//-----------------------------------------------------------------------------
// Purpose: Add entity to visible view models list
//-----------------------------------------------------------------------------
void C_BaseViewModel::AddEntity( void )
{
	// Server says don't interpolate this frame, so set previous info to new info.
	if ( IsEffectActive(EF_NOINTERP) )
	{
		ResetLatched();
	}
}
Beispiel #2
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//-----------------------------------------------------------------------------
// Purpose: Add entity to visible view models list
//-----------------------------------------------------------------------------
void C_BaseViewModel::AddEntity( void )
{
	// Server says don't interpolate this frame, so set previous info to new info.
	if ( IsNoInterpolationFrame() )
	{
		ResetLatched();
	}
}
Beispiel #3
0
void C_HL2MP_Player::PostDataUpdate( DataUpdateType_t updateType )
{
	if ( m_bSpawnInterpCounter != m_bSpawnInterpCounterCache )
	{
		MoveToLastReceivedPosition( true );
		ResetLatched();
		m_bSpawnInterpCounterCache = m_bSpawnInterpCounter;
	}

	BaseClass::PostDataUpdate( updateType );
}
/*void C_SDKPlayer::OnPlayerClassChange( void )
{
	// Init the anim movement vars
	m_PlayerAnimState->SetRunSpeed( GetPlayerClass()->GetMaxSpeed() );
	m_PlayerAnimState->SetWalkSpeed( GetPlayerClass()->GetMaxSpeed() * 0.5 );
}
*/
void C_SDKPlayer::PostDataUpdate( DataUpdateType_t updateType )
{
	// C_BaseEntity assumes we're networking the entity's angles, so pretend that it
	// networked the same value we already have.
	SetNetworkAngles( GetLocalAngles() );
	
	BaseClass::PostDataUpdate( updateType );

	bool bIsLocalPlayer = IsLocalPlayer();

	if( m_bSpawnInterpCounter != m_bSpawnInterpCounterCache )
	{
		MoveToLastReceivedPosition( true );
		ResetLatched();

		if ( bIsLocalPlayer )
		{
			LocalPlayerRespawn();
		}
		m_bSpawnInterpCounterCache = m_bSpawnInterpCounter.m_Value;
	}

}