The-Simpsons-Hit-and-Run/game/code/ai/actor/ActorAnimationUFO.h

69 lines
2.3 KiB
C++

//===========================================================================
// Copyright (C) 2002 Radical Entertainment Ltd. All rights reserved.
//
// Component: actoranimationufo
//
// Description: Procedural animation for the UFO
//
// Authors: Michael Riegger
//
//===========================================================================
// Recompilation protection flag.
#ifndef ACTORANIMATIONUFO_H
#define ACTORANIMATIONUFO_H
//===========================================================================
// Nested Includes
//===========================================================================
#include <ai/actor/actoranimation.h>
//===========================================================================
// Forward References
//===========================================================================
//===========================================================================
// Constants, Typedefs, and Macro Definitions (needed by external clients)
//===========================================================================
//===========================================================================
// Interface Definitions
//===========================================================================
//===========================================================================
//
// Description:
//
//
// Constraints:
//
//===========================================================================
class ActorAnimationUFO : public ActorAnimation
{
public:
ActorAnimationUFO();
virtual ~ActorAnimationUFO();
virtual void SetState( int state ){}
// Apply animation, return true/false indicating whether or not the returned animation is different
// from the given one
virtual bool Update( const rmt::Matrix& currTransform, rmt::Matrix* newTransform, float deltaTime, tCompositeDrawable* = NULL );
int m_NumUpdates;
protected:
private:
// These methods defined as private and not implemented ensure that
// clients will not be able to use them. For example, we will
// disallow ActorAnimationUFO from being copied and assigned.
ActorAnimationUFO( const ActorAnimationUFO& );
ActorAnimationUFO& operator=( const ActorAnimationUFO& );
};
#endif