CPlayerMove::SetupMove is used by the server. it's defined in "player_command.cpp" which belongs to the server.dll
And for your second question. Maybe you can try turning off interpolation on the client side. I have never done this myself so I can't elaborate on how to do this. Skyler Clark wrote: >> 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 >>>>> >>>>> _______________________________________________ >>>>> 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 >> >> >> > > _______________________________________________ > 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

