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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef SDK_PLAYERANIMSTATE_H
#define SDK_PLAYERANIMSTATE_H
#ifdef _WIN32
#pragma once
#endif
#include "convar.h"
#include "iplayeranimstate.h"
#include "base_playeranimstate.h"
#ifdef CLIENT_DLL
class C_BaseAnimatingOverlay;
class C_WeaponSDKBase;
#define CBaseAnimatingOverlay C_BaseAnimatingOverlay
#define CWeaponSDKBase C_WeaponSDKBase
#define CSDKPlayer C_SDKPlayer
#else
class CBaseAnimatingOverlay;
class CWeaponSDKBase;
class CSDKPlayer;
#endif
// When moving this fast, he plays run anim.
#define ARBITRARY_RUN_SPEED 175.0f
enum PlayerAnimEvent_t
{
PLAYERANIMEVENT_FIRE_GUN_PRIMARY=0,
PLAYERANIMEVENT_FIRE_GUN_SECONDARY,
PLAYERANIMEVENT_THROW_GRENADE,
PLAYERANIMEVENT_JUMP,
PLAYERANIMEVENT_RELOAD,
PLAYERANIMEVENT_COUNT
};
class ISDKPlayerAnimState : 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;
// Returns true if we're playing the grenade prime or throw animation.
virtual bool IsThrowingGrenade() = 0;
};
// This abstracts the differences between SDK players and hostages.
class ISDKPlayerAnimStateHelpers
{
public:
virtual CWeaponSDKBase* SDKAnim_GetActiveWeapon() = 0;
virtual bool SDKAnim_CanMove() = 0;
};
ISDKPlayerAnimState* CreatePlayerAnimState( CBaseAnimatingOverlay *pEntity, ISDKPlayerAnimStateHelpers *pHelpers, LegAnimType_t legAnimType, bool bUseAimSequences );
// 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 // SDK_PLAYERANIMSTATE_H
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