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//========= 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
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