add source-sdk-2013

This commit is contained in:
nillerusr
2022-03-01 23:00:42 +03:00
parent 88b8830e8b
commit edc8d6c584
3288 changed files with 3731 additions and 1062455 deletions
+5 -18
View File
@@ -342,7 +342,7 @@ Vector CBasePlayer::EyePosition( )
#ifdef CLIENT_DLL
if ( IsObserver() )
{
if ( GetObserverMode() == OBS_MODE_CHASE || GetObserverMode() == OBS_MODE_POI )
if ( GetObserverMode() == OBS_MODE_CHASE )
{
if ( IsLocalPlayer() )
{
@@ -696,7 +696,8 @@ void CBasePlayer::PlayStepSound( Vector &vecOrigin, surfacedata_t *psurface, flo
}
else
{
const char *pSoundName = MoveHelper()->GetSurfaceProps()->GetString( stepSoundName );
IPhysicsSurfaceProps *physprops = MoveHelper()->GetSurfaceProps();
const char *pSoundName = physprops->GetString( stepSoundName );
// Give child classes an opportunity to override.
pSoundName = GetOverrideStepSound( pSoundName );
@@ -1034,7 +1035,7 @@ void CBasePlayer::SelectItem( const char *pstr, int iSubType )
// Make sure the current weapon can be holstered
if ( GetActiveWeapon() )
{
if ( !GetActiveWeapon()->CanHolster() && !pItem->ForceWeaponSwitch() )
if ( !GetActiveWeapon()->CanHolster() )
return;
ResetAutoaim( );
@@ -1702,7 +1703,6 @@ void CBasePlayer::CalcObserverView( Vector& eyeOrigin, QAngle& eyeAngles, float&
case OBS_MODE_IN_EYE : CalcInEyeCamView( eyeOrigin, eyeAngles, fov );
break;
case OBS_MODE_POI : // PASSTIME
case OBS_MODE_CHASE : CalcChaseCamView( eyeOrigin, eyeAngles, fov );
break;
@@ -1796,6 +1796,7 @@ float CBasePlayer::GetFOVDistanceAdjustFactor()
// If FOV is lower, then we're "zoomed" in and this will give a factor < 1 so apparent LOD distances can be
// shorted accordingly
return localFOV / defaultFOV;
}
//-----------------------------------------------------------------------------
@@ -1856,20 +1857,6 @@ void CBasePlayer::SharedSpawn()
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CBasePlayer::IsLerpingFOV( void ) const
{
// If it's immediate, just do it
if (m_Local.m_flFOVRate == 0.0f)
return false;
float deltaTime = (float)(gpGlobals->curtime - m_flFOVTime) / m_Local.m_flFOVRate;
return deltaTime < 1.f;
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : int