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3291b701d5
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3291b701d5 | |||
6c3d98b6f9 |
5 changed files with 16 additions and 10 deletions
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@ -2062,6 +2062,11 @@ void C_BasePlayer::PostThink( void )
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// Even if dead simulate entities
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SimulatePlayerSimulatedEntities();
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if ( GetCheckUntouch() )
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{
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PhysicsCheckForEntityUntouch();
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}
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#endif
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}
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@ -4620,10 +4620,6 @@ void CBasePlayer::PostThink()
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m_Local.m_vecPunchAngle = RandomAngle( -25, 25 );
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m_Local.m_vecPunchAngleVel.Init();
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}
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VPROF_SCOPE_BEGIN( "CBasePlayer::PostThink-PostThinkVPhysics" );
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PostThinkVPhysics();
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VPROF_SCOPE_END();
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}
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#if !defined( NO_ENTITY_PREDICTION )
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@ -4631,6 +4627,10 @@ void CBasePlayer::PostThink()
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SimulatePlayerSimulatedEntities();
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#endif
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if ( GetCheckUntouch() )
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{
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PhysicsCheckForEntityUntouch();
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}
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}
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// handles touching physics objects
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@ -495,6 +495,12 @@ void CPlayerMove::RunCommand ( CBasePlayer *player, CUserCmd *ucmd, IMoveHelper
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FinishInterpolatingPlayer( player );
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// This needs to be there because it cannot get an interpolated camera position.
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// Technically this is movement data and needs to be seperated from PostThink.
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VPROF_SCOPE_BEGIN( "CBasePlayer::PostThink-PostThinkVPhysics" );
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player->PostThinkVPhysics();
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VPROF_SCOPE_END();
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ServiceEventQueue( player );
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g_pGameMovement->FinishTrackPredictionErrors( player );
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@ -229,11 +229,6 @@ void CBasePlayer::ItemPostFrame()
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{
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VPROF( "CBasePlayer::ItemPostFrame" );
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if ( GetCheckUntouch() )
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{
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PhysicsCheckForEntityUntouch();
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}
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// Put viewmodels into basically correct place based on new player origin
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CalcViewModelView( EyePosition(), EyeAngles() );
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2
gamedata
2
gamedata
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@ -1 +1 @@
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Subproject commit 738f1382538170c376e5dec29a8278a03db30506
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Subproject commit b9fb970d394603812350ecdb06a96d51aa494991
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