text: //========= Copyright Valve Corporation, All rights reserved. ============//
  //
  // Purpose: 
  //
  // $NoKeywords: $
  //=============================================================================//
  
  #ifndef BASEPLAYER_SHARED_H
  #define BASEPLAYER_SHARED_H
  #ifdef _WIN32
  #pragma once
  #endif
  
  // PlayerUse defines
  #define	PLAYER_USE_RADIUS	80.f
  #define CONE_45_DEGREES		0.707f
  #define CONE_15_DEGREES		0.9659258f
  #define CONE_90_DEGREES		0
  
  #define TRAIN_ACTIVE	0x80 
  #define TRAIN_NEW		0xc0
  #define TRAIN_OFF		0x00
  #define TRAIN_NEUTRAL	0x01
  #define TRAIN_SLOW		0x02
  #define TRAIN_MEDIUM	0x03
  #define TRAIN_FAST		0x04 
  #define TRAIN_BACK		0x05
  
  // entity messages
  #define PLAY_PLAYER_JINGLE	1
  #define UPDATE_PLAYER_RADAR	2
  
  #define DEATH_ANIMATION_TIME	3.0f
  
  typedef struct 
  {
  	Vector		m_vecAutoAimDir;		// The direction autoaim wishes to point.
  	Vector		m_vecAutoAimPoint;		// The point (world space) that autoaim is aiming at.
  	EHANDLE		m_hAutoAimEntity;		// The entity that autoaim is aiming at.
  	bool		m_bAutoAimAssisting;	// If this is true, autoaim is aiming at the target. If false, the player is naturally aiming.
  	bool		m_bOnTargetNatural;		
  	float		m_fScale;
  	float		m_fMaxDist;
  } autoaim_params_t;
  
  enum stepsoundtimes_t
  {
  	STEPSOUNDTIME_NORMAL = 0,
  	STEPSOUNDTIME_ON_LADDER,
  	STEPSOUNDTIME_WATER_KNEE,
  	STEPSOUNDTIME_WATER_FOOT,
  };
  
  void CopySoundNameWithModifierToken( char *pchDest, const char *pchSource, int nMaxLenInChars, const char *pchToken );
  
  // Shared header file for players
  #if defined( CLIENT_DLL )
  #define CBasePlayer C_BasePlayer
  #include "c_baseplayer.h"
  #else
  #include "player.h"
  #endif
  
  #endif // BASEPLAYER_SHARED_H
  