Thanks to you guys to forcing me to figure it out :) http://developer.valvesoftware.com/wiki/First_Person_Fix
Updated the wiki to have more detailed instructions, as I forgot to make all of the pl.v_angles safe in the tutorial. This contains that in there, although it'll be best for someone to go back and make it clean (as I suck at wiki editing and would rather spend time coding :D). -----Original Message----- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Chris Janes Sent: Tuesday, January 31, 2006 4:17 AM To: [email protected] Subject: RE: [hlcoders] First Person Spectator 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. _______________________________________________ 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

