Magic_Game/core/Action/ActionRotateTo.cpp

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#include "..\eactions.h"
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e2d::ActionRotateTo::ActionRotateTo(double duration, double rotation) :
ActionRotateBy(duration, 0)
{
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m_nEndVal = rotation;
}
e2d::ActionRotateTo * e2d::ActionRotateTo::clone() const
{
return new ActionRotateTo(m_fDuration, m_nEndVal);
}
void e2d::ActionRotateTo::_init()
{
ActionRotateBy::_init();
m_nVariation = m_nEndVal - m_nBeginVal;
}