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:
//
@@ -13,7 +13,7 @@
#include "iplayeranimstate.h"
#include "studio.h"
#include "sequence_Transitioner.h"
#include "sequence_transitioner.h"
#ifdef CLIENT_DLL
class C_BaseAnimatingOverlay;
@@ -141,8 +141,8 @@ public:
void DebugShowAnimStateFull( int iStartLine );
virtual void DebugShowAnimState( int iStartLine );
void AnimStatePrintf( int iLine, PRINTF_FORMAT_STRING const char *pMsg, ... );
void AnimStateLog( PRINTF_FORMAT_STRING const char *pMsg, ... );
void AnimStatePrintf( int iLine, const char *pMsg, ... );
void AnimStateLog( const char *pMsg, ... );
// Calculate the playback rate for movement layer
virtual float CalcMovementPlaybackRate( bool *bIsMoving );
@@ -162,13 +162,15 @@ public:
void RestartMainSequence();
virtual float GetFeetYawRate( void );
// Helpers for the derived classes to use.
protected:
// Sets up the string you specify, looks for that sequence and returns the index.
// Complains in the console and returns 0 if it can't find it.
virtual int CalcSequenceIndex( PRINTF_FORMAT_STRING const char *pBaseName, ... );
virtual int CalcSequenceIndex( const char *pBaseName, ... );
Activity GetCurrentMainSequenceActivity() const;
@@ -180,18 +182,21 @@ protected:
float GetEyeYaw() const { return m_flEyeYaw; }
void SetOuterPoseParameter( int iParam, float flValue );
protected:
CModAnimConfig m_AnimConfig;
CBaseAnimatingOverlay *m_pOuter;
protected:
int ConvergeAngles( float goal,float maxrate, float maxgap, float dt, float& current );
virtual int ConvergeAngles( float goal,float maxrate, float maxgap, float dt, float& current );
virtual void ComputePoseParam_MoveYaw( CStudioHdr *pStudioHdr );
virtual void ComputePoseParam_BodyPitch( CStudioHdr *pStudioHdr );
virtual void ComputePoseParam_BodyYaw();
virtual void ResetGroundSpeed( void );
virtual bool ShouldResetGroundSpeed( Activity oldActivity, Activity idealActivity );
protected:
// The player's eye yaw and pitch angles.
@@ -219,6 +224,8 @@ protected:
QAngle m_angRender;
Vector2D m_vLastMovePose;
private:
// Update the prone state machine.
@@ -229,11 +236,9 @@ private:
Activity BodyYawTranslateActivity( Activity activity );
void SetOuterPoseParameter( int iParam, float flValue );
void EstimateYaw();
virtual bool ShouldResetMainSequence( int iCurrentSequence, int iNewSequence );
void ComputeMainSequence();
void ComputeAimSequence();
@@ -258,8 +263,6 @@ private:
float m_flGaitYaw;
float m_flStoredCycle;
Vector2D m_vLastMovePose;
void UpdateAimSequenceLayers(
float flCycle,
int iFirstLayer,