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
+26 -18
View File
@@ -1,15 +1,13 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//========= Copyright © 1996-2008, Valve Corporation, All rights reserved. ====
//
// Purpose: Player for HL2.
//
// $NoKeywords: $
//=============================================================================//
//=============================================================================
#ifndef HL2_PLAYER_H
#define HL2_PLAYER_H
#pragma once
#include "player.h"
#include "hl2_playerlocaldata.h"
#include "simtimer.h"
@@ -27,11 +25,11 @@ enum HL2PlayerPhysFlag_e
{
// 1 -- 5 are used by enum PlayerPhysFlag_e in player.h
PFLAG_ONBARNACLE = ( 1<<6 ) // player is hangning from the barnalce
PFLAG_ONBARNACLE = ( 1<<6 ), // player is hangning from the barnalce
PFLAG_IMMOBILIZED = ( 1<<7 ) // player is immobilized
};
class IPhysicsPlayerController;
class CLogicPlayerProxy;
struct commandgoal_t
{
@@ -122,6 +120,8 @@ public:
Class_T Classify ( void );
void CreateSounds( void );
// from CBasePlayer
virtual void SetupVisibility( CBaseEntity *pViewEntity, unsigned char *pvs, int pvssize );
@@ -178,6 +178,8 @@ public:
bool IsZooming( void );
void CheckSuitZoom( void );
// Walking
void StartWalking( void );
void StopWalking( void );
@@ -220,15 +222,11 @@ public:
virtual bool Weapon_Switch( CBaseCombatWeapon *pWeapon, int viewmodelindex = 0 );
virtual bool Weapon_CanSwitchTo( CBaseCombatWeapon *pWeapon );
void FirePlayerProxyOutput( const char *pszOutputName, variant_t variant, CBaseEntity *pActivator, CBaseEntity *pCaller );
CLogicPlayerProxy *GetPlayerProxy( void );
// Flashlight Device
void CheckFlashlight( void );
int FlashlightIsOn( void );
void FlashlightTurnOn( void );
void FlashlightTurnOff( void );
virtual bool FlashlightTurnOn( bool playSound = false );
virtual void FlashlightTurnOff( bool playSound = false );
bool IsIlluminatedByFlashlight( CBaseEntity *pEntity, float *flReturnDot );
void SetFlashlightPowerDrainScale( float flScale ) { m_flFlashlightPowerDrainScale = flScale; }
@@ -242,7 +240,7 @@ public:
virtual void ForceDropOfCarriedPhysObjects( CBaseEntity *pOnlyIfHoldindThis );
virtual float GetHeldObjectMass( IPhysicsObject *pHeldObject );
virtual bool IsFollowingPhysics( void ) { return (m_afPhysicsFlags & PFLAG_ONBARNACLE) > 0; }
virtual bool IsFollowingPhysics( void ) { return (m_afPhysicsFlags & ( PFLAG_ONBARNACLE | PFLAG_IMMOBILIZED ) ) > 0; }
void InputForceDropPhysObjects( inputdata_t &data );
virtual void Event_Killed( const CTakeDamageInfo &info );
@@ -259,6 +257,9 @@ public:
virtual void RemoveSuit( void );
void HandleAdmireGlovesAnimation( void );
void StartAdmireGlovesAnimation( void );
virtual void SetActiveSpecialSuitAbility( CBaseCombatWeapon *pAbility );
virtual CBaseCombatWeapon *GetActiveSpecialSuitAbility( void ) const;
void HandleSpeedChanges( void );
@@ -292,6 +293,7 @@ protected:
virtual void UpdateWeaponPosture( void );
virtual void ItemPostFrame();
virtual void SpecialSuitAbilityPostFrame();
virtual void PlayUseDenySound();
private:
@@ -300,9 +302,6 @@ private:
void OnSquadMemberKilled( inputdata_t &data );
Class_T m_nControlClass; // Class when player is controlling another entity
// This player's HL2 specific data that should only be replicated to
// the player and not to other players.
CNetworkVarEmbedded( CHL2PlayerLocalData, m_HL2Local );
float m_flTimeAllSuitDevicesOff;
@@ -314,10 +313,16 @@ private:
CNetworkVarForDerived( bool, m_fIsWalking );
protected: // Jeep: Portal_Player needs access to this variable to overload PlayerUse for picking up objects through portals
// This player's HL2 specific data that should only be replicated to
// the player and not to other players.
CNetworkVarEmbedded( CHL2PlayerLocalData, m_HL2Local );
bool m_bPlayUseDenySound; // Signaled by PlayerUse, but can be unset by HL2 ladder code...
private:
CAI_Squad * m_pPlayerAISquad;
CSimpleSimTimer m_CommanderUpdateTimer;
float m_RealTimeLastSquadCommand;
@@ -336,14 +341,17 @@ private:
float m_flNextFlashlightCheckTime;
float m_flFlashlightPowerDrainScale;
bool m_bAlt1ToggledOn;
bool m_bAlt1ToggledNotReady;
CHandle<CBaseCombatWeapon> m_hActiveSpecialSuitAbility;
// Aiming heuristics code
float m_flIdleTime; //Amount of time we've been motionless
float m_flMoveTime; //Amount of time we've been in motion
float m_flLastDamageTime; //Last time we took damage
float m_flTargetFindTime;
EHANDLE m_hPlayerProxy;
bool m_bFlashlightDisabled;
bool m_bUseCappedPhysicsDamageTable;