Did the update do anything with the way view angles are calculated? We use a third-person view, with a cursor at the point where the player is looking (by sending a traceline out from their origin down their view angles).
The particular problem I'm having is in this code: cl_entity_t *player; pmtrace_t tr; vec3_t m_vAngles, forward, right, up, org; // Put the direction the player is looking into forward gEngfuncs.GetViewAngles((float *)m_vAngles); AngleVectors(m_vAngles, forward, right, up); player = gEngfuncs.GetLocalPlayer(); if ( !player ) return; org = player->origin; vec3_t farpoint; org.z+=30; farpoint = org + 8192 * forward; tr = *(gEngfuncs.PM_TraceLine((float *)&org, (float *)&farpoint, PM_NORMAL | PM_STUDIO_BOX, 1, -1)); VectorCopy( tr.endpos, origin ); This, however, somehow translates into the CAMERA position, not the view angles. So, the cursor appears directly in the middle of your screen. This code was working fine before the patch. Persuter _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders