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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//
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//=============================================================================//
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#ifndef HL2MP_PLAYER_SHARED_H
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#define HL2MP_PLAYER_SHARED_H
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#pragma once
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#define HL2MP_PUSHAWAY_THINK_INTERVAL (1.0f / 20.0f)
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#include "studio.h"
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enum
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{
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PLAYER_SOUNDS_CITIZEN = 0,
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PLAYER_SOUNDS_COMBINESOLDIER,
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PLAYER_SOUNDS_METROPOLICE,
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PLAYER_SOUNDS_MAX,
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};
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enum HL2MPPlayerState
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{
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// Happily running around in the game.
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STATE_ACTIVE=0,
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STATE_OBSERVER_MODE, // Noclipping around, watching players, etc.
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NUM_PLAYER_STATES
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};
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#if defined( CLIENT_DLL )
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#define CHL2MP_Player C_HL2MP_Player
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#endif
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class CPlayerAnimState
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{
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public:
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enum
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{
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TURN_NONE = 0,
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TURN_LEFT,
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TURN_RIGHT
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};
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CPlayerAnimState( CHL2MP_Player *outer );
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Activity BodyYawTranslateActivity( Activity activity );
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void Update();
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const QAngle& GetRenderAngles();
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void GetPoseParameters( CStudioHdr *pStudioHdr, float poseParameter[MAXSTUDIOPOSEPARAM] );
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CHL2MP_Player *GetOuter();
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private:
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void GetOuterAbsVelocity( Vector& vel );
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int ConvergeAngles( float goal,float maxrate, float dt, float& current );
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void EstimateYaw( void );
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void ComputePoseParam_BodyYaw( void );
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void ComputePoseParam_BodyPitch( CStudioHdr *pStudioHdr );
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void ComputePoseParam_BodyLookYaw( void );
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void ComputePlaybackRate();
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CHL2MP_Player *m_pOuter;
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float m_flGaitYaw;
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float m_flStoredCycle;
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// The following variables are used for tweaking the yaw of the upper body when standing still and
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// making sure that it smoothly blends in and out once the player starts moving
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// Direction feet were facing when we stopped moving
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float m_flGoalFeetYaw;
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float m_flCurrentFeetYaw;
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float m_flCurrentTorsoYaw;
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// To check if they are rotating in place
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float m_flLastYaw;
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// Time when we stopped moving
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float m_flLastTurnTime;
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// One of the above enums
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int m_nTurningInPlace;
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QAngle m_angRender;
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float m_flTurnCorrectionTime;
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};
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#endif //HL2MP_PLAYER_SHARED_h
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