Danbias/Code/Game/GameLogic/GameLogicStates.h

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#ifndef GAMELOGICSTATES_H
#define GAMELOGICSTATES_H
#include "OysterMath.h"
namespace GameLogic
{
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enum PLAYER_MOVEMENT
{
PLAYER_MOVEMENT_FORWARD = 0,
PLAYER_MOVEMENT_BACKWARD = 1,
PLAYER_MOVEMENT_LEFT = 2,
PLAYER_MOVEMENT_RIGHT = 4,
PLAYER_MOVEMENT_JUMP = 8,
};
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enum PLAYER_STATE
{
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PLAYER_STATE_JUMPING = 0,
PLAYER_STATE_WALKING = 1,
PLAYER_STATE_IDLE = 2,
PLAYER_STATE_DEAD = 4,
PLAYER_STATE_INVALID = 8,
};
enum WEAPON_FIRE
{
WEAPON_USE_PRIMARY_PRESS = 0,
WEAPON_USE_PRIMARY_RELEASE = 1,
WEAPON_USE_SECONDARY_PRESS = 2,
WEAPON_USE_SECONDARY_RELEASE = 4,
WEAPON_USE_UTILLITY_PRESS = 8,
WEAPON_USE_UTILLITY_RELEASE = 16,
};
enum WEAPON_STATE
{
WEAPON_STATE_FIRING = 0,
WEAPON_STATE_IDLE = 1,
WEAPON_STATE_RELOADING = 2,
};
struct forcePushData
{
Oyster::Math::Float3 pushForce;
};
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};
#endif