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. > _________________________________________________________________ > Votez pour vos acteurs de séries TV préférés et tentez de gagner un voyage > à Hawaï ! > http://messengerawards.divertissements.fr.msn.com/ > -- > > _______________________________________________ > 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

