Re: [hlcoders] Rotating a player

2008-04-04 Thread Maarten De Meyer
I went through that recently. Can show you the code when I'm at home. -- Maarten Ok, well i've been working trying to rotate a player. I've figured out rotating the player model (just modify C_SDKPlayer::GetRenderAngles()). However, this doesn't modify the angle the hitboxes are at and it

Re: [hlcoders] Rotating a player

2008-04-04 Thread Andrew Ritchie
The retrieval of render angles should just be passed through to the animstate class anyway. In the animation state you can do all the rotations you want and the code will be shared on client and server if you want it to be. ___ To unsubscribe, edit your

Re: [hlcoders] Rotating a player

2008-04-04 Thread Tom Edwards
You could look at the point_teleport entity and see how that does it. Kenrick Rilee wrote: Ok, well i've been working trying to rotate a player. I've figured out rotating the player model (just modify C_SDKPlayer::GetRenderAngles()). However, this doesn't modify the angle the hitboxes are at

Re: [hlcoders] Rotating a player

2008-04-04 Thread Maarten De Meyer
Implement CSDKPlayer::PostThink, call it's baseclass's PostThink and afterwards call SetAbsAngles() with your desired angles as parameter. That will modify the hitboxes. As for rotating the player model, I've hooked CSDKPlayerAnimState::ComputePoseParam_BodyYaw() to override angRender with what I

Re: [hlcoders] Rotating a player

2008-04-04 Thread Jamie Femia
I use SnapEyeAngles to modify my players rotation, try that. On Fri, Apr 4, 2008 at 7:56 PM, Maarten De Meyer [EMAIL PROTECTED] wrote: Implement CSDKPlayer::PostThink, call it's baseclass's PostThink and afterwards call SetAbsAngles() with your desired angles as parameter. That will modify

Re: [hlcoders] Rotating a player

2008-04-03 Thread Tom Leighton
Because that's Clientside. The server is authoritative, not the client Kenrick Rilee wrote: Ok, well i've been working trying to rotate a player. I've figured out rotating the player model (just modify C_SDKPlayer::GetRenderAngles()). However, this doesn't modify the angle the hitboxes are at

RE: [hlcoders] Rotating a player

2008-02-04 Thread Laurens Mathot
-- [ Picked text/plain from multipart/alternative ] You want the gravity to change as well (I asume you want to make the walking on walls thing). I think it's easier to rotate the world. From: [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Rotating a player Date

Re: [hlcoders] Rotating a player

2008-02-04 Thread Tom Leighton
). I think it's easier to rotate the world. From: [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Rotating a player Date: Sun, 3 Feb 2008 21:47:10 -0500 -- [ Picked text/plain from multipart/alternative ] How could I rotate a player? I'm trying to get the player's

[hlcoders] Rotating a player

2008-02-03 Thread Kenrick Rilee
-- [ Picked text/plain from multipart/alternative ] How could I rotate a player? I'm trying to get the player's model to rotate, e.i. if he's running on a wall it would show him as horizontally standing, not vertically. He would be perpendicular to the wall. Any ideas or suggestions would be nice.

Re: [hlcoders] Rotating a player

2008-02-03 Thread Maarten De Meyer
- In sdk_playeranimstate hack the angRender to get it to display oriented - in sdk_player implement a PostThink that sets AbsAngles to get the hitboxes right - If you want input to be proper, override the proper functions in in_mouse to get your mouse movement to be relative to the new orientation

Re: [hlcoders] Rotating a player

2008-01-19 Thread Maarten De Meyer
Found it. I was overriding absangles in a wrong place; doing it in the postthink does the trick! Actually, I'm hitting a similar problem. ( starting new threads with old topics without copying the original messages is fun. ) I've used a rotated player for ages. But what I do is hook the

Re: [hlcoders] Rotating a player

2007-05-20 Thread Christian Wolfgang
: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED] Sent: Wednesday, May 09, 2007 1:23 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Rotating a player Yes that's possible, I've already done it for our wallwalking, you just need to transform

Re: [hlcoders] Rotating a player

2007-05-20 Thread Minh
-- [ Picked text/plain from multipart/alternative ] - Original Message - From: Christian Wolfgang [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Sunday, May 20, 2007 1:43 PM Subject: Re: [hlcoders] Rotating a player -- [ Picked text/plain from multipart/alternative ] I

Re: [hlcoders] Rotating a player

2007-05-10 Thread Christian Wolfgang
, and right). -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED] Sent: Wednesday, May 09, 2007 1:23 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Rotating a player Yes that's possible, I've already done it for our wallwalking

Re: [hlcoders] Rotating a player

2007-05-09 Thread Minh
] Rotating a player -- [ Picked text/plain from multipart/alternative ] Hi. Is it possible to rotate a player in-game arbitrarily? And is it possible to have the mouse direction rotated as well? I've been trying to use SetAbsAngles, but it has no effect on players. Thanks, Wolfgang

Re: [hlcoders] Rotating a player

2007-05-09 Thread Minh
] Rotating a player -- [ Picked text/plain from multipart/alternative ] Hi. Is it possible to rotate a player in-game arbitrarily? And is it possible to have the mouse direction rotated as well? I've been trying to use SetAbsAngles, but it has no effect on players. Thanks, Wolfgang

Re: [hlcoders] Rotating a player

2007-05-09 Thread Christian Wolfgang
. - Original Message - From: Christian Wolfgang [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Wednesday, May 09, 2007 12:40 AM Subject: [hlcoders] Rotating a player -- [ Picked text/plain from multipart/alternative ] Hi. Is it possible to rotate a player in-game

Re: [hlcoders] Rotating a player

2007-05-09 Thread maarten
set the player's angles by ignoring the player input and forcing the angle to whatever you want. - Original Message - From: Christian Wolfgang [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Wednesday, May 09, 2007 12:40 AM Subject: [hlcoders] Rotating a player

RE: [hlcoders] Rotating a player

2007-05-09 Thread Ben Everett
: [hlcoders] Rotating a player Yes that's possible, I've already done it for our wallwalking, you just need to transform the input to the new orientation, then apply the player's input, and transform it back to world. However, as I pointed out in an earlier topic, the real difficulty is to have

Re: [hlcoders] Rotating a player, physically. Along with their view. And hitboxes

2005-01-10 Thread David Byttow
1. I don't have the code in front of me. Doesn't CBasePlayer have a pointer or some way to access its own anim state? If so, you can change it there? 2. Probably because it is calculated at end of frame or something from the camera matrix. Do a find in files for all accessors or set breakpoints

Re: [hlcoders] Rotating a player, physically. Along with their view. And hitboxes

2005-01-10 Thread Hasan Aljudy
with regards to changing the hitbox .. if you're working with the single player, it's not automatic. On Mon, 10 Jan 2005 12:37:23 -0800, David Byttow [EMAIL PROTECTED] wrote: 1. I don't have the code in front of me. Doesn't CBasePlayer have a pointer or some way to access its own anim state?

[hlcoders] Rotating a player, physically. Along with their view. And hitboxes

2005-01-08 Thread Trauts
1) I've figured out that if I make m_angRender[PITCH] in CBasePlayerAnimState = 90, then it'll rotate the player model. But how can I make it so it'll rotate it from inside the CBasePlayer? 2) I can't seem to get the view to change. I'm guessing its in view.cpp, but it could be in_camera.cpp. My