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87 lines
2.7 KiB
87 lines
2.7 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 TF_PLAYERANIMSTATE_H |
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#define TF_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 "../Multiplayer/multiplayer_animstate.h" |
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#if defined( CLIENT_DLL ) |
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class C_TFPlayer; |
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#define CTFPlayer C_TFPlayer |
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#else |
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class CTFPlayer; |
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#endif |
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// ------------------------------------------------------------------------------------------------ // |
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// CPlayerAnimState declaration. |
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// ------------------------------------------------------------------------------------------------ // |
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class CTFPlayerAnimState : public CMultiPlayerAnimState |
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{ |
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public: |
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DECLARE_CLASS( CTFPlayerAnimState, CMultiPlayerAnimState ); |
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CTFPlayerAnimState(); |
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CTFPlayerAnimState( CBasePlayer *pPlayer, MultiPlayerMovementData_t &movementData ); |
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~CTFPlayerAnimState(); |
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void InitTF( CTFPlayer *pPlayer ); |
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CTFPlayer *GetTFPlayer( void ) { return m_pTFPlayer; } |
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virtual void ClearAnimationState(); |
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virtual Activity TranslateActivity( Activity actDesired ); |
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Activity ActivityOverride( Activity baseAct, bool *pRequired ); |
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virtual void Update( float eyeYaw, float eyePitch ); |
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void DoAnimationEvent( PlayerAnimEvent_t event, int nData = 0 ); |
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virtual void CheckStunAnimation(); |
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virtual Activity CalcMainActivity(); |
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virtual void ComputePoseParam_AimYaw( CStudioHdr *pStudioHdr ); |
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void CheckPasstimeThrowAnimation(); |
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virtual float GetCurrentMaxGroundSpeed(); |
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virtual float GetGesturePlaybackRate( void ); |
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bool HandleMoving( Activity &idealActivity ); |
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bool HandleJumping( Activity &idealActivity ); |
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bool HandleDucking( Activity &idealActivity ); |
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bool HandleSwimming( Activity &idealActivity ); |
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virtual bool ShouldUpdateAnimState(); |
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virtual void GetOuterAbsVelocity( Vector& vel ); |
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bool IsItemTestingBot( void ); |
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virtual void RestartGesture( int iGestureSlot, Activity iGestureActivity, bool bAutoKill = true ); |
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void SetRenderangles( const QAngle& angles ) { m_angRender = angles; } |
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void Vehicle_LeanAccel( float flInAccel ); |
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private: |
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void Taunt_ComputePoseParam_MoveX( CStudioHdr *pStudioHdr ); |
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void Taunt_ComputePoseParam_MoveY( CStudioHdr *pStudioHdr ); |
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void Vehicle_ComputePoseParam_MoveYaw( CStudioHdr *pStudioHdr ); |
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void Vehicle_ComputePoseParam_AccelLean( CStudioHdr *pStudioHdr ); |
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CTFPlayer *m_pTFPlayer; |
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bool m_bInAirWalk; |
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float m_flHoldDeployedPoseUntilTime; |
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float m_flTauntMoveX; |
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float m_flTauntMoveY; |
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float m_flVehicleLeanVel; |
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float m_flVehicleLeanPos; |
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Vector m_vecSmoothedUp; |
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}; |
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CTFPlayerAnimState *CreateTFPlayerAnimState( CTFPlayer *pPlayer ); |
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#endif // TF_PLAYERANIMSTATE_H
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