// Filename:- sequence.h // // code/structs for animation sequences... // #ifndef SEQUENCE_H #define SEQUENCE_H #include "model.h" LPCSTR Sequence_CreateTreeName (Sequence_t *pSequence); void Sequence_Clear (Sequence_t *pSequence); int Sequence_GetIndex (Sequence_t *pSequenceToFind, ModelContainer_t *pContainer ); Sequence_t* Sequence_DeriveFromFrame ( int iFrame, ModelContainer_t *pContainer ); // C++ can't overload by return only, so swap the args as well int Sequence_DeriveFromFrame ( ModelContainer_t *pContainer, int iFrame ); int Sequence_ReturnLongestSequenceNameLength(ModelContainer_t *pContainer); LPCSTR Sequence_ReturnRemoteQueryString (Sequence_t *pSequence); bool Sequence_FrameIsWithin(Sequence_t *pSequence, int iFrame); Sequence_t* Sequence_CreateDefault (int iNumFrames); LPCSTR Sequence_GetName (Sequence_t *pSequence, bool bUsedForDisplay = false ); #endif // #ifndef SEQUENCE_H /////////////// eof /////////////