Thanks for the heads up Stephen, but unfortunately, the actual "replay" code
seems to be unfinished/disabled. Note the:

#if defined( REPLAY_ENABLED )

In a few places, including around the IReplayHistoryManager interface
singleton, so I doubt it's enabled at the moment. Thanks for the help
though! I think I must be on the right track with storing frame states. I'll
take a look when I'm free at the weekend.

Thanks,
 - Saul.


On 8 December 2010 15:06, Stephen Swires <stephen.swi...@gmail.com> wrote:

> Actually, it's CBasePlayer.
>
> extern int g_nKillCamMode;
> extern int g_nKillCamTarget1;
> extern int g_nKillCamTarget2;
> extern int g_nUsedPrediction;
>
> These will need to be set too.
>
> On Wed, Dec 8, 2010 at 2:43 PM, Saul Rennison <saul.renni...@gmail.com
> >wrote:
>
> > On 8 December 2010 12:28, Adam "amckern" McKern <amck...@yahoo.com>
> wrote:
> >
> > > Whats your after would be in in_camera.cpp
> > >
> > > You may only want a kill cam for a single item, such as a awp
> > >
> > > A simple hack in my kind of logic would be to record the last 2 trace
> > > points on the ammo class, and then change them to a func_track, for a
> TE
> > > camera ent to run down.
> > >
> > > I have not done this, or knows if it would work, but you got a rough
> idea
> > > what source code you could pile through.
> > >
> > > --------
> > > Owner Nigredo Studios http://www.nigredostudios.com
> >
> >
> > You seem to be thinking of a TF2/CS:S Beta style killcam, where as I am
> > referring to a Call of Duty one. If you are unfamiliar, the killcam
> replays
> > the movement of the attacker seconds before the kill.
> >
> > On 8 December 2010 12:46, Stephen Swires <stephen.swi...@gmail.com>
> wrote:
> >
> > > Clue: CBaseEntity::SetReplayMode
> >
> >
> > I can't seem to find this method anywhere, do you mind elaborating on
> > filename?
> >
> > Thanks in advance,
> >  - Saul.
> > _______________________________________________
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> > please visit:
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> >
> >
>
>
> --
> - Stephen Swires
> _______________________________________________
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