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https://github.com/nillerusr/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 © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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@@ -15,7 +15,7 @@
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#include "vphysics/constraints.h"
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#include "vcollide_parse.h"
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#include "ndebugoverlay.h"
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#include "hl2_player.h"
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#include "player.h"
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#include "props.h"
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#include "vehicle_choreo_generic_shared.h"
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#include "ai_utils.h"
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@@ -523,12 +523,14 @@ void CPropVehicleChoreoGeneric::InputViewlock( inputdata_t &inputdata )
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//-----------------------------------------------------------------------------
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void CPropVehicleChoreoGeneric::HandleAnimEvent( animevent_t *pEvent )
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{
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if ( pEvent->event == AE_CHOREO_VEHICLE_OPEN )
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int nEvent = pEvent->Event();
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if ( nEvent == AE_CHOREO_VEHICLE_OPEN )
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{
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m_OnOpen.FireOutput( this, this );
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m_bLocked = false;
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}
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else if ( pEvent->event == AE_CHOREO_VEHICLE_CLOSE )
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else if ( nEvent == AE_CHOREO_VEHICLE_CLOSE )
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{
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m_OnClose.FireOutput( this, this );
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m_bLocked = true;
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@@ -854,8 +856,8 @@ void CChoreoGenericServerVehicle::GetVehicleViewPosition( int nRole, Vector *pAb
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if ( GetVehicle()->m_bForcePlayerEyePoint )
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{
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// Call to BaseClass because CBasePlayer::EyePosition calls this function.
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*pAbsOrigin = pPlayer->CBaseCombatCharacter::EyePosition();
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*pAbsAngles = pPlayer->CBaseCombatCharacter::EyeAngles();
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*pAbsOrigin = pPlayer->BaseClass::EyePosition();
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*pAbsAngles = pPlayer->BaseClass::EyeAngles();
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return;
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}
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