Ladders!
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//========= Copyright © 1996-2010, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#include "cbase.h"
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#include "gamemovement.h"
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// Expose our interface.
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static CGameMovement g_GameMovement;
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IGameMovement *g_pGameMovement = (IGameMovement *)&g_GameMovement;
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EXPOSE_SINGLE_INTERFACE_GLOBALVAR(CGameMovement, IGameMovement, INTERFACENAME_GAMEMOVEMENT, g_GameMovement);
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/*
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Special handling for hl2 usable ladders
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@ -142,6 +159,7 @@ LINK_ENTITY_TO_CLASS( reserved_spot, CReservePlayerSpot );
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// goalpos -
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// *ladder -
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//-----------------------------------------------------------------------------
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void CHL2GameMovement::StartForcedMove( bool mounting, float transit_speed, const Vector& goalpos, CFuncLadder *ladder )
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{
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LadderMove_t* lm = GetLadderMove();
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@ -522,7 +540,7 @@ bool CHL2GameMovement::ExitLadderViaDismountNode( CFuncLadder *ladder, bool stri
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//-----------------------------------------------------------------------------
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void CHL2GameMovement::FullLadderMove()
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{
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#if !defined( CLIENT_DLL )
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//#if !defined( CLIENT_DLL )
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CFuncLadder *ladder = GetLadder();
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Assert( ladder );
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if ( !ladder )
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@ -701,7 +719,7 @@ void CHL2GameMovement::FullLadderMove()
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mv->SetAbsOrigin( oldOrigin );
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}
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}
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#endif
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//#endif
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}
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bool CHL2GameMovement::CheckLadderAutoMountEndPoint( CFuncLadder *ladder, const Vector& bestOrigin )
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@ -1149,4 +1167,5 @@ bool CHL2GameMovement::CanAccelerate()
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IGameMovement *g_pGameMovement = ( IGameMovement * )&g_GameMovement;
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EXPOSE_SINGLE_INTERFACE_GLOBALVAR(CGameMovement, IGameMovement,INTERFACENAME_GAMEMOVEMENT, g_GameMovement );
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#endif
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#endif
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*/
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@ -1,3 +1,4 @@
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/*
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Special handling for hl2 usable ladders
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@ -127,3 +128,4 @@ inline CFuncLadder *CHL2GameMovement::GetLadder()
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{
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return static_cast<CFuncLadder*>( static_cast<CBaseEntity *>( GetHL2Player()->m_HL2Local.m_hLadder.Get() ) );
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}
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*/
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