Fix prediction error when crouchjumping
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@ -4011,6 +4011,18 @@ void CGameMovement::PlayerRoughLandingEffects( float fvol )
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//-----------------------------------------------------------------------------
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// Purpose: Reset interpolation when player duck state changes
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// Input : direction -
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//-----------------------------------------------------------------------------
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void CGameMovement::ResetDuckLatched()
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{
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#ifdef CLIENT_DLL
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if ( !player->InFirstPersonView() )
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player->ResetLatched();
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#endif
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// Purpose: Use for ease-in, ease-out style interpolation (accel/decel) Used by ducking code.
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// Purpose: Use for ease-in, ease-out style interpolation (accel/decel) Used by ducking code.
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// Input : value -
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// Input : value -
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@ -4133,9 +4145,7 @@ void CGameMovement::FinishUnDuck( void )
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mv->SetAbsOrigin( newOrigin );
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mv->SetAbsOrigin( newOrigin );
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#ifdef CLIENT_DLL
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ResetDuckLatched();
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player->ResetLatched();
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#endif // CLIENT_DLL
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// Recategorize position since ducking can change origin
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// Recategorize position since ducking can change origin
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CategorizePosition();
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CategorizePosition();
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@ -4232,9 +4242,7 @@ void CGameMovement::FinishDuck( void )
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VectorAdd( mv->GetAbsOrigin(), viewDelta, out );
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VectorAdd( mv->GetAbsOrigin(), viewDelta, out );
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mv->SetAbsOrigin( out );
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mv->SetAbsOrigin( out );
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#ifdef CLIENT_DLL
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ResetDuckLatched();
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player->ResetLatched();
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#endif // CLIENT_DLL
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}
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}
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// See if we are stuck?
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// See if we are stuck?
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@ -227,6 +227,7 @@ protected:
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void FinishUnDuckJump( trace_t &trace );
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void FinishUnDuckJump( trace_t &trace );
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void SetDuckedEyeOffset( float duckFraction );
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void SetDuckedEyeOffset( float duckFraction );
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void FixPlayerCrouchStuck( bool moveup );
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void FixPlayerCrouchStuck( bool moveup );
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void ResetDuckLatched();
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float SplineFraction( float value, float scale );
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float SplineFraction( float value, float scale );
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