Interpolate gets called with gpGlobals->curtime, but the IInterpolatedVars each 
define their "interpolation amount" (see the GetInterpolationAmount code) since 
sometimes interp is just 1 tick in single player vs. cl_interp in multiplayer.

If you always want the last networked position, you can ask for 
GetNetworkOrigin, otherwise, you'll get either the last networked if you ask 
during PostDataUpdate/networking, or you'll get the interpolated position if 
you ask during rendering.

Yahn

-----Original Message-----
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED]
Sent: Wednesday, November 14, 2007 10:49 AM
To: [email protected]
Subject: Re: [hlcoders] Client side players's positions

For my purposes I've used pPlayer->EyePosition() when they're walking, and
I use the vehicles' GetNetworkOrigin() when they're driving or being
driven. Not sure if this is sufficient for your purposes.

> --
> [ Picked text/plain from multipart/alternative ]
> Hi,
>
> I would like to know how to get where players are located client side -->
> I mean from a player point of view.
> Using pPlayer->GetLocalOrigin() for non-local players will return the last
> position sent by server.
> As there is interpolation (cl_interp), locations of non-local players that
> a local player is seeing is not the one returned by
> pPlayer->GetLocalOrigin().
> I went into OnRenderStart, then in InterpolateServerentities,
> ProcessInterpolatedList, Interpolate... but I really don't understand how
> it works. For example Interpolate is called with gpGlobals->curtime which
> is surprising. I was thinking it will be gpGlobals->curtime -
> cl_interp.GetFloat().
>
> I spent few hours on that and the question remains the same : how can I
> get locations of non-local players client side ? I'm sure Yahn or Mike can
> answer this question.
>
> Thank you in advance for your help.
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