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https://github.com/celisej567/source-engine.git
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add source-sdk-2013
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@@ -91,10 +91,6 @@ CMultiPlayerAnimState::CMultiPlayerAnimState( CBasePlayer *pPlayer, MultiPlayerM
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m_flMaxGroundSpeed = 0.0f;
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// If you are forcing aim yaw, your code is almost definitely broken if you don't include a delay between
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// teleporting and forcing yaw. This is due to an unfortunate interaction between the command lookback window,
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// and the fact that m_flEyeYaw is never propogated from the server to the client.
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// TODO: Fix this after Halloween 2014.
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m_bForceAimYaw = false;
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Init( pPlayer, movementData );
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@@ -693,7 +689,7 @@ void CMultiPlayerAnimState::AddVCDSequenceToGestureSlot( int iGestureSlot, int i
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m_aGestureSlots[iGestureSlot].m_pAnimLayer->m_flLayerAnimtime = 0.0f;
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m_aGestureSlots[iGestureSlot].m_pAnimLayer->m_flLayerFadeOuttime = 0.0f;
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pPlayer->m_flOverlayPrevEventCycle[iGestureSlot] = flCycle == 0.f ? -1.0 : flCycle;
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pPlayer->m_flOverlayPrevEventCycle[iGestureSlot] = -1.0;
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#else
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@@ -1659,10 +1655,6 @@ void CMultiPlayerAnimState::ComputePoseParam_AimYaw( CStudioHdr *pStudioHdr )
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bool bMoving = ( vecVelocity.Length() > 1.0f ) ? true : false;
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// If we are moving or are prone and undeployed.
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// If you are forcing aim yaw, your code is almost definitely broken if you don't include a delay between
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// teleporting and forcing yaw. This is due to an unfortunate interaction between the command lookback window,
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// and the fact that m_flEyeYaw is never propogated from the server to the client.
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// TODO: Fix this after Halloween 2014.
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if ( bMoving || m_bForceAimYaw )
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{
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// The feet match the eye direction when moving - the move yaw takes care of the rest.
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@@ -1696,10 +1688,6 @@ void CMultiPlayerAnimState::ComputePoseParam_AimYaw( CStudioHdr *pStudioHdr )
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m_flGoalFeetYaw = AngleNormalize( m_flGoalFeetYaw );
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if ( m_flGoalFeetYaw != m_flCurrentFeetYaw )
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{
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// If you are forcing aim yaw, your code is almost definitely broken if you don't include a delay between
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// teleporting and forcing yaw. This is due to an unfortunate interaction between the command lookback window,
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// and the fact that m_flEyeYaw is never propogated from the server to the client.
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// TODO: Fix this after Halloween 2014.
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if ( m_bForceAimYaw )
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{
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m_flCurrentFeetYaw = m_flGoalFeetYaw;
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@@ -1937,12 +1925,9 @@ void CMultiPlayerAnimState::DebugShowEyeYaw( void )
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AngleVectors( angles, &vecForward, &vecRight, &vecUp );
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// Draw a red triangle on the ground for the eye yaw.
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if ( debugoverlay )
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{
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debugoverlay->AddTriangleOverlay( ( vecPos + vecRight * flBaseSize / 2.0f ),
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( vecPos - vecRight * flBaseSize / 2.0f ),
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( vecPos + vecForward * flHeight, 255, 0, 0, 255, false, 0.01f );
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}
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debugoverlay->AddTriangleOverlay( ( vecPos + vecRight * flBaseSize / 2.0f ),
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( vecPos - vecRight * flBaseSize / 2.0f ),
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( vecPos + vecForward * flHeight, 255, 0, 0, 255, false, 0.01f );
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#endif
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}
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@@ -2023,23 +2008,20 @@ void CMultiPlayerAnimState::DebugShowAnimState( int iStartLine )
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Anim_StateLog( "--------------------------------------------\n\n" );
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if ( debugoverlay )
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{
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// Draw a red triangle on the ground for the eye yaw.
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float flBaseSize = 10;
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float flHeight = 80;
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Vector vBasePos = GetBasePlayer()->GetAbsOrigin() + Vector( 0, 0, 3 );
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QAngle angles( 0, 0, 0 );
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angles[YAW] = m_flEyeYaw;
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Vector vForward, vRight, vUp;
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AngleVectors( angles, &vForward, &vRight, &vUp );
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debugoverlay->AddTriangleOverlay( vBasePos+vRight*flBaseSize/2, vBasePos-vRight*flBaseSize/2, vBasePos+vForward*flHeight, 255, 0, 0, 255, false, 0.01 );
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// Draw a red triangle on the ground for the eye yaw.
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float flBaseSize = 10;
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float flHeight = 80;
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Vector vBasePos = GetBasePlayer()->GetAbsOrigin() + Vector( 0, 0, 3 );
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QAngle angles( 0, 0, 0 );
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angles[YAW] = m_flEyeYaw;
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Vector vForward, vRight, vUp;
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AngleVectors( angles, &vForward, &vRight, &vUp );
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debugoverlay->AddTriangleOverlay( vBasePos+vRight*flBaseSize/2, vBasePos-vRight*flBaseSize/2, vBasePos+vForward*flHeight, 255, 0, 0, 255, false, 0.01 );
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// Draw a blue triangle on the ground for the body yaw.
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angles[YAW] = m_angRender[YAW];
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AngleVectors( angles, &vForward, &vRight, &vUp );
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debugoverlay->AddTriangleOverlay( vBasePos+vRight*flBaseSize/2, vBasePos-vRight*flBaseSize/2, vBasePos+vForward*flHeight, 0, 0, 255, 255, false, 0.01 );
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}
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// Draw a blue triangle on the ground for the body yaw.
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angles[YAW] = m_angRender[YAW];
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AngleVectors( angles, &vForward, &vRight, &vUp );
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debugoverlay->AddTriangleOverlay( vBasePos+vRight*flBaseSize/2, vBasePos-vRight*flBaseSize/2, vBasePos+vForward*flHeight, 0, 0, 255, 255, false, 0.01 );
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}
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// Debug!
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@@ -63,10 +63,6 @@ enum PlayerAnimEvent_t
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PLAYERANIMEVENT_STUN_BEGIN,
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PLAYERANIMEVENT_STUN_MIDDLE,
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PLAYERANIMEVENT_STUN_END,
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PLAYERANIMEVENT_PASSTIME_THROW_BEGIN,
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PLAYERANIMEVENT_PASSTIME_THROW_MIDDLE,
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PLAYERANIMEVENT_PASSTIME_THROW_END,
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PLAYERANIMEVENT_PASSTIME_THROW_CANCEL,
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PLAYERANIMEVENT_ATTACK_PRIMARY_SUPER,
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@@ -207,10 +203,6 @@ public:
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bool VerifyAnimLayerInSlot( int iGestureSlot );
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// Feet.
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// If you are forcing aim yaw, your code is almost definitely broken if you don't include a delay between
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// teleporting and forcing yaw. This is due to an unfortunate interaction between the command lookback window,
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// and the fact that m_flEyeYaw is never propogated from the server to the client.
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// TODO: Fix this after Halloween 2014.
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bool m_bForceAimYaw;
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protected:
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