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. } }
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 }