You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
88 lines
3.1 KiB
88 lines
3.1 KiB
//========= 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
|