extern vec3_t v_origin, v_angles; These are declared in view.cpp, and are updated every frame prior to rendering.
-randomnine- > I have completed a clientside vgui radar which works with player coordinates > entirely found in the client code. However, this works fine and all, but the > coordinates including the angles of even the client only gets updated as > many as 10 times a second. So what happens is it looks like the radar is > running about 10fps and its really choppy especially if you turn around > really fast. So I was thinking about doing some kind of prediction where I > delay the update a whole 10th of a second, just enough so I know the next > angle of the client and I do some kind of interpolation in-between updates > bases off the real time between real frames and the angle between the first > and the second. in other words I fake the missing in between frames. I could > do this, but it would be a lot of work for something that's already done. Is > there any other way to get the client viewangle ACCURATELY every frame? > Right now I use > > > > base_player->angles[1]; > > > > where base_player is real client > > > > cl_entity_t *base_player = gEngfuncs.GetEntityByIndex( m_nEntIndexOrigin ); > > > > I use that angle as a subtraction to the raw_angle I find using the acos > between both origins of the client and the current target. > > > > Anyway, it just seems like the angle only gets updates 10 times a second > (roughly). My radar is running every frame. So should I proceed with > prediction, or should I find another variable or view angle which is more > accurate? > > > > -- > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

