Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#ifndef TF_PLAYERANIMSTATE_H
#define TF_PLAYERANIMSTATE_H
#ifdef _WIN32
#pragma once
#endif
#include "convar.h"
#include "../Multiplayer/multiplayer_animstate.h"
#if defined( CLIENT_DLL )
class C_TFPlayer;
#define CTFPlayer C_TFPlayer
#else
class CTFPlayer;
#endif
// ------------------------------------------------------------------------------------------------ //
// CPlayerAnimState declaration.
// ------------------------------------------------------------------------------------------------ //
class CTFPlayerAnimState : public CMultiPlayerAnimState
{
public:
DECLARE_CLASS( CTFPlayerAnimState, CMultiPlayerAnimState );
CTFPlayerAnimState();
CTFPlayerAnimState( CBasePlayer *pPlayer, MultiPlayerMovementData_t &movementData );
~CTFPlayerAnimState();
void InitTF( CTFPlayer *pPlayer );
CTFPlayer *GetTFPlayer( void ) { return m_pTFPlayer; }
virtual void ClearAnimationState();
virtual Activity TranslateActivity( Activity actDesired );
Activity ActivityOverride( Activity baseAct, bool *pRequired );
virtual void Update( float eyeYaw, float eyePitch );
void DoAnimationEvent( PlayerAnimEvent_t event, int nData = 0 );
virtual void CheckStunAnimation();
virtual Activity CalcMainActivity();
virtual void ComputePoseParam_AimYaw( CStudioHdr *pStudioHdr );
void CheckPasstimeThrowAnimation();
virtual float GetCurrentMaxGroundSpeed();
virtual float GetGesturePlaybackRate( void );
bool HandleMoving( Activity &idealActivity );
bool HandleJumping( Activity &idealActivity );
bool HandleDucking( Activity &idealActivity );
bool HandleSwimming( Activity &idealActivity );
virtual bool ShouldUpdateAnimState();
virtual void GetOuterAbsVelocity( Vector& vel );
bool IsItemTestingBot( void );
virtual void RestartGesture( int iGestureSlot, Activity iGestureActivity, bool bAutoKill = true );
void SetRenderangles( const QAngle& angles ) { m_angRender = angles; }
void Vehicle_LeanAccel( float flInAccel );
private:
void Taunt_ComputePoseParam_MoveX( CStudioHdr *pStudioHdr );
void Taunt_ComputePoseParam_MoveY( CStudioHdr *pStudioHdr );
void Vehicle_ComputePoseParam_MoveYaw( CStudioHdr *pStudioHdr );
void Vehicle_ComputePoseParam_AccelLean( CStudioHdr *pStudioHdr );
CTFPlayer *m_pTFPlayer;
bool m_bInAirWalk;
float m_flHoldDeployedPoseUntilTime;
float m_flTauntMoveX;
float m_flTauntMoveY;
float m_flVehicleLeanVel;
float m_flVehicleLeanPos;
Vector m_vecSmoothedUp;
};
CTFPlayerAnimState *CreateTFPlayerAnimState( CTFPlayer *pPlayer );
#endif // TF_PLAYERANIMSTATE_H