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CryAnimation/CryAnimationBase.cpp
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82
CryAnimation/CryAnimationBase.cpp
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//////////////////////////////////////////////////////////////////////
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//
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// Crytek Animation DLL source code
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//
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// File: CryAnimation.cpp
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// Description :
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// Defines the entry point for the DLL application.
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// Implements the base class for major CryAnimation classes
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//
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// History:
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// - September 10, 2001: Created by Vladimir Kajalin
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// - August 15, 2002: Taken over by Sergiy Migdalskiy
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//
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//////////////////////////////////////////////////////////////////////
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#include "stdafx.h"
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#include <stdarg.h>
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#include "CVars.h"
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#include "CryCharManager.h"
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#include "CryAnimationBase.h"
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//#include "CryAnimation.h"
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//////////////////////////////////////////////////////////////////////
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#ifdef _DEBUG
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#undef THIS_FILE
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static char THIS_FILE[] = __FILE__;
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#endif
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// cached interfaces - valid during the whole session, when the character manager is alive; then get erased
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ISystem* g_pISystem = NULL;
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ITimer* g_pITimer = NULL;
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ILog* g_pILog = NULL;
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IConsole* g_pIConsole = NULL;
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ICryPak* g_pIPak = NULL;
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IStreamEngine* g_pIStreamEngine = NULL;;
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IRenderer* g_pIRenderer = NULL;
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IPhysicalWorld* g_pIPhysicalWorld = NULL;
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I3DEngine* g_pI3DEngine = NULL;
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// this is current frame id PLUS OR MINUS a few frames.
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// can be used in places where it's really not significant for functionality but speed is a must.
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int g_nFrameID = 0;
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// this is true when the game runs in such a mode that requires all bones be updated every frame
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bool g_bUpdateBonesAlways = false;
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bool g_bProfilerOn = false;
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// the cached console variable interfaces that are valid when the CryCharManager singleton is alive
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CryAnimVars* g_pCVariables = NULL;
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double g_dTimeAnimLoadBind;
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double g_dTimeAnimLoadBindPreallocate;
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double g_dTimeAnimLoadBindNoCal;
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double g_dTimeAnimLoadBindWithCal;
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double g_dTimeGeomLoad;
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double g_dTimeGeomPostInit;
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double g_dTimeShaderLoad;
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double g_dTimeGeomChunkLoad;
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double g_dTimeGeomChunkLoadFileIO;
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double g_dTimeGenRenderArrays;
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double g_dTimeAnimBindControllers;
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double g_dTimeAnimLoadFile;
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double g_dTimeTest1;
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double g_dTimeTest2;
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double g_dTimeTest3;
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double g_dTimeTest4;
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int g_CpuFlags;
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double g_SecondsPerCycle;
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// the number of animations that were loaded asynchronously
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// (one animation can be counted several times if it has been loaded/unloaded)
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unsigned g_nAsyncAnimCounter = 0;
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// this is the sum of all delays between animation load and animation load finish, in frames
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unsigned g_nAsyncAnimFrameDelays = 0;
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