Ensure you're also either mounting HL2MP (320?), or you have copied the 
player models over.

Andrew Ritchie wrote:
> Make sure you're updating your animstate
>
> On Thu, Aug 21, 2008 at 3:12 PM, Emiel Regis <[EMAIL PROTECTED]> wrote:
>
>   
>> Hello,
>>
>> I used omega's SendTable fixes in my mod (based on HL2MP Orangebox code),
>> but I can't get animations to work - every player is always jesus pose.
>> Here are the SendTables and stuff:
>>
>> tne_player.cpp (old hl2mp_player.cpp):
>>
>> void* SendProxy_SendNonLocalDataTable( const SendProp *pProp, const void
>> *pStruct,
>>                const void *pVarData, CSendProxyRecipients *pRecipients, int
>> objectID )
>> {
>>     pRecipients->SetAllRecipients();
>>     pRecipients->ClearRecipient( objectID - 1 );
>>     return ( void * )pVarData;
>> }
>>
>> REGISTER_SEND_PROXY_NON_MODIFIED_POINTER( SendProxy_SendNonLocalDataTable
>> );
>>
>> BEGIN_SEND_TABLE_NOBASE( CTNE_Player, DT_TNELocalPlayerExclusive )
>>     //SendPropInt( SENDINFO( m_iShotsFired ), 8, SPROP_UNSIGNED ),
>>     // send a hi-res origin to the local player for use in prediction
>>     SendPropVector( SENDINFO(m_vecOrigin), -1,
>> SPROP_NOSCALE|SPROP_CHANGES_OFTEN,
>>                                        0.0f, HIGH_DEFAULT, SendProxy_Origin
>> ),
>>     SendPropFloat( SENDINFO_VECTORELEM(m_angEyeAngles, 0), 8,
>>                                        SPROP_CHANGES_OFTEN, -90.0f, 90.0f
>> ),
>> //    SendPropAngle( SENDINFO_VECTORELEM(m_angEyeAngles, 1), 10,
>> SPROP_CHANGES_OFTEN ),
>> END_SEND_TABLE()
>>
>> BEGIN_SEND_TABLE_NOBASE( CTNE_Player, DT_TNENonLocalPlayerExclusive )
>>     // send a lo-res origin to other players
>>     SendPropVector( SENDINFO(m_vecOrigin), -1,
>> SPROP_COORD_MP_LOWPRECISION|SPROP_CHANGES_OFTEN,
>>                                                0.0f, HIGH_DEFAULT,
>> SendProxy_Origin ),
>>     SendPropFloat( SENDINFO_VECTORELEM(m_angEyeAngles, 0), 8,
>> SPROP_CHANGES_OFTEN,
>>                                        -90.0f, 90.0f ),
>>     SendPropAngle( SENDINFO_VECTORELEM(m_angEyeAngles, 1), 10,
>> SPROP_CHANGES_OFTEN ),
>> END_SEND_TABLE()
>>
>> IMPLEMENT_SERVERCLASS_ST(CTNE_Player, DT_TNE_Player)
>>     // playeranimstate and clientside animation takes care of these on the
>> client
>>        SendPropExclude( "DT_BaseAnimating", "m_flPoseParameter" ),
>>     SendPropExclude( "DT_BaseAnimating", "m_flPlaybackRate" ),
>>     SendPropExclude( "DT_BaseAnimating", "m_nSequence" ),
>>     SendPropExclude( "DT_BaseEntity", "m_angRotation" ),
>>     SendPropExclude( "DT_BaseAnimatingOverlay", "overlay_vars" ),
>>     SendPropExclude( "DT_BaseEntity", "m_vecOrigin" ),
>>     SendPropExclude( "DT_ServerAnimationData" , "m_flCycle" ),
>>     SendPropExclude( "DT_AnimTimeMustBeFirst" , "m_flAnimTime" ),
>>
>>     // Data that only gets sent to the local player.
>>     SendPropDataTable( "tnelocaldata", 0,
>> &REFERENCE_SEND_TABLE(DT_TNELocalPlayerExclusive),
>>                                                SendProxy_SendLocalDataTable
>> ),
>>
>>     // Data that gets sent to all other players
>>     SendPropDataTable( "tnenonlocaldata", 0,
>> &REFERENCE_SEND_TABLE(DT_TNENonLocalPlayerExclusive),
>>
>>  SendProxy_SendNonLocalDataTable ),
>>
>>        SendPropInt( SENDINFO( m_iPlayerState ), Q_log2( NUM_PLAYER_STATES
>> )+1,
>> SPROP_UNSIGNED ),
>>        SendPropEHandle( SENDINFO( m_hRagdoll ) ),
>>        SendPropInt( SENDINFO( m_iSpawnInterpCounter), 4 ),
>>
>>        //TNE stuff
>>        SendPropInt( SENDINFO( m_iPlayerLives), 2 ),
>>        SendPropInt( SENDINFO( m_iPlayerSoundType), 4 ),
>>        SendPropInt( SENDINFO( TKPoints ), 5 ),
>>
>>        //Handled by client on his own
>>        SendPropExclude( "DT_BaseFlex", "m_viewtarget" ),
>>
>> END_SEND_TABLE()
>>
>> BEGIN_DATADESC( CTNE_Player )
>> END_DATADESC()
>>
>> c_tne_player.cpp:
>>
>> BEGIN_RECV_TABLE_NOBASE( C_TNE_Player, DT_TNELocalPlayerExclusive )
>>     //RecvPropInt( RECVINFO( m_iShotsFired ) ),
>>     RecvPropVector( RECVINFO_NAME( m_vecNetworkOrigin, m_vecOrigin ) ),
>>     RecvPropFloat( RECVINFO( m_angEyeAngles[0] ) ),
>> //    RecvPropFloat( RECVINFO( m_angEyeAngles[1] ) ),
>> END_RECV_TABLE()
>>
>> BEGIN_RECV_TABLE_NOBASE( C_TNE_Player, DT_TNENonLocalPlayerExclusive )
>>     RecvPropVector( RECVINFO_NAME( m_vecNetworkOrigin, m_vecOrigin ) ),
>>     RecvPropFloat( RECVINFO( m_angEyeAngles[0] ) ),
>>     RecvPropFloat( RECVINFO( m_angEyeAngles[1] ) ),
>> END_RECV_TABLE()
>>
>> // main table
>> IMPLEMENT_CLIENTCLASS_DT(C_TNE_Player, DT_TNE_Player, CTNE_Player)
>>        RecvPropDataTable( "tnelocaldata", 0, 0,
>> &REFERENCE_RECV_TABLE(DT_TNELocalPlayerExclusive) ),
>>     RecvPropDataTable( "tnenonlocaldata", 0,
>> 0,&REFERENCE_RECV_TABLE(DT_TNENonLocalPlayerExclusive) ),
>>
>>        RecvPropInt( RECVINFO( m_iPlayerState ) ),
>>        RecvPropEHandle( RECVINFO( m_hRagdoll ) ),
>>        RecvPropInt( RECVINFO( m_iSpawnInterpCounter ) ),
>>
>>        RecvPropInt( RECVINFO( m_iPlayerLives ) ),//[Millz]
>>        RecvPropInt( RECVINFO( TKPoints ) ),//[Millz]
>>        RecvPropInt( RECVINFO( m_iPlayerSoundType) ),
>> END_RECV_TABLE()
>>
>> BEGIN_PREDICTION_DATA( C_TNE_Player )
>>        DEFINE_PRED_FIELD( m_flCycle, FIELD_FLOAT, FTYPEDESC_OVERRIDE |
>> FTYPEDESC_PRIVATE | FTYPEDESC_NOERRORCHECK ),
>>        DEFINE_PRED_FIELD( m_nSequence, FIELD_INTEGER, FTYPEDESC_OVERRIDE |
>> FTYPEDESC_PRIVATE | FTYPEDESC_NOERRORCHECK ),
>>        DEFINE_PRED_FIELD( m_flPlaybackRate, FIELD_FLOAT, FTYPEDESC_OVERRIDE
>> |
>> FTYPEDESC_PRIVATE | FTYPEDESC_NOERRORCHECK ),
>>        DEFINE_PRED_ARRAY_TOL( m_flEncodedController, FIELD_FLOAT,
>> MAXSTUDIOBONECTRLS, FTYPEDESC_OVERRIDE | FTYPEDESC_PRIVATE, 0.02f ),
>>        DEFINE_PRED_FIELD( m_nNewSequenceParity, FIELD_INTEGER,
>> FTYPEDESC_OVERRIDE | FTYPEDESC_PRIVATE | FTYPEDESC_NOERRORCHECK ),
>>
>> END_PREDICTION_DATA()
>>
>> I also tried setting UseClientAnination() in tne_player and c_tne_player
>> constructors, as well as adding IsPredicted() = true to member functions -
>> none of these helped. All predict cvars are enabled, too. Is there
>> something I am missing?
>>
>> Emiel Regis
>> www.invision-games.com
>>
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>>
>>
>>     
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