I unfortunately don't have my code on me at the moment as I seem to have 
found myself on another planet but I recall the variables such as
m_passengerfeet
m_passengereyes

need to be duplicated for the other passengers. I think the driver class 
only has 1 set of these variables for the driver. Also, I needed to 
modify functions such as GetInVehicle and various other functions which 
referenced the driver. I didn't have to create any new functions myself. 
I just merely modified the existing functions to handle more than 1 
passenger.


Matt Hoffman wrote:
> Justin: That's hardly a proper way. You wouldn't be able to properly do
> animations damage view smoothing, view limiting, etc.
> Minh: "Copy of the driver variables for each passenger". Which driver
> variables, any that specifically state driver and the such? And functions?
>
> Also, when I _attempted_ to test the vehicles (After noticing they have a
> new shared viewblend), I found I can't due to Invalid Key Steam Size, so I
> don't know if that's fixed... In the mean time I'm trying to press on in
> other ways of my mod. ;)
>
> On Tue, May 5, 2009 at 9:22 PM, Justin Krenz <[email protected]> wrote:
>
>   
>> Adding passengers to vehicles is a simple case of attaching them via
>> SetParent.
>>
>> On Tue, May 5, 2009 at 11:10 PM, Minh <[email protected]> wrote:
>>     
>>>    I managed to get mulitple passenger vehicles to work fairly easily
>>> by extending the existing code. I just made copies of the  driver
>>> variables for each passenger. It was fairly trivial to do. Getting that
>>> to work is the least of your concerns as using vehicles in multiplayer
>>> in the standard SDK is fairly choppy.
>>>
>>> Matt Hoffman wrote:
>>>       
>>>> I've spent the last... day or two or three trying to get Peachfuzz's old
>>>> code working, seen here:
>>>>
>>>>
>>>>         
>> http://www.chatbear.com/board.plm?a=viewthread&t=573,1125931904,10177&id=901881&b=4991&v=flatold
>>     
>>>> However... This is old code. As in four year old code now (well ~3 by
>>>>         
>> the
>>     
>>>> code date for OB SDK) and A LOT has changed. So much, I'm not even sure
>>>>         
>> what
>>     
>>>> has changed. Using WinMerge results in no results as so much has
>>>>         
>> changed.
>>     
>>>> Now that I've kinda given up on implementing that code, I've begin to
>>>>         
>> think
>>     
>>>> of an alternative. I noticed that Valve had already implemented some
>>>> "Passenger" stuff, for Alyx in Ep2.
>>>>
>>>> Could the stuff done for Alyx easily be mirrored/replaced for a player?
>>>>         
>> I
>>     
>>>> would want to allow either AI or Human Passengers to use the vehicle, so
>>>>         
>> I
>>     
>>>> would have to mirror the NPC Passenger stuff. What all would be missing
>>>>         
>> from
>>     
>>>> said passenger stuff that NPC's don't need that players do? I presume
>>>>         
>> the
>>     
>>>> view calculations stuff, but that seems fairly simple to mirror
>>>> across/derive from the base for the passenger, as well as the driver.
>>>>
>>>> Can anyone provide some input as to this matter? (Also when is the
>>>>         
>> Invalid
>>     
>>>> Steam key size going to be fixed? :)
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>>     
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>>>>
>>>>
>>>>
>>>>         
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