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54 lines
1.3 KiB
C++
54 lines
1.3 KiB
C++
//========= 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 HL1_PLAYER_SHARED_H
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#define HL1_PLAYER_SHARED_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "cbase.h"
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#include "base_playeranimstate.h"
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// Shared header file for players
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#if defined( CLIENT_DLL )
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//#define CHL1_Player C_BaseHLPlayer //FIXME: Lovely naming job between server and client here...
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class C_HL1MP_Player;
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#define CHL1MP_Player C_HL1MP_Player
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#else
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//#include "hl1_player.h"
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class CHL1MP_Player;
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#endif
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#include "studio.h"
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enum PlayerAnimEvent_t
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{
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PLAYERANIMEVENT_FIRE_GUN=0,
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PLAYERANIMEVENT_THROW_GRENADE,
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PLAYERANIMEVENT_JUMP,
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PLAYERANIMEVENT_RELOAD,
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PLAYERANIMEVENT_DIE,
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PLAYERANIMEVENT_COUNT
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};
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class IHL1MPPlayerAnimState : virtual public IPlayerAnimState
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{
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public:
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// This is called by both the client and the server in the same way to trigger events for
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// players firing, jumping, throwing grenades, etc.
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virtual void DoAnimationEvent( PlayerAnimEvent_t event, int nData ) = 0;
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};
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IHL1MPPlayerAnimState* CreatePlayerAnimState( CHL1MP_Player *pPlayer );
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// If this is set, then the game code needs to make sure to send player animation events
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// to the local player if he's the one being watched.
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extern ConVar cl_showanimstate;
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#endif // HL1_PLAYER_SHARED_H
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