, 2009 8:31 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] VectorRotate
This is the question I am thinking about. Sounds like the
answer is no. I'm
trying to determine which transformation of the angles I have
to do. If
somebody knows, I get it :)
2009/4/23 Jonas
Hi all,
There is something I don't understand with VectorRotate method. I did the
following test :
Vector vHitBoxPos;
QAngle aHitBoxAngles;
mstudiobbox_t *pbox = set-pHitbox(j);
if ( !pbox )
continue;
pPlayer-GetBonePosition( pbox-bone, vHitBoxPos, aHitBoxAngles );
Vector vBefore (10,10,10);
Can you really invert the angle like that in 3 Dimensional space?
- Original Message -
From: Janek jan...@gmail.com
To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
Sent: Thursday, April 23, 2009 5:09 PM
Subject: [hlcoders] VectorRotate
Hi all
?
- Original Message -
From: Janek jan...@gmail.com
To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
Sent: Thursday, April 23, 2009 5:09 PM
Subject: [hlcoders] VectorRotate
Hi all,
There is something I don't understand with VectorRotate method. I did
rotations.
Jay
-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Janek
Sent: Thursday, April 23, 2009 8:31 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] VectorRotate
...@list.valvesoftware.com] On Behalf Of Janek
Sent: Thursday, April 23, 2009 8:31 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] VectorRotate
This is the question I am thinking about. Sounds like the
answer is no. I'm
trying to determine which transformation
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