added keybinds
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@@ -8,6 +8,7 @@
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class CBaseModelEntity: public CBaseEntity
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{
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public:
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DECLARE_CLASS(CBaseModelEntity, CBaseEntity);
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virtual void SetModel( const char *szName );
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};
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@@ -150,11 +150,9 @@ void NET_ProcessPacket( INetworkBase *pBase )
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int iIndex = -1;
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V_printf("Hi %s\n",pPacket->m_playerJoined.m_szPlayerName);
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for ( int i = 0; i < 2; i++ )
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{
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pEntity = EntitySystem()->CreateByClassname("player", &iIndex);
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pEntity->Spawn();
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}
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pEntity = EntitySystem()->CreateByClassname("player", &iIndex);
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pEntity->Spawn();
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SetLocalEntity_t stLocalEntity = {
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k_EMessage_PlayerSetLocalEntity,
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@@ -15,8 +15,31 @@ void CPhysicsProp::Spawn()
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void CPhysicsProp::Think( float fDelta )
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{
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SetAbsOrigin(m_pBody->GetPosition());
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SetAbsAngles(m_pBody->GetRotation());
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BaseClass::SetAbsOrigin(m_pBody->GetPosition());
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BaseClass::SetAbsAngles(m_pBody->GetRotation());
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}
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void CPhysicsProp::SetAbsAngles( Quat vQuat )
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{
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BaseClass::SetAbsAngles( vQuat );
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if (m_pBody)
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m_pBody->SetRotation(m_pBody->GetRotation());
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}
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void CPhysicsProp::SetAbsQAngles( float fPitch, float fYaw, float fRoll )
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{
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BaseClass::SetAbsQAngles( fPitch, fYaw, fRoll);
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if (m_pBody)
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m_pBody->SetRotation(m_pBody->GetRotation());
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}
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void CPhysicsProp::SetAbsOrigin( Vector origin )
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{
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BaseClass::SetAbsOrigin( origin );
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if (m_pBody)
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m_pBody->SetPosition(m_pBody->GetPosition());
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}
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void CPhysicsProp::SetModel( const char *szName )
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@@ -5,23 +5,28 @@
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class CPhysicsProp: public CBaseModelEntity
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{
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friend CBaseEntity;
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friend CBaseModelEntity;
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public:
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DECLARE_CLASS(CPhysicsProp, CBaseModelEntity);
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virtual void Spawn() override;
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virtual void Precache() override;
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virtual void SetAbsAngles( Quat vQuat ) override;
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virtual void SetAbsQAngles( float fPitch, float fYaw, float fRoll ) override;
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virtual void SetAbsOrigin( Vector origin ) override;
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virtual void SetModel( const char *szName ) override;
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virtual void EnableMovement();
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virtual void DisableMovement();
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void Think( float fDelta );
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private:
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HFunnyModel m_hModel;
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FunnyModel_t *m_pModel;
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FunnyPhysics_t *m_pPhysics;
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HCollider m_hCollider;
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IPhysicsBody *m_pBody;
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HFunnyModel m_hModel = 0;
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FunnyModel_t *m_pModel = NULL;
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FunnyPhysics_t *m_pPhysics = NULL;
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HCollider m_hCollider = 0;
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IPhysicsBody *m_pBody = NULL;
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};
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#endif
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