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.

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