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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef IPLAYERANIMSTATE_H
#define IPLAYERANIMSTATE_H
#ifdef _WIN32
#pragma once
#endif
typedef enum
{
LEGANIM_9WAY, // Legs use a 9-way blend, with "move_x" and "move_y" pose parameters.
LEGANIM_8WAY, // Legs use an 8-way blend with "move_yaw" pose param.
LEGANIM_GOLDSRC // Legs always point in the direction he's running and the torso rotates.
} LegAnimType_t;
abstract_class IPlayerAnimState
{
public:
virtual void Release() = 0;
// Update() and DoAnimationEvent() together maintain the entire player's animation state.
//
// Update() maintains the the lower body animation (the player's m_nSequence)
// and the upper body overlay based on the player's velocity and look direction.
//
// It also modulates these based on events triggered by DoAnimationEvent.
virtual void Update( float eyeYaw, float eyePitch ) = 0;
// This is called by the client when a new player enters the PVS to clear any events
// the dormant version of the entity may have been playing.
virtual void ClearAnimationState() = 0;
// The client uses this to figure out what angles to render the entity with (since as the guy turns,
// it will change his body_yaw pose parameter before changing his rendered angle).
virtual const QAngle& GetRenderAngles() = 0;
};
#endif // IPLAYERANIMSTATE_H
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