ReGameDLL_CS/regamedll/dlls/animation.h
Sergey Shorokhov 942776783b
mp_fadetoblack 2 fade timings now depends from mp_dying_time CVar and code fixes (#845)
Fix forcing 1-person view for players when `mp_fadetoblack = 2`;
 Fix player blackout on server entry when `mp_fadetoblack = 2`;
 Fix observer not being blinded when `mp_fadetoblack = 2`;
 Fix fadetoblack message timings using new CVar `mp_dying_time`.

fix #501
fix #506

Co-authored-by: s1lentq <s1lentsk@yandex.ru>
2023-07-16 15:55:58 +03:00

57 lines
2.6 KiB
C

/*
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License as published by the
* Free Software Foundation; either version 2 of the License, or (at
* your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
* In addition, as a special exception, the author gives permission to
* link the code of this program with the Half-Life Game Engine ("HL
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
* L.L.C ("Valve"). You must obey the GNU General Public License in all
* respects for all of the code used other than the HL Engine and MODs
* from Valve. If you modify this file, you may extend this exception
* to your version of the file, but you are not obligated to do so. If
* you do not wish to do so, delete this exception statement from your
* version.
*
*/
#pragma once
#define NUM_BLENDING 9
#define ANIM_SWIM_1 8
#define ANIM_SWIM_2 9
#define ANIM_FIRST_DEATH_SEQUENCE 101
#include "monsterevent.h"
int IsSoundEvent(int eventNumber);
int LookupActivity(void *pmodel, entvars_t *pev, int activity);
int LookupActivityHeaviest(void *pmodel, entvars_t *pev, int activity);
int LookupSequence(void *pmodel, const char *label);
void GetSequenceInfo(void *pmodel, entvars_t *pev, float *pflFrameRate, float *pflGroundSpeed);
float GetSequenceDuration(void *pmodel, entvars_t *pev);
int GetSequenceFlags(void *pmodel, entvars_t *pev);
float SetController(void *pmodel, entvars_t *pev, int iController, float flValue);
float SetBlending(void *pmodel, entvars_t *pev, int iBlender, float flValue);
void GetEyePosition(void *pmodel, float *vecEyePosition);
void SequencePrecache(void *pmodel, const char *pSequenceName);
int FindTransition(void *pmodel, int iEndingAnim, int iGoalAnim, int *piDir);
void SetBodygroup(void *pmodel, entvars_t *pev, int iGroup, int iValue);
int GetBodygroup(void *pmodel, entvars_t *pev, int iGroup);
int GetAnimationEvent(void *pmodel, entvars_t *pev, MonsterEvent_t *pMonsterEvent, float flStart, float flEnd, int index);
int ExtractBbox(void *pmodel, int sequence, float *mins, float *maxs);