*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
>
>
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-- 
-Tony
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