metaforce/Runtime/Character/CSequenceHelper.hpp

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#pragma once
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#include <memory>
#include <vector>
#include "Runtime/Character/CAnimSysContext.hpp"
#include "Runtime/Character/CAnimTreeNode.hpp"
#include "Runtime/Character/CBoolPOINode.hpp"
#include "Runtime/Character/CInt32POINode.hpp"
#include "Runtime/Character/CParticlePOINode.hpp"
#include "Runtime/Character/CSoundPOINode.hpp"
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namespace urde {
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class CTransitionDatabaseGame;
class IMetaAnim;
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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:
CSequenceFundamentals(const CSteadyStateAnimInfo& ssInfo, std::vector<CBoolPOINode> boolNodes,
std::vector<CInt32POINode> int32Nodes, std::vector<CParticlePOINode> particleNodes,
std::vector<CSoundPOINode> soundNodes);
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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,
CAnimSysContext animCtx);
CSequenceHelper(const std::vector<std::shared_ptr<IMetaAnim>>& nodes, CAnimSysContext animCtx);
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CSequenceFundamentals ComputeSequenceFundamentals();
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};
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} // namespace urde