-- [ Picked text/plain from multipart/alternative ] thanks for the info. I think this may have something to do with my view models occasionally not playing their animations.
----- Original Message ----- From: <[EMAIL PROTECTED]> To: <[email protected]> Sent: Tuesday, April 24, 2007 11:43 AM Subject: Re: [hlcoders] Weird thirdperson/viewmodel bug > Took a while to find it, and I still don't fully understand it, but I > think I located the bug. > > In C_BaseCombatWeapon::OnDataChanged( ... ) > > there's a piece of code along the lines of : > > if ( bIsLocalPlayer && !ShouldDrawLocalPlayer() ) > { > ... > } > else // weapon carried by other player or not at all > { > // BRJ 10/14/02 > // FIXME: Remove when Yahn's client-side prediction is done > // It's a hacky workaround for the model indices fighting > // (GetRenderBounds uses the model index, which is for the view model) > > SetModelIndex( GetWorldModelIndex() ); > } > > which sets a weapon's model index clientside to the world model whenever > it detects the played is not the local player and invisible. > Unfortunately, the modelindex is never set back to the view model index. A > fix that works for me is just add a SetModelIndex( GetViewModelIndex() ); > to the if clause of the statement ( I added an accessor for the view model > index ). I hope this is not an sdk code merge gone bad on my part, if not > it's at least an inconsistency in the code or a piece of obsolete code > that needs to be removed. I'd love to understand why this bug did not > reproduce for weapons with multiple shoot animations, but I assume it's a > side-effect of having a class with inconsistent members. > > Thanks for listening to my rant - maybe this helps someone someday. > > -- Maarten > >> Hey all, >> >> I'm trying to track down a very weird bug we're experience in Off Limits. >> I realize it's probably too unspecific to get a clear diagnosis, but >> maybe >> someone here has encountered a similar bug. >> >> The bug is related to viewmodel animations after we've switched to >> thirdperson and back to firstperson. We have implemented a third person >> for our vehicles based on the one posted on the Wavelength. Whenever you >> switch to thirdperson and back to first, for certain weapons when you >> shoot, there's only one fire anim played anymore. After that the weapon >> goes static (probably the idle animation). The shot still happens, the >> ACT_VM_PRIMARYATTACK still gets sent to the weapon, and the animation >> events still fire ( muzzle flash, shell eject, etc ); it's just the >> animation itself that does not get played anymore. >> >> Weird thing is, this is also related to the number of shoot animations >> the >> weapon has. Weapons that have only one shoot animation have this bug, >> weapons that have multiple shoot sequences (weighted, where there's a >> random choice) do not have this bug ( or, probably, it does not show >> since >> the engine plays a different shoot sequence every time ). If I add a >> (copied) second animation to the other weapons the bug disappears too, so >> I can use that as a "fix"; but I'd like to understand where this comes >> from. >> >> Any ideas on how to debug this are welcome too, I'm running out of ideas >> :) >> >> -- Maarten >> >> >> _______________________________________________ >> 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

