//========= 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