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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef IPLAYERANIMSTATE_H
#define IPLAYERANIMSTATE_H
#ifdef _WIN32
#pragma once
#endif
typedef enum { LEGANIM_9WAY, // Legs use a 9-way blend, with "move_x" and "move_y" pose parameters.
LEGANIM_8WAY, // Legs use an 8-way blend with "move_yaw" pose param.
LEGANIM_GOLDSRC // Legs always point in the direction he's running and the torso rotates.
} LegAnimType_t;
#ifdef CSTRIKE15
enum PlayerAnimEvent_t { PLAYERANIMEVENT_FIRE_GUN_PRIMARY=0, PLAYERANIMEVENT_FIRE_GUN_PRIMARY_OPT, // an optional primary attack for variation in animation. For example, the knife toggles between left AND right slash animations.
PLAYERANIMEVENT_FIRE_GUN_PRIMARY_SPECIAL1, PLAYERANIMEVENT_FIRE_GUN_PRIMARY_OPT_SPECIAL1, // an optional primary special attack for variation in animation.
PLAYERANIMEVENT_FIRE_GUN_SECONDARY, PLAYERANIMEVENT_FIRE_GUN_SECONDARY_SPECIAL1, PLAYERANIMEVENT_GRENADE_PULL_PIN, PLAYERANIMEVENT_THROW_GRENADE, PLAYERANIMEVENT_JUMP, PLAYERANIMEVENT_RELOAD, PLAYERANIMEVENT_RELOAD_START, ///< w_model partial reload for shotguns
PLAYERANIMEVENT_RELOAD_LOOP, ///< w_model partial reload for shotguns
PLAYERANIMEVENT_RELOAD_END, ///< w_model partial reload for shotguns
PLAYERANIMEVENT_CLEAR_FIRING, ///< clear animations on the firing layer
PLAYERANIMEVENT_DEPLOY, ///< Used to play deploy animations on third person models.
PLAYERANIMEVENT_SILENCER_ATTACH, PLAYERANIMEVENT_SILENCER_DETACH, // new events
PLAYERANIMEVENT_THROW_GRENADE_UNDERHAND, PLAYERANIMEVENT_CATCH_WEAPON, PLAYERANIMEVENT_COUNT }; #endif
abstract_class IPlayerAnimState { public: virtual void Release() = 0;
// Update() and DoAnimationEvent() together maintain the entire player's animation state.
//
// Update() maintains the the lower body animation (the player's m_nSequence)
// and the upper body overlay based on the player's velocity and look direction.
//
// It also modulates these based on events triggered by DoAnimationEvent.
virtual void Update( float eyeYaw, float eyePitch ) = 0;
virtual void ModifyTauntDuration( float flTimingChange ) {}
// This is called by the client when a new player enters the PVS to clear any events
// the dormant version of the entity may have been playing.
virtual void ClearAnimationState() = 0;
// The client uses this to figure out what angles to render the entity with (since as the guy turns,
// it will change his body_yaw pose parameter before changing his rendered angle).
virtual const QAngle& GetRenderAngles() = 0;
virtual void SetForceAimYaw( bool bForce ) = 0;
#ifdef CSTRIKE15
// 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; virtual bool ShouldHideGrenadeDuringThrow() = 0; #endif
};
#endif // IPLAYERANIMSTATE_H
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