Team Fortress 2 Source Code as on 22/4/2020
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  1. //========= Copyright Valve Corporation, All rights reserved. ============//
  2. //
  3. // Purpose:
  4. //
  5. // $NoKeywords: $
  6. //=============================================================================//
  7. #ifndef BASEPLAYER_SHARED_H
  8. #define BASEPLAYER_SHARED_H
  9. #ifdef _WIN32
  10. #pragma once
  11. #endif
  12. // PlayerUse defines
  13. #define PLAYER_USE_RADIUS 80.f
  14. #define CONE_45_DEGREES 0.707f
  15. #define CONE_15_DEGREES 0.9659258f
  16. #define CONE_90_DEGREES 0
  17. #define TRAIN_ACTIVE 0x80
  18. #define TRAIN_NEW 0xc0
  19. #define TRAIN_OFF 0x00
  20. #define TRAIN_NEUTRAL 0x01
  21. #define TRAIN_SLOW 0x02
  22. #define TRAIN_MEDIUM 0x03
  23. #define TRAIN_FAST 0x04
  24. #define TRAIN_BACK 0x05
  25. // entity messages
  26. #define PLAY_PLAYER_JINGLE 1
  27. #define UPDATE_PLAYER_RADAR 2
  28. #define DEATH_ANIMATION_TIME 3.0f
  29. typedef struct
  30. {
  31. Vector m_vecAutoAimDir; // The direction autoaim wishes to point.
  32. Vector m_vecAutoAimPoint; // The point (world space) that autoaim is aiming at.
  33. EHANDLE m_hAutoAimEntity; // The entity that autoaim is aiming at.
  34. bool m_bAutoAimAssisting; // If this is true, autoaim is aiming at the target. If false, the player is naturally aiming.
  35. bool m_bOnTargetNatural;
  36. float m_fScale;
  37. float m_fMaxDist;
  38. } autoaim_params_t;
  39. enum stepsoundtimes_t
  40. {
  41. STEPSOUNDTIME_NORMAL = 0,
  42. STEPSOUNDTIME_ON_LADDER,
  43. STEPSOUNDTIME_WATER_KNEE,
  44. STEPSOUNDTIME_WATER_FOOT,
  45. };
  46. void CopySoundNameWithModifierToken( char *pchDest, const char *pchSource, int nMaxLenInChars, const char *pchToken );
  47. // Shared header file for players
  48. #if defined( CLIENT_DLL )
  49. #define CBasePlayer C_BasePlayer
  50. #include "c_baseplayer.h"
  51. #else
  52. #include "player.h"
  53. #endif
  54. #endif // BASEPLAYER_SHARED_H