Ah isn't this the old fix for the player angle flipping left and right? I think this no longer happens in HL2DM mods, a quick glance at the code seems to show this is fixed up.
Although, the "gestures" animations are still broken with HL2DM, because the frames seem to be skipping / not interpolating and in general a mess. I believe Paul typed something up a while ago (I still have that archived) a possible solution but most of his suggested modifications were quite beyond my SourceSDK knowledge. Is going with "from scratch" SDK really the only way to go? That's disheartening :| ~M > > Well here you go I guess, this isn't the ultimate soloution. But it works > and it's the simpilest > > just replace m_angEyeAngles[PITCH] in the local player update with the > EyeAngles()[PITCH] like they did with yaw and have fun. As I said above > all > you had to do was look at the way the animstate was updated. I can't > guarantee it's the ultimate soloution, perhaps predicting m_angEyeAngles > properly would be better, I can't say but for the most part this works. > > if ( this == C_SDKPlayer::GetLocalSDKPlayer() ) > m_PlayerAnimState->Update( EyeAngles()[YAW], EyeAngles()[PITCH] ); > else > m_PlayerAnimState->Update( m_angEyeAngles[YAW], > m_angEyeAngles[PITCH] ); > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

