#pragma once #include "gamefuncs.h" enum EInterpolationType { Interp_Sect_Floorz, Interp_Sect_Ceilingz, Interp_Sect_Floorheinum, Interp_Sect_Ceilingheinum, Interp_Wall_X, Interp_Wall_Y, Interp_Sprite_Z, Interp_Pan_First, Interp_Sect_FloorPanX = Interp_Pan_First, Interp_Sect_FloorPanY, Interp_Sect_CeilingPanX, Interp_Sect_CeilingPanY, Interp_Wall_PanX, Interp_Wall_PanY, }; void StartInterpolation(int index, int type); void StopInterpolation(int index, int type); void UpdateInterpolations(); void ClearInterpolations(); void ClearMovementInterpolations(); void DoInterpolations(double smoothratio); void RestoreInterpolations(); void SerializeInterpolations(FSerializer& arc); void clearsectinterpolate(int sectnum); void setsectinterpolate(int sectnum); inline void StartInterpolation(walltype* wall, int type) { assert(type == Interp_Wall_X || type == Interp_Wall_Y || type == Interp_Wall_PanX || type == Interp_Wall_PanY); return StartInterpolation(wallnum(wall), type); } inline void StartInterpolation(sectortype* sect, int type) { assert(type == Interp_Sect_Floorz || type == Interp_Sect_Ceilingz || type == Interp_Sect_Floorheinum || type == Interp_Sect_Ceilingheinum || type == Interp_Sect_FloorPanX || type == Interp_Sect_FloorPanY || type == Interp_Sect_CeilingPanX || type == Interp_Sect_CeilingPanY); return StartInterpolation(sectnum(sect), type); } inline void StopInterpolation(walltype* wall, int type) { assert(type == Interp_Wall_X || type == Interp_Wall_Y || type == Interp_Wall_PanX || type == Interp_Wall_PanY); return StopInterpolation(wallnum(wall), type); } inline void StopInterpolation(sectortype* sect, int type) { assert(type == Interp_Sect_Floorz || type == Interp_Sect_Ceilingz || type == Interp_Sect_Floorheinum || type == Interp_Sect_Ceilingheinum || type == Interp_Sect_FloorPanX || type == Interp_Sect_FloorPanY || type == Interp_Sect_CeilingPanX || type == Interp_Sect_CeilingPanY); return StopInterpolation(sectnum(sect), type); }