I finally decided to use gmail as hotmail was a nightmare for all answers. Marteen, EyePosition is using GetAbsOrigin() which is using GetLocalOrigin(). So I think the result remains the same. It gives position of an entity which is not what you see. It gives the last position sent by server in previous snapshot + zoffset related to eye z position. What a client is seeing is last snapshot + elapsed time - cl_interp. Players(s position client side are not the one you have by using EyePosition or maybe I'm wrong.
I really need to know where truth is. Maybe I misunderstood everything ;-( > Message from [EMAIL PROTECTED] here under 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. > Message from [EMAIL PROTECTED] here under: > -- > [ 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 las= t > position sent by server. > As there is interpolation (cl_interp), locations of non-local players tha= t > 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 ca= n > answer this question. > > Thank you in advance for your help. _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

