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Diffstat (limited to 'game/shared/hl1/hl1_player_shared.h')
| -rw-r--r-- | game/shared/hl1/hl1_player_shared.h | 53 |
1 files changed, 53 insertions, 0 deletions
diff --git a/game/shared/hl1/hl1_player_shared.h b/game/shared/hl1/hl1_player_shared.h new file mode 100644 index 0000000..5536637 --- /dev/null +++ b/game/shared/hl1/hl1_player_shared.h @@ -0,0 +1,53 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +//=============================================================================// + +#ifndef HL1_PLAYER_SHARED_H +#define HL1_PLAYER_SHARED_H +#ifdef _WIN32 +#pragma once +#endif + +#include "cbase.h" +#include "base_playeranimstate.h" + +// Shared header file for players +#if defined( CLIENT_DLL ) +//#define CHL1_Player C_BaseHLPlayer //FIXME: Lovely naming job between server and client here... +class C_HL1MP_Player; +#define CHL1MP_Player C_HL1MP_Player +#else +//#include "hl1_player.h" +class CHL1MP_Player; +#endif + +#include "studio.h" + +enum PlayerAnimEvent_t +{ + PLAYERANIMEVENT_FIRE_GUN=0, + PLAYERANIMEVENT_THROW_GRENADE, + PLAYERANIMEVENT_JUMP, + PLAYERANIMEVENT_RELOAD, + PLAYERANIMEVENT_DIE, + + PLAYERANIMEVENT_COUNT +}; + +class IHL1MPPlayerAnimState : 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; +}; + +IHL1MPPlayerAnimState* CreatePlayerAnimState( CHL1MP_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 // HL1_PLAYER_SHARED_H |