It's probably a bit hacky.. I'll have to move it over since I added it
in derived Lua stuff.

The problem I found was in the function

bool CBasePlayer::SetObserverMode(int mode )

the block

                case OBS_MODE_CHASE :
                case OBS_MODE_IN_EYE :
                        // udpate FOV and viewmodels
                        SetObserverTarget( m_hObserverTarget );
                        SetMoveType( MOVETYPE_OBSERVER );
                        break;


should really be

                case OBS_MODE_CHASE :
                case OBS_MODE_IN_EYE :
                        // udpate FOV and viewmodels
                        SetObserverTarget( m_hObserverTarget );
                        SetMoveType( MOVETYPE_NONE );
                        break;

It doesn't seem to have any knock on effect as far as I can tell.. but
I haven't tested it a lot.

I think the problem was that somewhere down the line the
OBS_MODE_DEATHCAM became redundant because OBS_MODE_CHASE is used
instead.. but this bit of code wasn't updated.



On 3/10/06, Jorge Rodriguez <[EMAIL PROTECTED]> wrote:
> Garry Newman wrote:
>
> >I just fixed this problem in GMod.
> >
> >When a player is a spectator his body is non solid so keeps falling
> >through the enviroment.
> >
> >In my mod I just made it set the player's movetype to MOVETYPE_NONE if
> >he's spectating an entity. It seems to fix the problem (You can verify
> >by ent_text 2 or whatever the player's entity index is)
> >
> >
> Would you be gracious enough to provide a patch?
>
> Jeff 'Kuja' Katz wrote:
>
> >>>We've been having this same errant behavior in Digital Paintball.
> >>>Several spawn points that appear as valid in VHE appear to the engine
> >>>to be partially underground. This caused some issues when spawning, as
> >>>VPhysicsShadowUpdate barfed at the invalid spawns and the player ended
> >>>up respawning where they had 'died'.
> >>>
> >>>Our current solution (more of a hack) is to move the player up a set
> >>>number of units and casting a traceline down to figure out where to
> >>>really spawn.
> >>>
> We also had problems where sometimes the spawn would work OK but the
> player would simply fall through the floor. The same downcasting
> solution seems to have solved it. However I think these problems are
> only marginally related to the problem bloodykenny brought up, because
> he says it only happens when players are dead. But maybe they are the
> same problem.
>
> --
> Jorge "Vino" Rodriguez
>
>
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