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.
76 lines
1.9 KiB
76 lines
1.9 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
|
// |
|
// Purpose: |
|
// |
|
//=============================================================================// |
|
|
|
#ifndef SDK_PLAYERANIMSTATE_H |
|
#define SDK_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_WeaponSDKBase; |
|
#define CBaseAnimatingOverlay C_BaseAnimatingOverlay |
|
#define CWeaponSDKBase C_WeaponSDKBase |
|
#define CSDKPlayer C_SDKPlayer |
|
#else |
|
class CBaseAnimatingOverlay; |
|
class CWeaponSDKBase; |
|
class CSDKPlayer; |
|
#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_COUNT |
|
}; |
|
|
|
|
|
class ISDKPlayerAnimState : 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 SDK players and hostages. |
|
class ISDKPlayerAnimStateHelpers |
|
{ |
|
public: |
|
virtual CWeaponSDKBase* SDKAnim_GetActiveWeapon() = 0; |
|
virtual bool SDKAnim_CanMove() = 0; |
|
}; |
|
|
|
|
|
ISDKPlayerAnimState* CreatePlayerAnimState( CBaseAnimatingOverlay *pEntity, ISDKPlayerAnimStateHelpers *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 // SDK_PLAYERANIMSTATE_H
|
|
|