You're welcome. I looked into it more and it seems to take a CCommand by
reference.
0xb66754f0 CServerPlugin::ClientCommand(edict_t*, CCommand const)
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From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ray
Sent: Sunday, September 30, 2007 9:32 AM
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Essentially when you teleport a vehicle with CBaseEntity::Teleport it will lose
all of its speed and essentially have to start going again from 0 velocity,
current rpms etc.
This is a major problem
It's using an interpolated variable (m_iv_angRotation). You can call
ResetInterpolatedAngles() in C_BaseEntity after changing the angles to
have it change instantly to the new value.
[EMAIL PROTECTED] wrote:
Hi list,
I got a basic question on how entities' orientations are applied.
I've got
Thanks, works a charm!
I'm not sure if I have a clean way to trigger this since it's the server
that controls the rotation the moment it should freeze, so I'd have
preferred something server-driven; but it does the trick! [ Right now I'm
setting a dummy var and calling the reset in the recvproxy
Maybe it's something we've fixed? I added your code:
Quaternion qNewOrientation;
Vector axis;
float angle;
AngleQuaternion( QAngle(0,90,0), qNewOrientation );
QuaternionAxisAngle( qNewOrientation, axis, angle );
Msg(Q:Axis: %.2f %.2f %.2f ::
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Ok I see what my problem was, I was concatting my base Quaternion with the
Quaternion I created using the angle, which messed up the angle result. The
reason I did that was because I'm working on 6 degrees of freedom, and I
wasn't sure if I have
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