CS Player is now synced with server
There's more TODO: - Fix sequence transitions (remove animation interpolation or fix lag compensation)
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3 changed files with 10 additions and 10 deletions
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@ -1713,13 +1713,6 @@ void C_CSPlayer::UpdateClientSideAnimation()
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FrameAdvance( 0.0f ); // 0 means to use the time we last advanced instead of a constant
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}
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// Update the animation data. It does the local check here so this works when using
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// a third-person camera (and we don't have valid player angles).
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if ( this == C_CSPlayer::GetLocalCSPlayer() )
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m_PlayerAnimState->Update( EyeAngles()[YAW], m_angEyeAngles[PITCH] );
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else
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m_PlayerAnimState->Update( m_angEyeAngles[YAW], m_angEyeAngles[PITCH] );
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if ( GetSequence() != -1 )
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{
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// latch old values
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@ -2273,7 +2266,14 @@ void C_CSPlayer::Simulate( void )
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}
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}
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BaseClass::Simulate();
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BaseClass::Simulate();
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// Update the animation data. It does the local check here so this works when using
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// a third-person camera (and we don't have valid player angles).
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if ( this == C_CSPlayer::GetLocalCSPlayer() )
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m_PlayerAnimState->Update( EyeAngles()[YAW], m_angEyeAngles[PITCH] );
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else
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m_PlayerAnimState->Update( m_angEyeAngles[YAW], m_angEyeAngles[PITCH] );
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}
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void C_CSPlayer::ReleaseFlashlight( void )
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@ -418,7 +418,7 @@ CCSPlayer::CCSPlayer()
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{
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m_PlayerAnimState = CreatePlayerAnimState( this, this, LEGANIM_9WAY, true );
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UseClientSideAnimation();
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// UseClientSideAnimation();
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m_iLastWeaponFireUsercmd = 0;
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m_iAddonBits = 0;
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@ -103,7 +103,7 @@ CHostage::CHostage()
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{
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g_Hostages.AddToTail( this );
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m_PlayerAnimState = CreateHostageAnimState( this, this, LEGANIM_8WAY, false );
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UseClientSideAnimation();
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// UseClientSideAnimation();
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SetBloodColor( BLOOD_COLOR_RED );
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}
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