Is there some place in the SDK that resets the players actual viewing camera
angle every frame or something?

In player.cpp LeaveVehicle()
SnapEyeAngles();
Is really the only place I can find where it actually sets the angle. (Kind
of like when you get stuck in the angle when leaving the jeep when it is
overturned )

SnapEyeAngles() sets pl.v_angles = viewAngle;

In gamemovement.cpp Peek();
I have setup something like
viewAngle[ROLL] -= 100.0f ; // (I am just trying to get it to do something )
player->pl.v_angle = veiwAngle;

But the angle does not change...

Im gonna put some devmsg's in in the function and see if it is getting reset
some how ?




r00t 3:16 CQC Gaming www.cqc-gaming.com ----- Original Message ----- From: "Hasan Aljudy" <[EMAIL PROTECTED]> To: <[email protected]> Sent: Tuesday, January 18, 2005 3:20 AM Subject: Re: [hlcoders] Peeking - Left / Right


changing the view offset actually changes the "virtual" _position_ of
the eye, I think the angle is a bit different, but yeah definitly
manipulating the angle a little bit would make it look better.


On Tue, 18 Jan 2005 02:55:38 -0500, r00t 3:16 <[EMAIL PROTECTED]> wrote:
After looking at the peeking I am starting to think this would be more
like
a side step left / right...

I think rolling the player 5-10 degress right / left will probably make
the
motion a little better.

Would the same apply to set the roll ?
I know I wouldn't use SetEyeOffset but I quess it is basically the same
thing just rolling the player views right or left.
Kind of like how when you flipped the jeep you got stuck in that weird
angle
lol..

Ill keep playing

r00t 3:16
CQC Gaming
www.cqc-gaming.com

----- Original Message -----
From: "Hasan Aljudy" <[EMAIL PROTECTED]>
To: <[email protected]>
Sent: Tuesday, January 18, 2005 1:41 AM
Subject: Re: [hlcoders] Peeking - Left / Right

> Glad I could help
>
>>Its the vising/pvs/phs info still correct if you move ViewOffset?
> hmm .. lol I really hvae no idea about this, but I'd guess the view
> offset is taken into account when updating this info.
>
>
> On Tue, 18 Jan 2005 01:02:31 -0500, r00t 3:16 <[EMAIL PROTECTED]>
> wrote:
>> Thank you very much for the pointers Hasan.
>> I have the peeking working, although now that I have it working I may
>> change
>> it so it is more of a roll of the player instead of just shifting the
>> camera
>> over.
>>
>> But thanks again for the help...
>>
>> r00t 3:16
>> CQC Gaming
>> www.cqc-gaming.com
>> ----- Original Message -----
>> From: "Hasan Aljudy" <[EMAIL PROTECTED]>
>> To: <[email protected]>
>> Sent: Monday, January 17, 2005 8:39 AM
>> Subject: Re: [hlcoders] Peeking - Left / Right
>>
>> > There was a player method to get forward, right and up directions ..
>> > not sure exactly what is it .. something like EyeVectors(&forward,
>> > &up, &right) where you pass vector pointers to it and it puts the
>> > direction in them.
>> > this gives you the right direction of the player, you can get the
>> > left
>> > easily (it's the negative of the right) "left = -right;" if that
>> > doesn't work, try "left = right * -1";
>> > now if you call "VectorMA( original_offset, 21, right,
>> > &new_offset );"
>> > it shopuld set new_offset to correctly represent your new desired
>> > offset.
>> >
>> >
>> > On Mon, 17 Jan 2005 04:08:36 -0500, r00t 3:16
>> > <[EMAIL PROTECTED]>
>> > wrote:
>> >> Ok I have the peeking somewhat working but still totally not
>> >> correct..
>> >>
>> >> I am basically changing the default view from 0,0,64 to -21,0,64
>> >>
>> >> When facing North (I think that is the right direction ) works
>> >> great
>> >> :)
>> >> However when I move for example facing EAST I no longer lean left I
>> >> lean
>> >> back or if im facing SOUTH I am not leaning right...
>> >>
>> >> Which is not correct.
>> >>
>> >> I am using player->SetViewOffset to set the camera view.
>> >> I guess my problem is not sure how to be able to SetViewOffset
>> >> depending
>> >> on
>> >> the direction of the player player.
>> >>
>> >> I had looked at the VectorMA, not sure what info I need to pass to
>> >> this
>> >> however.
>> >> I want to lean left / right about 15 - 20 degrees...
>> >>
>> >>
>> >> r00t 3:16
>> >> CQC Gaming
>> >> www.cqc-gaming.com
>> >>
>> >> ----- Original Message -----
>> >> From: "Hasan Aljudy" <[EMAIL PROTECTED]>
>> >> To: <[email protected]>
>> >> Sent: Sunday, January 16, 2005 10:02 PM
>> >> Subject: Re: [hlcoders] Peeking - Left / Right
>> >>
>> >> > it's vector math, if you have a point, and you want a point away
>> >> > from
>> >> > it at a certain distance in a certain direction you can easily
>> >> > calculate the new point. The sdk has a funciton called VectorMA
>> >> > which
>> >> > takes four paramters I believe .. first is the initial point,
>> >> > second
>> >> > is direction, third is distance, 4th is a pointer to result.
>> >> >
>> >> >
>> >> > On Sun, 16 Jan 2005 21:15:21 -0500, r00t 3:16
>> >> > <[EMAIL PROTECTED]>
>> >> > wrote:
>> >> >> I want to implement this, and I some what have this working,
>> >> >> however.
>> >> >> player->SetViewOffset(); Needs to be adjusted depending on the
>> >> >> players
>> >> >> position in the world.
>> >> >>
>> >> >> For example. if I set the SetViewOffset to -20 x, If I am facing
>> >> >> I
>> >> >> believe
>> >> >> North on the map I lean the correct way. However if I turn to
>> >> >> the
>> >> >> east
>> >> >> and
>> >> >> try to lean the player seems to lean back...
>> >> >>
>> >> >> How would I be able to set this depending on the players
>> >> >> position?
>> >> >> Or is there a better way to do this?
>> >> >>
>> >> >> r00t 3:16
>> >> >> CQC Gaming
>> >> >> www.cqc-gaming.com
>> >> >>
>> >> >> _______________________________________________
>> >> >> 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
>> >> >
>> >> >
>> >> >
>> >>
>> >>
>> >> _______________________________________________
>> >> 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
>> >
>> >
>> >
>>
>> _______________________________________________
>> 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
>
>
>

_______________________________________________
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





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



Reply via email to