RE: [hlcoders] TF2 Plugin Interface Change

2007-10-01 Thread Tony Paloma
You're welcome. I looked into it more and it seems to take a CCommand by reference. 0xb66754f0 CServerPlugin::ClientCommand(edict_t*, CCommand const) -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ray Sent: Sunday, September 30, 2007 9:32 AM To:

[hlcoders] Vehicles when teleported lose all speed builtup.

2007-10-01 Thread Christopher Harris
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] 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

Re: [hlcoders] Setting/forcing an entity's orientation

2007-10-01 Thread Justin Krenz
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

Re: [hlcoders] Setting/forcing an entity's orientation

2007-10-01 Thread maarten
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

RE: [hlcoders] Quaternion to AxisAngle

2007-10-01 Thread Jay Stelly
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 ::

Re: [hlcoders] Quaternion to AxisAngle

2007-10-01 Thread Joel R.
-- [ Picked text/plain from multipart/alternative ] 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