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

Reply via email to