CNetPlayerInput::CNetPlayerInput( CPlayer * pPlayer ) : m_pPlayer(pPlayer), m_newInterpolation(false) { m_desiredVelocity.Set(0.0f, 0.0f, 0.0f); m_lookDir(0.0f, 1.0f, 0.0f); m_lerpVel.zero(); m_lerper.ApplySettings(&m_lerperSettings); m_lerper.Reset(pPlayer); }
// PLAYERPREDICTION CNetPlayerInput::CNetPlayerInput( CPlayer * pPlayer ) : m_pPlayer(pPlayer), m_netDesiredSpeed(0.0f), m_netLerpSpeed(0.0f), m_passedNetPos(true), m_passedPredictionPos(true), m_newInterpolation(false), m_blockedTime(0.0f) { m_breadCrumb.Set(0.0f, 0.0f, 0.0f); m_predictedPosition.Set(0.0f, 0.0f, 0.0f); m_lookDir(0.0f, 1.0f, 0.0f); // ~PLAYERPREDICTION }