Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef PORTAL_PLAYERANIMSTATE_H
#define PORTAL_PLAYERANIMSTATE_H
#ifdef _WIN32
#pragma once
#endif
#include "convar.h"
#include "multiplayer_animstate.h"
#if defined( CLIENT_DLL )
class C_Portal_Player;
#define CPortal_Player C_Portal_Player
#else
class CPortal_Player;
#endif
//enum PlayerAnimEvent_t
//{
// PLAYERANIMEVENT_FIRE_GUN=0,
// PLAYERANIMEVENT_THROW_GRENADE,
// PLAYERANIMEVENT_ROLL_GRENADE,
// PLAYERANIMEVENT_JUMP,
// PLAYERANIMEVENT_RELOAD,
// PLAYERANIMEVENT_SECONDARY_ATTACK,
//
// PLAYERANIMEVENT_HS_NONE,
// PLAYERANIMEVENT_CANCEL_GESTURES, // cancel current gesture
//
// PLAYERANIMEVENT_COUNT
//};
// ------------------------------------------------------------------------------------------------ //
// CPlayerAnimState declaration.
// ------------------------------------------------------------------------------------------------ //
class CPortalPlayerAnimState : public CMultiPlayerAnimState
{
public:
DECLARE_CLASS( CPortalPlayerAnimState, CMultiPlayerAnimState );
CPortalPlayerAnimState();
CPortalPlayerAnimState( CBasePlayer *pPlayer, MultiPlayerMovementData_t &movementData );
~CPortalPlayerAnimState();
void InitPortal( CPortal_Player *pPlayer );
CPortal_Player *GetPortalPlayer( void ) { return m_pPortalPlayer; }
virtual void ClearAnimationState();
virtual Activity TranslateActivity( Activity actDesired );
void DoAnimationEvent( PlayerAnimEvent_t event, int nData = 0 );
void Teleport( const Vector *pNewOrigin, const QAngle *pNewAngles, CPortal_Player* pPlayer );
bool HandleMoving( Activity &idealActivity );
bool HandleJumping( Activity &idealActivity );
bool HandleDucking( Activity &idealActivity );
private:
CPortal_Player *m_pPortalPlayer;
bool m_bInAirWalk;
float m_flHoldDeployedPoseUntilTime;
};
CPortalPlayerAnimState* CreatePortalPlayerAnimState( CPortal_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 // PORTAL_PLAYERANIMSTATE_H