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 © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: Implements visual effects entities: sprites, beams, bubbles, etc.
//
@@ -145,6 +145,8 @@ public:
void Init( int iEntIndex, int iRandomSeed, float flTime, int iWindDir, float flInitialWindSpeed );
void SetLocation( const Vector &location );
// Method to update the wind speed
// Time passed in here is global time, not delta time
// The function returns the time at which it must be called again
@@ -157,6 +159,7 @@ public:
CNetworkVar( int, m_iMinWind ); // the slowest the wind can normally blow
CNetworkVar( int, m_iMaxWind ); // the fastest the wind can normally blow
CNetworkVar( int, m_windRadius ); // the radius this entity affects with its windiness, so a map can have multiple
CNetworkVar( int, m_iMinGust ); // the slowest that a gust can be
CNetworkVar( int, m_iMaxGust ); // the fastest that a gust can be
@@ -166,10 +169,17 @@ public:
CNetworkVar( float, m_flGustDuration ); // max time between gusts
CNetworkVar( int, m_iGustDirChange ); // max number of degrees wind dir changes on gusts.
CNetworkVector( m_location ); // The location of this wind controller
int m_iszGustSound; // name of the wind sound to play for gusts.
int m_iWindDir; // wind direction (yaw)
float m_flWindSpeed; // the wind speed
Vector m_currentWindVector; // For all the talk of proper prediction, we ended up just storing and returning through a static vector. Now we can have multiple env_wind, so we need this in here.
Vector m_CurrentSwayVector;
Vector m_PrevSwayVector;
CNetworkVar( int, m_iInitialWindDir );
CNetworkVar( float, m_flInitialWindSpeed );
@@ -196,7 +206,10 @@ private:
// Updates the wind sound
void UpdateWindSound( float flTotalWindSpeed );
void UpdateTreeSway( float flTime );
float m_flVariationTime;
float m_flSwayTime;
float m_flSimTime; // What's the time I last simulated up to?
float m_flSwitchTime; // when do I actually switch from gust to not gust
float m_flAveWindSpeed; // the average wind speed
@@ -205,6 +218,8 @@ private:
float m_flWindAngleVariation;
float m_flWindSpeedVariation;
int m_iEntIndex;
// Used to generate random numbers
@@ -227,15 +242,25 @@ private:
CEnvWindShared( const CEnvWindShared & ); // not defined, not accessible
};
//-----------------------------------------------------------------------------
inline void CEnvWindShared::SetLocation( const Vector &location )
{
m_location = location;
}
//-----------------------------------------------------------------------------
// Method to sample the wind speed at a particular location
//-----------------------------------------------------------------------------
Vector GetWindspeedAtLocation( const Vector &location );
//-----------------------------------------------------------------------------
// Method to sample the windspeed at a particular time
//-----------------------------------------------------------------------------
void GetWindspeedAtTime( float flTime, Vector &vecVelocity );
//-----------------------------------------------------------------------------
// Method to reset windspeed..
// Method to reset wind speed..
//-----------------------------------------------------------------------------
void ResetWindspeed();