Yeah I can manage from that, thanks a lot. I'm gonna investigate some more
first why it doesn't work they way it should, because if I'm not mistaken,
there's code in there to do just that already. If I don't find a fix I'll
implement your solution. Thanks for the help!
-- Maarten
> --
> [ Picked text/plain from multipart/alternative ]
> Yea, I had to make a few changes so the ragdolls would assume the player's
> last animation because by Default, the SDK just slams them in the ragdoll
> pose. In "sdk_player.cpp", I made changes to the Network table for the
> ragdoll entity.
> I added two new variables to be sent to the client. The player's current
> sequence and the cycle.
> IMPLEMENT_SERVERCLASS_ST_NOBASE( CSDKRagdoll, DT_SDKRagdoll )
>
> SendPropVector( SENDINFO(m_vecRagdollOrigin), -1, SPROP_COORD ),
>
> SendPropEHandle( SENDINFO( m_hPlayer ) ),
>
> SendPropModelIndex( SENDINFO( m_nModelIndex ) ),
>
> SendPropInt ( SENDINFO(m_nForceBone), 8, 0 ),
>
> SendPropVector ( SENDINFO(m_vecForce), -1, SPROP_NOSCALE ),
>
> SendPropVector( SENDINFO( m_vecRagdollVelocity ) ),
>
> SendPropInt ( SENDINFO(m_nSequence), 9, SPROP_UNSIGNED ),
>
> SendPropFloat ( SENDINFO(m_flSequenceCycle), 8, SPROP_ROUNDDOWN, 0.0f,
> 1.0f )
>
> END_SEND_TABLE()
>
>
> Then I made changes to CSDKPlayer::CreateRagdollEntity()
>
> if ( pRagdoll )
>
> {
>
> .....
>
> pRagdoll->m_nSequence = GetSequence();
>
> pRagdoll->m_flSequenceCycle = GetCycle();
>
> .....
>
> }
>
>
>
>
>
> Finally, on the client side , "c_sdk_player.h"
>
> I just added the appropriate code to recieve the two variables and assign
> the ragdoll to the sequence and cycle. I won't bother writing up that code
> unless you need me to. It's fairly trivial to add.
>
> ----- Original Message -----
>
> From: <[EMAIL PROTECTED]>
> To: <[email protected]>
> Sent: Monday, June 04, 2007 11:42 AM
> Subject: [hlcoders] Ragdoll initial pose
>
>
>> Hi list!
>>
>> I'm just gonna keep spamming my longterm bugs here, one day one of them
>> will get solved this way :D
>>
>> One bug we're having is that players, when they die and turn into a
>> ragdoll, always assume the default ragdoll ( "jesus" ) pose. Isn't the
>> current pose of the player supposed to be copied into the ragdoll ? If
>> so,
>> is this an SDK bug or does it normally work?
>>
>> Thanks,
>>
>> -- Maarten
>>
>>
>> _______________________________________________
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>>
>>
>
> --
>
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