Cheers for that - it's how I figured it'd go... But it does however mean
going through and making any calls to pl.v_angles "safe" by using .Get()
with them. A minor niggle but there's nothing else to be done (well, apart
from running the risk of a crash on linux servers).

Looking at it, you might also be able to use GetAnimEyeAngles() from
C_SDKPlayer - m_angEyeAngles is a networked copy of the v_angle so should
work just as well.

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ben Everett
Sent: 31 January 2006 03:45
To: [email protected]
Subject: RE: [hlcoders] First Person Spectator

Hah, thanks for giving me a reason to hunt this one down. The Forsaken
testers have been after me a while to fix it... anyways... here you go. A
fix.

Step 1: In PlayerState.h around line 34 change:
        QAngle v_angle;
                To
        CNetworkQAngle(v_angle);

Step 2: In player.cpp around line 6484 add in after sending the dead flag:
        SendPropQAngles (SENDINFO(v_angle), 13),

Step 3: In c_baseplayer.cpp around line 85 add in after receiving the dead
flag:
        RecvPropQAngles (RECVINFO(v_angle)),

Enjoy!

P.S. The cause of this is in baseplayer_shared when calling EyeAngles. It
returns pl.v_angle which is initialized to a zero-vector. By enabling it to
be sent over the network this resolves the issue.



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