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

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