oops, yea, you're right .. this would f' that up. You can try looking into the functions CPrediction::SetupMove and CPlayerMove::SetUpMove
They take the player's input cmd and process it into the player movement. Maybe you can find the part that modifies the player angles in there. You'll have to make identical changes in both functions cuz one of them is for the client side prediction and the other is the server's version. Keeping them both in synch ensures a smooth movement. Chris Drouin wrote: > 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 <[email protected]> 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 >>> >>> _______________________________________________ >>> 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 >> >> > > _______________________________________________ > 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

