Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef DOD_PLAYERANIMSTATE_H
#define DOD_PLAYERANIMSTATE_H
#ifdef _WIN32
#pragma once
#endif
#include "convar.h"
#include "iplayeranimstate.h"
#if defined( CLIENT_DLL )
class C_DODPlayer; #define CDODPlayer C_DODPlayer
#else
class CDODPlayer; #endif
enum PlayerAnimEvent_t { PLAYERANIMEVENT_FIRE_GUN=0, PLAYERANIMEVENT_THROW_GRENADE, PLAYERANIMEVENT_ROLL_GRENADE, PLAYERANIMEVENT_JUMP, PLAYERANIMEVENT_RELOAD, PLAYERANIMEVENT_SECONDARY_ATTACK, PLAYERANIMEVENT_HANDSIGNAL, PLAYERANIMEVENT_PLANT_TNT, PLAYERANIMEVENT_DEFUSE_TNT,
PLAYERANIMEVENT_HS_NONE, PLAYERANIMEVENT_CANCEL_GESTURES, // cancel current gesture
PLAYERANIMEVENT_COUNT };
class IDODPlayerAnimState : virtual public IPlayerAnimState { public: // 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;
virtual void ShowDebugInfo( void ) = 0; };
IDODPlayerAnimState* CreatePlayerAnimState( CDODPlayer *pPlayer );
// 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 // DOD_PLAYERANIMSTATE_H
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