sqwarmed/sdk_src/game/shared/baseplayer_shared.h

80 lines
2.0 KiB
C

//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef BASEPLAYER_SHARED_H
#define BASEPLAYER_SHARED_H
#ifdef _WIN32
#pragma once
#endif
// PlayerUse defines
#define PLAYER_USE_RADIUS 80.f
#define CONE_45_DEGREES 0.707f
#define CONE_15_DEGREES 0.9659258f
#define CONE_90_DEGREES 0
#define TRAIN_ACTIVE 0x80
#define TRAIN_NEW 0xc0
#define TRAIN_OFF 0x00
#define TRAIN_NEUTRAL 0x01
#define TRAIN_SLOW 0x02
#define TRAIN_MEDIUM 0x03
#define TRAIN_FAST 0x04
#define TRAIN_BACK 0x05
// entity messages
#define PLAY_PLAYER_JINGLE 1
#define UPDATE_PLAYER_RADAR 2
#define DEATH_ANIMATION_TIME 3.0f
// multiplayer only
#define NOINTERP_PARITY_MAX 4
#define NOINTERP_PARITY_MAX_BITS 2
struct autoaim_params_t
{
autoaim_params_t()
{
m_fScale = 0;
m_fMaxDist = 0;
m_fMaxDeflection = -1.0f;
m_bOnTargetQueryOnly = false;
}
Vector m_vecAutoAimDir; // Output: The direction autoaim wishes to point.
Vector m_vecAutoAimPoint; // Output: The point (world space) that autoaim is aiming at.
EHANDLE m_hAutoAimEntity; // Output: The entity that autoaim is aiming at.
float m_fScale; // Input:
float m_fMaxDist; // Input:
float m_fMaxDeflection; // Input:
bool m_bOnTargetQueryOnly; // Input: Don't do expensive assistance, just resolve m_bOnTargetNatural
bool m_bAutoAimAssisting; // Output: If this is true, autoaim is aiming at the target.
bool m_bOnTargetNatural; // Output: If true, the player is on target without assistance.
};
enum stepsoundtimes_t
{
STEPSOUNDTIME_NORMAL = 0,
STEPSOUNDTIME_ON_LADDER,
STEPSOUNDTIME_WATER_KNEE,
STEPSOUNDTIME_WATER_FOOT,
};
// Shared header file for players
#if defined( CLIENT_DLL )
#define CBasePlayer C_BasePlayer
#include "c_baseplayer.h"
#else
#include "player.h"
#endif
#endif // BASEPLAYER_SHARED_H