#ifndef GAMELOGICSTATES_H #define GAMELOGICSTATES_H #include "OysterMath.h" namespace GameLogic { class Player; enum PLAYER_MOVEMENT { PLAYER_MOVEMENT_FORWARD = 0, PLAYER_MOVEMENT_BACKWARD = 1, PLAYER_MOVEMENT_LEFT = 2, PLAYER_MOVEMENT_RIGHT = 4, PLAYER_MOVEMENT_JUMP = 8, }; enum PLAYER_STATE { PLAYER_STATE_JUMPING = 0, PLAYER_STATE_WALKING = 1, PLAYER_STATE_IDLE = 2, PLAYER_STATE_DEAD = 4, PLAYER_STATE_DIED = 8, PLAYER_STATE_INVALID = 16, }; 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, WEAPON_INTERRUPT = 32 }; enum WEAPON_STATE { WEAPON_STATE_FIRING = 0, WEAPON_STATE_IDLE = 1, WEAPON_STATE_RELOADING = 2, }; struct forcePushData { Oyster::Math::Float3 pushForce; Player *p; }; }; #endif