-- [ Picked text/plain from multipart/alternative ] I think he's trying to say that when you are "unducking" and you press duck again, your view height snaps to the standing position and interpolates to the duck position. He would like to make it simply interpolate from where it is in the duck -> stand interpolation back to the duck height.
If I recall correctly (it's been a good few months since I've even looked at the Source SDK), there is a function in CGameMovement that determines the current amount of interpolation between the standing/ducking height, given the current amount of time traversed between the two. I just found an online repo of the source and it seems this function is called SetDuckedEyeOffset. So your best bet is to look through and study wherever that is called and what it is passed. To be honest, I don't think I could help you much more than that, as looking at CGameMovement::Duck, it has so many nested ifs I'd be hard pressed to make any sense of it again what-so-ever. >_> Maybe consider re-writing the entire thing yourself? On 5/31/07, Vitaly Protasov <[EMAIL PROTECTED]> wrote: > > Hello again :) I shall describe my problem more clearly > > No, I know how to figure it out i.e interpolation start and end points, > ticks, etc. > I don't know where to put it correctly! :D > Can you or someone else from you guys help me to detect code block with > this (immediately crouch) happens event? > That's to add an interpolation there. Only what I'm know that happening > only when a player try to crouches in transition between he's sitting > height and he's standing height, so and he do that while he not fully > reach he's own normal standing height, so it's really make me crazy to > scratch odd code block's and try to understand where I shall to override > old code. > > O, it's clear? Or maybe I'm just should throw my english knowledges to > trash can? :D > > C'mon guys give me an reply or advise somehow :) > > Thanks! > > Vitaly > > -- > >[ Picked text/plain from multipart/alternative ] > >(CurrentViewheight - DesiredViewheight) / (LowestHeight - > HighestHeight) = > >percentage transitioned or something like that, lol I just made it up > there, > >appologies if there's a simplere way to do, such as simply finding the > >difference between your current and desired and working from there, At > any > >rate, you can just do something similar to that, or even using them > times > >themselves, and figuring out what percentage of the movement is > complete > >using that to figure out the starting point of the opposite transition. > -- > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- Lead Programmer for Resistance and Liberation www.resistanceandliberation.com -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

