Remove mistakenly included E:Z2 code

This commit is contained in:
ALLEN-PC\acj30 2025-01-26 12:52:25 -06:00
parent abeb035d29
commit d496494880
2 changed files with 0 additions and 69 deletions

View File

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

View File

@ -100,10 +100,6 @@ private:
QAngle m_angAnimRender;
#endif
#ifdef EZ2
float m_flNextKickAttack;
#endif
friend class CHL2GameMovement;
};