I have already found the right methods to modify; most of the logic is handled 
by the player instead of triggering angle changes in the weapon class. I had to 
add some statements to PlayerRunCommand on the server and CalcPlayerView 
(called by the client) based on the scanning state and it’s working nicely now, 
even with net_fakelag. Here’s the result: 
http://www.youtube.com/watch?v=RdqzJeckfZU


Thank you all for the help. 😊

Krzysztof






From: Tony omega Sergi
Sent: ‎Monday‎, ‎14‎ ‎April‎, ‎2014 ‎03‎:‎33
To: hlcoders@list.valvesoftware.com






Ah, SP. Sorry, not prediction then, but You need to run it through the client 
as well either way if you want it to be smooth. ie: with engine->SetViewAngles


because the viewangles get updated from the client with input.



if you were doing a scripted sequence or something, you'd have a separate 
entity moving around (ie: the camera entity), and the view would just follow 
it, with the server telling the client the angles to use.


however you're manipulating the player directly, so you need to have the client 
run the same stuff.








On Sat, Apr 12, 2014 at 8:06 AM, Krzysztof Lesiak <wave....@hotmail.com> wrote:




Isn't prediction generally disabled in SP titles, though? I’m asking bercause 
cl_predictionlist doesn’t show any predicted entities, neither when running my 
own .dlls nor in HL2 and cl_predict is disabled, too.






From: Tony omega Sergi
Sent: Friday, 11 April, 2014 23:33
To: hlcoders@list.valvesoftware.com







because you're only locking on the server side if you're using that.
you need to predict it on the client, and make the client look at the point as 
well.






On Sat, Apr 12, 2014 at 6:06 AM, Krzysztof Lesiak <wave....@hotmail.com> wrote:




First off, sorry for the late reply and the screwed up format, I didn’t get the 
mail for some reason and had to copy it from the archive.
It doesn’t work at all then, the mouse does lock, but when I move away it is 
not on target anymore. I’ve just tested it with a lag of 200 ms.


amckern at yahoo.com 
    amckern at yahoo.com
    Wed Apr  9 13:43:59 PDT 2014
Looks like prediction issues - what the scan look like when you put on fake lag?



Sent from Windows Mail



From: Krzysztof Lesiak
Sent: Wednesday, April 9, 2014 11:30 PM
To: hlcoders at list.valvesoftware.com


Ok, I’ve got the lock on mechanic to work so far; unfortunately, it feels a bit 
jittery when e.g. going around a locked on prop, probably due to my usage of 
CBasePlayer::SnapEyeAngles.





Is there a possibility to make it look a bit smoother? By the way, here’s a 
video of how it looks now: https://www.youtube.com/watch?v=_iox4XPqpS4

The quality is terrible, but at fullscreen it should be visible what I meant.








From: Krzysztof Lesiak
Sent: Sunday, 6 April, 2014 04:15
To: hlcoders@list.valvesoftware.com







That’s very helpful, thanks.






From: Tony omega Sergi
Sent: Saturday, April 5, 2014 20:53
To: hlcoders@list.valvesoftware.com





*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
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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