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] );
>
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