void CFirstPersonHandIKContext::Initialize(ICharacterInstance* pCharacterInstance) { ++m_instanceCount; if (m_pCharacterInstance != 0) return; m_pCharacterInstance = pCharacterInstance; CryCreateClassInstance("AnimationPoseModifier_OperatorQueue", m_pPoseModifier); m_params = SParams(m_pCharacterInstance->GetIDefaultSkeleton()); }
CVehicleSeatActionOrientateBoneToView::CVehicleSeatActionOrientateBoneToView() : m_pSeat(NULL) ,m_pVehicle(NULL) ,m_MoveBoneId(-1) ,m_LookBoneId(-1) ,m_Sluggishness(0.f) ,m_BoneOrientationAngles(0.f, 0.f, 0.f) ,m_BoneSmoothingRate(0.f, 0.f, 0.f) ,m_pAnimatedCharacter(NULL) { CryCreateClassInstance("AnimationPoseModifier_OperatorQueue", m_poseModifier); }
void CProceduralWeaponAnimationContext::Initialize(IScope* pScope) { ++m_instanceCount; if (m_pScope != 0) return; m_pScope = pScope; ICharacterInstance* pCharacter = m_pScope->GetCharInst(); if (pCharacter) { CryCreateClassInstance("AnimationPoseModifier_OperatorQueue", m_pPoseModifier); m_params = SParams(pCharacter->GetICharacterModel()->GetICharacterModelSkeleton()); } }
//------------------------------------------------------------------------ CVehiclePartTread::CVehiclePartTread() { m_pCharInstance = NULL; m_slot = -1; m_lastWheelIndex = 0; m_pMaterial = 0; m_damageRatio = 0.0f; m_uvSpeedMultiplier = 0.0f; m_bForceSetU = true; m_wantedU = 0.0f; m_currentU = m_wantedU + 1.0f; m_pShaderResources = NULL; m_pMaterial = NULL; CryCreateClassInstance("AnimationPoseModifier_OperatorQueue", m_operatorQueue); }