Well your change doesn't seem to have any negative side effect. Whether it fixes the error logs or not would take a few days to determine. Do you have any info on that?
At 2006/03/10 09:20 AM, Garry Newman wrote: >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 >> >> >> _______________________________________________ >> 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

