I've seen this particular bug in a few mods now, thought I would send
out a snippet for you guys until it can be sent out in the next SDK
update.
The problem shows up as players not respawning properly, seeming to fail
the teleport call. What's actually happening is the lag compensation
manager
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
To change visibility of an entity to different players, check out
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
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 there is no
MoveParent.. whatever that is inside const QAngle
Hi all.
With the latest update, my mod (and other mods) crash with a memory
error while trying to start a Server.
Running it through the debugger comes up:
ntdll.dll!77f8d85d()
server.dll!CCollisionProperty::CollisionAABBToWorldAABB(const
Vector entityMins={...}, const Vector
Its ok that the player does not have a move parent. In that case it
should fall back to pl.v_angle, which is most likely not networked for
other clients to your local client. Dod:S and CS:S base player implement
their own overriding EyeAngles function which returns a networked eye
angles,
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
After a steam update, you have to run your mod thu steam at least
once, then you can go back to running it via batch file or debugger in
visual studio for example. For some reaon there are dll errors if you
don't. Just openup steam games menu and double click your game. All
should be well after
Thanks for the heads up.
On Apr 5, 2005 6:30 PM, Matt Boone [EMAIL PROTECTED] wrote:
I've seen this particular bug in a few mods now, thought I would send
out a snippet for you guys until it can be sent out in the next SDK
update.
The problem shows up as players not respawning properly,
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I did, when you try to run it, it crashes (there).
I've tried merging that code (only from the files that those crashes are
coming from) but that didn't help.
Can anyone give me a list of changed
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Hi,
i need to get the Servers IP and Port with my Plugin but the Server Event
server_spawn
is called before plugins load i think :(
So gives it another way to get the IP and port the server is
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