mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-29 17:43:01 +00:00
77 lines
1.9 KiB
C++
77 lines
1.9 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
|
|
//
|
|
// Purpose:
|
|
//
|
|
//=============================================================================//
|
|
|
|
#ifndef SDK_PLAYERANIMSTATE_H
|
|
#define SDK_PLAYERANIMSTATE_H
|
|
#ifdef _WIN32
|
|
#pragma once
|
|
#endif
|
|
|
|
|
|
#include "convar.h"
|
|
#include "iplayeranimstate.h"
|
|
#include "base_playeranimstate.h"
|
|
|
|
|
|
#ifdef CLIENT_DLL
|
|
class C_BaseAnimatingOverlay;
|
|
class C_WeaponSDKBase;
|
|
#define CBaseAnimatingOverlay C_BaseAnimatingOverlay
|
|
#define CWeaponSDKBase C_WeaponSDKBase
|
|
#define CSDKPlayer C_SDKPlayer
|
|
#else
|
|
class CBaseAnimatingOverlay;
|
|
class CWeaponSDKBase;
|
|
class CSDKPlayer;
|
|
#endif
|
|
|
|
|
|
// When moving this fast, he plays run anim.
|
|
#define ARBITRARY_RUN_SPEED 175.0f
|
|
|
|
|
|
enum PlayerAnimEvent_t
|
|
{
|
|
PLAYERANIMEVENT_FIRE_GUN_PRIMARY=0,
|
|
PLAYERANIMEVENT_FIRE_GUN_SECONDARY,
|
|
PLAYERANIMEVENT_THROW_GRENADE,
|
|
PLAYERANIMEVENT_JUMP,
|
|
PLAYERANIMEVENT_RELOAD,
|
|
|
|
PLAYERANIMEVENT_COUNT
|
|
};
|
|
|
|
|
|
class ISDKPlayerAnimState : 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 ) = 0;
|
|
|
|
// Returns true if we're playing the grenade prime or throw animation.
|
|
virtual bool IsThrowingGrenade() = 0;
|
|
};
|
|
|
|
|
|
// This abstracts the differences between SDK players and hostages.
|
|
class ISDKPlayerAnimStateHelpers
|
|
{
|
|
public:
|
|
virtual CWeaponSDKBase* SDKAnim_GetActiveWeapon() = 0;
|
|
virtual bool SDKAnim_CanMove() = 0;
|
|
};
|
|
|
|
|
|
ISDKPlayerAnimState* CreatePlayerAnimState( CBaseAnimatingOverlay *pEntity, ISDKPlayerAnimStateHelpers *pHelpers, LegAnimType_t legAnimType, bool bUseAimSequences );
|
|
|
|
// 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 // SDK_PLAYERANIMSTATE_H
|