That's the hook for automatically interpolating the eye angles.  If you
don't call .NoteChanged on the m_iv version of a variable whenever the
value changes, then you won't have an interpolation history and the
value will probably get set to 0.0f.  It's probably a bug in the SDK,
but if you remove interpolation, then the eye angle changes could be
jittery.

I would look at other m_iv variables and how they are handled throughout
the client .dll (C_BaseEntity has most of the interesting functionality,
as does InterpolatedVar.h)

Yahn

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Matthew
Lewis
Sent: Tuesday, January 11, 2005 3:06 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] BUG:: Eyeangle pitch not working on client

I discovered a problem with the Eyeangles on the clientside. It seems
that the pitch angle is getting forced to zero on the clientside. I
traced the problem to the C_SDKPlayer declaration shown below:

C_SDKPlayer::C_SDKPlayer() :
   m_iv_angEyeAngles( "C_SDKPlayer::m_iv_angEyeAngles" ) {
   m_PlayerAnimState = CreatePlayerAnimState( this, this, LEGANIM_9WAY,
true );

   m_angEyeAngles.Init();
   AddVar( &m_angEyeAngles, &m_iv_angEyeAngles, LATCH_SIMULATION_VAR );
}


In particular, it seems that the call to AddVar(...) is triggering
something that is resetting the pitch angles to 0. If you comment that
line out, the pitch angle functions as it should.  My question is what
does AddVar() do? Can I leave it commented out?


A second question is with the linux dedicated server. I have been trying
to get Steam to connect and install a basic dedicated server on my linux
system. But all I ever get is:

 >./steam -update
Checking *bootstrapper* version ...
Connection *Reset*

What's going on here (it's not the firewall)? ($#$&[EMAIL PROTECTED] Steam)


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