[hlcoders] spectator eye mode problem AddToFullPack (not related)

2005-04-05 Thread Heritage
First question: Everything in EYE mode spectator seems to be working except the view angle is not updating. I think it just sits at 0,0,0. But I can see the weapon and weapon animations just fine and the camera tracks the players movement too. I believe the view angle along with the other eye mode

RE: [hlcoders] spectator eye mode problem AddToFullPack (not related)

2005-04-05 Thread Matt Boone
eye mode problem AddToFullPack (not related) First question: Everything in EYE mode spectator seems to be working except the view angle is not updating. I think it just sits at 0,0,0. But I can see the weapon and weapon animations just fine and the camera tracks the players movement too. I believe

Re: [hlcoders] spectator eye mode problem AddToFullPack (not related)

2005-04-05 Thread Heritage
CBasePlayer::ShouldTransmit -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Heritage Sent: Tuesday, April 05, 2005 6:36 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] spectator eye mode problem AddToFullPack (not related) First question

RE: [hlcoders] spectator eye mode problem AddToFullPack (not related)

2005-04-05 Thread Matt Boone
Subject: Re: [hlcoders] spectator eye mode problem AddToFullPack (not related) Ok thanks Mr. Boone! I also have been looking into the eye mode stuff looks like at least one problem is in c_baseplayer.cpp line 1171 eyeAngles = target-EyeAngles(); The call the EyeAngles always returns 0,0,0 because

Re: [hlcoders] spectator eye mode problem AddToFullPack (not related)

2005-04-05 Thread Heritage
I am using the multiplayer sdk. It looks like m_angEyeAngles, like v_angle is also zero Here was my new code in EyeAngles( if ( !pMoveParent ) { #ifdef CLIENT_DLL C_HL2MP_Player *pPlayer = dynamic_cast C_HL2MP_Player* ( this ); if(pPlayer-IsObserver()) // UNDONE: check for eye mode too