//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #ifndef TFC_PLAYERANIMSTATE_H #define TFC_PLAYERANIMSTATE_H #ifdef _WIN32 #pragma once #endif #include "convar.h" #include "iplayeranimstate.h" #if defined( CLIENT_DLL ) class C_TFCPlayer; #define CTFCPlayer C_TFCPlayer #else class CTFCPlayer; #endif enum PlayerAnimEvent_t { PLAYERANIMEVENT_FIRE_GUN=0, PLAYERANIMEVENT_THROW_GRENADE, PLAYERANIMEVENT_JUMP, PLAYERANIMEVENT_RELOAD, PLAYERANIMEVENT_DIE, PLAYERANIMEVENT_COUNT }; class ITFCPlayerAnimState : 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; }; ITFCPlayerAnimState* CreatePlayerAnimState( CTFCPlayer *pPlayer ); // 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 // TFC_PLAYERANIMSTATE_H