So you have the two vectors coming in on the client machine correct? To get the best movement out of your information would be best to process it into a CUserCmd which would be sent to the server and then would run through the gamemovement code which would ensure certain constraints and this would also make it so that the player still moves like being controlled normally. I believe the CUserCmd has a support for two different movement vectors, one for forward movement and one for sidestepping movement which when combined in varying amounts create a direction of movement in 360degrees. It also has a viewangles member which you could set to the current player's angles plus your new change in angles.
The CHLClient::CreateMove(...) is the starting point of CUserCmd creation, processing and Sending to the server. Somewhere in this would be the best place to put it. My personal thoughts are to put it in CInput::CreateMove(...). Because in there you will see that there are functions for processing the players data to generate Forward, Side Movement, etc. I think just replacing those function calls with calls to your own functions to generate values based on the VR would work. Chris -----Original Message----- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Timothy Chilvers Sent: Thursday, January 31, 2008 1:34 PM To: [email protected] Subject: [hlcoders] Player position and view direction -- [ Picked text/plain from multipart/alternative ] Hey all, I'm coding a modification for Source to play it in a VR system with motion capture as input. I've got the motion capture coded as far as a pair of vectors, one for the change in position since the last update and one for the change in viewing direction as a Euler angle. I'm having a problem regarding where to actually implement this change in the Source source (You guys must get tired of that, but it makes me smile...), so if anyone could give me a nudge in the right direction I'd be most appreciative. /Chilv -- _______________________________________________ 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

