mirror of
https://github.com/celisej567/source-engine.git
synced 2026-09-19 20:09:06 +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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@@ -13,7 +13,7 @@
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#include "iplayeranimstate.h"
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#include "studio.h"
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#include "sequence_Transitioner.h"
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#include "sequence_transitioner.h"
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#ifdef CLIENT_DLL
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class C_BaseAnimatingOverlay;
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@@ -141,8 +141,8 @@ public:
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void DebugShowAnimStateFull( int iStartLine );
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virtual void DebugShowAnimState( int iStartLine );
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void AnimStatePrintf( int iLine, PRINTF_FORMAT_STRING const char *pMsg, ... );
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void AnimStateLog( PRINTF_FORMAT_STRING const char *pMsg, ... );
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void AnimStatePrintf( int iLine, const char *pMsg, ... );
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void AnimStateLog( const char *pMsg, ... );
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// Calculate the playback rate for movement layer
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virtual float CalcMovementPlaybackRate( bool *bIsMoving );
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@@ -162,13 +162,15 @@ public:
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void RestartMainSequence();
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virtual float GetFeetYawRate( void );
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// Helpers for the derived classes to use.
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protected:
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// Sets up the string you specify, looks for that sequence and returns the index.
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// Complains in the console and returns 0 if it can't find it.
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virtual int CalcSequenceIndex( PRINTF_FORMAT_STRING const char *pBaseName, ... );
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virtual int CalcSequenceIndex( const char *pBaseName, ... );
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Activity GetCurrentMainSequenceActivity() const;
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@@ -180,18 +182,21 @@ protected:
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float GetEyeYaw() const { return m_flEyeYaw; }
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void SetOuterPoseParameter( int iParam, float flValue );
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protected:
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CModAnimConfig m_AnimConfig;
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CBaseAnimatingOverlay *m_pOuter;
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protected:
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int ConvergeAngles( float goal,float maxrate, float maxgap, float dt, float& current );
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virtual int ConvergeAngles( float goal,float maxrate, float maxgap, float dt, float& current );
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virtual void ComputePoseParam_MoveYaw( CStudioHdr *pStudioHdr );
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virtual void ComputePoseParam_BodyPitch( CStudioHdr *pStudioHdr );
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virtual void ComputePoseParam_BodyYaw();
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virtual void ResetGroundSpeed( void );
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virtual bool ShouldResetGroundSpeed( Activity oldActivity, Activity idealActivity );
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protected:
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// The player's eye yaw and pitch angles.
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@@ -219,6 +224,8 @@ protected:
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QAngle m_angRender;
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Vector2D m_vLastMovePose;
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private:
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// Update the prone state machine.
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@@ -229,11 +236,9 @@ private:
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Activity BodyYawTranslateActivity( Activity activity );
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void SetOuterPoseParameter( int iParam, float flValue );
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void EstimateYaw();
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virtual bool ShouldResetMainSequence( int iCurrentSequence, int iNewSequence );
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void ComputeMainSequence();
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void ComputeAimSequence();
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@@ -258,8 +263,6 @@ private:
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float m_flGaitYaw;
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float m_flStoredCycle;
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Vector2D m_vLastMovePose;
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void UpdateAimSequenceLayers(
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float flCycle,
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int iFirstLayer,
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