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 462900 additions and 495155 deletions
+2 -7
View File
@@ -1,4 +1,4 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
@@ -36,6 +36,7 @@
#define SF_DOOR_SILENT_TO_NPCS 16384 // Does not alert NPC's when opened.
#define SF_DOOR_IGNORE_USE 32768 // Completely ignores player +use commands.
#define SF_DOOR_NEW_USE_RULES 65536 // For func_door entities, behave more like prop_door_rotating with respect to +USE (changelist 242482)
#define SF_DOOR_START_UNBREAKABLE 524288
enum FuncDoorSpawnPos_t
@@ -114,7 +115,6 @@ public:
bool m_bDoorGroup;
bool m_bLocked; // Whether the door is locked
bool m_bIgnoreDebris;
bool m_bIgnoreNonPlayerEntsOnBlock; // Non-player entities should never block. This variable needs more letters.
FuncDoorSpawnPos_t m_eSpawnPosition;
@@ -141,11 +141,6 @@ public:
void StartMovingSound( void );
virtual void StopMovingSound( void );
void MovingSoundThink( void );
#ifdef HL1_DLL
bool PassesBlockTouchFilter(CBaseEntity *pOther);
string_t m_iBlockFilterName;
EHANDLE m_hBlockFilter;
#endif
bool ShouldLoopMoveSound( void ) { return m_bLoopMoveSound; }
bool m_bLoopMoveSound; // Move sound loops until stopped