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62 lines
1.4 KiB
62 lines
1.4 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 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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