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diff --git a/game/shared/baseplayer_shared.h b/game/shared/baseplayer_shared.h
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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