Ejemplo n.º 1
0
void CSDKPlayer::DoAnimationEvent( PlayerAnimEvent_t event )
{
	if ( event == PLAYERANIMEVENT_THROW_GRENADE )
	{
		// Grenade throwing has to synchronize exactly with the player's grenade weapon going away,
		// and events get delayed a bit, so we let CCSPlayerAnimState pickup the change to this
		// variable.
		m_iThrowGrenadeCounter = (m_iThrowGrenadeCounter+1) % (1<<THROWGRENADE_COUNTER_BITS);
	}
	else
	{
		m_PlayerAnimState->DoAnimationEvent( event );
		TE_PlayerAnimEvent( this, event );	// Send to any clients who can see this guy.
	}
}
Ejemplo n.º 2
0
void CSDKPlayer::DoAnimationEvent( PlayerAnimEvent_t event, int nData )
{
	m_PlayerAnimState->DoAnimationEvent( event, nData );
	TE_PlayerAnimEvent( this, event, nData );	// Send to any clients who can see this guy.
}
void CBaseNetworkedPlayer::DoAnimationEvent( PlayerAnimEvent_t event, int nData )
{
	m_PlayerAnimState->DoAnimationEvent( event, nData ); // execute on server
	TE_PlayerAnimEvent( this, event, nData );	// transmit to clients
}