add source-sdk-2013

This commit is contained in:
nillerusr
2022-03-01 23:00:42 +03:00
parent 88b8830e8b
commit edc8d6c584
3288 changed files with 3734 additions and 1062458 deletions

View File

@@ -91,10 +91,6 @@ CMultiPlayerAnimState::CMultiPlayerAnimState( CBasePlayer *pPlayer, MultiPlayerM
m_flMaxGroundSpeed = 0.0f;
// If you are forcing aim yaw, your code is almost definitely broken if you don't include a delay between
// teleporting and forcing yaw. This is due to an unfortunate interaction between the command lookback window,
// and the fact that m_flEyeYaw is never propogated from the server to the client.
// TODO: Fix this after Halloween 2014.
m_bForceAimYaw = false;
Init( pPlayer, movementData );
@@ -693,7 +689,7 @@ void CMultiPlayerAnimState::AddVCDSequenceToGestureSlot( int iGestureSlot, int i
m_aGestureSlots[iGestureSlot].m_pAnimLayer->m_flLayerAnimtime = 0.0f;
m_aGestureSlots[iGestureSlot].m_pAnimLayer->m_flLayerFadeOuttime = 0.0f;
pPlayer->m_flOverlayPrevEventCycle[iGestureSlot] = flCycle == 0.f ? -1.0 : flCycle;
pPlayer->m_flOverlayPrevEventCycle[iGestureSlot] = -1.0;
#else
@@ -1659,10 +1655,6 @@ void CMultiPlayerAnimState::ComputePoseParam_AimYaw( CStudioHdr *pStudioHdr )
bool bMoving = ( vecVelocity.Length() > 1.0f ) ? true : false;
// If we are moving or are prone and undeployed.
// If you are forcing aim yaw, your code is almost definitely broken if you don't include a delay between
// teleporting and forcing yaw. This is due to an unfortunate interaction between the command lookback window,
// and the fact that m_flEyeYaw is never propogated from the server to the client.
// TODO: Fix this after Halloween 2014.
if ( bMoving || m_bForceAimYaw )
{
// The feet match the eye direction when moving - the move yaw takes care of the rest.
@@ -1696,10 +1688,6 @@ void CMultiPlayerAnimState::ComputePoseParam_AimYaw( CStudioHdr *pStudioHdr )
m_flGoalFeetYaw = AngleNormalize( m_flGoalFeetYaw );
if ( m_flGoalFeetYaw != m_flCurrentFeetYaw )
{
// If you are forcing aim yaw, your code is almost definitely broken if you don't include a delay between
// teleporting and forcing yaw. This is due to an unfortunate interaction between the command lookback window,
// and the fact that m_flEyeYaw is never propogated from the server to the client.
// TODO: Fix this after Halloween 2014.
if ( m_bForceAimYaw )
{
m_flCurrentFeetYaw = m_flGoalFeetYaw;
@@ -1937,12 +1925,9 @@ void CMultiPlayerAnimState::DebugShowEyeYaw( void )
AngleVectors( angles, &vecForward, &vecRight, &vecUp );
// Draw a red triangle on the ground for the eye yaw.
if ( debugoverlay )
{
debugoverlay->AddTriangleOverlay( ( vecPos + vecRight * flBaseSize / 2.0f ),
( vecPos - vecRight * flBaseSize / 2.0f ),
( vecPos + vecForward * flHeight, 255, 0, 0, 255, false, 0.01f );
}
debugoverlay->AddTriangleOverlay( ( vecPos + vecRight * flBaseSize / 2.0f ),
( vecPos - vecRight * flBaseSize / 2.0f ),
( vecPos + vecForward * flHeight, 255, 0, 0, 255, false, 0.01f );
#endif
}
@@ -2023,23 +2008,20 @@ void CMultiPlayerAnimState::DebugShowAnimState( int iStartLine )
Anim_StateLog( "--------------------------------------------\n\n" );
if ( debugoverlay )
{
// Draw a red triangle on the ground for the eye yaw.
float flBaseSize = 10;
float flHeight = 80;
Vector vBasePos = GetBasePlayer()->GetAbsOrigin() + Vector( 0, 0, 3 );
QAngle angles( 0, 0, 0 );
angles[YAW] = m_flEyeYaw;
Vector vForward, vRight, vUp;
AngleVectors( angles, &vForward, &vRight, &vUp );
debugoverlay->AddTriangleOverlay( vBasePos+vRight*flBaseSize/2, vBasePos-vRight*flBaseSize/2, vBasePos+vForward*flHeight, 255, 0, 0, 255, false, 0.01 );
// Draw a red triangle on the ground for the eye yaw.
float flBaseSize = 10;
float flHeight = 80;
Vector vBasePos = GetBasePlayer()->GetAbsOrigin() + Vector( 0, 0, 3 );
QAngle angles( 0, 0, 0 );
angles[YAW] = m_flEyeYaw;
Vector vForward, vRight, vUp;
AngleVectors( angles, &vForward, &vRight, &vUp );
debugoverlay->AddTriangleOverlay( vBasePos+vRight*flBaseSize/2, vBasePos-vRight*flBaseSize/2, vBasePos+vForward*flHeight, 255, 0, 0, 255, false, 0.01 );
// Draw a blue triangle on the ground for the body yaw.
angles[YAW] = m_angRender[YAW];
AngleVectors( angles, &vForward, &vRight, &vUp );
debugoverlay->AddTriangleOverlay( vBasePos+vRight*flBaseSize/2, vBasePos-vRight*flBaseSize/2, vBasePos+vForward*flHeight, 0, 0, 255, 255, false, 0.01 );
}
// Draw a blue triangle on the ground for the body yaw.
angles[YAW] = m_angRender[YAW];
AngleVectors( angles, &vForward, &vRight, &vUp );
debugoverlay->AddTriangleOverlay( vBasePos+vRight*flBaseSize/2, vBasePos-vRight*flBaseSize/2, vBasePos+vForward*flHeight, 0, 0, 255, 255, false, 0.01 );
}
// Debug!

View File

@@ -63,10 +63,6 @@ enum PlayerAnimEvent_t
PLAYERANIMEVENT_STUN_BEGIN,
PLAYERANIMEVENT_STUN_MIDDLE,
PLAYERANIMEVENT_STUN_END,
PLAYERANIMEVENT_PASSTIME_THROW_BEGIN,
PLAYERANIMEVENT_PASSTIME_THROW_MIDDLE,
PLAYERANIMEVENT_PASSTIME_THROW_END,
PLAYERANIMEVENT_PASSTIME_THROW_CANCEL,
PLAYERANIMEVENT_ATTACK_PRIMARY_SUPER,
@@ -207,10 +203,6 @@ public:
bool VerifyAnimLayerInSlot( int iGestureSlot );
// Feet.
// If you are forcing aim yaw, your code is almost definitely broken if you don't include a delay between
// teleporting and forcing yaw. This is due to an unfortunate interaction between the command lookback window,
// and the fact that m_flEyeYaw is never propogated from the server to the client.
// TODO: Fix this after Halloween 2014.
bool m_bForceAimYaw;
protected: