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| author | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
|---|---|---|
| committer | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
| commit | 3bf9df6b2785fa6d951086978a3e66f49427166a (patch) | |
| tree | 2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/shared/iplayeranimstate.h | |
| download | archived-source-engine-2018-hl2-src-master.tar.xz archived-source-engine-2018-hl2-src-master.zip | |
Diffstat (limited to 'game/shared/iplayeranimstate.h')
| -rw-r--r-- | game/shared/iplayeranimstate.h | 47 |
1 files changed, 47 insertions, 0 deletions
diff --git a/game/shared/iplayeranimstate.h b/game/shared/iplayeranimstate.h new file mode 100644 index 0000000..5e7b188 --- /dev/null +++ b/game/shared/iplayeranimstate.h @@ -0,0 +1,47 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +//=============================================================================// + +#ifndef IPLAYERANIMSTATE_H +#define IPLAYERANIMSTATE_H +#ifdef _WIN32 +#pragma once +#endif + + + +typedef enum +{ + LEGANIM_9WAY, // Legs use a 9-way blend, with "move_x" and "move_y" pose parameters. + LEGANIM_8WAY, // Legs use an 8-way blend with "move_yaw" pose param. + LEGANIM_GOLDSRC // Legs always point in the direction he's running and the torso rotates. +} LegAnimType_t; + + + +abstract_class IPlayerAnimState +{ +public: + virtual void Release() = 0; + + // Update() and DoAnimationEvent() together maintain the entire player's animation state. + // + // Update() maintains the the lower body animation (the player's m_nSequence) + // and the upper body overlay based on the player's velocity and look direction. + // + // It also modulates these based on events triggered by DoAnimationEvent. + virtual void Update( float eyeYaw, float eyePitch ) = 0; + + // This is called by the client when a new player enters the PVS to clear any events + // the dormant version of the entity may have been playing. + virtual void ClearAnimationState() = 0; + + // The client uses this to figure out what angles to render the entity with (since as the guy turns, + // it will change his body_yaw pose parameter before changing his rendered angle). + virtual const QAngle& GetRenderAngles() = 0; +}; + + +#endif // IPLAYERANIMSTATE_H |