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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
>>
>>
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>>
>>
>>
>
>
>
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