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    sdk_playeranimstate.h

    Anyone got sdk_playeranimstate.h ?
    If you got share it here.
    I realy need it

    - Thanks

    #2
    the sdk_playeranimstate.h should be in the sdk ... use the windows search function.

    Helo

    Comment


      #3
      Originally posted by Helo View Post
      use the windows search function.
      Thanks but it not show anythink :(

      Comment


        #4
        Originally posted by monster666 View Post
        Thanks but it not show anythink :(
        For me it?s in the "SDK\game_shared\sdk\sdk_playeranimstate.h"

        if you can?t find look in a other sdk ... perhaps from the rh basehook etc

        Helo

        Comment


          #5
          Code:
          //========= Copyright ? 1996-2005, Valve Corporation, All rights reserved. ============//
          //
          // Purpose: 
          //
          //=============================================================================//
          
          #ifndef SDK_PLAYERANIMSTATE_H
          #define SDK_PLAYERANIMSTATE_H
          #ifdef _WIN32
          #pragma once
          #endif
          
          
          #include "convar.h"
          #include "iplayeranimstate.h"
          #include "base_playeranimstate.h"
          
          
          #ifdef CLIENT_DLL
              class C_BaseAnimatingOverlay;
              class C_WeaponSDKBase;
              #define CBaseAnimatingOverlay C_BaseAnimatingOverlay
              #define CWeaponSDKBase C_WeaponSDKBase
              #define CSDKPlayer C_SDKPlayer
          #else
              class CBaseAnimatingOverlay;
              class CWeaponSDKBase; 
              class CSDKPlayer;
          #endif
          
          
          // When moving this fast, he plays run anim.
          #define ARBITRARY_RUN_SPEED        175.0f
          
          
          enum PlayerAnimEvent_t
          {
              PLAYERANIMEVENT_FIRE_GUN_PRIMARY=0,
              PLAYERANIMEVENT_FIRE_GUN_SECONDARY,
              PLAYERANIMEVENT_THROW_GRENADE,
              PLAYERANIMEVENT_JUMP,
              PLAYERANIMEVENT_RELOAD,
              
              PLAYERANIMEVENT_COUNT
          };
          
          
          class ISDKPlayerAnimState : virtual public IPlayerAnimState
          {
          public:
              // This is called by both the client and the server in the same way to trigger events for
              // players firing, jumping, throwing grenades, etc.
              virtual void DoAnimationEvent( PlayerAnimEvent_t event ) = 0;
              
              // Returns true if we're playing the grenade prime or throw animation.
              virtual bool IsThrowingGrenade() = 0;
          };
          
          
          // This abstracts the differences between SDK players and hostages.
          class ISDKPlayerAnimStateHelpers
          {
          public:
              virtual CWeaponSDKBase* SDKAnim_GetActiveWeapon() = 0;
              virtual bool SDKAnim_CanMove() = 0;
          };
          
          
          ISDKPlayerAnimState* CreatePlayerAnimState( CBaseAnimatingOverlay *pEntity, ISDKPlayerAnimStateHelpers *pHelpers, LegAnimType_t legAnimType, bool bUseAimSequences );
          
          // If this is set, then the game code needs to make sure to send player animation events
          // to the local player if he's the one being watched.
          extern ConVar cl_showanimstate;
          
          
          #endif // SDK_PLAYERANIMSTATE_H

          i dont this this file alone can help you but heh you asked for its now here,
          but ...






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