void CHL2MP_Player::PreThink( void ) { BaseClass::PreThink(); State_PreThink(); //Reset bullet force accumulator, only lasts one frame m_vecTotalBulletForce = vec3_origin; }
void CSDKPlayer::PreThink(void) { State_PreThink(); // Riding a vehicle? if ( IsInAVehicle() ) { // make sure we update the client, check for timed damage and update suit even if we are in a vehicle UpdateClientData(); CheckTimeBasedDamage(); // Allow the suit to recharge when in the vehicle. CheckSuitUpdate(); WaterMove(); return; } BaseClass::PreThink(); }
void CHL2MP_Player::PreThink( void ) { QAngle vOldAngles = GetLocalAngles(); QAngle vTempAngles = GetLocalAngles(); vTempAngles = EyeAngles(); if ( vTempAngles[PITCH] > 180.0f ) { vTempAngles[PITCH] -= 360.0f; } SetLocalAngles( vTempAngles ); BaseClass::PreThink(); State_PreThink(); //Reset bullet force accumulator, only lasts one frame m_vecTotalBulletForce = vec3_origin; SetLocalAngles( vOldAngles ); }