That’s very helpful, thanks.
From: Tony omega Sergi
Sent: Saturday, April 5, 2014 20:53
To: hlcoders@list.valvesoftware.com
*PlayerMove::SetupMove / *Prediction::SetupMove
ucmd->forwardmove *= 0;
ucmd->sidemove *= 0;
ucmd->upmove *= 0;
*Input::ApplyMouse to stop it from adding.
On Sun, Apr 6, 2014 at 12:26 AM, Krzysztof Lesiak <wave....@hotmail.com> wrote:
I’ve found a SnapEyeAngles method in CBasePlayer that I can call when I’ve got
a scanning target, so that’s one problem less. Now I only need to constrain
mouse movement somehow. I’ll take a look at the viewcontrol code, maybe I’ll
find something there.
From: Neico
Sent: Saturday, April 5, 2014 2:11 AM
To: hlcoders@list.valvesoftware.com
The game_ui (or point_viewcontrol) code allows for disabling player input for
as long as it's active, I think this sounds mostly like what you'd want.
Maybe there's some hints from there how to disable only the mouse input, but I
can't think of any decent way except for GameMovement in general or the
GameRules right now.
Hope that helps a bit.
- Neico
On 04.04.2014 23:44 GMT + 1, Krzysztof Lesiak wrote:
I have authored a new weapon that mimicks the “scan visor” mechanics from
Metroid Prime; however, I would like to be able to center the player’s view on
the entity that’s being scanned and disable mouse movement, so it stays
centered as long as the player is scanning. I have tried using
UTIL_PointAtEntity(pPlayer, pTarget) in my PrimaryAttack(), so that the player
angles are updated every frame if he’s scanning, but that doesn’t seem to work.
Any suggestions on this one? Your help is greatly appreciated.
Best regards,
Krzysztof
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-Tony
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