//========= 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