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47 lines
1.4 KiB
47 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 IPLAYERANIMSTATE_H |
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#define IPLAYERANIMSTATE_H |
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#ifdef _WIN32 |
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#pragma once |
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#endif |
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typedef enum |
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{ |
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LEGANIM_9WAY, // Legs use a 9-way blend, with "move_x" and "move_y" pose parameters. |
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LEGANIM_8WAY, // Legs use an 8-way blend with "move_yaw" pose param. |
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LEGANIM_GOLDSRC // Legs always point in the direction he's running and the torso rotates. |
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} LegAnimType_t; |
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abstract_class IPlayerAnimState |
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{ |
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public: |
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virtual void Release() = 0; |
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// Update() and DoAnimationEvent() together maintain the entire player's animation state. |
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// |
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// Update() maintains the the lower body animation (the player's m_nSequence) |
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// and the upper body overlay based on the player's velocity and look direction. |
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// |
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// It also modulates these based on events triggered by DoAnimationEvent. |
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virtual void Update( float eyeYaw, float eyePitch ) = 0; |
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// This is called by the client when a new player enters the PVS to clear any events |
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// the dormant version of the entity may have been playing. |
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virtual void ClearAnimationState() = 0; |
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// The client uses this to figure out what angles to render the entity with (since as the guy turns, |
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// it will change his body_yaw pose parameter before changing his rendered angle). |
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virtual const QAngle& GetRenderAngles() = 0; |
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}; |
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#endif // IPLAYERANIMSTATE_H
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