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-rw-r--r--mp/src/game/shared/vehicle_choreo_generic_shared.h45
1 files changed, 45 insertions, 0 deletions
diff --git a/mp/src/game/shared/vehicle_choreo_generic_shared.h b/mp/src/game/shared/vehicle_choreo_generic_shared.h
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+++ b/mp/src/game/shared/vehicle_choreo_generic_shared.h
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//=============================================================================//
+
+#ifndef VEHICLE_CHOREO_GENERIC_SHARED_H
+#define VEHICLE_CHOREO_GENERIC_SHARED_H
+
+#if defined( _WIN32 )
+#pragma once
+#endif
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+struct vehicleview_t
+{
+ DECLARE_CLASS_NOBASE( vehicleview_t );
+ DECLARE_EMBEDDED_NETWORKVAR();
+
+#ifndef CLIENT_DLL
+ DECLARE_DATADESC();
+#endif
+
+ CNetworkVar( bool, bClampEyeAngles ); // Perform eye Z clamping
+
+ CNetworkVar( float, flPitchCurveZero ); // Pitch values below this are clamped to zero.
+ CNetworkVar( float, flPitchCurveLinear ); // Pitch values above this are mapped directly.
+ // Spline in between.
+ CNetworkVar( float, flRollCurveZero ); // Pitch values below this are clamped to zero.
+ CNetworkVar( float, flRollCurveLinear ); // Roll values above this are mapped directly.
+ // Spline in between.
+ CNetworkVar( float, flFOV ); // FOV when in the vehicle.
+
+ CNetworkVar( float, flYawMin );
+ CNetworkVar( float, flYawMax );
+
+ CNetworkVar( float, flPitchMin );
+ CNetworkVar( float, flPitchMax );
+};
+
+
+#endif // VEHICLE_CHOREO_GENERIC_SHARED_H