Re: [hlcoders] Can't seem to modify Player Angles

2012-08-20 Thread Tony omega Sergi
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() !=

Re: [hlcoders] Can't seem to modify Player Angles

2012-08-19 Thread Psy_Commando
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.

Re: [hlcoders] Can't seem to modify Player Angles

2012-08-19 Thread Tony omega Sergi
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)

Re: [hlcoders] Can't seem to modify Player Angles

2012-08-19 Thread Michael Kramer
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

Re: [hlcoders] Can't seem to modify Player Angles

2012-08-19 Thread Garry Newman
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] =

Re: [hlcoders] Can't seem to modify Player Angles

2012-08-19 Thread Michael Kramer
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.

Re: [hlcoders] Can't seem to modify Player Angles

2012-08-18 Thread Michael Kramer
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

[hlcoders] Can't seem to modify Player Angles

2012-08-17 Thread Michael Kramer
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

Re: [hlcoders] Can't seem to modify Player Angles

2012-08-17 Thread Psy_Commando
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