Oh, got it. I thought you meant the C_BasePlayer::SetupMove. Thanks, wish me luck.
On Sun, Jan 25, 2009 at 8:43 PM, Minh <[email protected]> wrote: > 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 > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

