gamemovement:
::CheckParameters
--snip--
if ( !IsDead() )
{
v_angle = mv-m_vecAngles;
v_angle = v_angle + player-m_Local.m_vecPunchAngle;
// Now adjust roll angle
if ( player-GetMoveType() != MOVETYPE_ISOMETRIC
player-GetMoveType() !=
Well, I don't really know why its all spread out like that, I guess they
tried to make their design modular. But at the same time its pretty
complicated and hard to understand.
And about where to add code, its pretty much up to you, you can try to
follow valve's layout, or go with your own thing.
It's not that it's all over the place but rather they are different
components of the entire process.
The majority of the actual movement is handled inside gamemovement.
the in_* (CInput) handles the raw input itself for the local client (and by
default the view angles as manipulated by the mouse)
If I attempt to modify the player angles in gamemovement, nothing changes,
even though it is the last step pretty much, it should be able to overwrite
everything else.
Adjusting the angles in playermove, does work, even though it is called way
before gamemovement.
I can adjust the viewangles
I might be missing something obvious, but can't you just override
*Player::GetRenderAngles()
or
*PlayerAnimState::GetRenderAngles()
or find out where it's fudging m_angRender in the playeranimstate
// Rotate entire body into position
m_angRender[YAW] = m_flCurrentFeetYaw;
m_angRender[PITCH] =
Modifying it in the animstate does properly do what I'm wanting, I just
didn't know if it was proper, it seems like modifying the roll values in
gamemovement would carry over, but no where in the animstate does it
overwrite the angles passed in by gamemovement, but doesn't seem to carry
over ROLL.
Alright, I was able to modify the angles by adding some code into the
multiplayer animstate, but I have a question for you.
It seems that gamemovement adjusts only the origin, and not the
viewangles/player angles at all, so I'm assuming adding anything in there
would be wrong to do.
It also seems
I've been trying for the past few days to implement a barrel roll
function, by applying a transform on the player angles, but no matter what
I do, the angles never seem to update.
I've tried implementing it in several places, including gamemovement.cpp,
and even setting the player angles to all
The animstates override player angles, if I remember correctly. You may
want to check it out.
On Fri, Aug 17, 2012 at 1:05 PM, Michael Kramer
gameexpertmas...@gmail.comwrote:
I've been trying for the past few days to implement a barrel roll
function, by applying a transform on the player
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