> You can try looking into the functions
> CPrediction::SetupMove
> and
> CPlayerMove::SetUpMove
Sorry to bring up an old topic- Which one of those two functions is
used by the server? They appear to both be defined only in the
clientside project. If I am building a new movement type (such as a
flying ability), what functions do I need to edit to make the movement
work? Just these two?

In a similar vein, when I move the position of an entity a long
distance I can see it jump between them like it is moving at high
speed. How can I make it so that it is instantly teleported rather
than moved? (The difference being, the client would not see the entity
flash through any positions between the two points)

Thanks.

-Skyler

On Wed, Jan 21, 2009 at 8:16 PM, Minh <[email protected]> wrote:
> 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
>>>>
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