For manipulating the camera try looking at in_camera.cpp, ultimatly you would change m_vecCameraOffset which happens to be a vector but apparently (according to my humble understanding) it's used as an angle.
I'll assume at this point the eye-angle is set as if the player is walking "normally" (i.e. you haven't altered it yet), this is the implication I get from your question. You can get the normal of the plane you'r moving on by doing something like a traceline and getting tr.plane.normal (something like that) then that would be the up vector. for the forward and right vectors, hmm .. I'm not so sure, maybe the experts will help you. I only have a rough idea: maybe grab these vectors (forward and right) the moment you change from walking "normally" to walking on walls, then adjust thier z component so that the vector lies on the plane of movement. You can probably do this with complex math, but I don't know, so this is what I do: make a point that's positioned slightly above the forward vector (treat the forward vector as a point for now) so that when you draw a line between these two points you either get a line parallel to the normal of the ground or the normal of the plane you're walking on, something like VectorMA(forward, 10, normal, newpoint) would do. Then, do a trace line from this newpoint to the forward point, the tr.endpos is probably the point on the plane that lies infront of the player, so the vector (tr.endpos - player->GetAbsOrigin() ) should be a good forward vector. You can use the same method to get a right vector I guess. I'm not sure if this is what you're asking. Beaware that my solution is a noob solution, I'm sure there is a more effecient method of doing it. /me hopes he hasn't embarresed himself. On Wed, 5 Jan 2005 21:54:00 -0800, Trauts <[EMAIL PROTECTED]> wrote: > This is a multi-part message in MIME format. > -- > [ Picked text/plain from multipart/alternative ] > Basically, I coded a wall run movetype. However, I'd like to rotate the > camera so that it appears the wall they are running on is actually the floor > for them. > > I have a normal vector to the wall, and I'm sure I need it, but I'm not sure > how to get this to work. > > I think I have to use player->LocalEyeAngles() and player->SnapEyeAngles(), > but from there, I'm lost. > > -- > > _______________________________________________ > 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

