//----------------------------------------------------------------------------- // Purpose: Sets HL2 specific defaults. //----------------------------------------------------------------------------- void CHL2MP_Player::Spawn(void) { #ifdef GE_DLL m_bSpawnInterpCounter = !m_bSpawnInterpCounter; BaseClass::Spawn(); #else m_flNextModelChangeTime = 0.0f; m_flNextTeamChangeTime = 0.0f; PickDefaultSpawnTeam(); BaseClass::Spawn(); if ( !IsObserver() ) { pl.deadflag = false; RemoveSolidFlags( FSOLID_NOT_SOLID ); RemoveEffects( EF_NODRAW ); GiveDefaultItems(); } RemoveEffects( EF_NOINTERP ); m_nRenderFX = kRenderNormal; m_Local.m_iHideHUD = 0; AddFlag(FL_ONGROUND); // set the player on the ground at the start of the round. m_impactEnergyScale = HL2MPPLAYER_PHYSDAMAGE_SCALE; if ( HL2MPRules()->IsIntermission() ) { AddFlag( FL_FROZEN ); } else { RemoveFlag( FL_FROZEN ); } m_bSpawnInterpCounter = !m_bSpawnInterpCounter; m_Local.m_bDucked = false; SetPlayerUnderwater(false); m_bReady = false; #endif //Tony; do the spawn animevent DoAnimationEvent( PLAYERANIMEVENT_SPAWN ); SetContextThink( &CHL2MP_Player::HL2MPPushawayThink, gpGlobals->curtime + PUSHAWAY_THINK_INTERVAL, HL2MP_PUSHAWAY_THINK_CONTEXT ); }
//----------------------------------------------------------------------------- // Purpose: Sets HL2 specific defaults. //----------------------------------------------------------------------------- void CHL2MP_Player::Spawn(void) { m_flNextModelChangeTime = 0.0f; m_flNextTeamChangeTime = 0.0f; PickDefaultSpawnTeam(); BaseClass::Spawn(); pl.deadflag = false; m_lifeState = LIFE_ALIVE; RemoveSolidFlags( FSOLID_NOT_SOLID ); RemoveEffects( EF_NODRAW ); //BP On donne par défaut les armes correspondantes au mode de jeu //GiveDefaultItems(); GiveAllItems(); RemoveEffects( EF_NOINTERP ); m_nRenderFX = kRenderNormal; m_Local.m_iHideHUD = 0; AddFlag(FL_ONGROUND); // set the player on the ground at the start of the round. m_impactEnergyScale = HL2MPPLAYER_PHYSDAMAGE_SCALE; if ( HL2MPRules()->IsIntermission() ) AddFlag( FL_FROZEN ); else RemoveFlag( FL_FROZEN ); m_bSpawnInterpCounter = !m_bSpawnInterpCounter; m_Local.m_bDucked = false; SetPlayerUnderwater(false); m_bReady = false; m_hKiller.Set(NULL); //Tony; do the spawn animevent DoAnimationEvent( PLAYERANIMEVENT_SPAWN ); SetContextThink( &CHL2MP_Player::HL2MPPushawayThink, gpGlobals->curtime + PUSHAWAY_THINK_INTERVAL, HL2MP_PUSHAWAY_THINK_CONTEXT ); if ( GetTeamNumber() != TEAM_SPECTATOR ) StopObserverMode(); }
//----------------------------------------------------------------------------- // Purpose: Sets HL2 specific defaults. //----------------------------------------------------------------------------- void CHL2MP_Player::Spawn(void) { m_flNextModelChangeTime = 0.0f; m_flNextTeamChangeTime = 0.0f; PickDefaultSpawnTeam(); BaseClass::Spawn(); if ( !IsObserver() ) { pl.deadflag = false; RemoveSolidFlags( FSOLID_NOT_SOLID ); RemoveEffects( EF_NODRAW ); GiveDefaultItems(); } SetNumAnimOverlays( 3 ); ResetAnimation(); m_nRenderFX = kRenderNormal; m_Local.m_iHideHUD = 0; AddFlag(FL_ONGROUND); // set the player on the ground at the start of the round. m_impactEnergyScale = HL2MPPLAYER_PHYSDAMAGE_SCALE; if ( HL2MPRules()->IsIntermission() ) { AddFlag( FL_FROZEN ); } else { RemoveFlag( FL_FROZEN ); } m_iSpawnInterpCounter = (m_iSpawnInterpCounter + 1) % 8; m_Local.m_bDucked = false; SetPlayerUnderwater(false); m_bReady = false; m_flNextKickAttack = gpGlobals->curtime; CBaseViewModel *Leg = GetViewModel(1); Leg->SetWeaponModel("models/weapons/v_kick.mdl", NULL); }
//----------------------------------------------------------------------------- // Purpose: Sets HL2 specific defaults. //----------------------------------------------------------------------------- void CHL2MP_Player::Spawn(void) { m_flNextModelChangeTime = 0.0f; m_flNextTeamChangeTime = 0.0f; PickDefaultSpawnTeam(); BaseClass::Spawn(); if ( !IsObserver() ) { pl.deadflag = false; RemoveSolidFlags( FSOLID_NOT_SOLID ); RemoveEffects( EF_NODRAW ); GiveDefaultItems(); } m_nRenderFX = kRenderNormal; m_Local.m_iHideHUD = 0; AddFlag(FL_ONGROUND); // set the player on the ground at the start of the round. m_impactEnergyScale = HL2MPPLAYER_PHYSDAMAGE_SCALE; if ( HL2MPRules()->IsIntermission() ) { AddFlag( FL_FROZEN ); } else { RemoveFlag( FL_FROZEN ); } m_iSpawnInterpCounter = (m_iSpawnInterpCounter + 1) % 8; m_Local.m_bDucked = false; SetPlayerUnderwater(false); m_bReady = false; //Tony; do the spawn animevent DoAnimationEvent( PLAYERANIMEVENT_SPAWN ); }