The game_ui (or point_viewcontrol) code allows for disabling player input for as long as it's active, I think this sounds mostly like what you'd want. Maybe there's some hints from there how to disable only the mouse input, but I can't think of any decent way except for GameMovement in general or the GameRules right now.
Hope that helps a bit. - Neico On 04.04.2014 23:44 GMT + 1, Krzysztof Lesiak wrote: > I have authored a new weapon that mimicks the "scan visor" > mechanics from Metroid Prime; however, I would like to be able to > center the player's view on the entity that's being scanned and > disable mouse movement, so it stays centered as long as the player is > scanning. I have tried using UTIL_PointAtEntity(pPlayer, pTarget) in > my PrimaryAttack(), so that the player angles are updated every frame > if he's scanning, but that doesn't seem to work. > Any suggestions on this one? Your help is greatly appreciated. > > Best regards, > Krzysztof > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders >
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