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https://github.com/nillerusr/source-engine.git
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add source-sdk-2013
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@@ -342,7 +342,7 @@ Vector CBasePlayer::EyePosition( )
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#ifdef CLIENT_DLL
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if ( IsObserver() )
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{
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if ( GetObserverMode() == OBS_MODE_CHASE || GetObserverMode() == OBS_MODE_POI )
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if ( GetObserverMode() == OBS_MODE_CHASE )
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{
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if ( IsLocalPlayer() )
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{
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@@ -696,7 +696,8 @@ void CBasePlayer::PlayStepSound( Vector &vecOrigin, surfacedata_t *psurface, flo
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}
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else
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{
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const char *pSoundName = MoveHelper()->GetSurfaceProps()->GetString( stepSoundName );
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IPhysicsSurfaceProps *physprops = MoveHelper()->GetSurfaceProps();
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const char *pSoundName = physprops->GetString( stepSoundName );
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// Give child classes an opportunity to override.
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pSoundName = GetOverrideStepSound( pSoundName );
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@@ -1034,7 +1035,7 @@ void CBasePlayer::SelectItem( const char *pstr, int iSubType )
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// Make sure the current weapon can be holstered
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if ( GetActiveWeapon() )
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{
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if ( !GetActiveWeapon()->CanHolster() && !pItem->ForceWeaponSwitch() )
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if ( !GetActiveWeapon()->CanHolster() )
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return;
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ResetAutoaim( );
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@@ -1702,7 +1703,6 @@ void CBasePlayer::CalcObserverView( Vector& eyeOrigin, QAngle& eyeAngles, float&
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case OBS_MODE_IN_EYE : CalcInEyeCamView( eyeOrigin, eyeAngles, fov );
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break;
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case OBS_MODE_POI : // PASSTIME
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case OBS_MODE_CHASE : CalcChaseCamView( eyeOrigin, eyeAngles, fov );
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break;
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@@ -1796,6 +1796,7 @@ float CBasePlayer::GetFOVDistanceAdjustFactor()
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// If FOV is lower, then we're "zoomed" in and this will give a factor < 1 so apparent LOD distances can be
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// shorted accordingly
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return localFOV / defaultFOV;
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}
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//-----------------------------------------------------------------------------
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@@ -1856,20 +1857,6 @@ void CBasePlayer::SharedSpawn()
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CBasePlayer::IsLerpingFOV( void ) const
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{
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// If it's immediate, just do it
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if (m_Local.m_flFOVRate == 0.0f)
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return false;
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float deltaTime = (float)(gpGlobals->curtime - m_flFOVTime) / m_Local.m_flFOVRate;
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return deltaTime < 1.f;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output : int
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