#ifndef _PERSON_H_ #define _PERSON_H_ /**> HEADER FILES <**/ #include #include #include #include "Quaternions.h" #include "Constants.h" #include "Skeleton.h" #include "Models.h" #include "Camera.h" #include "Sprites.h" enum PersonType { playertype, civiliantype, eviltype, viptype, zombietype }; class HitStruct { public: Joint *joint1; Joint *joint2; XYZ hitlocation; bool collision; }; class Person { public: int eaten; int currentframe; int targetframe; int currentanimation; int targetanimation; float target; float playerhealth; int modelnum; XYZ oldplayercoords; XYZ playercoords; XYZ playervelocity; float playerrotation; float playerrotation2; float playerlowrotation; float pathcheckdelay; bool onground; bool backwardsanim; XYZ facing; XYZ velocity; float shotdelay; bool firing; bool litup; bool existing; PersonType type; int whichcostume; Skeleton skeleton; Animation tempanimation; float speed; bool aiming; bool grenphase; float grenamount; float aimamount; float speedmult; float pathsize; int pathnum; int oldpathnum; int oldoldpathnum; int oldoldoldpathnum; XYZ pathtarget; int whichblockx; int whichblocky; bool dead; XYZ averageloc; XYZ oldaverageloc; float lastdistancevictim; bool firstlongdead; float longdead; Joint *bjoint1,*bjoint2; float bleeding; float bleeddelay; float attacktarget; int attackframe; int killtarget; bool killtargetvisible; float gunrotate1, gunrotate2, gunrotate3; float recoil; int whichgun; float oldhealth; float health; float maxhealth; float reloading; int ammo; int reloads[10]; bool running; bool onpath; void FindRotationGun(XYZ start, XYZ target); int drawSkeleton(); void control(); void DoStuff(int who); void DoAnimations(int who); void DoAnimationslite(int who); HitStruct BulletCollideWithPlayer(int who, XYZ start, XYZ end); }; class Costume { public: float headcolor[3]; float handcolor[3]; float footcolor[3]; float upperarmcolor[3]; float lowerarmcolor[3]; float upperlegcolor[3]; float lowerlegcolor[3]; float abdomencolor[3]; float chestcolor[3]; }; #endif