Here we go, just put this on hl_weapons.cpp.

// For storing predicted sequence and gaitsequence and origin/angles data
static int g_rseq = 0, g_gaitseq = 0;
static vec3_t g_clorg, g_clang;

/*
==============================
Game_GetSequence

==============================
*/
void Game_GetSequence( int *seq, int *gaitseq )
{
        *seq = g_rseq;
        *gaitseq = g_gaitseq;
}

/*
==============================
Game_SetSequence

==============================
*/
void Game_SetSequence( int seq, int gaitseq )
{
        g_rseq = seq;
        g_gaitseq = gaitseq;
}

/*
==============================
Game_SetOrientation

==============================
*/
void Game_SetOrientation( vec3_t o, vec3_t a )
{
        g_clorg = o;
        g_clang = a;
}

/*
==============================
Game_GetOrientation

==============================
*/
void Game_GetOrientation( float *o, float *a )
{
        int i;

        for ( i = 0; i < 3; i++ )
        {
                o[ i ] = g_clorg[ i ];
                a[ i ] = g_clang[ i ];
        }
}

- Adrian


-----Original Message-----
From: Seth Malaki [mailto:[EMAIL PROTECTED]]
Sent: Monday, February 18, 2002 6:51 AM
To: [EMAIL PROTECTED]
Subject: [hlcoders] Re: hlcoders digest, Vol 1 #291 - 14 msgs


i still can seem to compile the code... it has the errors void
Game_GetSequence( int float ) LNK 2001 unresolved externals (well..
something like that) and that goes to the GetOrientation func too...
BTW.. Shimms from tae-mod informed me that it was Adrian that wrote the
code.. so where could i find him?


>From: [EMAIL PROTECTED]
>Reply-To: [EMAIL PROTECTED]
>To: [EMAIL PROTECTED]
>Subject: hlcoders digest, Vol 1 #291 - 14 msgs
>Date: Sun, 17 Feb 2002 12:04:01 -0800 (PST)
>
>Send hlcoders mailing list submissions to
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>When replying, please edit your Subject line so it is more specific
>than "Re: Contents of hlcoders digest..."
>
>
>Today's Topics:
>
>    1. Monster Speeds (Varlock)
>    2. Re: Monster Speeds ([EMAIL PROTECTED])
>    3. Re: Monster Speeds (Reedbeta)
>    4. Re: Monster Speeds (Varlock)
>    5. Re: Monster Speeds (Cortex)
>    6. 9 way blending? (Seth Malaki)
>    7. Re: Monster Speeds (botman)
>    8. Re: Monster Speeds (botman)
>    9. Re: Monster Speeds (Commando)
>   10. DMC strafing effect (Cortex)
>   11. Re: Monster Speeds (Cortex)
>   12. Re: 9 way blending? (botman)
>   13. Re: 9 way blending? (Georges Giroux)
>   14. Re: DMC strafing effect (Cortex)
>
>--__--__--
>
>Message: 1
>From: "Varlock" <[EMAIL PROTECTED]>
>To: <[EMAIL PROTECTED]>
>Date: Sat, 16 Feb 2002 18:53:39 -0800
>Subject: [hlcoders] Monster Speeds
>Reply-To: [EMAIL PROTECTED]
>
>     I'll be quick and to the point. How do I change the speed of a
>monster?
>I've looked high and low in the SDK but I haven't found anything at all
>related to monster speeds. pev->maxspeed doesn't seem to affect anything.
>Is
>it hidden in the model or .qc file or something?
>     Thanks for any replies.
>
>- Varlock
>
>
>--__--__--
>
>Message: 2
>From: [EMAIL PROTECTED]
>Date: Sat, 16 Feb 2002 22:22:20 EST
>Subject: Re: [hlcoders] Monster Speeds
>To: [EMAIL PROTECTED]
>Reply-To: [EMAIL PROTECTED]
>
>--
>[ Picked text/plain from multipart/alternative ]
>I would guess its the speed of the animation..  or, something to due with
>the
>models.  Unless your changing Controllers or other flying mosters.
>
>~Ghoul
>
>Lets leave it at that...
>
>--__--__--
>
>Message: 3
>Date: Sat, 16 Feb 2002 23:38:32 -0800 (PST)
>From: Reedbeta <[EMAIL PROTECTED]>
>Subject: Re: [hlcoders] Monster Speeds
>To: [EMAIL PROTECTED]
>Reply-To: [EMAIL PROTECTED]
>
>The model movement speed is in the animation.  See, models appear to
>run/walk
>in place in the model viewer, but if you decompile them and load the
>animation
>SMDs, you'll find that they move correctly (ie, not running/walking in
>place).
>During the model compilation process, something called "motion extraction"
>is
>applied which removes the motion (so to speak) from the actual animation
>and
>encodes it separately in the MDL file.
>
>--- Varlock <[EMAIL PROTECTED]> wrote:
> >     I'll be quick and to the point. How do I change the speed of a
>monster?
> > I've looked high and low in the SDK but I haven't found anything at all
> > related to monster speeds. pev->maxspeed doesn't seem to affect
>anything. Is
> > it hidden in the model or .qc file or something?
> >     Thanks for any replies.
> >
> > - Varlock
> >
> > _______________________________________________
> > To unsubscribe, edit your list preferences, or view the list archives,
>please
> > visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
>
>
>__________________________________________________
>Do You Yahoo!?
>Yahoo! Sports - Coverage of the 2002 Olympic Games
>http://sports.yahoo.com
>
>--__--__--
>
>Message: 4
>From: "Varlock" <[EMAIL PROTECTED]>
>To: <[EMAIL PROTECTED]>
>Subject: Re: [hlcoders] Monster Speeds
>Date: Sun, 17 Feb 2002 00:38:03 -0800
>Reply-To: [EMAIL PROTECTED]
>
>     Thanks. I'm actually messing around with the babycrab monster, so I'll
>see if I can get someone to reanimate it to move slower. I suppose that
>since the model itself contains the speed, I can't really have a monster
>which changes speed. Well, I guess I could hack it to load seperate models
>and have like babycrab200.mdl, babycrab250.mdl, and babycrab300.mdl or
>something. :)
>
>- Varlock
>
>----- Original Message -----
>From: "Reedbeta" <[EMAIL PROTECTED]>
>To: <[EMAIL PROTECTED]>
>Sent: Saturday, February 16, 2002 11:38 PM
>Subject: Re: [hlcoders] Monster Speeds
>
>
> > The model movement speed is in the animation.  See, models appear to
>run/walk
> > in place in the model viewer, but if you decompile them and load the
>animation
> > SMDs, you'll find that they move correctly (ie, not running/walking in
>place).
> > During the model compilation process, something called "motion
>extraction"
>is
> > applied which removes the motion (so to speak) from the actual animation
>and
> > encodes it separately in the MDL file.
> >
> > --- Varlock <[EMAIL PROTECTED]> wrote:
> > >     I'll be quick and to the point. How do I change the speed of a
>monster?
> > > I've looked high and low in the SDK but I haven't found anything at
>all
> > > related to monster speeds. pev->maxspeed doesn't seem to affect
>anything. Is
> > > it hidden in the model or .qc file or something?
> > >     Thanks for any replies.
> > >
> > > - Varlock
> > >
> > > _______________________________________________
> > > To unsubscribe, edit your list preferences, or view the list archives,
>please
> > > visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> >
> >
> > __________________________________________________
> > Do You Yahoo!?
> > Yahoo! Sports - Coverage of the 2002 Olympic Games
> > http://sports.yahoo.com
> > _______________________________________________
> > To unsubscribe, edit your list preferences, or view the list archives,
>please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
>
>
>--__--__--
>
>Message: 5
>From: "Cortex" <[EMAIL PROTECTED]>
>To: <[EMAIL PROTECTED]>
>Subject: Re: [hlcoders] Monster Speeds
>Date: Sun, 17 Feb 2002 09:54:29 +0100
>Reply-To: [EMAIL PROTECTED]
>
>This is a multi-part message in MIME format.
>--
>[ Picked text/plain from multipart/alternative ]
>I don't know if it'll work, but you can use
>g_engfuncs.pfnSetClientMaxspeed...
>
>       - Cortex : mapper & coder www.hlalbator.fr.st
>   ----- Original Message -----
>   From: Varlock
>   To: [EMAIL PROTECTED]
>   Sent: Sunday, February 17, 2002 9:38 AM
>   Subject: Re: [hlcoders] Monster Speeds
>
>
>       Thanks. I'm actually messing around with the babycrab monster, so
>I'll
>   see if I can get someone to reanimate it to move slower. I suppose that
>   since the model itself contains the speed, I can't really have a monster
>   which changes speed. Well, I guess I could hack it to load seperate
>models
>   and have like babycrab200.mdl, babycrab250.mdl, and babycrab300.mdl or
>   something. :)
>
>   - Varlock
>
>   ----- Original Message -----
>   From: "Reedbeta" <[EMAIL PROTECTED]>
>   To: <[EMAIL PROTECTED]>
>   Sent: Saturday, February 16, 2002 11:38 PM
>   Subject: Re: [hlcoders] Monster Speeds
>
>
>   > The model movement speed is in the animation.  See, models appear to
>   run/walk
>   > in place in the model viewer, but if you decompile them and load the
>   animation
>   > SMDs, you'll find that they move correctly (ie, not running/walking in
>   place).
>   > During the model compilation process, something called "motion
>extraction"
>   is
>   > applied which removes the motion (so to speak) from the actual
>animation
>   and
>   > encodes it separately in the MDL file.
>   >
>   > --- Varlock <[EMAIL PROTECTED]> wrote:
>   > >     I'll be quick and to the point. How do I change the speed of a
>   monster?
>   > > I've looked high and low in the SDK but I haven't found anything at
>all
>   > > related to monster speeds. pev->maxspeed doesn't seem to affect
>   anything. Is
>   > > it hidden in the model or .qc file or something?
>   > >     Thanks for any replies.
>   > >
>   > > - Varlock
>   > >
>   > > _______________________________________________
>   > > To unsubscribe, edit your list preferences, or view the list
>archives,
>   please
>   > > visit:
>   > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
>   > >
>   >
>   >
>   > __________________________________________________
>   > Do You Yahoo!?
>   > Yahoo! Sports - Coverage of the 2002 Olympic Games
>   > http://sports.yahoo.com
>   > _______________________________________________
>   > To unsubscribe, edit your list preferences, or view the list archives,
>   please visit:
>   > http://list.valvesoftware.com/mailman/listinfo/hlcoders
>   >
>
>   _______________________________________________
>   To unsubscribe, edit your list preferences, or view the list archives,
>please visit:
>   http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
>--
>
>
>
>--__--__--
>
>Message: 6
>From: "Seth Malaki" <[EMAIL PROTECTED]>
>To: [EMAIL PROTECTED]
>Date: Sun, 17 Feb 2002 21:08:15 +0800
>Subject: [hlcoders] 9 way blending?
>Reply-To: [EMAIL PROTECTED]
>
>i have downloaded a 9 way blending source from the absconder effect mod
>website (www.tae-mod.com) i found out that it is from counter-strike and
>two
>functions are undefined/unroutined :
>
>void Game_GetSequence() and
>void Game_GetOrientation()
>
>XENO (from wavelength forums) has successfully replaced GetSequence with
>CVAR_GETFLOAT("sequence") << is this possible??
>
>can anyone tell me / give me the routines for both functions?
>
>thnxs in advance
>
>_________________________________________________________________
>Send and receive Hotmail on your mobile device: http://mobile.msn.com
>
>
>--__--__--
>
>Message: 7
>From: "botman" <[EMAIL PROTECTED]>
>To: <[EMAIL PROTECTED]>
>Subject: Re: [hlcoders] Monster Speeds
>Date: Sun, 17 Feb 2002 07:13:38 -0600
>Reply-To: [EMAIL PROTECTED]
>
> >     Thanks. I'm actually messing around with the babycrab monster, so
>I'll
> > see if I can get someone to reanimate it to move slower. I suppose that
> > since the model itself contains the speed, I can't really have a monster
> > which changes speed. Well, I guess I could hack it to load seperate
>models
> > and have like babycrab200.mdl, babycrab250.mdl, and babycrab300.mdl or
> > something. :)
>
>Specifically, CBaseMonster::Move() in the monsters.cpp file, uses
>m_flGroundSpeed for the speed of movement.  Move() calls MoveExecute()
>which
>determines the amount to move based on m_flGroundSpeed and framerate.  It
>then calls UTIL_MoveToOrigin() to tell the engine to move that entity a
>specific distance (calculated from ground speed and framerate) during the
>next video frame.
>
>You could keep changing m_flGroundSpeed, but the animation wouldn't match
>up
>with how fast it's walking (i.e. it would be sliding it's feet on the
>ground
>as it walks, ala moon walking).
>
>Jeffrey "botman" Broome
>
>
>--__--__--
>
>Message: 8
>From: "botman" <[EMAIL PROTECTED]>
>To: <[EMAIL PROTECTED]>
>Subject: Re: [hlcoders] Monster Speeds
>Date: Sun, 17 Feb 2002 07:20:20 -0600
>Reply-To: [EMAIL PROTECTED]
>
> > I don't know if it'll work, but you can use
>g_engfuncs.pfnSetClientMaxspeed...
>
>Monsters are not clients.
>
>Jeffrey "botman" Broome
>
>
>--__--__--
>
>Message: 9
>Date: Sun, 17 Feb 2002 10:29:30 -0500
>To: [EMAIL PROTECTED]
>From: Commando <[EMAIL PROTECTED]>
>Subject: Re: [hlcoders] Monster Speeds
>Reply-To: [EMAIL PROTECTED]
>
>You don't necessarily need  multiple models, just multiple animations in
>the model like the run/walk animations in the scientist model.  Then you
>just need to match up that speed of the animation with the m_flGroundSpeed
>in CBaseMonster::Move() (actually the derived method in your monster), see
>Botman's post for more info on that.
>
>Commando
>http://www.tourofdutymod.com
>
>
>At 12:38 AM 17/02/2002 -0800, you wrote:
> >     Thanks. I'm actually messing around with the babycrab monster, so
>I'll
> >see if I can get someone to reanimate it to move slower. I suppose that
> >since the model itself contains the speed, I can't really have a monster
> >which changes speed. Well, I guess I could hack it to load seperate
>models
> >and have like babycrab200.mdl, babycrab250.mdl, and babycrab300.mdl or
> >something. :)
> >
> >- Varlock
>
>
>--__--__--
>
>Message: 10
>From: "Cortex" <[EMAIL PROTECTED]>
>To: "coders" <[EMAIL PROTECTED]>
>Date: Sun, 17 Feb 2002 14:59:11 +0100
>Subject: [hlcoders] DMC strafing effect
>Reply-To: [EMAIL PROTECTED]
>
>Hello,
>
>in DMC, when you strafe, your view is... rolled. I don't
>know how to explain this... You cans see this effect in DMC
>and in a lot of other mods (Blue-Shift, DOD, etc...). I would
>like to reproduce the same effect in my mod, but I don't know
>where this effect is controled in DMC... I've taken a look to
>dmc/view.cpp but I didn't see anything which looks like
>to do the effect I want.
>
>Anyone knows where I have to search ?
>
>Thx for any replies :)
>
>       - Cortex : mapper & coder www.hlalbator.fr.st
>
>
>
>--__--__--
>
>Message: 11
>From: "Cortex" <[EMAIL PROTECTED]>
>To: <[EMAIL PROTECTED]>
>Subject: Re: [hlcoders] Monster Speeds
>Date: Sun, 17 Feb 2002 17:21:52 +0100
>Reply-To: [EMAIL PROTECTED]
>
>This is a multi-part message in MIME format.
>--
>[ Picked text/plain from multipart/alternative ]
>right :D
>   ----- Original Message -----
>   From: botman
>   To: [EMAIL PROTECTED]
>   Sent: Sunday, February 17, 2002 2:20 PM
>   Subject: Re: [hlcoders] Monster Speeds
>
>
>   > I don't know if it'll work, but you can use
>   g_engfuncs.pfnSetClientMaxspeed...
>
>   Monsters are not clients.
>
>   Jeffrey "botman" Broome
>
>   _______________________________________________
>   To unsubscribe, edit your list preferences, or view the list archives,
>please visit:
>   http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
>--
>
>
>
>--__--__--
>
>Message: 12
>From: "botman" <[EMAIL PROTECTED]>
>To: <[EMAIL PROTECTED]>
>Subject: Re: [hlcoders] 9 way blending?
>Date: Sun, 17 Feb 2002 11:37:43 -0600
>Reply-To: [EMAIL PROTECTED]
>
> > i have downloaded a 9 way blending source from the absconder effect mod
> > website (www.tae-mod.com) i found out that it is from counter-strike and
>two
> > functions are undefined/unroutined :
> >
> > void Game_GetSequence() and
> > void Game_GetOrientation()
>
>You should contact the person that wrote the source code to find out what
>those functions are supposed to do.  There is a GetSequence() function in
>the SDK, you can look at that as a reference, but there is no
>GetOrientation() function in the SDK.
>
>Jeffrey "botman" Broome
>
>
>--__--__--
>
>Message: 13
>From: "Georges Giroux" <[EMAIL PROTECTED]>
>To: <[EMAIL PROTECTED]>
>Subject: Re: [hlcoders] 9 way blending?
>Date: Sun, 17 Feb 2002 12:42:36 -0500
>Reply-To: [EMAIL PROTECTED]
>
>Hi there,
>
>Those two functions are only useful if you're going to locally predict
>player's animations.
>That'd be only useful if you're doing a thirdperson camera view. You'll
>notice that
>those two function are only called in SetupClientAnimation, which is called
>in StudioDrawPlayer.
>It will only get called if m_bLocal is set to true (which it is not).
>Read carefully the comment above m_bLocal in the constructor:
>// If you want to predict animations locally, set this to TRUE
>
>So you can basically comment out those two functions, unless you need a
>proper thirdperson camera
>for playing your mod.
>
>Georges
>
>----- Original Message -----
>From: "Seth Malaki" <[EMAIL PROTECTED]>
>To: <[EMAIL PROTECTED]>
>Sent: Sunday, February 17, 2002 8:08 AM
>Subject: [hlcoders] 9 way blending?
>
>
> > i have downloaded a 9 way blending source from the absconder effect mod
> > website (www.tae-mod.com) i found out that it is from counter-strike and
>two
> > functions are undefined/unroutined :
> >
> > void Game_GetSequence() and
> > void Game_GetOrientation()
> >
> > XENO (from wavelength forums) has successfully replaced GetSequence with
> > CVAR_GETFLOAT("sequence") << is this possible??
> >
> > can anyone tell me / give me the routines for both functions?
> >
> > thnxs in advance
> >
> > _________________________________________________________________
> > Send and receive Hotmail on your mobile device: http://mobile.msn.com
> >
> > _______________________________________________
> > To unsubscribe, edit your list preferences, or view the list archives,
>please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
>
>
>--__--__--
>
>Message: 14
>From: "Cortex" <[EMAIL PROTECTED]>
>To: "coders" <[EMAIL PROTECTED]>
>Date: Sun, 17 Feb 2002 18:44:27 +0100
>Subject: [hlcoders] Re: DMC strafing effect
>Reply-To: [EMAIL PROTECTED]
>
>This is a multi-part message in MIME format.
>--
>[ Picked text/plain from multipart/alternative ]
>Okay, I've found my happiness :)
>It works great :) What a nice effect :)
>
>       - Cortex : mapper & coder www.hlalbator.fr.st
>
>----- Original Message -----
>From: Cortex
>To: coders
>Sent: Sunday, February 17, 2002 2:59 PM
>Subject: DMC strafing effect
>
>
>Hello,
>
>in DMC, when you strafe, your view is... rolled. I don't
>know how to explain this... You cans see this effect in DMC
>and in a lot of other mods (Blue-Shift, DOD, etc...). I would
>like to reproduce the same effect in my mod, but I don't know
>where this effect is controled in DMC... I've taken a look to
>dmc/view.cpp but I didn't see anything which looks like
>to do the effect I want.
>
>Anyone knows where I have to search ?
>
>Thx for any replies :)
>
>       - Cortex : mapper & coder www.hlalbator.fr.st
>
>--
>
>
>
>
>--__--__--
>
>_______________________________________________
>To unsubscribe, edit your list preferences, or view the list archives,
>please visit:
>http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
>
>End of hlcoders Digest


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