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https://github.com/mapbase-source/source-sdk-2013.git
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Remove mistakenly included E:Z2 code
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abeb035d29
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@ -11,10 +11,6 @@
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#include "c_ai_basenpc.h"
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#include "in_buttons.h"
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#include "collisionutils.h"
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#ifdef EZ2
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#include "view_scene.h"
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#include "viewrender.h"
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#endif
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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@ -39,9 +35,6 @@ IMPLEMENT_CLIENTCLASS_DT(C_BaseHLPlayer, DT_HL2_Player, CHL2_Player)
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RecvPropFloat( RECVINFO( m_flAnimRenderYaw ) ),
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RecvPropFloat( RECVINFO( m_flAnimRenderZ ) ),
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#endif
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#ifdef EZ2
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RecvPropFloat( RECVINFO( m_flNextKickAttack ) ),
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#endif
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END_RECV_TABLE()
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BEGIN_PREDICTION_DATA( C_BaseHLPlayer )
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@ -693,64 +686,6 @@ void C_BaseHLPlayer::BuildTransformations( CStudioHdr *hdr, Vector *pos, Quatern
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if (!DrawingLegs() || !InPerspectiveView() || !InFirstPersonView())
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#endif*/
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BuildFirstPersonMeathookTransformations( hdr, pos, q, cameraTransform, boneMask, boneComputed, "ValveBiped.Bip01_Head1" );
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#ifdef EZ2
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// While kicking or admiring gloves, retract the playermodel in a 0-1 parabola
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if (InPerspectiveView() && InFirstPersonView() && DrawingLegs())
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{
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if (m_flNextKickAttack > gpGlobals->curtime)
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{
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float flPerc = sin( (m_flNextKickAttack - gpGlobals->curtime) * M_PI_F );
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Vector vDeltaToAdd;
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GetVectors( &vDeltaToAdd, NULL, NULL );
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vDeltaToAdd *= -(64.0f * flPerc);
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for (int i = 0; i < hdr->numbones(); i++)
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{
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// Only update bones reference by the bone mask.
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if (!(hdr->boneFlags( i ) & boneMask))
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{
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continue;
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}
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matrix3x4_t &bone = GetBoneForWrite( i );
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Vector vBonePos;
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MatrixGetTranslation( bone, vBonePos );
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vBonePos += vDeltaToAdd;
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MatrixSetTranslation( vBonePos, bone );
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}
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}
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else if (C_BaseViewModel *pVM = GetViewModel( 0 ))
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{
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if (!pVM->GetOwningWeapon() && pVM->GetCycle() < 1.0f)
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{
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float flPerc = sin( pVM->GetCycle() * M_PI_F );
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Vector vDeltaToAdd;
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GetVectors( &vDeltaToAdd, NULL, NULL );
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vDeltaToAdd *= -(32.0f * flPerc);
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FOR_EACH_MAP_FAST( GetFirstPersonArmScales(), i )
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{
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int nBone = GetFirstPersonArmScales().Key( i );
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if (nBone == -1)
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continue;
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if (!(hdr->boneFlags( nBone ) & boneMask))
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continue;
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matrix3x4_t &bone = GetBoneForWrite( nBone );
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Vector vBonePos;
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MatrixGetTranslation( bone, vBonePos );
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vBonePos += vDeltaToAdd;
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MatrixSetTranslation( vBonePos, bone );
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}
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}
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}
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}
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#endif
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}
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@ -100,10 +100,6 @@ private:
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QAngle m_angAnimRender;
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#endif
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#ifdef EZ2
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float m_flNextKickAttack;
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#endif
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friend class CHL2GameMovement;
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};
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