Hi,
   I got it all working last night. Yes, I just commented out that
particular 'IsSpectateOnly' check, updated my p_model table in view.cpp and
the first person camera works fine.
 The other points you mentioned, I added code to catch 'follownext' in my
gamerules::clientcommand() so it just calls another observerFindNextPlayer()

I also hooked up the 'vgui camera menu' (spec_mode #) to resend that value
of user1 back to the server so it can update the real user1 (which then gets
copied to the client again - hence the reason you need to inform the server
if there is a change on the client or the client change just gets lost next
time the server updates iyswim).

Mark.
www.planethalflife.com/vampire
www.planethalflife.com/ios


-----Original Message-----
From: Pat Magnan [mailto:[EMAIL PROTECTED]]
Sent: 09 October 2002 05:09
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] First Person Spectator mode


Ok Mark, since we're both working at the same problem in paralell, the
V_FindViewModelByWeaponModel made sense and I sort of figured that out
before seeing Brandon's reply.

I just got the view setup correctly and the view models showing by changing
this:

(in V_CalcSpectatorRefdef, about line 1496-ish)

// predict missing client data and set weapon model ( in HLTV mode or inset
in eye mode )
if ( gEngfuncs.IsSpectateOnly() )
{
         V_GetInEyePos( g_iUser2, pparams->simorg, pparams->cl_viewangles );
(..  a few lines later, the code that looks up
V_FindViewModelByWeaponModel(), and sets the
     view model ), etc.

So it doesn't check for IsSpectateOnly() .. (initially i did 'la ugly hack'
and changed it to if (1) but, i'll just comment out the if and else blocks.

I'm not sure if this is a bad idea or not. Can anyone think of why that is
a bad idea?



Pat 'sluggo' Magnan
Tour of Duty mod
http://www.tourofdutymod.com

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