequenceHelper(const std::shared_ptr<CAnimTreeNode>& a, const std::shared_ptr<CAnimTreeNode>& b,
const CAnimSysContext& animCtx);
CSequenceHelper(const std::vector<std::shared_ptr<IMetaAnim>>& nodes, const CAnimSysContext& animCtx);
CSequenceFundamentals ComputeSequenceFundamentals();
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};
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} // namespace urde