Esempio n. 1
0
void CSDKInput::GoThirdPerson()
{
	input->CAM_ToThirdPerson();

	// Let the local player know
	C_BasePlayer *localPlayer = C_BasePlayer::GetLocalPlayer();
	if ( localPlayer )
		localPlayer->ThirdPersonSwitch( true );
}
Esempio n. 2
0
/*
==============================
CAM_ToFirstPerson

==============================
*/
void CInput::CAM_ToFirstPerson(void)
{
	g_ThirdPersonManager.SetDesiredCameraOffset( vec3_origin );

	m_fCameraInThirdPerson = false;
	cam_command.SetValue( 0 );

	// Let the local player know
	C_BasePlayer *localPlayer = C_BasePlayer::GetLocalPlayer();
	if ( localPlayer )
	{
		localPlayer->ThirdPersonSwitch( false );
	}
}
Esempio n. 3
0
/*
==============================
CAM_ToThirdPerson

==============================
*/
void CAM_ToThirdPerson(void)
{
	if ( cl_thirdperson.GetBool() == false )
	{
		g_ThirdPersonManager.SetOverridingThirdPerson( true );
	}

	input->CAM_ToThirdPerson();

	// Let the local player know
	C_BasePlayer *localPlayer = C_BasePlayer::GetLocalPlayer();
	if ( localPlayer )
	{
		localPlayer->ThirdPersonSwitch( true );
	}
}
Esempio n. 4
0
/*
==============================
CAM_ToThirdPerson

==============================
*/
void CAM_ToThirdPerson(void)
{
	if ( cl_thirdperson.GetBool() == false )
	{
		g_ThirdPersonManager.SetDesiredCameraOffset( Vector( cam_idealdist.GetFloat(), cam_idealdistright.GetFloat(), cam_idealdistup.GetFloat() ) );
		g_ThirdPersonManager.SetOverridingThirdPerson( true );
	}

	input->CAM_ToThirdPerson();

	// Let the local player know
	C_BasePlayer *localPlayer = C_BasePlayer::GetLocalPlayer();
	if ( localPlayer )
	{
		localPlayer->ThirdPersonSwitch( true );
	}
}
Esempio n. 5
0
/*
==============================
CAM_ToFirstPerson

==============================
*/
void CAM_ToFirstPerson(void) 
{ 
	C_BasePlayer *localPlayer = C_BasePlayer::GetLocalPlayer();
	if ( localPlayer && !localPlayer->CanUseFirstPersonCommand() )
		return;

	if ( cl_thirdperson.GetBool() == false )
	{
		g_ThirdPersonManager.SetOverridingThirdPerson( false );
	}

	input->CAM_ToFirstPerson();

	// Let the local player know
	if ( localPlayer )
	{
		localPlayer->ThirdPersonSwitch( false );
	}
}