game/server/npc_wretch.cpp
void CWretch::UpdateEfficiency( bool bInPVS )
{ 
	// If we're transitioning and in the PVS, we override our efficiency
	if ( IsInAVehicle() && bInPVS )
	{
		PassengerState_e nState = m_PassengerBehavior.GetPassengerState();
		if ( nState == PASSENGER_STATE_ENTERING || nState == PASSENGER_STATE_EXITING )
		{
			SetEfficiency( AIE_NORMAL );
			return;
		}
	}

	// Do the default behavior
	BaseClass::UpdateEfficiency( bInPVS );
}
//-----------------------------------------------------------------------------
// Purpose: Override our efficiency so that we don't jitter when we're in the middle
//			of our enter/exit animations.
// Input  : bInPVS - Whether we're in the PVS or not
//-----------------------------------------------------------------------------
Override our efficiency so that we don't jitter when we're in the middle
of our enter/exit animations.
Input  : bInPVS - Whether we're in the PVS or not
Override our efficiency so that we don ' t jitter when we ' re in the middle of our enter / exit animations . Input : bInPVS - Whether we ' re in the PVS or not
void CWretch::UpdateEfficiency( bool bInPVS )
{ 
	if ( IsInAVehicle() && bInPVS )
	{
		PassengerState_e nState = m_PassengerBehavior.GetPassengerState();
		if ( nState == PASSENGER_STATE_ENTERING || nState == PASSENGER_STATE_EXITING )
		{
			SetEfficiency( AIE_NORMAL );
			return;
		}
	}
	BaseClass::UpdateEfficiency( bInPVS );
}
void CWretch :: UpdateEfficiency ( bool bInPVS ) { if ( IsInAVehicle ( ) && bInPVS ) { PassengerState_e nState = m_PassengerBehavior . GetPassengerState ( ) ; if ( nState == PASSENGER_STATE_ENTERING || nState == PASSENGER_STATE_EXITING ) { SetEfficiency ( AIE_NORMAL ) ; return ; } } BaseClass :: UpdateEfficiency ( bInPVS ) ; }
Purpose: Override our efficiency so that we don't jitter when we're in the middle
of our enter/exit animations.
Purpose : Override our efficiency so that we don ' t jitter when we ' re in the middle of our enter / exit animations .
// If we're transitioning and in the PVS, we override our efficiency // Do the default behavior