> I need to figure out a way to restrict the players' yaw movement to a
> certain cone. I slaved over my keyboard for hours trying to figure it
> out with no luck. I made a little progress, but there were large
> problems which could really hinder gameplay. My starting point is when
> the server sends the players' view angles to the client for calculation
> via the delta.lst file. The values check out, and are correct, so they
> don't get mutilated when they get sent through the delta file. These
> angles are sent to a global array called g_vecBipodAngles, then I tried
> setting some bounds checks in the V_CalcNormalRefdef function and I
> still didn't get it to work properly. is there another way to do this?

The best way is to check that i pm_shared.c. Here is some code i use in
Project Timeless:
   if (...)
   {
    pmove->angles[YAW]   = newangles ;

    #ifdef CLIENT_DLL
    if ( pmove->runfuncs )
    {
     iHasNewViewAngles = true;
     VectorCopy (pmove->angles, vecNewViewAngles)
    }
    #endif
   }

You can insert it where you want the pm-code to check the angles, for
example in the case part of MOVETYPE_WALK in PM_PlayerMove().

Rockefeller

_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives, please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders

Reply via email to