void CHL2MP_Player::PostThink( void ) { BaseClass::PostThink(); if ( GetFlags() & FL_DUCKING ) { SetCollisionBounds( VEC_CROUCH_TRACE_MIN, VEC_CROUCH_TRACE_MAX ); } m_PlayerAnimState.Update(); // Store the eye angles pitch so the client can compute its animation state correctly. m_angEyeAngles = EyeAngles(); QAngle angles = GetLocalAngles(); angles[PITCH] = 0; SetLocalAngles( angles ); if (!IsDead()) { if (m_afButtonReleased & IN_KICK && m_flNextKickAttack < gpGlobals->curtime /* && m_flNextKickAttack < gpGlobals->curtime && !m_bIsKicking*/) { KickAttack(); m_bIsKicking = true; } } CBaseCombatWeapon *pWeapon = this->GetActiveWeapon(); if (pWeapon != NULL) { if (m_afButtonPressed & IN_IRONSIGHT) { pWeapon->EnableIronsights(); } else if (m_afButtonReleased & IN_IRONSIGHT) { pWeapon->DisableIronsights(); } } if (!IsDead()) { if (m_flNextKickAttack < gpGlobals->curtime) { m_bIsKicking = false; CBaseViewModel *vm = GetViewModel(1); if (vm) { int idealSequence = vm->SelectWeightedSequence(ACT_VM_IDLE); if (idealSequence >= 0) { vm->SendViewModelMatchingSequence(idealSequence); } } } } }