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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef TFC_PLAYERANIMSTATE_H
#define TFC_PLAYERANIMSTATE_H
#ifdef _WIN32
#pragma once
#endif
#include "convar.h"
#include "iplayeranimstate.h"
#if defined( CLIENT_DLL )
class C_TFCPlayer;
#define CTFCPlayer C_TFCPlayer
#else
class CTFCPlayer;
#endif
enum PlayerAnimEvent_t
{
PLAYERANIMEVENT_FIRE_GUN=0,
PLAYERANIMEVENT_THROW_GRENADE,
PLAYERANIMEVENT_JUMP,
PLAYERANIMEVENT_RELOAD,
PLAYERANIMEVENT_DIE,
PLAYERANIMEVENT_COUNT
};
class ITFCPlayerAnimState : 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;
};
ITFCPlayerAnimState* CreatePlayerAnimState( CTFCPlayer *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 // TFC_PLAYERANIMSTATE_H
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