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https://github.com/celisej567/source-engine.git
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upload "kind" alien swarm
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@@ -1,9 +1,9 @@
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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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// $NoKeywords: $
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//=============================================================================//
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//===========================================================================//
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#ifndef BASEVIEWMODEL_SHARED_H
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#define BASEVIEWMODEL_SHARED_H
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@@ -15,7 +15,6 @@
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#include "utlvector.h"
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#include "baseplayer_shared.h"
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#include "shared_classnames.h"
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#include "econ/ihasowner.h"
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class CBaseCombatWeapon;
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class CBaseCombatCharacter;
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@@ -28,7 +27,7 @@ class CVGuiScreen;
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#define VIEWMODEL_INDEX_BITS 1
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class CBaseViewModel : public CBaseAnimating, public IHasOwner
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class CBaseViewModel : public CBaseAnimating
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{
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DECLARE_CLASS( CBaseViewModel, CBaseAnimating );
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public:
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@@ -78,8 +77,6 @@ public:
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void ShowControlPanells( bool show );
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virtual CBaseCombatWeapon *GetOwningWeapon( void );
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virtual CBaseEntity *GetOwnerViaInterface( void ) { return GetOwner(); }
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virtual bool IsSelfAnimating()
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{
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@@ -88,14 +85,8 @@ public:
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Vector m_vecLastFacing;
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// Only support prediction in TF2 for now
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#if defined( INVASION_DLL ) || defined( INVASION_CLIENT_DLL )
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// All predicted weapons need to implement and return true
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virtual bool IsPredicted( void ) const
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{
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return true;
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}
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#endif
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virtual bool IsViewModel() const { return true; }
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virtual bool IsViewModelOrAttachment() const { return true; }
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#if !defined( CLIENT_DLL )
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virtual int UpdateTransmitState( void );
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@@ -103,27 +94,13 @@ public:
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virtual void SetTransmit( CCheckTransmitInfo *pInfo, bool bAlways );
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#else
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virtual RenderGroup_t GetRenderGroup();
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// Only supported in TF2 right now
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#if defined( INVASION_CLIENT_DLL )
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virtual bool ShouldPredict( void )
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{
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if ( GetOwner() && GetOwner() == C_BasePlayer::GetLocalPlayer() )
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return true;
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return BaseClass::ShouldPredict();
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}
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#endif
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virtual void FireEvent( const Vector& origin, const QAngle& angles, int event, const char *options );
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virtual void OnDataChanged( DataUpdateType_t updateType );
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virtual void PostDataUpdate( DataUpdateType_t updateType );
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virtual C_BasePlayer *GetPredictionOwner( void );
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virtual bool Interpolate( float currentTime );
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bool ShouldFlipViewModel();
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@@ -132,13 +109,11 @@ public:
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virtual void ApplyBoneMatrixTransform( matrix3x4_t& transform );
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virtual bool ShouldDraw();
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virtual int DrawModel( int flags );
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virtual int InternalDrawModel( int flags );
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int DrawOverriddenViewmodel( int flags );
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virtual int GetFxBlend( void );
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virtual bool IsTransparent( void );
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virtual bool UsesPowerOfTwoFrameBufferTexture( void );
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virtual int DrawModel( int flags, const RenderableInstance_t &instance );
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int DrawOverriddenViewmodel( int flags, const RenderableInstance_t &instance );
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virtual uint8 OverrideAlphaModulation( uint8 nAlpha );
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RenderableTranslucencyType_t ComputeTranslucencyType( void );
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// Should this object cast shadows?
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virtual ShadowType_t ShadowCastType() { return SHADOWS_NONE; }
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@@ -148,9 +123,6 @@ public:
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return false;
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}
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// Add entity to visible view models list?
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virtual void AddEntity( void );
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virtual void GetBoneControllers(float controllers[MAXSTUDIOBONECTRLS]);
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// See C_StudioModel's definition of this.
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@@ -158,11 +130,10 @@ public:
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// (inherited from C_BaseAnimating)
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virtual void FormatViewModelAttachment( int nAttachment, matrix3x4_t &attachmentToWorld );
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virtual bool IsViewModel() const;
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CBaseCombatWeapon *GetWeapon() const { return m_hWeapon.Get(); }
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#ifdef CLIENT_DLL
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virtual bool ShouldResetSequenceOnNewModel( void ) { return false; }
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// Attachments
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@@ -171,15 +142,23 @@ public:
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virtual bool GetAttachment( int number, Vector &origin );
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virtual bool GetAttachment( int number, Vector &origin, QAngle &angles );
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virtual bool GetAttachmentVelocity( int number, Vector &originVel, Quaternion &angleVel );
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#endif
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private:
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CBaseViewModel( const CBaseViewModel & ); // not defined, not accessible
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#endif
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private:
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typedef CHandle< CBaseCombatWeapon > CBaseCombatWeaponHandle;
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// FTYPEDESC_INSENDTABLE STUFF
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CNetworkVar( int, m_nViewModelIndex ); // Which viewmodel is it?
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// Used to force restart on client, only needs a few bits
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CNetworkVar( int, m_nAnimationParity );
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CNetworkVar( CBaseCombatWeaponHandle, m_hWeapon );
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// FTYPEDESC_INSENDTABLE STUFF (end)
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CNetworkHandle( CBaseEntity, m_hOwner ); // Player or AI carrying this weapon
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// soonest time Update will call WeaponIdle
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@@ -187,9 +166,6 @@ private:
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Activity m_Activity;
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// Used to force restart on client, only needs a few bits
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CNetworkVar( int, m_nAnimationParity );
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// Weapon art
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string_t m_sVMName; // View model of this weapon
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string_t m_sAnimationPrefix; // Prefix of the animations that should be used by the player carrying this weapon
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@@ -199,12 +175,25 @@ private:
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#endif
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typedef CHandle< CBaseCombatWeapon > CBaseCombatWeaponHandle;
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CNetworkVar( CBaseCombatWeaponHandle, m_hWeapon );
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// Control panel
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typedef CHandle<CVGuiScreen> ScreenHandle_t;
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CUtlVector<ScreenHandle_t> m_hScreens;
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};
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inline CBaseViewModel *ToBaseViewModel( CBaseAnimating *pAnim )
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{
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if ( pAnim && pAnim->IsViewModel() )
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return assert_cast<CBaseViewModel *>(pAnim);
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return NULL;
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}
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inline CBaseViewModel *ToBaseViewModel( CBaseEntity *pEntity )
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{
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if ( !pEntity )
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return NULL;
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return ToBaseViewModel(pEntity->GetBaseAnimating());
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}
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#endif // BASEVIEWMODEL_SHARED_H
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