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63 lines
1.4 KiB
63 lines
1.4 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#ifndef DOD_PLAYERANIMSTATE_H
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#define DOD_PLAYERANIMSTATE_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "convar.h"
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#include "iplayeranimstate.h"
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#if defined( CLIENT_DLL )
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class C_DODPlayer;
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#define CDODPlayer C_DODPlayer
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#else
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class CDODPlayer;
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#endif
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enum PlayerAnimEvent_t
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{
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PLAYERANIMEVENT_FIRE_GUN=0,
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PLAYERANIMEVENT_THROW_GRENADE,
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PLAYERANIMEVENT_ROLL_GRENADE,
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PLAYERANIMEVENT_JUMP,
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PLAYERANIMEVENT_RELOAD,
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PLAYERANIMEVENT_SECONDARY_ATTACK,
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PLAYERANIMEVENT_HANDSIGNAL,
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PLAYERANIMEVENT_PLANT_TNT,
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PLAYERANIMEVENT_DEFUSE_TNT,
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PLAYERANIMEVENT_HS_NONE,
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PLAYERANIMEVENT_CANCEL_GESTURES, // cancel current gesture
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PLAYERANIMEVENT_COUNT
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};
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class IDODPlayerAnimState : virtual public IPlayerAnimState
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{
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public:
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// This is called by both the client and the server in the same way to trigger events for
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// players firing, jumping, throwing grenades, etc.
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virtual void DoAnimationEvent( PlayerAnimEvent_t event, int nData = 0 ) = 0;
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virtual void ShowDebugInfo( void ) = 0;
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};
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IDODPlayerAnimState* CreatePlayerAnimState( CDODPlayer *pPlayer );
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// If this is set, then the game code needs to make sure to send player animation events
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// to the local player if he's the one being watched.
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extern ConVar cl_showanimstate;
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#endif // DOD_PLAYERANIMSTATE_H
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