void CReplayManager::Spawn() { SetClassname("replay_manager"); SetSimulatedEveryTick(true); SetAnimatedEveryTick(true); SetThink(&CReplayManager::Think); SetNextThink(gpGlobals->curtime); }
//----------------------------------------------------------------------------- // Purpose: Constructor // Input : // Output : //----------------------------------------------------------------------------- CBaseGrenade::CBaseGrenade(void) { m_hThrower = NULL; m_bIsLive = false; m_DmgRadius = 100; m_flDetonateTime = 0; m_bHasWarnedAI = false; SetSimulatedEveryTick( true ); };
void CReplayBall::Spawn( void ) { SetClassname("replay_ball"); Precache(); SetModelName(MAKE_STRING(BALL_MODEL)); CreateVPhysics(); //SetSolid(SOLID_NONE); SetSimulatedEveryTick(true); SetAnimatedEveryTick(true); }
void C_ASW_Hack::PostDataUpdate( DataUpdateType_t updateType ) { bool bPredict = ShouldPredict(); if ( bPredict ) { SetSimulatedEveryTick( true ); SetPredictionEligible( true ); } else { SetSimulatedEveryTick( false ); SetPredictionEligible( false ); } BaseClass::PostDataUpdate( updateType ); if ( GetPredictable() && !bPredict ) { MDLCACHE_CRITICAL_SECTION(); ShutdownPredictable(); } }
void CReplayPlayer::Spawn( void ) { SetClassname("replay_player"); Precache(); SetSolidFlags(FSOLID_NOT_SOLID); SetModel( SDK_PLAYER_MODEL ); SetSolid( SOLID_BBOX ); UTIL_SetSize( this, -Vector(20,20,20), Vector(20,20,20) ); SetSimulatedEveryTick(true); SetAnimatedEveryTick(true); SetThink(&CReplayPlayer::Think); SetNextThink(gpGlobals->curtime); }