/* * This file is generated by Entity Class Compiler, (c) CroTeam 1997-98 */ #ifndef _EntitiesMP_PlayerAnimator_INCLUDED #define _EntitiesMP_PlayerAnimator_INCLUDED 1 #include #include #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; #line 440 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" void Read_t(CTStream * istr); #line 445 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" void Precache(void); #line 451 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" CPlayer * GetPlayer(void); #line 455 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" CModelObject * GetBody(void); #line 463 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" CModelObject * GetBodyRen(void); #line 473 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" void SetComponents(CModelObject * mo,ULONG ulIDModel,ULONG ulIDTexture, #line 474 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" 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, #line 502 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" ULONG ulIDReflectionTexture,ULONG ulIDSpecularTexture,ULONG ulIDBumpTexture); #line 508 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" void AddWeaponAttachment(INDEX iAttachment,ULONG ulIDModel,ULONG ulIDTexture, #line 509 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" ULONG ulIDReflectionTexture,ULONG ulIDSpecularTexture,ULONG ulIDBumpTexture); #line 515 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" void SetAttachment(INDEX iAttachment); #line 520 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" void SyncWeapon(void); #line 555 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" void SetWeapon(void); #line 761 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" void SetItem(CModelObject * pmo); #line 778 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" void SetBodyAnimation(INDEX iAnimation,ULONG ulFlags); #line 794 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" void Initialize(void); #line 836 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" void StoreLast(void); #line 847 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" void AnimateBanking(void); #line 904 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" void AnimateSoftEyes(void); #line 967 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" void ChangeView(CPlacement3D & pl); #line 1012 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" void BodyAndHeadOrientation(CPlacement3D & plView); #line 1035 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" void AnimatePlayer(void); #line 1189 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" void Crouch(void); #line 1201 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" void Rise(void); #line 1213 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" void Fall(void); #line 1224 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" void Swim(void); #line 1235 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" void Stand(void); #line 1246 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" void FireAnimation(INDEX iAnim,ULONG ulFlags); #line 1274 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" void FireAnimationOff(void); #line 1284 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" void BodyAnimationTemplate(INDEX iNone,INDEX iColt,INDEX iShotgun,INDEX iMinigun,ULONG ulFlags); #line 1309 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" void BodyWalkAnimation(); #line 1316 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" void BodyStillAnimation(); #line 1323 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" void BodyPushAnimation(); #line 1332 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" void RemoveWeapon(void); #line 1399 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" void BodyPullAnimation(); #line 1420 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" void BodyPullItemAnimation(); #line 1434 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" void BodyPickItemAnimation(); #line 1448 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" void BodyRemoveItem(); #line 1460 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" void OnPreRender(void); #line 1478 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" void ShowFlare(INDEX iAttachWeapon,INDEX iAttachObject,INDEX iAttachFlare); #line 1490 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" void HideFlare(INDEX iAttachWeapon,INDEX iAttachObject,INDEX iAttachFlare); #line 1501 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" void ControlFlareAttachment(void); #define STATE_CPlayerAnimator_ReminderAction 0x01960001 BOOL #line 1580 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" ReminderAction(const CEntityEvent &__eeInput); #define STATE_CPlayerAnimator_Main 1 BOOL #line 1592 "D:/SE1_GPL/Sources/EntitiesMP/PlayerAnimator.es" Main(const CEntityEvent &__eeInput); BOOL H0x01960002_Main_01(const CEntityEvent &__eeInput); BOOL H0x01960003_Main_02(const CEntityEvent &__eeInput); }; #endif // _EntitiesMP_PlayerAnimator_INCLUDED