[ Converted text/html to text/plain ] This is for the recently released sdk update. I'm new and playing around with the sdk so I'll probably sound as such. I'm using 2005 Express.
At the end of CGameMovement::Duck there's a "hack" check to make sure the viewoffset z value is correct. In the comments about this check it says it might not be needed but it's there to make sure people know if a certain bug is happening. I'm getting this assert after letting go of duck almost every time. If I comment out 'SetDuckedEyeOffset(0.0f)' ,at the end of the assert check, the code still works and the player's viewoffset z value gets changed to the correct value on it's own(64.0). In case anyone wants to know...! FinishUnDuck() sets the player's viewoffset(z = 64.0). It then goes back to engine.dll(which is a pain to debug :) ). Engine.dll calls CHLClient::FrameStageNotify -> OnRenderStart(), which down the line calls C_BaseEntity::Interp_Interpolate(). The for loop in this method changes the z value of the player's viewoffset. Then Duck() gets called again and the assert happens. I guess this check/assert is not letting interpolation run its course? So do we still need this check/assert. Or maybe a better conditional check? Thanks, EJ _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

