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

Reply via email to