Counter Strike : Global Offensive Source Code
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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef TF_PLAYERANIMSTATE_H
#define TF_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_WeaponCSBase;
#define CBaseAnimatingOverlay C_BaseAnimatingOverlay
#define CWeaponCSBase C_WeaponCSBase
#define CCSPlayer C_CSPlayer
#else
class CBaseAnimatingOverlay;
class CWeaponCSBase;
class CCSPlayer;
#endif
// When moving this fast, he plays run anim.
#define ARBITRARY_RUN_SPEED 175.0f
#define HOSTAGE_JUMP_POWER 200.0f
#define HOSTAGE_ANIM_MODEL "models/hostage/hostage.mdl"
#define MOVESTATE_IDLE 0
#define MOVESTATE_WALK 1
#define MOVESTATE_RUN 2
// This abstracts the differences between CS players and hostages.
class ICSPlayerAnimStateHelpers
{
public:
virtual CWeaponCSBase* CSAnim_GetActiveWeapon() = 0;
virtual bool CSAnim_CanMove() = 0;
};
IPlayerAnimState* CreatePlayerAnimState( CBaseAnimatingOverlay *pEntity, ICSPlayerAnimStateHelpers *pHelpers, LegAnimType_t legAnimType, bool bUseAimSequences );
IPlayerAnimState* CreateHostageAnimState( CBaseAnimatingOverlay *pEntity, ICSPlayerAnimStateHelpers *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 // TF_PLAYERANIMSTATE_H