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2020-08-04 13:13:01 -04:00

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C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#ifndef FORCEFEEDBACK_H
#define FORCEFEEDBACK_H
#ifdef _WIN32
#pragma once
#endif
enum { FFMSG_START = 0, FFMSG_STOP, FFMSG_STOPALL, FFMSG_PAUSE, FFMSG_RESUME };
typedef enum {
FORCE_FEEDBACK_SHOT_SINGLE,
FORCE_FEEDBACK_SHOT_DOUBLE,
FORCE_FEEDBACK_TAKEDAMAGE,
FORCE_FEEDBACK_SCREENSHAKE,
FORCE_FEEDBACK_SKIDDING,
FORCE_FEEDBACK_BREAKING,
NUM_FORCE_FEEDBACK_PRESETS
} FORCEFEEDBACK_t;
class CBasePlayer;
struct FFBaseParams_t {
FFBaseParams_t()
: m_flDirection(0.0f),
m_flDuration(0.0f),
m_flGain(1.0f),
m_nPriority(0),
m_bSolo(false) {}
float m_flDirection; // yaw
float m_flDuration; // seconds (-1 == INFINITE, 0.0 == use duration from
// .ffe file)
float m_flGain; // 0 -> 1 global scale
int m_nPriority; // Higher is more important
bool m_bSolo; // Temporarily suppress all other FF effects while playing
};
abstract_class IForceFeedback {
public:
// API
virtual void StopAllEffects(CBasePlayer * player) = 0;
virtual void StopEffect(CBasePlayer * player, FORCEFEEDBACK_t effect) = 0;
virtual void StartEffect(CBasePlayer * player, FORCEFEEDBACK_t effect,
const FFBaseParams_t& params) = 0;
virtual void PauseAll(CBasePlayer * player) = 0;
virtual void ResumeAll(CBasePlayer * player) = 0;
};
extern IForceFeedback* forcefeedback;
#endif // FORCEFEEDBACK_H