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55 lines
1.2 KiB
55 lines
1.2 KiB
//========= 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 TFC_PLAYERANIMSTATE_H |
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#define TFC_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_TFCPlayer; |
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#define CTFCPlayer C_TFCPlayer |
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#else |
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class CTFCPlayer; |
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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_JUMP, |
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PLAYERANIMEVENT_RELOAD, |
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PLAYERANIMEVENT_DIE, |
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PLAYERANIMEVENT_COUNT |
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}; |
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class ITFCPlayerAnimState : 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; |
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}; |
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ITFCPlayerAnimState* CreatePlayerAnimState( CTFCPlayer *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 // TFC_PLAYERANIMSTATE_H
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