Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#ifndef TF_PLAYERANIMSTATE_H
#define TF_PLAYERANIMSTATE_H
#ifdef _WIN32
#pragma once
#endif
#include "convar.h"
#include "../Multiplayer/multiplayer_animstate.h"
#if defined( CLIENT_DLL )
class C_TFPlayer; #define CTFPlayer C_TFPlayer
#else
class CTFPlayer; #endif
// ------------------------------------------------------------------------------------------------ //
// CPlayerAnimState declaration.
// ------------------------------------------------------------------------------------------------ //
class CTFPlayerAnimState : public CMultiPlayerAnimState { public: DECLARE_CLASS( CTFPlayerAnimState, CMultiPlayerAnimState );
CTFPlayerAnimState(); CTFPlayerAnimState( CBasePlayer *pPlayer, MultiPlayerMovementData_t &movementData ); ~CTFPlayerAnimState();
void InitTF( CTFPlayer *pPlayer ); CTFPlayer *GetTFPlayer( void ) { return m_pTFPlayer; }
virtual void ClearAnimationState(); virtual Activity TranslateActivity( Activity actDesired ); Activity ActivityOverride( Activity baseAct, bool *pRequired ); virtual void Update( float eyeYaw, float eyePitch );
void DoAnimationEvent( PlayerAnimEvent_t event, int nData = 0 ); virtual void CheckStunAnimation(); virtual Activity CalcMainActivity(); virtual void ComputePoseParam_AimYaw( CStudioHdr *pStudioHdr );
void CheckPasstimeThrowAnimation();
virtual float GetCurrentMaxGroundSpeed(); virtual float GetGesturePlaybackRate( void );
bool HandleMoving( Activity &idealActivity ); bool HandleJumping( Activity &idealActivity ); bool HandleDucking( Activity &idealActivity ); bool HandleSwimming( Activity &idealActivity );
virtual bool ShouldUpdateAnimState();
virtual void GetOuterAbsVelocity( Vector& vel );
bool IsItemTestingBot( void );
virtual void RestartGesture( int iGestureSlot, Activity iGestureActivity, bool bAutoKill = true );
void SetRenderangles( const QAngle& angles ) { m_angRender = angles; }
void Vehicle_LeanAccel( float flInAccel ); private: void Taunt_ComputePoseParam_MoveX( CStudioHdr *pStudioHdr ); void Taunt_ComputePoseParam_MoveY( CStudioHdr *pStudioHdr ); void Vehicle_ComputePoseParam_MoveYaw( CStudioHdr *pStudioHdr ); void Vehicle_ComputePoseParam_AccelLean( CStudioHdr *pStudioHdr ); CTFPlayer *m_pTFPlayer; bool m_bInAirWalk; float m_flHoldDeployedPoseUntilTime; float m_flTauntMoveX; float m_flTauntMoveY; float m_flVehicleLeanVel; float m_flVehicleLeanPos; Vector m_vecSmoothedUp; };
CTFPlayerAnimState *CreateTFPlayerAnimState( CTFPlayer *pPlayer );
#endif // TF_PLAYERANIMSTATE_H
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