> How can you do that? So far as I can tell there is nothing called "pev"
> accesable from within pm_shared.c. The correct variable to change is
> pmove->angles.

Absolutely correct.  That was a misstatement.  I did not access the entvars structure 
in pm_shared - AFAIK, you can't.  I'm not 100% sure what I tried before with respect 
to this in pm_shared.  Maybe I didn't try it, since the angles in pmove->angles are 
view angles, I may have assumed that it wouldn't change the model's orientation.  You 
can confirm this by setting pev->v_angle to something in CBasePlayer::PreThink then 
examining pmove->angles in PM_Move (BEFORE PM_CheckParamters).  They are overwritten 
by the input angles in PM_CheckParamters.  I went back and tried modifying 
pmove->angles, and, provided I did it after PM_CheckParamters, the angles came back in 
pev->angles in CBasePlayer::PostThink.  (not as view angles this time - weird, huh?).

With regard to the 3rd person perspective, it seems to work OK to me.  The only reason 
I use it is it's inconvenient to set up to test things over my network at home.  I'll 
try it when I get home, and verify whether there is any difference between 3rd person 
and doing it from another player's perspective.  I've seen "jumps" in the model 
rotation due to a difference in the interpretation of the angles by the code that 
renders the model (at least I think that's what is causing it).  I'm trying to figure 
out the relationships of the angles passed in and the resulting orientation of the 
model; it isn't all that straightforward.  It's possible some of it might be due to 
3rd person, but the time I did try it from another player's view, it still didn't 
behave as expected.

I'll also respond off the list, as I would be interested in helping if you need help, 
and I'll describe some of my ideas.

Sorry if this is fragmented or incoherent, I've been called away several times while 
writing it.
Thanks

Jim


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