upload "kind" alien swarm

This commit is contained in:
nillerusr
2023-10-03 17:23:56 +03:00
parent b7bd94c52e
commit 7d3c0d8b5a
4229 changed files with 462903 additions and 495158 deletions

View File

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