If you want to get the location of an attachment on the player its
exactly the same procedure as in the first person ragdoll code, you
just use a pointer to the player class, etc:

(from inside say HL2_Player.cpp)

CBasePlayer *pPlayer = (CBasePlayer *)this;
Vector eyeOrigin, eyeAngles;
pPlayer->GetAttachment( pPlayer->LookupAttachment( "eyes" ),
eyeOrigin, eyeAngles );

- Jed

On 14/01/2008, Ryan Nash <[EMAIL PROTECTED]> wrote:
> --
> [ Picked text/plain from multipart/alternative ]
> I am trying to get the player's body model to display while in first person
> mode. I have accomplished the basics of this by making
> ShouldDrawLocalPlayer() return true all the time. I have the player model
> set up to be the alyx model.
>
> In game I spawn inside her head. If I look down I can see the full model but
> it is from the inside so obviously not what I want.  Instead I've figure if
> I attach the player's view to the model's eye's it should accomplish what I
> want.
>
> I admit I am not to versed in the SDK but I've been digging around through
> many files and have figured the way to do this is altering what the
> EyePosition( ) function returns in playerbase_shared.cpp.  EyePosition( ) is
> used in CalcPlayerView( ) to copy to the eyeOrigin vector which should get
> the job done.
>
> So in looking through the (
> http://developer.valvesoftware.com/wiki/First_Person_Ragdolls) First Person
> Ragdolls tutorial from the wiki I am thinking I could use a similar
> approach. However, I am not sure how to get the player model's eye
> attachment. They use m_hRagdoll so I assume m_hRagdoll is a global variable
> to the C_HL2MP_Player class. What would the variable for the player's model
> be? Is there one?
>
> Thanks in advance
>
> -ryan nash
> --
>
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