We have to use renderangles again
This commit is contained in:
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4377aa7b81
commit
ec524a26b5
10 changed files with 81 additions and 31 deletions
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@ -691,6 +691,7 @@ IMPLEMENT_CLIENTCLASS_DT( C_CSPlayer, DT_CSPlayer, CCSPlayer )
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RecvPropInt( RECVINFO( m_iClass ) ),
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RecvPropInt( RECVINFO( m_iClass ) ),
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RecvPropInt( RECVINFO( m_ArmorValue ) ),
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RecvPropInt( RECVINFO( m_ArmorValue ) ),
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RecvPropQAngles( RECVINFO( m_angEyeAngles ) ),
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RecvPropQAngles( RECVINFO( m_angEyeAngles ) ),
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RecvPropQAngles( RECVINFO( m_angRenderAngles ) ),
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RecvPropFloat( RECVINFO( m_flStamina ) ),
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RecvPropFloat( RECVINFO( m_flStamina ) ),
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RecvPropInt( RECVINFO( m_bHasDefuser ), 0, RecvProxy_HasDefuser ),
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RecvPropInt( RECVINFO( m_bHasDefuser ), 0, RecvProxy_HasDefuser ),
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RecvPropInt( RECVINFO( m_bNightVisionOn), 0, RecvProxy_NightVision ),
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RecvPropInt( RECVINFO( m_bNightVisionOn), 0, RecvProxy_NightVision ),
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@ -739,6 +740,8 @@ C_CSPlayer::C_CSPlayer() :
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AddVar( &m_angEyeAngles, &m_iv_angEyeAngles, LATCH_SIMULATION_VAR );
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AddVar( &m_angEyeAngles, &m_iv_angEyeAngles, LATCH_SIMULATION_VAR );
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// interpolation on m_angRenderAngles later
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m_iLastAddonBits = m_iAddonBits = 0;
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m_iLastAddonBits = m_iAddonBits = 0;
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m_iLastPrimaryAddon = m_iLastSecondaryAddon = WEAPON_NONE;
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m_iLastPrimaryAddon = m_iLastSecondaryAddon = WEAPON_NONE;
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m_iProgressBarDuration = 0;
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m_iProgressBarDuration = 0;
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@ -880,19 +883,6 @@ int C_CSPlayer::GetCurrentAssaultSuitPrice()
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}
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}
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}
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}
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const QAngle& C_CSPlayer::GetRenderAngles()
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{
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if ( IsRagdoll() )
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{
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return vec3_angle;
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}
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else
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{
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return BaseClass::GetRenderAngles();
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}
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}
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float g_flFattenAmt = 4;
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float g_flFattenAmt = 4;
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void C_CSPlayer::GetShadowRenderBounds( Vector &mins, Vector &maxs, ShadowType_t shadowType )
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void C_CSPlayer::GetShadowRenderBounds( Vector &mins, Vector &maxs, ShadowType_t shadowType )
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{
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{
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@ -2182,7 +2172,7 @@ void C_CSPlayer::FireGameEvent( IGameEvent* event )
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C_AnimationLayer backupAnimLayers[C_BaseAnimatingOverlay::MAX_OVERLAYS];
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C_AnimationLayer backupAnimLayers[C_BaseAnimatingOverlay::MAX_OVERLAYS];
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Vector vecBackupPosition = player->GetLocalOrigin();
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Vector vecBackupPosition = player->GetLocalOrigin();
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QAngle angBackupAngles = player->GetLocalAngles();
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QAngle angBackupAngles = player->GetRenderAngles();
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auto flOldCycle = player->GetCycle();
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auto flOldCycle = player->GetCycle();
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auto iOldSequence = player->GetSequence();
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auto iOldSequence = player->GetSequence();
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@ -2207,9 +2197,9 @@ void C_CSPlayer::FireGameEvent( IGameEvent* event )
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event->GetFloat( "position_y" ),
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event->GetFloat( "position_y" ),
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event->GetFloat( "position_z" ) ) );
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event->GetFloat( "position_z" ) ) );
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player->SetLocalAngles( QAngle( event->GetFloat( "angle_x" ),
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player->m_angRenderAngles = QAngle( event->GetFloat( "angle_x" ),
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event->GetFloat( "angle_y" ),
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event->GetFloat( "angle_y" ),
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event->GetFloat( "angle_z" ) ) );
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event->GetFloat( "angle_z" ) );
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const auto numposeparams = event->GetInt( "num_poseparams" );
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const auto numposeparams = event->GetInt( "num_poseparams" );
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AssertFatal( numposeparams == pStudioHdr->GetNumPoseParameters() );
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AssertFatal( numposeparams == pStudioHdr->GetNumPoseParameters() );
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@ -2313,7 +2303,7 @@ void C_CSPlayer::FireGameEvent( IGameEvent* event )
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pos++;
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pos++;
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}
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}
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auto angles = player->GetLocalAngles();
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auto angles = player->GetRenderAngles();
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if ( pRecord->m_angLocalAngles != angles )
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if ( pRecord->m_angLocalAngles != angles )
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{
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{
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@ -2440,7 +2430,7 @@ void C_CSPlayer::FireGameEvent( IGameEvent* event )
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player->m_nSequence = iOldSequence;
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player->m_nSequence = iOldSequence;
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player->m_flCycle = flOldCycle;
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player->m_flCycle = flOldCycle;
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player->SetLocalOrigin( vecBackupPosition );
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player->SetLocalOrigin( vecBackupPosition );
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player->SetLocalAngles( angBackupAngles );
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player->m_angRenderAngles = angBackupAngles;
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for ( int i = 0; i < MAXSTUDIOPOSEPARAM; i++ )
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for ( int i = 0; i < MAXSTUDIOPOSEPARAM; i++ )
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{
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{
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@ -6,6 +6,7 @@
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#ifndef C_CS_PLAYER_H
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#ifndef C_CS_PLAYER_H
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#define C_CS_PLAYER_H
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#define C_CS_PLAYER_H
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#include "mathlib/vector.h"
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#ifdef _WIN32
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#ifdef _WIN32
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#pragma once
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#pragma once
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#endif
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#endif
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@ -424,6 +425,8 @@ private:
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};
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};
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CUtlCircularBuffer< HitboxRecord, MAX_HISTORY_HITBOX_RECORDS > m_HitboxTrack[MAX_PLAYERS + 1];
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CUtlCircularBuffer< HitboxRecord, MAX_HISTORY_HITBOX_RECORDS > m_HitboxTrack[MAX_PLAYERS + 1];
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QAngle m_angRenderAngles;
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};
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};
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C_CSPlayer* GetLocalOrInEyeCSPlayer( void );
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C_CSPlayer* GetLocalOrInEyeCSPlayer( void );
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@ -480,7 +480,7 @@ void CBaseAnimatingOverlay::GetSkeleton( CStudioHdr *pStudioHdr, Vector pos[], Q
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if ( m_pIk )
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if ( m_pIk )
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{
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{
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CIKContext auto_ik;
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CIKContext auto_ik;
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auto_ik.Init( pStudioHdr, GetAbsAngles(), GetAbsOrigin(), gpGlobals->curtime, m_iIKCounter, boneMask );
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auto_ik.Init( pStudioHdr, GetRenderAngles(), GetAbsOrigin(), gpGlobals->curtime, m_iIKCounter, boneMask );
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boneSetup.CalcAutoplaySequences( pos, q, gpGlobals->curtime, &auto_ik );
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boneSetup.CalcAutoplaySequences( pos, q, gpGlobals->curtime, &auto_ik );
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}
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}
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else
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else
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@ -1680,7 +1680,7 @@ void CBaseAnimating::CalculateIKLocks( float currentTime )
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// FIXME: trace based on gravity or trace based on angles?
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// FIXME: trace based on gravity or trace based on angles?
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Vector up;
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Vector up;
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AngleVectors( GetAbsAngles(), NULL, NULL, &up );
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AngleVectors( GetRenderAngles(), NULL, NULL, &up );
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// FIXME: check number of slots?
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// FIXME: check number of slots?
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float minHeight = FLT_MAX;
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float minHeight = FLT_MAX;
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@ -1791,7 +1791,7 @@ void CBaseAnimating::CalculateIKLocks( float currentTime )
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else if (trace.DidHitNonWorldEntity())
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else if (trace.DidHitNonWorldEntity())
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{
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{
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pTarget->SetPos( trace.endpos );
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pTarget->SetPos( trace.endpos );
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pTarget->SetAngles( GetAbsAngles() );
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pTarget->SetAngles( GetRenderAngles() );
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// only do this on forward tracking or commited IK ground rules
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// only do this on forward tracking or commited IK ground rules
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if (pTarget->est.release < 0.1)
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if (pTarget->est.release < 0.1)
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@ -1825,7 +1825,7 @@ void CBaseAnimating::CalculateIKLocks( float currentTime )
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else
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else
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{
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{
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pTarget->SetPos( trace.endpos );
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pTarget->SetPos( trace.endpos );
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pTarget->SetAngles( GetAbsAngles() );
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pTarget->SetAngles( GetRenderAngles() );
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pTarget->SetOnWorld( true );
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pTarget->SetOnWorld( true );
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}
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}
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}
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}
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@ -2041,7 +2041,7 @@ void CBaseAnimating::SetupBones( matrix3x4_t *pBoneToWorld, int boneMask )
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// FIXME: pass this into Studio_BuildMatrices to skip transforms
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// FIXME: pass this into Studio_BuildMatrices to skip transforms
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CBoneBitList boneComputed;
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CBoneBitList boneComputed;
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m_iIKCounter++;
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m_iIKCounter++;
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m_pIk->Init( pStudioHdr, GetAbsAngles(), adjOrigin, gpGlobals->curtime, m_iIKCounter, boneMask );
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m_pIk->Init( pStudioHdr, GetRenderAngles(), adjOrigin, gpGlobals->curtime, m_iIKCounter, boneMask );
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GetSkeleton( pStudioHdr, pos, q, boneMask );
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GetSkeleton( pStudioHdr, pos, q, boneMask );
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UpdateIKLocks( gpGlobals->curtime );
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UpdateIKLocks( gpGlobals->curtime );
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@ -2065,7 +2065,7 @@ void CBaseAnimating::SetupBones( matrix3x4_t *pBoneToWorld, int boneMask )
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{
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{
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BuildMatricesWithBoneMerge(
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BuildMatricesWithBoneMerge(
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pStudioHdr,
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pStudioHdr,
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GetAbsAngles(),
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GetRenderAngles(),
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adjOrigin,
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adjOrigin,
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pos,
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pos,
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q,
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q,
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@ -2084,7 +2084,7 @@ void CBaseAnimating::SetupBones( matrix3x4_t *pBoneToWorld, int boneMask )
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Studio_BuildMatrices(
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Studio_BuildMatrices(
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pStudioHdr,
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pStudioHdr,
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GetAbsAngles(),
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GetRenderAngles(),
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adjOrigin,
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adjOrigin,
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pos,
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pos,
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q,
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q,
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@ -3046,7 +3046,7 @@ void CBaseAnimating::GetSkeleton( CStudioHdr *pStudioHdr, Vector pos[], Quaterni
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if ( m_pIk )
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if ( m_pIk )
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{
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{
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CIKContext auto_ik;
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CIKContext auto_ik;
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auto_ik.Init( pStudioHdr, GetAbsAngles(), GetAbsOrigin(), gpGlobals->curtime, m_iIKCounter, boneMask );
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auto_ik.Init( pStudioHdr, GetRenderAngles(), GetAbsOrigin(), gpGlobals->curtime, m_iIKCounter, boneMask );
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boneSetup.CalcAutoplaySequences( pos, q, gpGlobals->curtime, &auto_ik );
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boneSetup.CalcAutoplaySequences( pos, q, gpGlobals->curtime, &auto_ik );
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}
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}
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else
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else
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@ -427,6 +427,11 @@ public:
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const Vector& GetAbsOrigin( void ) const;
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const Vector& GetAbsOrigin( void ) const;
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const QAngle& GetAbsAngles( void ) const;
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const QAngle& GetAbsAngles( void ) const;
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virtual const QAngle& GetRenderAngles( void )
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{
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return GetAbsAngles();
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}
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SolidType_t GetSolid() const;
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SolidType_t GetSolid() const;
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int GetSolidFlags( void ) const;
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int GetSolidFlags( void ) const;
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@ -302,6 +302,7 @@ IMPLEMENT_SERVERCLASS_ST( CCSPlayer, DT_CSPlayer )
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SendPropInt( SENDINFO( m_iClass ), Q_log2( CS_NUM_CLASSES )+1, SPROP_UNSIGNED ),
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SendPropInt( SENDINFO( m_iClass ), Q_log2( CS_NUM_CLASSES )+1, SPROP_UNSIGNED ),
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SendPropInt( SENDINFO( m_ArmorValue ), 8 ),
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SendPropInt( SENDINFO( m_ArmorValue ), 8 ),
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SendPropQAngles(SENDINFO(m_angEyeAngles)),
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SendPropQAngles(SENDINFO(m_angEyeAngles)),
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SendPropQAngles(SENDINFO(m_angRenderAngles)),
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SendPropBool( SENDINFO( m_bHasDefuser ) ),
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SendPropBool( SENDINFO( m_bHasDefuser ) ),
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SendPropBool( SENDINFO( m_bNightVisionOn ) ), //send as int so we can use a RecvProxy on the client
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SendPropBool( SENDINFO( m_bNightVisionOn ) ), //send as int so we can use a RecvProxy on the client
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SendPropBool( SENDINFO( m_bHasNightVision ) ),
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SendPropBool( SENDINFO( m_bHasNightVision ) ),
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@ -1589,7 +1590,7 @@ void CCSPlayer::PostThink()
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m_PlayerAnimState->Update( m_angEyeAngles[YAW], m_angEyeAngles[PITCH] );
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m_PlayerAnimState->Update( m_angEyeAngles[YAW], m_angEyeAngles[PITCH] );
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// Use the m_angRotation instead.
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// Use the m_angRotation instead.
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SetLocalAngles( m_PlayerAnimState->GetRenderAngles() );
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m_angRenderAngles = m_PlayerAnimState->GetRenderAngles();
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// check if we need to apply a deafness DSP effect.
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// check if we need to apply a deafness DSP effect.
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if ((m_applyDeafnessTime != 0.0f) && (m_applyDeafnessTime <= gpGlobals->curtime))
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if ((m_applyDeafnessTime != 0.0f) && (m_applyDeafnessTime <= gpGlobals->curtime))
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static CCSPlayer *CreatePlayer( const char *className, edict_t *ed );
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static CCSPlayer *CreatePlayer( const char *className, edict_t *ed );
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static CCSPlayer* Instance( int iEnt );
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static CCSPlayer* Instance( int iEnt );
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virtual const QAngle& GetRenderAngles( void );
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virtual void Precache();
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virtual void Precache();
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virtual void Spawn();
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virtual void Spawn();
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virtual void InitialSpawn( void );
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virtual void InitialSpawn( void );
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// Copyed from EyeAngles() so we can send it to the client.
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// Copyed from EyeAngles() so we can send it to the client.
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CNetworkQAngle( m_angEyeAngles );
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CNetworkQAngle( m_angEyeAngles );
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CNetworkQAngle( m_angRenderAngles );
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bool m_bVCollisionInitted;
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bool m_bVCollisionInitted;
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@ -18,6 +18,9 @@
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#include "util.h"
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#include "util.h"
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#include "utllinkedlist.h"
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#include "utllinkedlist.h"
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#include "BaseAnimatingOverlay.h"
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#include "BaseAnimatingOverlay.h"
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#ifdef CSTRIKE_DLL
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#include "cs_player.h"
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#endif
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#include "tier0/vprof.h"
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#include "tier0/vprof.h"
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// memdbgon must be the last include file in a .cpp file!!!
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// memdbgon must be the last include file in a .cpp file!!!
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@ -75,6 +78,9 @@ struct LagRecord
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float m_masterCycle;
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float m_masterCycle;
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float m_poseParameters[MAXSTUDIOPOSEPARAM];
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float m_poseParameters[MAXSTUDIOPOSEPARAM];
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float m_encodedControllers[MAXSTUDIOBONECTRLS];
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float m_encodedControllers[MAXSTUDIOBONECTRLS];
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#ifdef CSTRIKE_DLL
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QAngle m_angRenderAngles;
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#endif
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};
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};
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//
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//
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@ -224,6 +230,15 @@ void CLagCompensationManager::TrackEntities()
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}
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}
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}
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}
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#ifdef CSTRIKE_DLL
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auto csPlayer = dynamic_cast<CCSPlayer*>(pEntity);
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if (csPlayer)
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{
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record.m_angRenderAngles = csPlayer->GetRenderAngles();
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}
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#endif
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track->Push( record );
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track->Push( record );
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}
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}
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}
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}
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@ -560,6 +575,16 @@ inline void CLagCompensationManager::BacktrackEntity( CBaseEntity* pEntity, int
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flags |= LC_ANIM_OVERS_CHANGED;
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flags |= LC_ANIM_OVERS_CHANGED;
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}
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}
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#ifdef CSTRIKE_DLL
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auto csPlayer = dynamic_cast<CCSPlayer*>(pEntity);
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if (csPlayer && foundAnim)
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{
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restore->m_angRenderAngles = csPlayer->GetRenderAngles();
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csPlayer->m_angRenderAngles = recordAnim->m_angRenderAngles;
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}
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#endif
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Finish();
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Finish();
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}
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}
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@ -662,6 +687,13 @@ void CLagCompensationManager::FinishLagCompensation( CBasePlayer* player )
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}
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}
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}
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}
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auto csPlayer = dynamic_cast<CCSPlayer*>(pEntity);
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if (csPlayer)
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{
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csPlayer->m_angRenderAngles = restore->m_angRenderAngles;
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}
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pEntity->SetSimulationTime( restore->m_flSimulationTime );
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pEntity->SetSimulationTime( restore->m_flSimulationTime );
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pEntity->SetAnimTime( restore->m_flAnimTime );
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pEntity->SetAnimTime( restore->m_flAnimTime );
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}
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}
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@ -44,6 +44,22 @@
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ConVar weapon_accuracy_nospread( "weapon_accuracy_nospread", "0", FCVAR_REPLICATED );
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ConVar weapon_accuracy_nospread( "weapon_accuracy_nospread", "0", FCVAR_REPLICATED );
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#define CS_MASK_SHOOT (MASK_SOLID|CONTENTS_DEBRIS)
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#define CS_MASK_SHOOT (MASK_SOLID|CONTENTS_DEBRIS)
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const QAngle& CCSPlayer::GetRenderAngles()
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{
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#ifdef CLIENT_DLL
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if ( IsRagdoll() )
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||||||
|
{
|
||||||
|
return vec3_angle;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
return m_angRenderAngles;
|
||||||
|
}
|
||||||
|
#else
|
||||||
|
return m_angRenderAngles;
|
||||||
|
#endif
|
||||||
|
}
|
||||||
|
|
||||||
void DispatchEffect( const char *pName, const CEffectData &data );
|
void DispatchEffect( const char *pName, const CEffectData &data );
|
||||||
|
|
||||||
#ifdef _DEBUG
|
#ifdef _DEBUG
|
||||||
|
@ -558,7 +574,7 @@ void CCSPlayer::FireBullet(
|
||||||
QAngle angles[MAXSTUDIOBONES];
|
QAngle angles[MAXSTUDIOBONES];
|
||||||
int indexes[MAXSTUDIOBONES];
|
int indexes[MAXSTUDIOBONES];
|
||||||
|
|
||||||
auto angle = lagPlayer->GetLocalAngles();
|
auto angle = lagPlayer->GetRenderAngles();
|
||||||
auto position = lagPlayer->GetLocalOrigin();
|
auto position = lagPlayer->GetLocalOrigin();
|
||||||
|
|
||||||
event->SetFloat( "position_x", position.x );
|
event->SetFloat( "position_x", position.x );
|
||||||
|
|
|
@ -319,8 +319,8 @@ void FX_FireBullets(
|
||||||
|
|
||||||
C_CSPlayer::HitboxRecord record;
|
C_CSPlayer::HitboxRecord record;
|
||||||
|
|
||||||
record.m_vecLocalOrigin = lagPlayer->GetLocalOrigin();
|
record.m_vecLocalOrigin = lagPlayer->GetLocalOrigin();
|
||||||
record.m_angLocalAngles = lagPlayer->GetLocalAngles();
|
record.m_angLocalAngles = lagPlayer->GetRenderAngles();
|
||||||
|
|
||||||
record.m_nAttackerTickBase = pPlayer->m_nTickBase;
|
record.m_nAttackerTickBase = pPlayer->m_nTickBase;
|
||||||
record.m_flSimulationTime = lagPlayer->m_flInterpolatedSimulationTime;
|
record.m_flSimulationTime = lagPlayer->m_flInterpolatedSimulationTime;
|
||||||
|
|
Loading…
Add table
Reference in a new issue