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Diffstat (limited to 'game/shared/dod/dod_playeranimstate.h')
| -rw-r--r-- | game/shared/dod/dod_playeranimstate.h | 62 |
1 files changed, 62 insertions, 0 deletions
diff --git a/game/shared/dod/dod_playeranimstate.h b/game/shared/dod/dod_playeranimstate.h new file mode 100644 index 0000000..100b50d --- /dev/null +++ b/game/shared/dod/dod_playeranimstate.h @@ -0,0 +1,62 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +//=============================================================================// + +#ifndef DOD_PLAYERANIMSTATE_H +#define DOD_PLAYERANIMSTATE_H +#ifdef _WIN32 +#pragma once +#endif + + +#include "convar.h" +#include "iplayeranimstate.h" + + +#if defined( CLIENT_DLL ) + class C_DODPlayer; + #define CDODPlayer C_DODPlayer +#else + class CDODPlayer; +#endif + +enum PlayerAnimEvent_t +{ + PLAYERANIMEVENT_FIRE_GUN=0, + PLAYERANIMEVENT_THROW_GRENADE, + PLAYERANIMEVENT_ROLL_GRENADE, + PLAYERANIMEVENT_JUMP, + PLAYERANIMEVENT_RELOAD, + PLAYERANIMEVENT_SECONDARY_ATTACK, + PLAYERANIMEVENT_HANDSIGNAL, + PLAYERANIMEVENT_PLANT_TNT, + PLAYERANIMEVENT_DEFUSE_TNT, + + PLAYERANIMEVENT_HS_NONE, + PLAYERANIMEVENT_CANCEL_GESTURES, // cancel current gesture + + PLAYERANIMEVENT_COUNT +}; + +class IDODPlayerAnimState : virtual public IPlayerAnimState +{ +public: + // This is called by both the client and the server in the same way to trigger events for + // players firing, jumping, throwing grenades, etc. + virtual void DoAnimationEvent( PlayerAnimEvent_t event, int nData = 0 ) = 0; + + virtual void ShowDebugInfo( void ) = 0; +}; + + +IDODPlayerAnimState* CreatePlayerAnimState( CDODPlayer *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 // DOD_PLAYERANIMSTATE_H |