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add source-sdk-2013
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@@ -518,7 +518,7 @@ void CGameMovement::DiffPrint( char const *fmt, ... )
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#endif // !PREDICTION_ERROR_CHECK_LEVEL
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#ifndef _XBOX
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void COM_Log( const char *pszFile, const char *fmt, ...)
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void COM_Log( char *pszFile, const char *fmt, ...)
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{
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va_list argptr;
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char string[1024];
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@@ -920,9 +920,10 @@ void CBasePlayer::UpdateWetness()
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//-----------------------------------------------------------------------------
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void CGameMovement::CategorizeGroundSurface( trace_t &pm )
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{
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IPhysicsSurfaceProps *physprops = MoveHelper()->GetSurfaceProps();
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player->m_surfaceProps = pm.surface.surfaceProps;
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player->m_pSurfaceData = MoveHelper()->GetSurfaceProps()->GetSurfaceData( player->m_surfaceProps );
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MoveHelper()->GetSurfaceProps()->GetPhysicsProperties( player->m_surfaceProps, NULL, NULL, &player->m_surfaceFriction, NULL );
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player->m_pSurfaceData = physprops->GetSurfaceData( player->m_surfaceProps );
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physprops->GetPhysicsProperties( player->m_surfaceProps, NULL, NULL, &player->m_surfaceFriction, NULL );
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// HACKHACK: Scale this to fudge the relationship between vphysics friction values and player friction values.
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// A value of 0.8f feels pretty normal for vphysics, whereas 1.0f is normal for players.
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@@ -1199,7 +1200,6 @@ void CGameMovement::FinishTrackPredictionErrors( CBasePlayer *pPlayer )
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void CGameMovement::FinishMove( void )
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{
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mv->m_nOldButtons = mv->m_nButtons;
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mv->m_flOldForwardMove = mv->m_flForwardMove;
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}
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#define PUNCH_DAMPING 9.0f // bigger number makes the response more damped, smaller is less damped
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@@ -2147,7 +2147,7 @@ void CGameMovement::FullObserverMove( void )
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{
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int mode = player->GetObserverMode();
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if ( mode == OBS_MODE_IN_EYE || mode == OBS_MODE_CHASE || mode == OBS_MODE_POI )
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if ( mode == OBS_MODE_IN_EYE || mode == OBS_MODE_CHASE )
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{
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CBaseEntity * target = player->GetObserverTarget();
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