if( m_bIsAutoSprinting )
    {
        // Stop sprinting if the player lets off the stick for a moment.
        if( GetStickDist() == 0.0f )
        {
            if( gpGlobals->curtime > m_fAutoSprintMinTime )
            {
                StopSprinting();
                //Prime - Adam
                //Turn off Sprint Blur
                cvar->FindVar("pp_motionblur_time")->SetValue(0.005f);
                cvar->FindVar("pp_motionblur_addalpha")->SetValue(0.9f);
                cvar->FindVar("pp_motionblur_drawalpha")->SetValue(0.3f);
            }
        }
        else
        {
            // Stop sprinting one half second after the player stops inputting 
with the move stick.
            m_fAutoSprintMinTime = gpGlobals->curtime + 0.5f;
        }
    }

--------
Owner Nigredo Studios http://www.nigredostudios.com

--- On Thu, 18/11/10, Igoreso <igor...@inbox.ru> wrote:

From: Igoreso <igor...@inbox.ru>
Subject: Re: [hlcoders] Old-school motion blur on Orange box
To: "Discussion of Half-Life Programming" <hlcoders@list.valvesoftware.com>
Received: Thursday, 18 November, 2010, 5:38 AM

> Have a look at worldspawn.h

Do you mean world.cpp and world.h? Only interesting thing there is
Spawn(), but I still don't know how to clean a material/texture used
in motion blur code.


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