Its ok that the player does not have a move parent. In that case it should fall back to pl.v_angle, which is most likely not networked for other clients to your local client. Dod:S and CS:S base player implement their own overriding EyeAngles function which returns a networked eye angles, m_angEyeAngles. I believe this is already set up and networked in c_sdk_player.cpp if you are using the sdk sample app as your base.
-----Original Message----- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Heritage Sent: Tuesday, April 05, 2005 7:28 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] spectator eye mode problem & AddToFullPack (not related) Ok thanks Mr. Boone! I also have been looking into the eye mode stuff looks like at least one problem is in c_baseplayer.cpp line 1171 eyeAngles = target->EyeAngles(); The call the EyeAngles always returns 0,0,0 because there is no MoveParent.. whatever that is inside const QAngle &CBasePlayer::EyeAngles( ) in baseplayer_shared.cpp CBaseEntity *pMoveParent = const_cast<CBasePlayer*>(this)->GetMoveParent(); is always NULL. so I'm gonna look into that next. On Apr 5, 2005 6:42 PM, Matt Boone <[EMAIL PROTECTED]> wrote: > To change visibility of an entity to different players, check out > CBasePlayer::ShouldTransmit > > -----Original Message----- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Heritage > Sent: Tuesday, April 05, 2005 6:36 PM > To: hlcoders@list.valvesoftware.com > Subject: [hlcoders] spectator eye mode problem & AddToFullPack (not > related) > > First question: Everything in EYE mode spectator seems to be working > except the view angle is not updating. I think it just sits at 0,0,0. > But I can see the weapon and weapon animations just fine and the > camera tracks the players movement too. I believe the view angle along > with the other eye mode stuff is dealt with client side because the > client already receives those numbers (view angle, origin etc..) for > all players within sight. I just don't know where this is dealt with > in the > hl2 sdk. I checked out hltvcamera.cpp but that doest seem to be it. > Does any know where the client side spectator stuff is dealt with or > if this is really a client side problem at all? Other than that, > spectator mode seems to be working normal. > > Second question, what is the equivalent of AddToFullPack function for > hl2? I have some entities in my mod that can only be seen by members > of a certain team and more importantly not the others. > > _______________________________________________ > 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