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

Reply via email to