Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef SDK_PLAYERANIMSTATE_H
#define SDK_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_WeaponSDKBase; #define CBaseAnimatingOverlay C_BaseAnimatingOverlay
#define CWeaponSDKBase C_WeaponSDKBase
#define CSDKPlayer C_SDKPlayer
#else
class CBaseAnimatingOverlay; class CWeaponSDKBase; class CSDKPlayer; #endif
// When moving this fast, he plays run anim.
#define ARBITRARY_RUN_SPEED 175.0f
enum PlayerAnimEvent_t { PLAYERANIMEVENT_FIRE_GUN_PRIMARY=0, PLAYERANIMEVENT_FIRE_GUN_SECONDARY, PLAYERANIMEVENT_THROW_GRENADE, PLAYERANIMEVENT_JUMP, PLAYERANIMEVENT_RELOAD, PLAYERANIMEVENT_COUNT };
class ISDKPlayerAnimState : 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; // Returns true if we're playing the grenade prime or throw animation.
virtual bool IsThrowingGrenade() = 0; };
// This abstracts the differences between SDK players and hostages.
class ISDKPlayerAnimStateHelpers { public: virtual CWeaponSDKBase* SDKAnim_GetActiveWeapon() = 0; virtual bool SDKAnim_CanMove() = 0; };
ISDKPlayerAnimState* CreatePlayerAnimState( CBaseAnimatingOverlay *pEntity, ISDKPlayerAnimStateHelpers *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 // SDK_PLAYERANIMSTATE_H
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