48 lines
1.5 KiB
C
48 lines
1.5 KiB
C
|
//========= Copyright <20> 1996-2005, 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
|