Exemplo n.º 1
0
void TE_PlayerAnimEvent( CBasePlayer *pPlayer, PlayerAnimEvent_t event )
{
	CPVSFilter filter( (const Vector&)pPlayer->EyePosition() );
	
	g_TEPlayerAnimEvent.m_hPlayer = pPlayer;
	g_TEPlayerAnimEvent.m_iEvent = event;
	g_TEPlayerAnimEvent.Create( filter, 0 );
}
void TE_PlayerAnimEvent( CBasePlayer* pPlayer, PlayerAnimEvent_t event, int nData )
{
	CPVSFilter filter( (const Vector&)pPlayer->EyePosition() );
	filter.RemoveRecipient( pPlayer );

	g_TEPlayerAnimEvent.m_hPlayer = pPlayer;
	g_TEPlayerAnimEvent.m_iEvent = event;
	// Transmit nData to support PLAYERANIMEVENT_CUSTOM at the cost of 4 extra bytes per TE
	g_TEPlayerAnimEvent.Create( filter, 0 );
}
Exemplo n.º 3
0
void TE_PlayerAnimEvent( CBasePlayer *pPlayer, PlayerAnimEvent_t event, int nData )
{
	CPVSFilter filter( (const Vector&)pPlayer->EyePosition() );

	//Tony; pull the player who is doing it out of the recipientlist, this is predicted!!
	filter.RemoveRecipient( pPlayer );

	g_TEPlayerAnimEvent.m_hPlayer = pPlayer;
	g_TEPlayerAnimEvent.m_iEvent = event;
	g_TEPlayerAnimEvent.m_nData = nData;
	g_TEPlayerAnimEvent.Create( filter, 0 );
}
void TE_PlayerAnimEvent( CBasePlayer *pPlayer, PlayerAnimEvent_t event, int nData )
{
	CPVSFilter filter( pPlayer->EyePosition() );
	
	// The player himself doesn't need to be sent his animation events 
	// unless cs_showanimstate wants to show them.
//	if ( !ToolsEnabled() && ( cl_showanimstate.GetInt() == pPlayer->entindex() ) )
	{
//		filter.RemoveRecipient( pPlayer );
	}

	g_TEPlayerAnimEvent.m_hPlayer = pPlayer;
	g_TEPlayerAnimEvent.m_iEvent = event;
	g_TEPlayerAnimEvent.m_nData = nData;
	g_TEPlayerAnimEvent.Create( filter, 0 );
}