//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CASW_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_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 ); }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void C_PropJeep::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 < JEEP_FRAMETIME_MIN ) { vecVehicleEyePos = m_vecLastEyePos; DampenUpMotion( vecVehicleEyePos, vecVehicleEyeAngles, 0.0f ); return; } // Keep static the sideways motion. // Dampen forward/backward motion. #ifndef SecobMod__HIGH_PING_VEHICLE_FIX DampenForwardMotion( vecVehicleEyePos, vecVehicleEyeAngles, flFrameTime ); #endif //SecobMod__HIGH_PING_VEHICLE_FIX // Blend up/down motion. DampenUpMotion( vecVehicleEyePos, vecVehicleEyeAngles, flFrameTime ); #endif }