Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef HL1_PLAYER_SHARED_H
#define HL1_PLAYER_SHARED_H
#ifdef _WIN32
#pragma once
#endif
#include "cbase.h"
#include "base_playeranimstate.h"
// Shared header file for players
#if defined( CLIENT_DLL )
//#define CHL1_Player C_BaseHLPlayer //FIXME: Lovely naming job between server and client here...
class C_HL1MP_Player; #define CHL1MP_Player C_HL1MP_Player
#else
//#include "hl1_player.h"
class CHL1MP_Player; #endif
#include "studio.h"
enum PlayerAnimEvent_t { PLAYERANIMEVENT_FIRE_GUN=0, PLAYERANIMEVENT_THROW_GRENADE, PLAYERANIMEVENT_JUMP, PLAYERANIMEVENT_RELOAD, PLAYERANIMEVENT_DIE, PLAYERANIMEVENT_COUNT };
class IHL1MPPlayerAnimState : 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; };
IHL1MPPlayerAnimState* CreatePlayerAnimState( CHL1MP_Player *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 // HL1_PLAYER_SHARED_H
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