コード例 #1
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CPropVehicleManhack::DampenEyePosition( Vector &vecVehicleEyePos, QAngle &vecVehicleEyeAngles )
{
	// Get the frametime. (Check to see if enough time has passed to warrent dampening).
	float flFrameTime = gpGlobals->frametime;
	if ( flFrameTime < MANHACK_FRAMETIME_MIN )
	{
		vecVehicleEyePos = m_vecLastEyePos;
		return;
	}

	// Keep static the sideways motion.

	// Dampen forward/backward motion.
	DampenForwardMotion( vecVehicleEyePos, vecVehicleEyeAngles, flFrameTime );
}
コード例 #2
0
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_PropJeep::DampenEyePosition( Vector &vecVehicleEyePos, QAngle &vecVehicleEyeAngles )
{
	// Get the frametime. (Check to see if enough time has passed to warrent dampening).
	float flFrameTime = gpGlobals->frametime;
	if ( flFrameTime < JEEP_FRAMETIME_MIN )
	{
//		vecVehicleEyePos = m_vecLastDampEyePos;
		return;
	}

	// Dampen forward/backward motion.
	DampenForwardMotion( vecVehicleEyePos, vecVehicleEyeAngles, flFrameTime );

	// Blend up/down motion.
	DampenUpMotion( vecVehicleEyePos, vecVehicleEyeAngles, flFrameTime );

	// Keep static the sideways motion.
}
コード例 #3
0
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_PropForklift::DampenEyePosition( Vector &vecVehicleEyePos, QAngle &vecVehicleEyeAngles )
{
#ifdef HL2_CLIENT_DLL
	// Get the frametime. (Check to see if enough time has passed to warrent dampening).
	float flFrameTime = gpGlobals->frametime;

	if ( flFrameTime < Forklift_FRAMETIME_MIN )
	{
		vecVehicleEyePos = m_vecLastEyePos;
		DampenUpMotion( vecVehicleEyePos, vecVehicleEyeAngles, 0.0f );
		return;
	}

	// Keep static the sideways motion.
	// Dampen forward/backward motion.
	DampenForwardMotion( vecVehicleEyePos, vecVehicleEyeAngles, flFrameTime );

	// Blend up/down motion.
	DampenUpMotion( vecVehicleEyePos, vecVehicleEyeAngles, flFrameTime );
#endif
}