Did the update do anything with the way view angles are calculated? We
use a third-person view, with a cursor at the point where the player is
looking (by sending a traceline out from their origin down their view
angles).
The particular problem I'm having is in this code:
cl_entity_t *player;
pmtrace_t tr;
vec3_t m_vAngles, forward, right, up, org;
// Put the direction the player is looking into forward
gEngfuncs.GetViewAngles((float *)m_vAngles);
AngleVectors(m_vAngles, forward, right, up);
player = gEngfuncs.GetLocalPlayer();
if ( !player )
return;
org = player->origin;
vec3_t farpoint;
org.z+=30;
farpoint = org + 8192 * forward;
tr = *(gEngfuncs.PM_TraceLine((float *)&org, (float *)&farpoint,
PM_NORMAL | PM_STUDIO_BOX, 1, -1));
VectorCopy( tr.endpos, origin );
This, however, somehow translates into the CAMERA position, not the view
angles. So, the cursor appears directly in the middle of your screen.
This code was working fine before the patch.
Persuter
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