#include "cbase.h" #include "skeleton_player.h" LINK_ENTITY_TO_CLASS( player, CSkeletonPlayer ); void CSkeletonPlayer::Spawn() { // Dying without a player model crashes the client SetModel("models/player.mdl"); BaseClass::Spawn(); } // Delete this block (and its accompanying declarations) if your project is single-player. #ifdef GAME_DLL void CSkeletonPlayer::CreateViewModel( int index ) { Assert( index >= 0 && index < MAX_VIEWMODELS ); if ( GetViewModel(index) ) return; CPredictedViewModel* vm = (CPredictedViewModel*)CreateEntityByName( "predicted_viewmodel" ); if ( vm ) { vm->SetAbsOrigin( GetAbsOrigin() ); vm->SetOwner( this ); vm->SetIndex( index ); DispatchSpawn( vm ); vm->FollowEntity( this, false ); m_hViewModel.Set( index, vm ); } } #include "..\server\ilagcompensationmanager.h" void CSkeletonPlayer::FireBullets ( const FireBulletsInfo_t &info ) { lagcompensation->StartLagCompensation( this, this->GetCurrentCommand() ); BaseClass::FireBullets(info); lagcompensation->FinishLagCompensation( this ); } #endif