C_SDKPlayer::C_SDKPlayer() : m_iv_angEyeAngles( "C_SDKPlayer::m_iv_angEyeAngles" ) { m_PlayerAnimState = CreateSDKPlayerAnimState( this ); m_Shared.Init(this); m_angEyeAngles.Init(); AddVar( &m_angEyeAngles, &m_iv_angEyeAngles, LATCH_SIMULATION_VAR ); m_angCamViewAngles.Init(); m_fNextThinkPushAway = 0.0f; m_Shared.m_flActionStartTime = gpGlobals->curtime; m_Shared.m_eAction = PLAYERANIMEVENT_NONE; m_Shared.m_aActionStartAngle = vec3_origin; m_Shared.m_nActionStartButtons = 0; m_Shared.m_eCarryAnimation = PLAYERANIMEVENT_NONE; m_Shared.m_eGesture = PLAYERANIMEVENT_NONE; m_Shared.m_flGestureStartTime = gpGlobals->curtime; m_nModelScale = 100; m_pHoldingBall = NULL; m_hColorCorrection = INVALID_CLIENT_CCHANDLE; m_szColorCorrectionFile[0] = '\0'; }
C_SDKPlayer::C_SDKPlayer() : m_iv_angEyeAngles( "C_SDKPlayer::m_iv_angEyeAngles" ) { m_PlayerAnimState = CreateSDKPlayerAnimState( this ); m_Shared.Init(this); m_angEyeAngles.Init(); AddVar( &m_angEyeAngles, &m_iv_angEyeAngles, LATCH_SIMULATION_VAR ); m_fNextThinkPushAway = 0.0f; }
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 }