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53 lines
1.3 KiB
53 lines
1.3 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 HL1_PLAYER_SHARED_H |
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#define HL1_PLAYER_SHARED_H |
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#ifdef _WIN32 |
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#pragma once |
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#endif |
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#include "cbase.h" |
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#include "base_playeranimstate.h" |
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// Shared header file for players |
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#if defined( CLIENT_DLL ) |
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//#define CHL1_Player C_BaseHLPlayer //FIXME: Lovely naming job between server and client here... |
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class C_HL1MP_Player; |
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#define CHL1MP_Player C_HL1MP_Player |
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#else |
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//#include "hl1_player.h" |
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class CHL1MP_Player; |
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#endif |
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#include "studio.h" |
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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 IHL1MPPlayerAnimState : 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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IHL1MPPlayerAnimState* CreatePlayerAnimState( CHL1MP_Player *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 // HL1_PLAYER_SHARED_H
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