void CBaseAnimatingOverlay::SetNumAnimOverlays( int num )
{
	if ( m_AnimOverlay.Count() < num )
	{
		m_AnimOverlay.AddMultipleToTail( num - m_AnimOverlay.Count() );
		NetworkStateChanged();
	}
	else if ( m_AnimOverlay.Count() > num )
	{
		m_AnimOverlay.RemoveMultiple( num, m_AnimOverlay.Count() - num );
		NetworkStateChanged();
	}
}
Exemple #2
0
MultiplayerState::MultiplayerState(QWidget* parent, QStandardItemModel* game_list_model,
                                   QAction* leave_room, QAction* show_room)
    : QWidget(parent), game_list_model(game_list_model), leave_room(leave_room),
      show_room(show_room) {
    if (auto member = Network::GetRoomMember().lock()) {
        // register the network structs to use in slots and signals
        state_callback_handle = member->BindOnStateChanged(
            [this](const Network::RoomMember::State& state) { emit NetworkStateChanged(state); });
        connect(this, &MultiplayerState::NetworkStateChanged, this,
                &MultiplayerState::OnNetworkStateChanged);
    }

    qRegisterMetaType<Network::RoomMember::State>();
    qRegisterMetaType<Common::WebResult>();
    announce_multiplayer_session = std::make_shared<Core::AnnounceMultiplayerSession>();
    announce_multiplayer_session->BindErrorCallback(
        [this](const Common::WebResult& result) { emit AnnounceFailed(result); });
    connect(this, &MultiplayerState::AnnounceFailed, this, &MultiplayerState::OnAnnounceFailed);

    status_text = new ClickableLabel(this);
    status_icon = new ClickableLabel(this);
    status_text->setToolTip(tr("Current connection status"));
    status_text->setText(tr("Not Connected. Click here to find a room!"));
    status_icon->setPixmap(QIcon::fromTheme("disconnected").pixmap(16));

    connect(status_text, &ClickableLabel::clicked, this, &MultiplayerState::OnOpenNetworkRoom);
    connect(status_icon, &ClickableLabel::clicked, this, &MultiplayerState::OnOpenNetworkRoom);
}
void CRagdollProp::FadeOutThink(void) 
{
	float dt = gpGlobals->curtime - m_flFadeOutStartTime;
	if ( dt < 0 )
	{
		SetContextThink( &CRagdollProp::FadeOutThink, gpGlobals->curtime + 0.1, s_pFadeOutContext );
	}
	else if ( dt < m_flFadeTime )
	{
		float alpha = 1.0f - dt / m_flFadeTime;
		int nFade = (int)(alpha * 255.0f);
		m_nRenderMode = kRenderTransTexture;
		SetRenderColorA( nFade );
		NetworkStateChanged();
		SetContextThink( &CRagdollProp::FadeOutThink, gpGlobals->curtime + TICK_INTERVAL, s_pFadeOutContext );
	}
	else
	{
		// Necessary to cause it to do the appropriate death cleanup
		// Yeah, the player may have nothing to do with it, but
		// passing NULL to TakeDamage causes bad things to happen
		CBasePlayer *pPlayer = UTIL_GetLocalPlayer();
		CTakeDamageInfo info( pPlayer, pPlayer, 10000.0, DMG_GENERIC );
		TakeDamage( info );
		UTIL_Remove( this );
	}
}
void CNPC_HL1Barney::SUB_LVFadeOut( void  )
{
	if( VPhysicsGetObject() )
	{
		if( VPhysicsGetObject()->GetGameFlags() & FVPHYSICS_PLAYER_HELD || GetEFlags() & EFL_IS_BEING_LIFTED_BY_BARNACLE )
		{
			// Try again in a few seconds.
			SetNextThink( gpGlobals->curtime + 5 );
			SetRenderColorA( 255 );
			return;
		}
	}

	float dt = gpGlobals->frametime;
	if ( dt > 0.1f )
	{
		dt = 0.1f;
	}
	m_nRenderMode = kRenderTransTexture;
	int speed = max(3,256*dt); // fade out over 3 seconds
	SetRenderColorA( UTIL_Approach( 0, m_clrRender->a, speed ) );
	NetworkStateChanged();

	if ( m_clrRender->a == 0 )
	{
		UTIL_Remove(this);
	}
	else
	{
		SetNextThink( gpGlobals->curtime );
	}
}
//-----------------------------------------------------------------------------
// Purpose: Attach the player to the "Buff Station."
//-----------------------------------------------------------------------------
void CObjectBuffStation::AttachPlayer( CBaseTFPlayer *pPlayer )
{
	// Player shouldn't already be attached.
	Assert( !IsPlayerAttached( pPlayer ) );

	// Check to see if the player is alive and on the correct team.
	if ( !pPlayer->IsAlive() || !pPlayer->InSameTeam( this ) )
		return;

	// Check attachment availability.
	if ( m_nPlayerCount == BUFF_STATION_MAX_PLAYERS )
	{
		// Unless the player is the owner he cannot connect.
		if ( pPlayer != GetOwner() )
			return;

		// Kick a non-owning player off.
		DetachPlayerByIndex( BUFF_STATION_MAX_PLAYERS - 1 );
	}

	// This will disconnect the player from other Buff Stations, and keep track of important player events.
	g_pNotify->ReportNamedEvent( pPlayer, "PlayerAttachedToGenerator" );
	g_pNotify->AddEntity( this, pPlayer );

	// Connect player.
	// Find the nearest empty slot
	int iNearest = BUFF_STATION_MAX_PLAYERS;
	float flNearestDist = 9999*9999;
	for ( int iPlayer = 0; iPlayer < BUFF_STATION_MAX_PLAYERS; iPlayer++ )
	{
		if ( !m_hPlayers[iPlayer] )
		{
			Vector vecPoint;
			QAngle angPoint;
			GetAttachment( m_aPlayerAttachInfo[iPlayer].m_iAttachPoint, vecPoint, angPoint );
			float flDistance = ( vecPoint - pPlayer->GetAbsOrigin() ).LengthSqr();
			if ( flDistance < flNearestDist )
			{
				flNearestDist = flDistance;
				iNearest = iPlayer;
			}
		}
	}
	Assert( iNearest != BUFF_STATION_MAX_PLAYERS );

	m_hPlayers.Set( iNearest, pPlayer );
	m_aPlayerAttachInfo[iNearest].m_DamageModifier.SetModifier( obj_buff_station_damage_modifier.GetFloat() );
	m_aPlayerAttachInfo[iNearest].m_hRope = CreateRope( pPlayer, m_aPlayerAttachInfo[iNearest].m_iAttachPoint );
	m_nPlayerCount++;

	// Tell the player to constrain his movement.
	pPlayer->ActivateMovementConstraint( this, GetAbsOrigin(), obj_buff_station_range.GetFloat(), 75.0f, 0.15f );

	// Update think.
	if ( GetNextThink(BUFF_STATION_BOOST_PLAYER_THINK_CONTEXT) > gpGlobals->curtime + BUFF_STATION_BOOST_PLAYER_THINK_INTERVAL )
		SetNextThink( gpGlobals->curtime + BUFF_STATION_BOOST_PLAYER_THINK_INTERVAL, BUFF_STATION_BOOST_PLAYER_THINK_CONTEXT );

	// Update network state.
	NetworkStateChanged();
}
Exemple #6
0
void CSun::InputTurnOn( inputdata_t &inputdata )
{
	if( !m_bOn )
	{
		m_bOn = true;
		NetworkStateChanged();
	}
}
Exemple #7
0
void CSun::InputTurnOff( inputdata_t &inputdata )
{
	if( m_bOn )
	{
		m_bOn = false;
		NetworkStateChanged();
	}
}
Exemple #8
0
void CFunc_Dust::InputTurnOff( inputdata_t &inputdata )
{
    if( m_DustFlags & DUSTFLAGS_ON )
    {
        m_DustFlags &= ~DUSTFLAGS_ON;
        NetworkStateChanged();
    }
}
Exemple #9
0
void CFunc_Dust::Spawn()
{
    // Bind to our bmodel.
    SetModel( STRING( GetModelName() ) );

    // Use manual mode.
    NetworkStateManualMode( true );
    NetworkStateChanged();

    BaseClass::Spawn();
}
//-----------------------------------------------------------------------------
// Purpose: Return to our original facing after a while
//-----------------------------------------------------------------------------
void CObjectBaseMannedGun::BaseMannedGunThink( void )
{
	// If someone's got in the gun, stop moving
	if ( GetDriverPlayer() )
		return;

	// Otherwise, move back towards the initial state
	if ( m_flGunPitch )
	{
		float flPitch = anglemod( m_flGunPitch );
		if (( flPitch <= 180 ) && ( flPitch >= 0 ))
		{
			m_flGunPitch = max( 0, flPitch - (gpGlobals->frametime * MANNEDGUN_RESTORE_TURN_RATE) );
		}
		else
		{
			m_flGunPitch = flPitch + (gpGlobals->frametime * MANNEDGUN_RESTORE_TURN_RATE);
			if ( m_flGunPitch >= 360 )
			{
				m_flGunPitch = 0;
			}
		}
	}
	else if ( m_flGunYaw )
	{
		if ( m_flGunYaw > 180 )
		{
			m_flGunYaw = m_flGunYaw + (gpGlobals->frametime * MANNEDGUN_RESTORE_TURN_RATE);
			if ( m_flGunYaw >= 360 )
			{
				m_flGunYaw = 0;
			}
		}
		else
		{
			m_flGunYaw = max( 0, m_flGunYaw - (gpGlobals->frametime * MANNEDGUN_RESTORE_TURN_RATE) );
		}

	}
	else
	{
		// We're done
		return;
	}

	// Keep thinking
	SetContextThink( BaseMannedGunThink, gpGlobals->curtime + 0.1, OBJ_BASE_MANNEDGUN_THINK_CONTEXT );
	NetworkStateChanged();
}
Exemple #11
0
void CSun::Activate()
{
	BaseClass::Activate();
	
	// Find our target.
	CBaseEntity *pEnt = gEntList.FindEntityByName( 0, m_target, NULL );
	if( pEnt )
	{
		Vector vDirection = GetAbsOrigin() - pEnt->GetAbsOrigin();
		VectorNormalize( vDirection );
		m_vDirection = vDirection;
	}

	NetworkStateChanged();
}
// Update the visible representation of the physic system's representation of this object
void CPhysBox::VPhysicsUpdate( IPhysicsObject *pPhysics )
{
	NetworkStateChanged();
	BaseClass::VPhysicsUpdate( pPhysics );

	// if this is the first time we have moved, fire our target
	if ( HasSpawnFlags( SF_PHYSBOX_ASLEEP ) )
	{
		if ( !pPhysics->IsAsleep() )
		{
			m_OnAwakened.FireOutput(this, this);
			FireTargets( STRING(m_target), this, this, USE_TOGGLE, 0 );
			m_spawnflags &= ~SF_PHYSBOX_ASLEEP;
		}
	}
}
//-----------------------------------------------------------------------------
// Purpose: Get and set the current driver.
//-----------------------------------------------------------------------------
void CBaseTFVehicle::SetPassenger( int nRole, CBasePlayer *pEnt )
{
	Assert( !pEnt || pEnt->IsPlayer() );
	Assert( nRole >= 0 && nRole < m_nMaxPassengers );
	Assert( !m_hPassengers[nRole].Get() || !pEnt );
	m_hPassengers.Set( nRole, dynamic_cast<CBaseTFPlayer*>(pEnt) );
	NetworkStateChanged( );

	// If the vehicle's deteriorating, I get to own it now
	if ( IsDeteriorating() )
	{
		StopDeteriorating();
		SetBuilder( (CBaseTFPlayer*)pEnt, true );
	}

	ResetDeteriorationTime();
}
void C_WeaponPortalgun::ClientThink( void )
{
	CPortal_Player *pPlayer = ToPortalPlayer( GetOwner() );

	if ( pPlayer && dynamic_cast<C_WeaponPortalgun*>( pPlayer->GetActiveWeapon() ) )
	{
		if ( m_EffectState == EFFECT_NONE )
		{
			//DoEffect( ( GetPlayerHeldEntity( pPlayer ) ) ? ( EFFECT_HOLDING ) : ( EFFECT_READY ) );
		}

		if ( m_EffectState != EFFECT_NONE )
		{
			// Showing a special color for holding is confusing... just use the last fired color -Jeep

			//if ( m_bOpenProngs )
			//{
			//	//Turn on the grav light
			//	m_Parameters[PORTALGUN_GRAVLIGHT].SetVisibleViewModel();
			//	m_Parameters[PORTALGUN_GRAVLIGHT_WORLD].SetVisible3rdPerson();

			//	m_Parameters[PORTALGUN_PORTAL1LIGHT].SetVisibleViewModel( false );
			//	m_Parameters[PORTALGUN_PORTAL1LIGHT_WORLD].SetVisible3rdPerson( false );
			//	m_Parameters[PORTALGUN_PORTAL2LIGHT].SetVisibleViewModel( false );
			//	m_Parameters[PORTALGUN_PORTAL2LIGHT_WORLD].SetVisible3rdPerson( false );
			//}
			//else
			{
				m_Parameters[PORTALGUN_GRAVLIGHT].SetVisibleViewModel( false );
				m_Parameters[PORTALGUN_GRAVLIGHT_WORLD].SetVisible3rdPerson( false );

				//Turn on and off the correct fired last lights
				m_Parameters[PORTALGUN_PORTAL1LIGHT].SetVisibleViewModel( m_iLastFiredPortal == 1 );
				m_Parameters[PORTALGUN_PORTAL1LIGHT_WORLD].SetVisible3rdPerson( m_iLastFiredPortal == 1 );
				m_Parameters[PORTALGUN_PORTAL2LIGHT].SetVisibleViewModel( m_iLastFiredPortal == 2 );
				m_Parameters[PORTALGUN_PORTAL2LIGHT_WORLD].SetVisible3rdPerson( m_iLastFiredPortal == 2 );
			}
		}
	}

	// Update our effects
	DoEffectIdle();

	NetworkStateChanged();
}
//-----------------------------------------------------------------------------
// Purpose: Attach the object to the "Buff Station."
//-----------------------------------------------------------------------------
void CObjectBuffStation::AttachObject( CBaseObject *pObject, bool bPlacing )
{
	// Check to see if the object is already attached.
	if ( IsObjectAttached( pObject ) )
		return;

	// Check to see if the object is on the correct team.
	if ( !pObject->InSameTeam( this ) )
		return;

	// Check to see if the object is already being buffed by another station.
	if ( pObject->IsHookedAndBuffed() )
		return;

	// Check attachment availability.
	if ( m_nObjectCount == BUFF_STATION_MAX_OBJECTS )
		return;

	// Attach cable to object - get the attachment point.
	int nObjectAttachPoint = pObject->LookupAttachment( "boostpoint" );
	if ( nObjectAttachPoint <= 0 )
		nObjectAttachPoint = 1;

	// Connect object.
	m_hObjects.Set( m_nObjectCount, pObject );
	m_aObjectAttachInfo[m_nObjectCount].m_DamageModifier.SetModifier( obj_buff_station_damage_modifier.GetFloat() );
	m_aObjectAttachInfo[m_nObjectCount].m_hRope = CreateRope( pObject, m_aObjectAttachInfo[m_nObjectCount].m_iAttachPoint, nObjectAttachPoint );
	m_nObjectCount += 1;

	// If we're placing, we're pretending to buff objects, but not really powering them
	pObject->SetBuffStation( this, bPlacing );

	// Update think.
	if ( GetNextThink(BUFF_STATION_BOOST_OBJECT_THINK_CONTEXT) > gpGlobals->curtime + BUFF_STATION_BOOST_OBJECT_THINK_INTERVAL )
		SetNextThink( gpGlobals->curtime + BUFF_STATION_BOOST_OBJECT_THINK_INTERVAL, BUFF_STATION_BOOST_OBJECT_THINK_CONTEXT );

	// Update network state.
	NetworkStateChanged();
}
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CObjectBaseMannedGun::FinishMove( CBasePlayer *player, CUserCmd *ucmd, CMoveData *move )
{
	BaseClass::FinishMove( player, ucmd, move );
	CTFMoveData *pMoveData = (CTFMoveData*)move; 
	Assert( sizeof(MannedPlasmagunData_t) <= pMoveData->VehicleDataMaxSize() );

	MannedPlasmagunData_t *pVehicleData = (MannedPlasmagunData_t*)pMoveData->VehicleData();
	m_flGunYaw = pVehicleData->m_flGunYaw;
	m_flGunPitch = pVehicleData->m_flGunPitch;
	m_flBarrelPitch = pVehicleData->m_flBarrelPitch;

	// Set the bone state..
	SetBoneController( 0, m_flGunYaw );
	SetBoneController( 1, m_flGunPitch );

	if ( m_nMoveStyle == MOVEMENT_STYLE_BARREL_PIVOT )
	{
		SetBoneController( 2, m_flBarrelPitch );
	}

	NetworkStateChanged();
}
Exemple #17
0
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CEnvLaserDesignation::SetActive( bool bActive )
{
    if ( bActive == m_bActive )
        return;

    if ( !bActive )
    {
        m_fEffects |= EF_NODRAW;
    }
    else
    {
        m_fEffects |= EF_NOINTERP;
        m_fEffects &= ~EF_NODRAW;
    }

    NetworkStateChanged();

#if defined( CLIENT_DLL )
    ENTITY_PANEL_ACTIVATE( "laserdesignation", bActive );
#endif

    m_bActive = bActive;
}
void CRagdollProp::VPhysicsUpdate( IPhysicsObject *pPhysics )
{
	if ( m_lastUpdateTickCount == (unsigned int)gpGlobals->tickcount )
		return;

	m_lastUpdateTickCount = gpGlobals->tickcount;
	NetworkStateChanged();

	matrix3x4_t boneToWorld[MAXSTUDIOBONES];
	QAngle angles;
	for ( int i = 0; i < m_ragdoll.listCount; i++ )
	{
		RagdollGetBoneMatrix( m_ragdoll, boneToWorld, i );
		
		Vector vNewPos;
		MatrixAngles( boneToWorld[m_ragdoll.boneIndex[i]], angles, vNewPos );
		m_ragPos.Set( i, vNewPos );
		m_ragAngles.Set( i, angles );
	}

	m_allAsleep = RagdollIsAsleep( m_ragdoll );
	SetAbsOrigin( m_ragPos[0] );
	engine->RelinkEntity( pev, true );
}
//-----------------------------------------------------------------------------
// Purpose: Detach the object from the "Buff Station."
//-----------------------------------------------------------------------------
void CObjectBuffStation::DetachObjectByIndex( int nIndex )
{
	// Valid index?
	Assert( nIndex >= 0 );
	Assert( nIndex < m_nObjectCount );

	// Get the object.
	CBaseObject *pObject = m_hObjects[nIndex].Get();
	if ( !pObject )
		return;

	// Remove the damage modifier.
	m_aObjectAttachInfo[nIndex].m_DamageModifier.RemoveModifier();

	// Remove the rope (cable).
	if ( m_aObjectAttachInfo[nIndex].m_hRope.Get() )
	{
		m_aObjectAttachInfo[nIndex].m_hRope->DetachPoint( 1 );
		m_aObjectAttachInfo[nIndex].m_hRope->DieAtNextRest();
	}

	// Reduce object count.
	m_nObjectCount -= 1;

	// Set the object as unbuffed.
	pObject->SetBuffStation( NULL, false );

	// If the detached object wasn't the last object in the list, swap placement.
	if ( nIndex != m_nObjectCount )
	{
		SwapObjectAttachment( nIndex );
	}

	// Update network state.
	NetworkStateChanged( );
}
//-----------------------------------------------------------------------------
// Purpose: Detach the player from the "Buff Station."
//-----------------------------------------------------------------------------
void CObjectBuffStation::DetachPlayerByIndex( int nIndex )
{
	// Valid index?
	Assert( nIndex < BUFF_STATION_MAX_PLAYERS );

	// Get the player.
	CBaseTFPlayer *pPlayer = m_hPlayers[nIndex].Get();
	if ( !pPlayer )
	{
		m_hPlayers.Set( nIndex, NULL );
		return;
	}

	// Remove the damage modifier.
	m_aPlayerAttachInfo[nIndex].m_DamageModifier.RemoveModifier();

	// Remove the rope (cable).
	if ( m_aPlayerAttachInfo[nIndex].m_hRope.Get() )
	{
		m_aPlayerAttachInfo[nIndex].m_hRope->DetachPoint( 1 );
		m_aPlayerAttachInfo[nIndex].m_hRope->DieAtNextRest();
	}

	// Unconstrain the player movement.
	pPlayer->DeactivateMovementConstraint();

	// Keep track of player events.
	g_pNotify->RemoveEntity( this, pPlayer );

	// Reduce player count.
	m_nPlayerCount--;
	m_hPlayers.Set( nIndex, NULL );

	// Update network state.
	NetworkStateChanged( );
}
Exemple #21
0
//-----------------------------------------------------------------------------
// Purpose: Remove this player from the team
//-----------------------------------------------------------------------------
void CTeam::RemovePlayer( CBasePlayer *pPlayer )
{
	m_aPlayers.FindAndRemove( pPlayer );
	NetworkStateChanged();
}
Exemple #22
0
//-----------------------------------------------------------------------------
// Purpose: Add the specified player to this team. Remove them from their current team, if any.
//-----------------------------------------------------------------------------
void CTeam::AddPlayer( CBasePlayer *pPlayer )
{
	m_aPlayers.AddToTail( pPlayer );
	NetworkStateChanged();
}
	void VPhysicsUpdate( IPhysicsObject *pPhysics )
	{
		NetworkStateChanged();
		BaseClass::VPhysicsUpdate( pPhysics );
	}
void CLightGlow::Activate()
{
	BaseClass::Activate();
	
	NetworkStateChanged();
}
//-----------------------------------------------------------------------------
// Purpose: Handle movement of the turret
//-----------------------------------------------------------------------------
bool C_ObjectSentrygun::MoveTurret(void)
{
	bool bMoved = 0;

	float turnrate = (float)(m_iBaseTurnRate) * 10.0f;
	turnrate *= gpGlobals->frametime;

	// any x movement?
	if ( m_vecCurAngles.x != m_vecGoalAngles.x )
	{
		float flDir = m_vecGoalAngles.x > m_vecCurAngles.x ? 1 : -1 ;

		m_vecCurAngles.x += 0.1 * (turnrate * 5) * flDir;

		// if we started below the goal, and now we're past, peg to goal
		if (flDir == 1)
		{
			if (m_vecCurAngles.x > m_vecGoalAngles.x)
				m_vecCurAngles.x = m_vecGoalAngles.x;
		} 
		else
		{
			if (m_vecCurAngles.x < m_vecGoalAngles.x)
				m_vecCurAngles.x = m_vecGoalAngles.x;
		}

		m_fBoneYRotator = m_vecCurAngles.x;

		bMoved = 1;
	}

	if ( m_vecCurAngles.y != m_vecGoalAngles.y )
	{
		float flDir = m_vecGoalAngles.y > m_vecCurAngles.y ? 1 : -1 ;
		float flDist = fabs(m_vecGoalAngles.y - m_vecCurAngles.y);
		bool bReversed = false;
		
		if (flDist > 180)
		{
			flDist = 360 - flDist;
			flDir = -flDir;
			bReversed = true;
		}

		if (m_hEnemy == NULL )
		{
			if (flDist > 30)
			{
				if (m_fTurnRate < turnrate * 20)
				{
					m_fTurnRate += turnrate;
				}
			}
			else
			{
				// Slow down
				if ( m_fTurnRate > (turnrate * 5) )
					m_fTurnRate -= turnrate;
			}
		}
		else
		{
			// When tracking enemies, move faster and don't slow
			if (flDist > 30)
			{
				if (m_fTurnRate < turnrate * 30)
				{
					m_fTurnRate += turnrate * 3;
				}
			}
		}

		m_vecCurAngles.y += 0.1 * m_fTurnRate * flDir;

		// if we passed over the goal, peg right to it now
		if (flDir == -1)
		{
			if ( (bReversed == false && m_vecGoalAngles.y > m_vecCurAngles.y) || (bReversed == true && m_vecGoalAngles.y < m_vecCurAngles.y) )
				m_vecCurAngles.y = m_vecGoalAngles.y;
		} 
		else
		{
			if ( (bReversed == false && m_vecGoalAngles.y < m_vecCurAngles.y) || (bReversed == true && m_vecGoalAngles.y > m_vecCurAngles.y) )
				m_vecCurAngles.y = m_vecGoalAngles.y;
		}

		if (m_vecCurAngles.y < 0)
			m_vecCurAngles.y += 360;
		else if (m_vecCurAngles.y >= 360)
			m_vecCurAngles.y -= 360;

		if (flDist < (0.05 * turnrate))
			m_vecCurAngles.y = m_vecGoalAngles.y;

		m_fBoneXRotator = m_vecCurAngles.y - UTIL_AngleMod( GetAbsAngles().y );

		bMoved = 1;
	}

	if ( !bMoved || !m_fTurnRate )
		m_fTurnRate = turnrate;

	if ( bMoved )
	{
		NetworkStateChanged();
	}

	return bMoved;
}
Exemple #26
0
void CSun::InputSetColor( inputdata_t &inputdata )
{
	m_clrRender = inputdata.value.Color32();
	NetworkStateChanged();
}
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CBaseObjectDriverGun::SetTargetAngles( const QAngle &vecAngles )
{
	m_vecGunAngles = vecAngles;
	NetworkStateChanged();
}
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CBaseTFVehicle::FinishMove( CBasePlayer *player, CUserCmd *ucmd, CMoveData *move )
{
	VehicleDriverGunThink();
	NetworkStateChanged();
}