void CSDKInput::GoThirdPerson() { input->CAM_ToThirdPerson(); // Let the local player know C_BasePlayer *localPlayer = C_BasePlayer::GetLocalPlayer(); if ( localPlayer ) localPlayer->ThirdPersonSwitch( true ); }
/* ============================== 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 ); } }
/* ============================== 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 ); } }
/* ============================== 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 ); } }
/* ============================== 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 ); } }