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authorJohn Schoenick <[email protected]>2015-09-09 18:35:41 -0700
committerJohn Schoenick <[email protected]>2015-09-09 18:35:41 -0700
commit0d8dceea4310fde5706b3ce1c70609d72a38efdf (patch)
treec831ef32c2c801a5c5a80401736b52c7b5a528ec /mp/src/game/shared/Multiplayer/multiplayer_animstate.cpp
parentUpdated the SDK with the latest code from the TF and HL2 branches. (diff)
downloadsource-sdk-2013-0d8dceea4310fde5706b3ce1c70609d72a38efdf.tar.xz
source-sdk-2013-0d8dceea4310fde5706b3ce1c70609d72a38efdf.zip
Updated the SDK with the latest code from the TF and HL2 branches.HEADmaster
Diffstat (limited to 'mp/src/game/shared/Multiplayer/multiplayer_animstate.cpp')
-rw-r--r--mp/src/game/shared/Multiplayer/multiplayer_animstate.cpp12
1 files changed, 12 insertions, 0 deletions
diff --git a/mp/src/game/shared/Multiplayer/multiplayer_animstate.cpp b/mp/src/game/shared/Multiplayer/multiplayer_animstate.cpp
index 4d1ad4fe..2734eba0 100644
--- a/mp/src/game/shared/Multiplayer/multiplayer_animstate.cpp
+++ b/mp/src/game/shared/Multiplayer/multiplayer_animstate.cpp
@@ -91,6 +91,10 @@ CMultiPlayerAnimState::CMultiPlayerAnimState( CBasePlayer *pPlayer, MultiPlayerM
m_flMaxGroundSpeed = 0.0f;
+ // If you are forcing aim yaw, your code is almost definitely broken if you don't include a delay between
+ // teleporting and forcing yaw. This is due to an unfortunate interaction between the command lookback window,
+ // and the fact that m_flEyeYaw is never propogated from the server to the client.
+ // TODO: Fix this after Halloween 2014.
m_bForceAimYaw = false;
Init( pPlayer, movementData );
@@ -1655,6 +1659,10 @@ void CMultiPlayerAnimState::ComputePoseParam_AimYaw( CStudioHdr *pStudioHdr )
bool bMoving = ( vecVelocity.Length() > 1.0f ) ? true : false;
// If we are moving or are prone and undeployed.
+ // If you are forcing aim yaw, your code is almost definitely broken if you don't include a delay between
+ // teleporting and forcing yaw. This is due to an unfortunate interaction between the command lookback window,
+ // and the fact that m_flEyeYaw is never propogated from the server to the client.
+ // TODO: Fix this after Halloween 2014.
if ( bMoving || m_bForceAimYaw )
{
// The feet match the eye direction when moving - the move yaw takes care of the rest.
@@ -1688,6 +1696,10 @@ void CMultiPlayerAnimState::ComputePoseParam_AimYaw( CStudioHdr *pStudioHdr )
m_flGoalFeetYaw = AngleNormalize( m_flGoalFeetYaw );
if ( m_flGoalFeetYaw != m_flCurrentFeetYaw )
{
+ // If you are forcing aim yaw, your code is almost definitely broken if you don't include a delay between
+ // teleporting and forcing yaw. This is due to an unfortunate interaction between the command lookback window,
+ // and the fact that m_flEyeYaw is never propogated from the server to the client.
+ // TODO: Fix this after Halloween 2014.
if ( m_bForceAimYaw )
{
m_flCurrentFeetYaw = m_flGoalFeetYaw;