Couldn't you just type cast the variable when you have to sen the
networked version of it?

eg:
In PlayerState.h
       QAngle v_angle;

In player.cpp add in after sending the dead flag:
       SendPropQAngles (SENDINFO((CNetworkQAngle)v_angle), 13),


In c_baseplayer.cpp add in after receiving the dead
flag:
       RecvPropQAngles (RECVINFO((CNetworkQAngle)v_angle)),

I'm not sure it will work sicne I have mostly used typecasting for
entities and such, nor do I have spectator mode working at all(that
will come later lol)  but as far as I konw, unless the types are
incombatible or soemthing, it should work.


On 1/31/06, Chris Janes <[EMAIL PROTECTED]> wrote:
> 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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