You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
83 lines
2.4 KiB
83 lines
2.4 KiB
5 years ago
|
//========= Copyright Valve Corporation, All rights reserved. ============//
|
||
|
//
|
||
|
// Purpose:
|
||
|
//
|
||
|
//=============================================================================//
|
||
|
|
||
|
#ifndef TF_PLAYERANIMSTATE_H
|
||
|
#define TF_PLAYERANIMSTATE_H
|
||
|
#ifdef _WIN32
|
||
|
#pragma once
|
||
|
#endif
|
||
|
|
||
|
|
||
|
#include "convar.h"
|
||
|
#include "iplayeranimstate.h"
|
||
|
#include "base_playeranimstate.h"
|
||
|
|
||
|
#ifdef CLIENT_DLL
|
||
|
class C_BaseAnimatingOverlay;
|
||
|
class C_WeaponCSBase;
|
||
|
// Avoid redef warnings
|
||
|
#undef CBaseAnimatingOverlay
|
||
|
#define CBaseAnimatingOverlay C_BaseAnimatingOverlay
|
||
|
#define CWeaponCSBase C_WeaponCSBase
|
||
|
#define CCSPlayer C_CSPlayer
|
||
|
#else
|
||
|
class CBaseAnimatingOverlay;
|
||
|
class CWeaponCSBase;
|
||
|
class CCSPlayer;
|
||
|
#endif
|
||
|
|
||
|
|
||
|
// When moving this fast, he plays run anim.
|
||
|
#define ARBITRARY_RUN_SPEED 175.0f
|
||
|
|
||
|
|
||
|
enum PlayerAnimEvent_t
|
||
|
{
|
||
|
PLAYERANIMEVENT_FIRE_GUN_PRIMARY=0,
|
||
|
PLAYERANIMEVENT_FIRE_GUN_SECONDARY,
|
||
|
PLAYERANIMEVENT_THROW_GRENADE,
|
||
|
PLAYERANIMEVENT_JUMP,
|
||
|
PLAYERANIMEVENT_RELOAD,
|
||
|
PLAYERANIMEVENT_RELOAD_START, ///< w_model partial reload for shotguns
|
||
|
PLAYERANIMEVENT_RELOAD_LOOP, ///< w_model partial reload for shotguns
|
||
|
PLAYERANIMEVENT_RELOAD_END, ///< w_model partial reload for shotguns
|
||
|
PLAYERANIMEVENT_CLEAR_FIRING, ///< clear animations on the firing layer
|
||
|
|
||
|
PLAYERANIMEVENT_COUNT
|
||
|
};
|
||
|
|
||
|
|
||
|
class ICSPlayerAnimState : virtual public IPlayerAnimState
|
||
|
{
|
||
|
public:
|
||
|
// This is called by both the client and the server in the same way to trigger events for
|
||
|
// players firing, jumping, throwing grenades, etc.
|
||
|
virtual void DoAnimationEvent( PlayerAnimEvent_t event, int nData = 0 ) = 0;
|
||
|
|
||
|
// Returns true if we're playing the grenade prime or throw animation.
|
||
|
virtual bool IsThrowingGrenade() = 0;
|
||
|
};
|
||
|
|
||
|
|
||
|
// This abstracts the differences between CS players and hostages.
|
||
|
class ICSPlayerAnimStateHelpers
|
||
|
{
|
||
|
public:
|
||
|
virtual CWeaponCSBase* CSAnim_GetActiveWeapon() = 0;
|
||
|
virtual bool CSAnim_CanMove() = 0;
|
||
|
};
|
||
|
|
||
|
|
||
|
ICSPlayerAnimState* CreatePlayerAnimState( CBaseAnimatingOverlay *pEntity, ICSPlayerAnimStateHelpers *pHelpers, LegAnimType_t legAnimType, bool bUseAimSequences );
|
||
|
ICSPlayerAnimState* CreateHostageAnimState( CBaseAnimatingOverlay *pEntity, ICSPlayerAnimStateHelpers *pHelpers, LegAnimType_t legAnimType, bool bUseAimSequences );
|
||
|
|
||
|
// If this is set, then the game code needs to make sure to send player animation events
|
||
|
// to the local player if he's the one being watched.
|
||
|
extern ConVar cl_showanimstate;
|
||
|
|
||
|
|
||
|
#endif // TF_PLAYERANIMSTATE_H
|