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: Used to calculate the player's view in the vehicle
//
@@ -239,8 +239,8 @@ void SharedVehicleViewSmoothing(CBasePlayer *pPlayer,
pData->flEnterExitDuration = pData->pVehicle->SequenceDuration( pData->pVehicle->GetSequence() );
#ifdef CLIENT_DLL
pData->vecOriginSaved = PrevMainViewOrigin();
pData->vecAnglesSaved = PrevMainViewAngles();
pData->vecOriginSaved = PrevMainViewOrigin( pPlayer->GetSplitScreenPlayerSlot() );
pData->vecAnglesSaved = PrevMainViewAngles( pPlayer->GetSplitScreenPlayerSlot() );
#endif
// Save our initial angular error, which we will blend out over the length of the animation.
@@ -273,8 +273,8 @@ void SharedVehicleViewSmoothing(CBasePlayer *pPlayer,
if ( frac < 1.0 )
{
// Blend to the desired vehicle eye origin
//Vector vecToView = (vehicleEyeOrigin - PrevMainViewOrigin());
//vehicleEyeOrigin = PrevMainViewOrigin() + (vecToView * SimpleSpline(frac));
//Vector vecToView = (vehicleEyeOrigin - PrevMainViewOrigin(pPlayer->GetSplitScreenPlayerSlot() ));
//vehicleEyeOrigin = PrevMainViewOrigin(pPlayer->GetSplitScreenPlayerSlot() ) + (vecToView * SimpleSpline(frac));
//debugoverlay->AddBoxOverlay( vehicleEyeOrigin, -Vector(1,1,1), Vector(1,1,1), vec3_angle, 0,255,255, 64, 10 );
}
else
@@ -334,7 +334,7 @@ void SharedVehicleViewSmoothing(CBasePlayer *pPlayer,
// If we're playing an entry or exit animation...
if ( bRunningAnim || pData->bRunningEnterExit )
{
float flSplineFrac = clamp( SimpleSpline( frac ), 0.f, 1.f );
float flSplineFrac = clamp( SimpleSpline( frac ), 0, 1 );
// Blend out the error between the player's initial eye angles and the animation's initial
// eye angles over the duration of the animation.