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https://github.com/celisej567/source-engine.git
synced 2026-09-27 16:15:14 +03:00
upload "kind" alien swarm
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@@ -1,4 +1,4 @@
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//========= Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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@@ -7,13 +7,11 @@
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#include "cbase.h"
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#include "hud.h"
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#include "c_props.h"
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#include "iclientvehicle.h"
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#include "IClientVehicle.h"
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#include <vgui_controls/Controls.h>
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#include <Color.h>
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#include "vehicle_choreo_generic_shared.h"
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#include "vehicle_viewblend_shared.h"
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// NVNT haptic utils
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#include "haptics/haptic_utils.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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@@ -147,21 +145,8 @@ void C_PropVehicleChoreoGeneric::PostDataUpdate( DataUpdateType_t updateType )
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{
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BaseClass::PostDataUpdate( updateType );
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// NVNT if we have entered this vehicle notify the haptics system
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if ( m_hPlayer && !m_hPrevPlayer )
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{
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#if defined( WIN32 ) && !defined( _X360 )
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//They have just entered the vehicle.
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HapticsEnteredVehicle(this,m_hPlayer);
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#endif
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}
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if ( !m_hPlayer && m_hPrevPlayer )
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{
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#if defined( WIN32 ) && !defined( _X360 )
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// NVNT we have just exited this vehicle so we notify the haptics system
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HapticsExitedVehicle(this,m_hPrevPlayer);
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#endif
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// They have just exited the vehicle.
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// Sometimes we never reach the end of our exit anim, such as if the
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// animation doesn't have fadeout 0 specified in the QC, so we fail to
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@@ -229,12 +214,12 @@ void C_PropVehicleChoreoGeneric::UpdateViewAngles( C_BasePlayer *pLocalPlayer, C
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// Limit the yaw.
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float flAngleDiff = AngleDiff( pCmd->viewangles.y, vehicleEyeAngles.y );
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flAngleDiff = clamp( flAngleDiff, (float) m_vehicleView.flYawMin, (float) m_vehicleView.flYawMax );
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flAngleDiff = clamp( flAngleDiff, m_vehicleView.flYawMin, m_vehicleView.flYawMax );
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pCmd->viewangles.y = vehicleEyeAngles.y + flAngleDiff;
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// Limit the pitch -- don't let them look down into the empty pod!
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flAngleDiff = AngleDiff( pCmd->viewangles.x, vehicleEyeAngles.x );
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flAngleDiff = clamp( flAngleDiff, (float) m_vehicleView.flPitchMin, (float) m_vehicleView.flPitchMax );
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flAngleDiff = clamp( flAngleDiff, m_vehicleView.flPitchMin, m_vehicleView.flPitchMax );
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pCmd->viewangles.x = vehicleEyeAngles.x + flAngleDiff;
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}
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