*PlayerMove::SetupMove / *Prediction::SetupMove ucmd->forwardmove *= 0; ucmd->sidemove *= 0; ucmd->upmove *= 0;
*Input::ApplyMouse to stop it from adding. On Sun, Apr 6, 2014 at 12:26 AM, Krzysztof Lesiak <wave....@hotmail.com>wrote: > I've found a SnapEyeAngles method in CBasePlayer that I can call when > I've got a scanning target, so that's one problem less. Now I only need to > constrain mouse movement somehow. I'll take a look at the viewcontrol code, > maybe I'll find something there. > > > > > > *From:* Neico <ad...@neic0.de> > *Sent:* Saturday, April 5, 2014 2:11 AM > *To:* hlcoders@list.valvesoftware.com > > 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 > > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > > > -- -Tony
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