28 #ifndef GAME_PLAYER_STATES_H 29 #define GAME_PLAYER_STATES_H 31 #include "hpl1/penumbra-overture/ButtonHandler.h" 32 #include "hpl1/penumbra-overture/DeathMenu.h" 33 #include "hpl1/penumbra-overture/GameItemType.h" 34 #include "hpl1/penumbra-overture/GameMessageHandler.h" 35 #include "hpl1/penumbra-overture/GameObject.h" 36 #include "hpl1/penumbra-overture/Inventory.h" 37 #include "hpl1/penumbra-overture/Notebook.h" 38 #include "hpl1/penumbra-overture/NumericalPanel.h" 39 #include "hpl1/penumbra-overture/PlayerHands.h" 48 ePlayerState mPreviuosState;
56 mPreviuosState = ePlayerState_LastEnum;
65 apPrevState->LeaveState(
this);
66 EnterState(apPrevState);
67 mPreviuosState = apPrevState->mType;
73 virtual void OnUpdate(
float afTimeStep) {}
74 virtual void OnPostSceneDraw() {}
75 virtual void OnDraw() {}
77 virtual void OnStartInteract() {}
78 virtual void OnStopInteract() {}
79 virtual void OnStartExamine() {}
80 virtual void OnStopExamine() {}
81 virtual void OnStartHolster() {}
83 virtual bool OnJump() {
return true; }
85 virtual void OnStartRun() {}
86 virtual void OnStopRun() {}
88 virtual void OnStartCrouch() {}
89 virtual void OnStopCrouch() {}
91 virtual void OnStartInteractMode() {}
93 virtual bool OnStartInventory() {
return true; }
95 virtual bool OnStartInventoryShortCut(
int alNum) {
return true; }
97 virtual bool OnMoveForwards(
float afMul,
float afTimeStep) {
return true; }
98 virtual bool OnMoveSideways(
float afMul,
float afTimeStep) {
return true; }
100 virtual bool OnAddYaw(
float afVal) {
return true; }
101 virtual bool OnAddPitch(
float afVal) {
return true; }
113 #endif // GAME_PLAYER_STATES_H Definition: PlayerState.h:45