Ideally we'd like the players to be able to move the camera (third  
person) - wouldn't this nix that?

~~Chris Drouin

On Jan 21, 2009, at 7:29 PM, Minh <minh...@telus.net> wrote:

> Look for a function called
>
> OverrideMouseInput( float *x, float *y )
>
> I use this function to nullify my mouse movement and it will solve  
> your
> problem just fine. I think there's an example in the SDK on how to  
> use it.
> It's really trivial to use. To negate mouse movement, I just go
> *x *= 0;
> *y *= 0;
>
>
>
>
> Bagels wrote:
>> I've got a player entity viewed in the third person; for various
>> inscrutable reasons, we need this player entity at a fixed  
>> orientation
>> regardless of the camera position (but still keeping control  
>> enabled).
>> What's the best way to go about this?  Using SetAbsAngle() in the
>> Think() method doesn't seem to have an appreciable effect.  I suspect
>> it's getting overridden by the physics and/or gamemovement stuff that
>> gets called later.
>>
>> ~~Chris Drouin
>>
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