#ifndef GAME_CLIENT_ANIMATION_H #define GAME_CLIENT_ANIMATION_H class ANIMSTATE { public: ANIM_KEYFRAME body; ANIM_KEYFRAME back_foot; ANIM_KEYFRAME front_foot; ANIM_KEYFRAME attach; void set(ANIMATION *anim, float time); void add(ANIMATION *added, float time, float amount); static ANIMSTATE *get_idle(); }; //void anim_seq_eval(ANIM_SEQUENCE *seq, float time, ANIM_KEYFRAME *frame); //void anim_eval(ANIMATION *anim, float time, ANIM_STATE *state); //void anim_add_keyframe(ANIM_KEYFRAME *seq, ANIM_KEYFRAME *added, float amount); //void anim_add(ANIM_STATE *state, ANIM_STATE *added, float amount); //void anim_eval_add(ANIM_STATE *state, ANIMATION *anim, float time, float amount); #endif