void TE_PlayerAnimEvent( CBasePlayer *pPlayer, PlayerAnimEvent_t event ) { CPVSFilter filter( (const Vector&)pPlayer->EyePosition() ); g_TEPlayerAnimEvent.m_hPlayer = pPlayer; g_TEPlayerAnimEvent.m_iEvent = event; g_TEPlayerAnimEvent.Create( filter, 0 ); }
void TE_PlayerAnimEvent( CBasePlayer* pPlayer, PlayerAnimEvent_t event, int nData ) { CPVSFilter filter( (const Vector&)pPlayer->EyePosition() ); filter.RemoveRecipient( pPlayer ); g_TEPlayerAnimEvent.m_hPlayer = pPlayer; g_TEPlayerAnimEvent.m_iEvent = event; // Transmit nData to support PLAYERANIMEVENT_CUSTOM at the cost of 4 extra bytes per TE g_TEPlayerAnimEvent.Create( filter, 0 ); }
void TE_PlayerAnimEvent( CBasePlayer *pPlayer, PlayerAnimEvent_t event, int nData ) { CPVSFilter filter( (const Vector&)pPlayer->EyePosition() ); //Tony; pull the player who is doing it out of the recipientlist, this is predicted!! filter.RemoveRecipient( pPlayer ); g_TEPlayerAnimEvent.m_hPlayer = pPlayer; g_TEPlayerAnimEvent.m_iEvent = event; g_TEPlayerAnimEvent.m_nData = nData; g_TEPlayerAnimEvent.Create( filter, 0 ); }
void TE_PlayerAnimEvent( CBasePlayer *pPlayer, PlayerAnimEvent_t event, int nData ) { CPVSFilter filter( pPlayer->EyePosition() ); // The player himself doesn't need to be sent his animation events // unless cs_showanimstate wants to show them. // if ( !ToolsEnabled() && ( cl_showanimstate.GetInt() == pPlayer->entindex() ) ) { // filter.RemoveRecipient( pPlayer ); } g_TEPlayerAnimEvent.m_hPlayer = pPlayer; g_TEPlayerAnimEvent.m_iEvent = event; g_TEPlayerAnimEvent.m_nData = nData; g_TEPlayerAnimEvent.Create( filter, 0 ); }