Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef BASEPLAYER_SHARED_H
#define BASEPLAYER_SHARED_H
#ifdef _WIN32
#pragma once
#endif
// PlayerUse defines
#define PLAYER_USE_RADIUS 80.f
#define CONE_45_DEGREES 0.707f
#define CONE_15_DEGREES 0.9659258f
#define CONE_90_DEGREES 0
#define TRAIN_ACTIVE 0x80
#define TRAIN_NEW 0xc0
#define TRAIN_OFF 0x00
#define TRAIN_NEUTRAL 0x01
#define TRAIN_SLOW 0x02
#define TRAIN_MEDIUM 0x03
#define TRAIN_FAST 0x04
#define TRAIN_BACK 0x05
// entity messages
#define PLAY_PLAYER_JINGLE 1
#define UPDATE_PLAYER_RADAR 2
#define DEATH_ANIMATION_TIME 3.0f
typedef struct
{
Vector m_vecAutoAimDir; // The direction autoaim wishes to point.
Vector m_vecAutoAimPoint; // The point (world space) that autoaim is aiming at.
EHANDLE m_hAutoAimEntity; // The entity that autoaim is aiming at.
bool m_bAutoAimAssisting; // If this is true, autoaim is aiming at the target. If false, the player is naturally aiming.
bool m_bOnTargetNatural;
float m_fScale;
float m_fMaxDist;
} autoaim_params_t;
enum stepsoundtimes_t
{
STEPSOUNDTIME_NORMAL = 0,
STEPSOUNDTIME_ON_LADDER,
STEPSOUNDTIME_WATER_KNEE,
STEPSOUNDTIME_WATER_FOOT,
};
void CopySoundNameWithModifierToken( char *pchDest, const char *pchSource, int nMaxLenInChars, const char *pchToken );
// Shared header file for players
#if defined( CLIENT_DLL )
#define CBasePlayer C_BasePlayer
#include "c_baseplayer.h"
#else
#include "player.h"
#endif
#endif // BASEPLAYER_SHARED_H