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https://github.com/celisej567/source-engine.git
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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: Used to calculate the player's view in the vehicle
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//
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@@ -239,8 +239,8 @@ void SharedVehicleViewSmoothing(CBasePlayer *pPlayer,
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pData->flEnterExitDuration = pData->pVehicle->SequenceDuration( pData->pVehicle->GetSequence() );
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#ifdef CLIENT_DLL
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pData->vecOriginSaved = PrevMainViewOrigin();
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pData->vecAnglesSaved = PrevMainViewAngles();
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pData->vecOriginSaved = PrevMainViewOrigin( pPlayer->GetSplitScreenPlayerSlot() );
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pData->vecAnglesSaved = PrevMainViewAngles( pPlayer->GetSplitScreenPlayerSlot() );
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#endif
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// Save our initial angular error, which we will blend out over the length of the animation.
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@@ -273,8 +273,8 @@ void SharedVehicleViewSmoothing(CBasePlayer *pPlayer,
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if ( frac < 1.0 )
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{
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// Blend to the desired vehicle eye origin
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//Vector vecToView = (vehicleEyeOrigin - PrevMainViewOrigin());
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//vehicleEyeOrigin = PrevMainViewOrigin() + (vecToView * SimpleSpline(frac));
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//Vector vecToView = (vehicleEyeOrigin - PrevMainViewOrigin(pPlayer->GetSplitScreenPlayerSlot() ));
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//vehicleEyeOrigin = PrevMainViewOrigin(pPlayer->GetSplitScreenPlayerSlot() ) + (vecToView * SimpleSpline(frac));
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//debugoverlay->AddBoxOverlay( vehicleEyeOrigin, -Vector(1,1,1), Vector(1,1,1), vec3_angle, 0,255,255, 64, 10 );
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}
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else
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@@ -334,7 +334,7 @@ void SharedVehicleViewSmoothing(CBasePlayer *pPlayer,
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// If we're playing an entry or exit animation...
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if ( bRunningAnim || pData->bRunningEnterExit )
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{
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float flSplineFrac = clamp( SimpleSpline( frac ), 0.f, 1.f );
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float flSplineFrac = clamp( SimpleSpline( frac ), 0, 1 );
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// Blend out the error between the player's initial eye angles and the animation's initial
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// eye angles over the duration of the animation.
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