Thanks for sharing the fix On Tue, Nov 8, 2011 at 6:02 PM, Psy_Commando <psycomma...@gmail.com> wrote:
> Alright, I found the problem. The main source is in > "server/player_command.cpp" > in the "void CPlayerMove::FinishMove( CBasePlayer *player, CUserCmd *ucmd, > CMoveData *move )" function : > > float pitch = move->m_vecAngles[ PITCH ]; >> if ( pitch > 180.0f ) >> { >> pitch -= 360.0f; >> } >> pitch = clamp( pitch, -90, 90 ); >> >> move->m_vecAngles[ PITCH ] = pitch; >> >> player->SetBodyPitch( pitch ); >> >> player->SetLocalAngles( move->m_vecAngles ); // <- This is the problem >> > > > I made the same lazy fix they did in the hl2mp code : > > void CHL2MP_Player::PostThink( void ) >> { >> ... >> QAngle angles = GetLocalAngles(); >> angles[PITCH] = 0; >> SetLocalAngles( angles ); >> ... >> } >> > > And in addition I override the "FinishMove" method in my > "server/asw_playermove.cpp" file, and copied the old code from > "CPlayerMove::FinishMove" and removed the problematic line. > > //PsyCommando : Rewrote this here to remove the bit of code that made the >> player hitboxes move with the camera pitch !!!; >> void CASW_PlayerMove::FinishMove( CBasePlayer *player, CUserCmd *ucmd, >> CMoveData *move ) >> { >> VPROF( "CPlayerMove::FinishMove" ); >> >> player->m_flMaxspeed = move->m_flClientMaxSpeed; >> player->SetAbsOrigin( move->GetAbsOrigin() ); >> player->SetAbsVelocity( move->m_vecVelocity ); >> player->SetPreviouslyPredictedOrigin( move->GetAbsOrigin() ); >> >> player->m_Local.m_nOldButtons = move->m_nButtons; >> >> // Convert final pitch to body pitch >> float pitch = move->m_vecAngles[ PITCH ]; >> if ( pitch > 180.0f ) >> { >> pitch -= 360.0f; >> } >> pitch = clamp( pitch, -90, 90 ); >> >> move->m_vecAngles[ PITCH ] = pitch; >> >> player->SetBodyPitch( pitch ); >> >> //player->SetLocalAngles( move->m_vecAngles ); //<- this was the >> source of headaches - psycommando >> >> // The class had better not have changed during the move!! >> if ( player->m_hConstraintEntity ) >> Assert( move->m_vecConstraintCenter == >> player->m_hConstraintEntity.Get()->GetAbsOrigin() ); >> else >> Assert( move->m_vecConstraintCenter == >> player->m_vecConstraintCenter ); >> Assert( move->m_flConstraintRadius == player->m_flConstraintRadius ); >> Assert( move->m_flConstraintWidth == player->m_flConstraintWidth ); >> Assert( move->m_flConstraintSpeedFactor == >> player->m_flConstraintSpeedFactor ); >> Assert( move->m_bConstraintPastRadius == >> player->m_bConstraintPastRadius ); >> } >> > > > > On Mon, Nov 7, 2011 at 4:17 PM, Psy_Commando <psycomma...@gmail.com>wrote: > >> Thanks, but I was pretty much expecting that the viewangles were affected >> to the player's entity somewhere. I'm not sure where to look though. >> >> I noticed that setting third person platformer to 1 stops the problem, >> until you set it back to 0. >> >> >> On Mon, Nov 7, 2011 at 5:17 AM, Saul Rennison <saul.renni...@gmail.com>wrote: >> >>> Looks like your hitboxes are using pitch from m_angViewAngles, or that >>> you have a SetAbsAngles(m_angViewAngles) somewhere. >>> >>> >>> Kind regards, >>> *Saul Rennison* >>> >>> >>> On 7 November 2011 02:06, Psy_Commando <psycomma...@gmail.com> wrote: >>> >>>> Hello, I've been looking around for info on why it does this : >>>> http://www.youtube.com/watch?v=yP3ZGKfCehQ >>>> >>>> Basically the hitboxes are moving with the camera on the y axis and the >>>> hitboxes get out of sync when I strafe. >>>> I use a modified Alien Swarm player (not the marine npc), with the >>>> hl2mp animstates. >>>> >>>> Anybody, has an idea where I should look, or how to fix this ? >>>> >>>> _______________________________________________ >>>> 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 > > >
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