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
>>>>>
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>>>>>
>>>>>
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>
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