3#include <Tempest/Matrix4x4>
90 void update(uint64_t tickCount);
108 const Animation::Sequence* solveMag (std::string_view format, std::string_view spell)
const;
109 const Animation::Sequence* solveDead (std::string_view format1, std::string_view format2)
const;
112 void invalidateCache();
115 std::vector<Overlay> overlay;
void addOverlay(const Skeleton *sk, uint64_t time)
const Animation::Sequence * solveNext(const Animation::Sequence &sq) const
const Animation::Sequence * solveFrm(std::string_view format) const
void load(Serialize &fin)
const Animation::Sequence * solveAnim(Anim a, WeaponState st, WalkBit wlk, const Pose &pose) const
void setSkeleton(const Skeleton *sk)
void delOverlay(std::string_view sk)
void update(uint64_t tickCount)
void save(Serialize &fout) const
bool hasOverlay(const Skeleton *sk) const
const Skeleton * skeleton