Danbias/Code/Game/GameLogic/GameLogicStates.h

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#ifndef GAMELOGICSTATES_H
#define GAMELOGICSTATES_H
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#include "GameLogicDef.h"
namespace GameLogic
{
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class DANBIAS_GAMELOGIC_DLL PLAYER_STATE
{
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public:
PLAYER_STATE()
{
}
PLAYER_STATE(int value)
{
this->value = value;
}
static const int PLAYER_STATE_JUMPING = 0;
static const int PLAYER_STATE_WALKING = 1;
static const int PLAYER_STATE_IDLE = 2;
int value;
};
class DANBIAS_GAMELOGIC_DLL PLAYER_MOVEMENT
{
public:
PLAYER_MOVEMENT()
{
}
PLAYER_MOVEMENT(int value)
{
this->value = value;
}
static const int PLAYER_MOVEMENT_FORWARD = 0;
static const int PLAYER_MOVEMENT_BACKWARD = 1;
static const int PLAYER_MOVEMENT_LEFT = 2;
static const int PLAYER_MOVEMENT_RIGHT = 4;
static const int PLAYER_MOVEMENT_JUMP = 8;
int value;
};
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class DANBIAS_GAMELOGIC_DLL OBJECT_TYPE
{
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public:
OBJECT_TYPE()
{
}
OBJECT_TYPE(int value)
{
this->value = value;
}
static const int OBJECT_TYPE_PLAYER = 0;
static const int OBJECT_TYPE_BOX = 1;
static const int OBJECT_TYPE_UNKNOWN = 2;
public: int value;
};
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_FIREING = 0,
WEAPON_STATE_IDLE = 1,
WEAPON_STATE_RELOADING = 2,
};
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};
#endif