C_HL2MP_Player::C_HL2MP_Player() : m_iv_angEyeAngles( "C_HL2MP_Player::m_iv_angEyeAngles" ) { m_iIDEntIndex = 0; m_bSpawnInterpCounterCache = false; AddVar( &m_angEyeAngles, &m_iv_angEyeAngles, LATCH_SIMULATION_VAR ); m_PlayerAnimState = CreateHL2MPPlayerAnimState( this ); m_blinkTimer.Invalidate(); m_pFlashlightBeam = NULL; }
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_iSpawnInterpCounter = 0; m_bEnterObserver = false; m_bReady = false; BaseClass::ChangeTeam( 0 ); }