//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- CObjectSapper::CObjectSapper() { m_iHealth = GetBaseHealth(); SetMaxHealth( GetBaseHealth() ); UseClientSideAnimation(); }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- CObjectSapper::CObjectSapper() { m_iHealth = obj_sapper_health.GetInt(); SetMaxHealth( m_iHealth ); UseClientSideAnimation(); }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- CTFPowerup::CTFPowerup() { m_bDisabled = false; m_bRespawning = false; UseClientSideAnimation(); }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- CObjectTeleporter::CObjectTeleporter() { SetMaxHealth( TELEPORTER_MAX_HEALTH ); m_iHealth = TELEPORTER_MAX_HEALTH; UseClientSideAnimation(); SetType( OBJ_TELEPORTER ); m_iTeleporterType = 0; }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- CVehicleMortar::CVehicleMortar() { m_flMortarYaw = 0; m_flMortarPitch = 0; m_bAllowedToFire = true; UseClientSideAnimation(); }
CPropScalable::CPropScalable( void ) { m_flScaleX = 1.0f; m_flScaleY = 1.0f; m_flScaleZ = 1.0f; UseClientSideAnimation(); }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- CTeamControlPoint::CTeamControlPoint() { m_TeamData.SetSize( GetNumberOfTeams() ); m_pCaptureInProgressSound = NULL; #ifdef TF_DLL UseClientSideAnimation(); #endif }
void CSkeletonPlayer::Spawn() { // Dying without a player model crashes the client SetModel("models/swarm/marine/marine.mdl"); BaseClass::Spawn(); UseClientSideAnimation(); }
CBaseNetworkedPlayer::CBaseNetworkedPlayer() { UseClientSideAnimation(); SetPredictionEligible(true); m_bSpawnInterpCounter = false; m_angEyeAngles.Init(); ragdoll_ent_name = "networked_ragdoll"; MakeAnimState(); }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CTFGrenadeNailProjectile::Spawn() { SetModel( GRENADE_MODEL ); m_pMotionController = NULL; UseClientSideAnimation(); BaseClass::Spawn(); }
CSDKPlayer::CSDKPlayer() { m_PlayerAnimState = CreatePlayerAnimState( this, this, LEGANIM_9WAY, true ); UseClientSideAnimation(); m_angEyeAngles.Init(); SetViewOffset( SDK_PLAYER_VIEW_OFFSET ); m_iThrowGrenadeCounter = 0; }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- CTeamControlPoint::CTeamControlPoint() { m_TeamData.SetSize( GetNumberOfTeams() ); m_pCaptureInProgressSound = NULL; m_bLocked = false; m_flUnlockTime = -1; #if defined (TF_DLL) || defined (TF_CLASSIC) UseClientSideAnimation(); #endif }
//----------------------------------------------------------------------------- // Purpose: Constructor //----------------------------------------------------------------------------- CObjectBuffStation::CObjectBuffStation() { // Verify networking data. COMPILE_TIME_ASSERT( BUFF_STATION_MAX_PLAYERS < ( 1 << BUFF_STATION_MAX_PLAYER_BITS ) ); COMPILE_TIME_ASSERT( BUFF_STATION_MAX_PLAYERS >= ( 1 << ( BUFF_STATION_MAX_PLAYER_BITS - 1 ) ) ); COMPILE_TIME_ASSERT( BUFF_STATION_MAX_OBJECTS < ( 1 << BUFF_STATION_MAX_OBJECT_BITS ) ); COMPILE_TIME_ASSERT( BUFF_STATION_MAX_OBJECTS >= ( 1 << ( BUFF_STATION_MAX_OBJECT_BITS - 1 ) ) ); // Uses the client-side animation system. UseClientSideAnimation(); }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- CASW_Shotgun_Pellet_Predicted::CASW_Shotgun_Pellet_Predicted() { m_pLastHit = NULL; m_pCommander = NULL; SetPredictionEligible( true ); #if defined( CLIENT_DLL ) m_ParticleEvent.Init( 100 ); #else UseClientSideAnimation(); #endif }
CSDKPlayer::CSDKPlayer() { //Tony; create our player animation state. m_PlayerAnimState = CreateSDKPlayerAnimState( this ); m_iLastWeaponFireUsercmd = 0; m_Shared.Init( this ); UseClientSideAnimation(); m_angEyeAngles.Init(); m_pCurStateInfo = NULL; // no state yet }
CHL1MP_Player::CHL1MP_Player() { m_PlayerAnimState = CreatePlayerAnimState( this ); // item_list = 0; UseClientSideAnimation(); m_angEyeAngles.Init(); // m_pCurStateInfo = NULL; m_lifeState = LIFE_DEAD; // Start "dead". m_iSpawnInterpCounter = 0; m_flNextModelChangeTime = 0; m_flNextTeamChangeTime = 0; // SetViewOffset( TFC_PLAYER_VIEW_OFFSET ); // SetContextThink( &CTFCPlayer::TFCPlayerThink, gpGlobals->curtime, "TFCPlayerThink" ); }
CHL2MP_Player::CHL2MP_Player() { //Tony; create our player animation state. m_PlayerAnimState = CreateHL2MPPlayerAnimState( this ); UseClientSideAnimation(); m_angEyeAngles.Init(); m_iLastWeaponFireUsercmd = 0; m_flNextModelChangeTime = 0.0f; m_flNextTeamChangeTime = 0.0f; m_iSpawnInterpCounter = 0; m_bEnterObserver = false; m_bReady = false; BaseClass::ChangeTeam( 0 ); }
void CRotatingPickup::Spawn() { // CItem is designed for Vphys objects, so we need to undo a couple of things its spawn() does Vector OriginalLocation = GetAbsOrigin(); BaseClass::Spawn(); VPhysicsDestroyObject(); SetAbsOrigin(OriginalLocation); UseClientSideAnimation(); SetModel(PICKUP_MODEL); SetMoveType(MOVETYPE_NONE); // Grab the highest point on the model before we change the bounding box MdlTop = GetAbsOrigin(); MdlTop.z += GetModelPtr()->hull_max().z; SetSolid(SOLID_NONE); CollisionProp()->UseTriggerBounds(true,6); // Reign in the volume added to the trigger collision box Vector OBBSize = Vector(CollisionProp()->OBBSize().Length() / 2); // need to use length as the model will be rotated at 45 degrees on clients SetSize(-OBBSize,OBBSize); // Resize the bounding box AddEffects(EF_NOSHADOW); }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- CObjectResupply::CObjectResupply() { m_iHealth = obj_resupply_health.GetInt(); UseClientSideAnimation(); }
void CASW_Weapon_Autogun::Spawn() { BaseClass::Spawn(); UseClientSideAnimation(); }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- CGrenadeRocket::CGrenadeRocket() { m_pRealOwner = NULL; m_hLockTarget = NULL; UseClientSideAnimation(); }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- CBaseObjectUpgrade::CBaseObjectUpgrade() { #if !defined( CLIENT_DLL ) UseClientSideAnimation(); #endif }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- CHarpoon::CHarpoon( void ) { UseClientSideAnimation(); }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- CObjectSelfHeal::CObjectSelfHeal() { UseClientSideAnimation(); }
//----------------------------------------------------------------------------- // Constructor //----------------------------------------------------------------------------- CEnvParticleScript::CEnvParticleScript() { UseClientSideAnimation(); }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- CShieldGrenade::CShieldGrenade() { UseClientSideAnimation(); m_hDeployedShield.Set(0); }
CArmorUpgrade::CArmorUpgrade() { UseClientSideAnimation(); }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- CObjectTeleporter::CObjectTeleporter() { SetMaxHealth( TELEPORTER_MAX_HEALTH ); m_iHealth = TELEPORTER_MAX_HEALTH; UseClientSideAnimation(); }
CTFProjectile_SentryRocket::CTFProjectile_SentryRocket() { UseClientSideAnimation(); }
CASW_Dummy_Vehicle::CASW_Dummy_Vehicle() { UseClientSideAnimation(); }