// ----------------------------------------------------------------------------- // // CWeaponDODBase implementation. // ----------------------------------------------------------------------------- // CWeaponDODBase::CWeaponDODBase() { SetPredictionEligible( true ); m_bInAttack = false; m_iAltFireHint = 0; AddSolidFlags( FSOLID_TRIGGER ); // Nothing collides with these but it gets touches. }
// ----------------------------------------------------------------------------- // // 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 }
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; }
//----------------------------------------------------------------------------- // 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 ); }
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 ); }
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 ); }
//----------------------------------------------------------------------------- // 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 ); }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- CBaseTFVehicle::CBaseTFVehicle() { SetPredictionEligible( true ); }
CPowerPlasmaProjectile::CPowerPlasmaProjectile( void ) { m_flPower = 0; SetPredictionEligible( true ); }
//----------------------------------------------------------------------------- // 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 ); }
// ----------------------------------------------------------------------------- // // CWeaponCSBase implementation. // ----------------------------------------------------------------------------- // CWeaponSDKBase::CWeaponSDKBase() { SetPredictionEligible( true ); AddSolidFlags( FSOLID_TRIGGER ); // Nothing collides with these but it gets touches. }
CWeaponCombatBurstRifle::CWeaponCombatBurstRifle( void ) { SetPredictionEligible( true ); }