mirror of
https://github.com/nillerusr/source-engine.git
synced 2026-08-07 17:29:36 +00:00
add source-sdk-2013
This commit is contained in:
@@ -1,53 +0,0 @@
|
||||
//========= Copyright Valve Corporation, All rights reserved. ============//
|
||||
//
|
||||
// Purpose:
|
||||
//
|
||||
//=============================================================================//
|
||||
|
||||
#ifndef HL1_PLAYER_SHARED_H
|
||||
#define HL1_PLAYER_SHARED_H
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
#include "cbase.h"
|
||||
#include "base_playeranimstate.h"
|
||||
|
||||
// Shared header file for players
|
||||
#if defined( CLIENT_DLL )
|
||||
//#define CHL1_Player C_BaseHLPlayer //FIXME: Lovely naming job between server and client here...
|
||||
class C_HL1MP_Player;
|
||||
#define CHL1MP_Player C_HL1MP_Player
|
||||
#else
|
||||
//#include "hl1_player.h"
|
||||
class CHL1MP_Player;
|
||||
#endif
|
||||
|
||||
#include "studio.h"
|
||||
|
||||
enum PlayerAnimEvent_t
|
||||
{
|
||||
PLAYERANIMEVENT_FIRE_GUN=0,
|
||||
PLAYERANIMEVENT_THROW_GRENADE,
|
||||
PLAYERANIMEVENT_JUMP,
|
||||
PLAYERANIMEVENT_RELOAD,
|
||||
PLAYERANIMEVENT_DIE,
|
||||
|
||||
PLAYERANIMEVENT_COUNT
|
||||
};
|
||||
|
||||
class IHL1MPPlayerAnimState : virtual public IPlayerAnimState
|
||||
{
|
||||
public:
|
||||
// This is called by both the client and the server in the same way to trigger events for
|
||||
// players firing, jumping, throwing grenades, etc.
|
||||
virtual void DoAnimationEvent( PlayerAnimEvent_t event, int nData ) = 0;
|
||||
};
|
||||
|
||||
IHL1MPPlayerAnimState* CreatePlayerAnimState( CHL1MP_Player *pPlayer );
|
||||
|
||||
// If this is set, then the game code needs to make sure to send player animation events
|
||||
// to the local player if he's the one being watched.
|
||||
extern ConVar cl_showanimstate;
|
||||
|
||||
#endif // HL1_PLAYER_SHARED_H
|
||||
Reference in New Issue
Block a user