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Diffstat (limited to 'mp/src/game/shared/Multiplayer/multiplayer_animstate.h')
-rw-r--r--mp/src/game/shared/Multiplayer/multiplayer_animstate.h8
1 files changed, 8 insertions, 0 deletions
diff --git a/mp/src/game/shared/Multiplayer/multiplayer_animstate.h b/mp/src/game/shared/Multiplayer/multiplayer_animstate.h
index 007533a1..a3c7937a 100644
--- a/mp/src/game/shared/Multiplayer/multiplayer_animstate.h
+++ b/mp/src/game/shared/Multiplayer/multiplayer_animstate.h
@@ -63,6 +63,10 @@ enum PlayerAnimEvent_t
PLAYERANIMEVENT_STUN_BEGIN,
PLAYERANIMEVENT_STUN_MIDDLE,
PLAYERANIMEVENT_STUN_END,
+ PLAYERANIMEVENT_PASSTIME_THROW_BEGIN,
+ PLAYERANIMEVENT_PASSTIME_THROW_MIDDLE,
+ PLAYERANIMEVENT_PASSTIME_THROW_END,
+ PLAYERANIMEVENT_PASSTIME_THROW_CANCEL,
PLAYERANIMEVENT_ATTACK_PRIMARY_SUPER,
@@ -203,6 +207,10 @@ public:
bool VerifyAnimLayerInSlot( int iGestureSlot );
// Feet.
+ // 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.
bool m_bForceAimYaw;
protected: