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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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//=============================================================================
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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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