// ----------------------------------------------------------------------------- //
// CWeaponDODBase implementation. 
// ----------------------------------------------------------------------------- //
CWeaponDODBase::CWeaponDODBase()
{
	SetPredictionEligible( true );
	m_bInAttack = false;
	m_iAltFireHint = 0;
	AddSolidFlags( FSOLID_TRIGGER ); // Nothing collides with these but it gets touches.
}
Esempio n. 2
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// ----------------------------------------------------------------------------- //
// CWeaponHL2MPBase implementation. 
// ----------------------------------------------------------------------------- //
CWeaponHL2MPBase::CWeaponHL2MPBase()
{
	SetPredictionEligible( true );
	AddSolidFlags( FSOLID_TRIGGER ); // Nothing collides with these but it gets touches.

	m_flNextResetCheckTime = 0.0f;
}
// ----------------------------------------------------------------------------- //
// CWeaponCSBase implementation. 
// ----------------------------------------------------------------------------- //
CWeaponCSBase::CWeaponCSBase()
{
	SetPredictionEligible( true );
	m_flInaccuracy = 0;
	m_flAccuracyTime = 0;
	m_bDelayFire = true;
	m_iShotsFired = 0;
}
CBaseNetworkedPlayer::CBaseNetworkedPlayer() {
	UseClientSideAnimation();
	SetPredictionEligible(true);
	m_bSpawnInterpCounter = false;
	m_angEyeAngles.Init();
	ragdoll_ent_name = "networked_ragdoll";
	
	MakeAnimState();
}
//-----------------------------------------------------------------------------
// Purpose: Update global map state based on data received
// Input  : bnewentity - 
//-----------------------------------------------------------------------------
void C_BaseViewModel::OnDataChanged( DataUpdateType_t updateType )
{
	if ( updateType == DATA_UPDATE_CREATED )
	{
		AlphaProp()->EnableAlphaModulationOverride( true );
	}

	SetPredictionEligible( true );
	BaseClass::OnDataChanged(updateType);
}
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
CBasePlasmaProjectile::CBasePlasmaProjectile()
{
#if defined( CLIENT_DLL )
	m_pHeadParticle = NULL;
	m_pTrailParticle = NULL;
	m_pParticleMgr = NULL;
#endif

	SetPredictionEligible( true );
}
//-----------------------------------------------------------------------------
// 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
}
Esempio n. 8
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void C_ASW_Hack::PostDataUpdate( DataUpdateType_t updateType )
{
	bool bPredict = ShouldPredict();
	if ( bPredict )
	{
		SetSimulatedEveryTick( true );	
		SetPredictionEligible( true );
	}
	else
	{
		SetSimulatedEveryTick( false );
		SetPredictionEligible( false );
	}

	BaseClass::PostDataUpdate( updateType );

	if ( GetPredictable() && !bPredict )
	{
		MDLCACHE_CRITICAL_SECTION();
		ShutdownPredictable();
	}
}
CASW_Weapon::CASW_Weapon()
{
	SetPredictionEligible(true);
	m_iEquipmentListIndex = -1;

	m_bSwitchingWeapons = false;

	m_fMinRange1	= 0;
	m_fMaxRange1	= 512;
	m_fMinRange2	= 0;
	m_fMaxRange2	= 512;
	
	m_bShotDelayed = 0;
	m_flDelayedFire = 0;
	m_fReloadClearFiringTime = 0;
	m_flReloadFailTime = 1.0;
	m_bFastReloadSuccess = false;
	m_bFastReloadFailure = false;

	m_bPoweredUp = false;
}
Esempio n. 10
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//-----------------------------------------------------------------------------
// Purpose: Constructor
// Input  :
// Output :
//-----------------------------------------------------------------------------
CUnitBase::CUnitBase() : m_fAccuracy(1.0f), m_bCanBeSeen(true)
{
	SetAllowNavIgnore(true);

	// Default navigator/pathfind values
	m_fDeathDrop = 600.0f;
	m_fSaveDrop = 300.0f;
	m_fMaxClimbHeight = 0.0f; // Indicates not capable of climbing
	m_fTestRouteStartHeight = 100.0f;
	m_fMinSlope = 0.83f; // Require slope is less than ~35 degrees by default

#ifndef CLIENT_DLL
	DensityMap()->SetType( DENSITY_GAUSSIAN );

	m_fLastRangeAttackLOSTime = -1;
	m_iAttackLOSMask = MASK_BLOCKLOS_AND_NPCS|CONTENTS_IGNORE_NODRAW_OPAQUE;
	m_fLastTakeDamageTime = -1;

	m_fEnemyChangeToleranceSqr = 128.0f * 128.0f;

	// Default unit type
	SetUnitType("unit_unknown");

	m_bFOWFilterFriendly = true;

	m_UseMinimalSendTable.SetAll();
	NetworkProp()->SetUpdateInterval( 0.4f );
#else
	m_OldNetworkedUnitTypeSymbol = -1;
	m_NetworkedUnitTypeSymbol = -1;

	SetPredictionEligible( true );

	m_bUpdateClientAnimations = true;

	m_pTeamColorGlowEffect = NULL;
#endif // CLIENT_DLL

	AddToUnitList();
}
//-----------------------------------------------------------------------------
// Constructor, destructor: 
//-----------------------------------------------------------------------------
CWeaponCombatShield::CWeaponCombatShield()
{
	m_bAllowPostFrame = true;
	m_bHasShieldParry = false;
	m_flShieldHealth = 1.0;
#if defined( CLIENT_DLL )
	m_flFlashTimeEnd = 0;

	m_flTeslaSpeed = weapon_combat_shield_teslaspeed.GetFloat();
	m_flTeslaSkitter = weapon_combat_shield_teslaskitter.GetFloat();
	m_flTeslaLeftInc = 0.0f;
	m_flTeslaRightInc = 0.0f;
	m_pTeslaBeam = NULL;
	m_pTeslaBeam2 = NULL;

	m_flShieldInc = 1.0f;
	m_pShieldBeam = NULL;
	m_pShieldBeam2 = NULL;
	m_pShieldBeam3 = NULL;
#endif
	SetPredictionEligible( true );
}
Esempio n. 12
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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_bSpawnInterpCounter = false;
	SetPredictionEligible( true );
	m_bEnterObserver = false;
	m_bReady = false;

	m_hKiller.Set(this);
	
	BaseClass::ChangeTeam( 0 );	
}
Esempio n. 13
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C_ASW_Hack_Wire_Tile::C_ASW_Hack_Wire_Tile()
{
	m_bLaunchedHackPanel = false;
	// clear our puzzle data so we know when the server stuff arrives
	m_iNumColumns = 0;
	m_iNumRows = 0;
	m_iNumWires = 0;
	m_hFrame = NULL;
	m_fFinishedHackTime = 0;
	m_fNextLockCycleTime = 0;
	SetPredictionEligible( true );

	for (int w=0;w<4;w++)
	{
		for (int i=0;i<ASW_TILE_ARRAY_SIZE;i++)
		{
			m_iTempPredictedTilePosition[w][i] = -1;
			m_iTempPredictedTilePositionTime[w][i] = 0;
			m_iTempPredictedTileLit[w][i] = -1;
			m_iTempPredictedTileLitTime[w][i] = 0;
			SetTileLocked(w+1, i, 0);
		}
	}
}
CWeaponCombatGrenadeEMP::CWeaponCombatGrenadeEMP( void )
{
	SetPredictionEligible( true );
}
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
CWeaponCombatPlasmaGrenadeLauncher::CWeaponCombatPlasmaGrenadeLauncher()
{
	m_bReloadsSingly = true;
	SetPredictionEligible( true );
}
Esempio n. 16
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//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
CWeaponMedigun::CWeaponMedigun( void )
{
	WeaponReset();

	SetPredictionEligible( true );
}
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
CWeaponCombatLaserRifle::CWeaponCombatLaserRifle( void )
{
	SetPredictionEligible( true );
	m_flInaccuracy = 0;
	m_flAccuracyTime = 0;
}
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
CWeaponKritzkrieg::CWeaponKritzkrieg( void )
{
	WeaponReset();

	SetPredictionEligible( true );
}
Esempio n. 19
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//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
CBaseTFVehicle::CBaseTFVehicle()
{
	SetPredictionEligible( true );
}
CPowerPlasmaProjectile::CPowerPlasmaProjectile( void )
{
	m_flPower = 0;
	SetPredictionEligible( true );
}
Esempio n. 21
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//-----------------------------------------------------------------------------
// Purpose: Update global map state based on data received
// Input  : bnewentity - 
//-----------------------------------------------------------------------------
void C_BaseViewModel::OnDataChanged( DataUpdateType_t updateType )
{
	SetPredictionEligible( true );
	BaseClass::OnDataChanged(updateType);
}
CWeaponShieldGrenade::CWeaponShieldGrenade( void )
{
	SetPredictionEligible( true );
}
Esempio n. 23
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// ----------------------------------------------------------------------------- //
// CWeaponCSBase implementation. 
// ----------------------------------------------------------------------------- //
CWeaponSDKBase::CWeaponSDKBase()
{
	SetPredictionEligible( true );
 
	AddSolidFlags( FSOLID_TRIGGER ); // Nothing collides with these but it gets touches.
}
CWeaponCombatBurstRifle::CWeaponCombatBurstRifle( void )
{
	SetPredictionEligible( true );
}