So I did a bit of looking through the code and I found out it screws up in TransformAnglesToPlayerSpace. Not sure exactly why this isn't working, but setting SetIgnorePitch to true deals with the issue, but you loose that somewhat neat rotation the object is given when you move the object above your head. Since the team I am working in prefers this since it makes it easier to stack objects, I probably wont get around to actually tracking down the problem.
If anyone is interested, all you need to do is: In function CWeaponPhysCannon::AttachObject( CBaseEntity *pObject, const Vector &vPosition ) change this to true like so m_grabController.SetIgnorePitch( true ); and in function CWeaponPhysCannon::ManagePredictedObject( void ) change this to true like so m_grabController.SetIgnorePitch( true ); Its a great quick fix until somebody hunts down the problem, and I personally prefer it this way. Cheers. On Sun, Aug 30, 2009 at 6:39 PM, Ryan Sheffer <[email protected]> wrote: > I just noticed my physgun is also causing this problem, but my normal > pickup isn't. The only difference between the two is the normal pickup > doesnt alter the rotation of the object depending on how you have it in the > air. What it looks like to me is the changes in rotation of the object while > being held by the physcannon are only being made on the client, and not the > server. So the fix would be to ensure the server object is making these > updates to the objects rotation as well, or better yet, remove the rotation > crap from the client all together so there is no confliction. > > > On Sun, Aug 30, 2009 at 3:57 PM, Bob Somers <[email protected]> wrote: > >> Cool. Your fellow list mates would be very thankful if you kept them >> updated. :) >> >> --Bob >> >> >> >> On Sun, Aug 30, 2009 at 6:36 AM, Denis Craig<[email protected]> >> wrote: >> > >> > When you move the prop with the physcannon, it updates the angles on the >> clientside as normal but takes a very long time to update on the server, so >> obviously when you drop the prop it'll snap to the server's angles instead. >> > >> > Working on a fix at the moment, I think it's happening somewhere in the >> UpdateEntity() in the CGrabController class (in the weapon_physcannon.cpp >> file). >> > >> >> From: [email protected] >> >> Date: Sun, 30 Aug 2009 02:48:19 -0700 >> >> To: [email protected] >> >> Subject: Re: [hlcoders] Physcannon drops objects weird in new SDK >> >> >> >> Did this ever get resolved? If so I'd love to know the solution, I'm >> >> working through this bug myself. >> >> >> >> --Bob >> >> >> >> >> >> >> >> >> >> On Wed, Jul 29, 2009 at 2:49 PM, James Murray<[email protected]> >> wrote: >> >> > What file should I look in? >> >> > >> >> > On Mon, Jul 27, 2009 at 2:43 PM, Ryan Sheffer <[email protected]> >> wrote: >> >> > >> >> >> The movement prediction is screwed up, but I don't remember how I >> fixed it. >> >> >> Check that the client side movement is updating correctly and that >> it isn't >> >> >> failing. It looks like the server isn't updating the objects >> rotation, so >> >> >> when you drop the object it notices the deviance with the server and >> snaps >> >> >> it back. >> >> >> >> >> >> On Mon, Jul 27, 2009 at 6:45 AM, James Murray <[email protected]> >> wrote: >> >> >> >> >> >> > This is kinda hard to explain but here it goes, In the new Orange >> Box SDK >> >> >> > if >> >> >> > you pick up any object with the physcannon and drop it the object >> will >> >> >> not >> >> >> > stay the way it was when you were holding it instead it will >> almost >> >> >> rotate >> >> >> > to the position it was when you picked it up, Here is a video >> showing the >> >> >> > problem >> >> >> > >> >> >> > http://www.youtube.com/watch?v=jTvTWNR-DuU >> >> >> > _______________________________________________ >> >> >> > To unsubscribe, edit your list preferences, or view the list >> archives, >> >> >> > please visit: >> >> >> > http://list.valvesoftware.com/mailman/listinfo/hlcoders >> >> >> > >> >> >> > >> >> >> >> >> >> >> >> >> -- >> >> >> ~Ryan ( skidz ) >> >> >> _______________________________________________ >> >> >> To unsubscribe, edit your list preferences, or view the list >> archives, >> >> >> please visit: >> >> >> http://list.valvesoftware.com/mailman/listinfo/hlcoders >> >> >> >> >> >> >> >> > _______________________________________________ >> >> > To unsubscribe, edit your list preferences, or view the list >> archives, please visit: >> >> > http://list.valvesoftware.com/mailman/listinfo/hlcoders >> >> > >> >> > >> >> >> >> _______________________________________________ >> >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> >> http://list.valvesoftware.com/mailman/listinfo/hlcoders >> >> >> > >> > _________________________________________________________________ >> > View your other email accounts from your Hotmail inbox. Add them now. >> > http://clk.atdmt.com/UKM/go/167688463/direct/01/ >> > _______________________________________________ >> > To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> > http://list.valvesoftware.com/mailman/listinfo/hlcoders >> > >> > >> >> _______________________________________________ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlcoders >> >> > > > -- > ~Ryan ( skidz ) > -- ~Ryan ( skidz ) _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

