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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/tf/tf_playeranimstate.h | |
| download | archived-source-engine-2018-hl2-src-master.tar.xz archived-source-engine-2018-hl2-src-master.zip | |
Diffstat (limited to 'game/shared/tf/tf_playeranimstate.h')
| -rw-r--r-- | game/shared/tf/tf_playeranimstate.h | 87 |
1 files changed, 87 insertions, 0 deletions
diff --git a/game/shared/tf/tf_playeranimstate.h b/game/shared/tf/tf_playeranimstate.h new file mode 100644 index 0000000..d5af0c1 --- /dev/null +++ b/game/shared/tf/tf_playeranimstate.h @@ -0,0 +1,87 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +//============================================================================= +#ifndef TF_PLAYERANIMSTATE_H +#define TF_PLAYERANIMSTATE_H +#ifdef _WIN32 +#pragma once +#endif + +#include "convar.h" +#include "../Multiplayer/multiplayer_animstate.h" + +#if defined( CLIENT_DLL ) +class C_TFPlayer; +#define CTFPlayer C_TFPlayer +#else +class CTFPlayer; +#endif + +// ------------------------------------------------------------------------------------------------ // +// CPlayerAnimState declaration. +// ------------------------------------------------------------------------------------------------ // +class CTFPlayerAnimState : public CMultiPlayerAnimState +{ +public: + + DECLARE_CLASS( CTFPlayerAnimState, CMultiPlayerAnimState ); + + CTFPlayerAnimState(); + CTFPlayerAnimState( CBasePlayer *pPlayer, MultiPlayerMovementData_t &movementData ); + ~CTFPlayerAnimState(); + + void InitTF( CTFPlayer *pPlayer ); + CTFPlayer *GetTFPlayer( void ) { return m_pTFPlayer; } + + virtual void ClearAnimationState(); + virtual Activity TranslateActivity( Activity actDesired ); + Activity ActivityOverride( Activity baseAct, bool *pRequired ); + virtual void Update( float eyeYaw, float eyePitch ); + + void DoAnimationEvent( PlayerAnimEvent_t event, int nData = 0 ); + virtual void CheckStunAnimation(); + virtual Activity CalcMainActivity(); + virtual void ComputePoseParam_AimYaw( CStudioHdr *pStudioHdr ); + + void CheckPasstimeThrowAnimation(); + + virtual float GetCurrentMaxGroundSpeed(); + virtual float GetGesturePlaybackRate( void ); + + bool HandleMoving( Activity &idealActivity ); + bool HandleJumping( Activity &idealActivity ); + bool HandleDucking( Activity &idealActivity ); + bool HandleSwimming( Activity &idealActivity ); + + virtual bool ShouldUpdateAnimState(); + + virtual void GetOuterAbsVelocity( Vector& vel ); + + bool IsItemTestingBot( void ); + + virtual void RestartGesture( int iGestureSlot, Activity iGestureActivity, bool bAutoKill = true ); + + void SetRenderangles( const QAngle& angles ) { m_angRender = angles; } + + void Vehicle_LeanAccel( float flInAccel ); +private: + void Taunt_ComputePoseParam_MoveX( CStudioHdr *pStudioHdr ); + void Taunt_ComputePoseParam_MoveY( CStudioHdr *pStudioHdr ); + void Vehicle_ComputePoseParam_MoveYaw( CStudioHdr *pStudioHdr ); + void Vehicle_ComputePoseParam_AccelLean( CStudioHdr *pStudioHdr ); + + CTFPlayer *m_pTFPlayer; + bool m_bInAirWalk; + float m_flHoldDeployedPoseUntilTime; + float m_flTauntMoveX; + float m_flTauntMoveY; + float m_flVehicleLeanVel; + float m_flVehicleLeanPos; + Vector m_vecSmoothedUp; +}; + +CTFPlayerAnimState *CreateTFPlayerAnimState( CTFPlayer *pPlayer ); + +#endif // TF_PLAYERANIMSTATE_H |