//----------------------------------------------------------------------------- // 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(); } }
//----------------------------------------------------------------------------- // 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(); } }
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; } }