Hello guys! I'm just wondering, when I'm test my mod I'm noticed a strange bug. There is how that bug work :
1) firstly we crouches and wait while we be sitting absolutely. 2) secondly we just release a IN_DUCK key, then next code block do action : // in void CGameMovement::Duck() { ... if ( player->m_Local.m_bAllowAutoMovement || bInAir ) { // We released the duck button, we aren't in "duck" and we ... if ( ( buttonsReleased & IN_DUCK ) ) { if ( bInDuck && !bDuckJump ) { // HERE IS THAT TIME STEMP player->m_Local.m_flDucktime = GAMEMOVEMENT_DUCK_TIME; } } .... } 3) Thirdly when we shall be in transition from "crouch" to "stand" positions, we just press an IN_DUCK key once again. Like do a Duck override as it sayed in comment. As we see, the problem in that when the player has not completely moved to (normal stay) standing position is available in view of if we on former are in moving from a sedentary condition to standing and don't having waited the terminations we shall simply press the IN_DUCK key one again, ans what? No smooth transitions will work, it will looks like as simple call of FinishDuck method, and it would be desirable to do for something like SimpleSpline (flDuckSeconds/TIME_TO_DUCK) stuff. Well, if you guys are interested in that to correct sittings as well, as me, or you already have corrected it, let me know please how I can add interpolation here, because a code inside duck method is a very twirled and strange, and I cannot understand where and what there to add, for do working smooth transition instead of simple FinishDuck method call.... Thanks! Vitaly _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders