Serious-Engine/Sources/EntitiesMP/PlayerAnimator.h

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C
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2016-03-11 14:57:17 +01:00
/*
* This file is generated by Entity Class Compiler, (c) CroTeam 1997-98
*/
#ifndef _EntitiesMP_PlayerAnimator_INCLUDED
#define _EntitiesMP_PlayerAnimator_INCLUDED 1
#include <EntitiesMP/Player.h>
#include <EntitiesMP/PlayerWeapons.h>
#define EVENTCODE_EAnimatorInit 0x01960000
class DECL_DLL EAnimatorInit : public CEntityEvent {
public:
EAnimatorInit();
CEntityEvent *MakeCopy(void);
CEntityPointer penPlayer;
};
DECL_DLL inline void ClearToDefault(EAnimatorInit &e) { e = EAnimatorInit(); } ;
extern "C" DECL_DLL CDLLEntityClass CPlayerAnimator_DLLClass;
class DECL_DLL CPlayerAnimator : public CRationalEntity {
public:
virtual CEntity *GetPredictionPair(void) { return m_penPrediction; };
virtual void SetPredictionPair(CEntity *penPair) { m_penPrediction = penPair; };
virtual void SetDefaultProperties(void);
CEntityPointer m_penPlayer;
BOOL m_bReference;
FLOAT m_fLastActionTime;
INDEX m_iContent;
BOOL m_bWaitJumpAnim;
BOOL m_bCrouch;
BOOL m_iCrouchDownWait;
BOOL m_iRiseUpWait;
BOOL m_bChangeWeapon;
BOOL m_bSwim;
INDEX m_iFlare;
INDEX m_iSecondFlare;
BOOL m_bAttacking;
FLOAT m_tmAttackingDue;
FLOAT m_tmFlareAdded;
BOOL m_bDisableAnimating;
FLOAT3D m_vLastPlayerPosition;
FLOAT m_fEyesYLastOffset;
FLOAT m_fEyesYOffset;
FLOAT m_fEyesYSpeed;
FLOAT m_fWeaponYLastOffset;
FLOAT m_fWeaponYOffset;
FLOAT m_fWeaponYSpeed;
BOOL m_bMoving;
FLOAT m_fMoveLastBanking;
FLOAT m_fMoveBanking;
BOOL m_iMovingSide;
BOOL m_bSidestepBankingLeft;
BOOL m_bSidestepBankingRight;
FLOAT m_fSidestepLastBanking;
FLOAT m_fSidestepBanking;
INDEX m_iWeaponLast;
FLOAT m_fBodyAnimTime;
CEntityPointer m_penPrediction;
CModelObject * pmoModel;
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void Read_t(CTStream * istr);
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void Precache(void);
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CPlayer * GetPlayer(void);
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CModelObject * GetBody(void);
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CModelObject * GetBodyRen(void);
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void SetComponents(CModelObject * mo,ULONG ulIDModel,ULONG ulIDTexture,
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ULONG ulIDReflectionTexture,ULONG ulIDSpecularTexture,ULONG ulIDBumpTexture);
#line 501 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es"
void AddAttachmentModel(CModelObject * mo,INDEX iAttachment,ULONG ulIDModel,ULONG ulIDTexture,
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ULONG ulIDReflectionTexture,ULONG ulIDSpecularTexture,ULONG ulIDBumpTexture);
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void AddWeaponAttachment(INDEX iAttachment,ULONG ulIDModel,ULONG ulIDTexture,
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ULONG ulIDReflectionTexture,ULONG ulIDSpecularTexture,ULONG ulIDBumpTexture);
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void SetAttachment(INDEX iAttachment);
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void SyncWeapon(void);
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void SetWeapon(void);
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void SetItem(CModelObject * pmo);
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void SetBodyAnimation(INDEX iAnimation,ULONG ulFlags);
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void Initialize(void);
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void StoreLast(void);
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void AnimateBanking(void);
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void AnimateSoftEyes(void);
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void ChangeView(CPlacement3D & pl);
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void BodyAndHeadOrientation(CPlacement3D & plView);
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void AnimatePlayer(void);
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void Crouch(void);
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void Rise(void);
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void Fall(void);
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void Swim(void);
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void Stand(void);
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void FireAnimation(INDEX iAnim,ULONG ulFlags);
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void FireAnimationOff(void);
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void BodyAnimationTemplate(INDEX iNone,INDEX iColt,INDEX iShotgun,INDEX iMinigun,ULONG ulFlags);
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void BodyWalkAnimation();
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void BodyStillAnimation();
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void BodyPushAnimation();
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void RemoveWeapon(void);
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void BodyPullAnimation();
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void BodyPullItemAnimation();
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void BodyPickItemAnimation();
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void BodyRemoveItem();
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void OnPreRender(void);
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void ShowFlare(INDEX iAttachWeapon,INDEX iAttachObject,INDEX iAttachFlare);
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void HideFlare(INDEX iAttachWeapon,INDEX iAttachObject,INDEX iAttachFlare);
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void ControlFlareAttachment(void);
#define STATE_CPlayerAnimator_ReminderAction 0x01960001
BOOL
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ReminderAction(const CEntityEvent &__eeInput);
#define STATE_CPlayerAnimator_Main 1
BOOL
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Main(const CEntityEvent &__eeInput);
BOOL H0x01960002_Main_01(const CEntityEvent &__eeInput);
BOOL H0x01960003_Main_02(const CEntityEvent &__eeInput);
};
#endif // _EntitiesMP_PlayerAnimator_INCLUDED