First Person Fix: Difference between revisions

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This fix is taken from the HL Coders mail list.
The following fix is for angles on first person spectating not updating, especially when you have followed the [http://articles.thewavelength.net/702/ spectator-tutorial at Wavelength].


The orignal text was writen by "Ben Everett" obike@thecodevault.net
This fix was taken from the HL Coders mail list.


The original text was writen by Ben "[[User:Obike|Obike]]" Everett {{e|obike@obike.net}}
<pre>Hah, thanks for giving me a reason to hunt this one down.
The Forsaken testers have been after me a while to fix it...
anyways... here you go. A fix.
Enjoy!
P.S. The cause of this is in baseplayer_shared when calling EyeAngles.
It returns pl.v_angle which is initialized to a zero-vector.
By enabling it to be sent over the network this resolves the issue.</pre>
----
----
'''Step 1'''
In PlayerState.h around line 34 change:
QAngle v_angle;
to
CNetworkQAngle(v_angle);


<pre>Hah, thanks for giving me a reason to hunt this one down. The Forsaken testers have been after me a while to fix it... anyways... here you go. A fix.
'''Step 2'''
In player.cpp around line 6484 add in after sending the dead flag:
SendPropQAngles (SENDINFO(v_angle), 13),


Step 1: In PlayerState.h around line 34 change:
'''Step 3'''
QAngle v_angle;
In c_baseplayer.cpp around line 85 add in after receiving the dead flag:
To
RecvPropQAngles (RECVINFO(v_angle)),
CNetworkQAngle(v_angle);


Step 2: In player.cpp around line 6484 add in after sending the dead flag:
'''Step 4'''
SendPropQAngles (SENDINFO(v_angle), 13),
You must make all calls to v_angle safe. In baseplayer_shared.cpp around line 211 add in:
if (!pMoveParent)
{
    return pl.v_angle.Get();
}


Step 3: In c_baseplayer.cpp around line 85 add in after receiving the dead flag:
Around line 216 change AngleMatrix to use
RecvPropQAngles (RECVINFO(v_angle)),
pl.v_angle.Get()
 
Around line 227 change the return value of LocalEyeAngles to
pl.v_angle.Get()
 
'''Step 5'''
In prediction.cpp around line 1700 in GetLocalViewAngles change the else portion to:
else
{
    ang = player->pl.v_angle.Get();
}
 
'''Step 6'''
In c_baseplayer.cpp around line 437 in the function SetLocalViewAngles change that to:
pl.v_angle.GetForModify() = viewAngles;
 
'''Step 7'''
In player.cpp around line 598 in SnapEyeAngles change
pl.v_angle = viewAngles;
to
pl.v_angle.GetForModify() = viewAngles;
 
Around line 2914 in the function PhysicsSimulate change
VectorCopy ( pl.v_angle, ctx->cmds[ i ].viewangles );
to
VectorCopy ( pl.v_angle.GetForModify(), ctx->cmds[ i ].viewangles );
 
Around line 3052 in PlayerRunCommand change
VectorCopy ( ucmd->viewangles, pl.v_angle );
to
VectorCopy ( ucmd->viewangles, (QAngle)pl.v_angle.Get() );
 
Around line 3056 in the same function change
VectorCopy ( pl.v_angle, ucmd->viewangles );
to
VectorCopy ( pl.v_angle.GetForModify(), ucmd->viewangles );
 
Around line 4427 in the function Restore change
QAngle newViewAngles = pl.v_angle;
to
QAngle newViewAngles = pl.v_angle.Get();
 
'''Step 8'''
In player_command.cpp around line 177 in SetupMove change
move->m_vecAngles = player->pl.v_angle;
to
move->m_vecAngles = player->pl.v_angle.Get();
 
Around line 362 in RunCommand change
g_pMoveData->m_vecOldAngles = player->pl.v_angle;
to
g_pMoveData->m_vecOldAngles = player->pl.v_angle.Get();
 
Around line 367 in RunCommand change
player->pl.v_angle = ucmd->viewangles;
to
player->pl.v_angle.GetForModify() = ucmd->viewangles;
 
Around line 371 in RunCommand change
player->pl.v_angle = ucmd->viewangles + player->pl.anglechange;
to
player->pl.v_angle.GetForModify() = ucmd->viewangles + player->pl.anglechange;


Enjoy!


P.S. The cause of this is in baseplayer_shared when calling EyeAngles. It returns pl.v_angle which is initialized to a zero-vector. By enabling it to be sent over the network this resolves the issue.</pre>
[[Category:Programming]]

Latest revision as of 19:36, 14 August 2013

The following fix is for angles on first person spectating not updating, especially when you have followed the spectator-tutorial at Wavelength.

This fix was taken from the HL Coders mail list.

The original text was writen by Ben "Obike" Everett obike@obike.net

Hah, thanks for giving me a reason to hunt this one down.
The Forsaken testers have been after me a while to fix it...
anyways... here you go. A fix.

Enjoy!

P.S. The cause of this is in baseplayer_shared when calling EyeAngles.
It returns pl.v_angle which is initialized to a zero-vector.
By enabling it to be sent over the network this resolves the issue.

Step 1 In PlayerState.h around line 34 change:

QAngle v_angle;

to

CNetworkQAngle(v_angle);

Step 2 In player.cpp around line 6484 add in after sending the dead flag:

SendPropQAngles (SENDINFO(v_angle), 13),

Step 3 In c_baseplayer.cpp around line 85 add in after receiving the dead flag:

RecvPropQAngles (RECVINFO(v_angle)),

Step 4 You must make all calls to v_angle safe. In baseplayer_shared.cpp around line 211 add in:

if (!pMoveParent)
{
    return pl.v_angle.Get();
}

Around line 216 change AngleMatrix to use

pl.v_angle.Get()

Around line 227 change the return value of LocalEyeAngles to

pl.v_angle.Get()

Step 5 In prediction.cpp around line 1700 in GetLocalViewAngles change the else portion to:

else
{
    ang = player->pl.v_angle.Get();
}

Step 6 In c_baseplayer.cpp around line 437 in the function SetLocalViewAngles change that to:

pl.v_angle.GetForModify() = viewAngles;

Step 7 In player.cpp around line 598 in SnapEyeAngles change

pl.v_angle = viewAngles; 

to

pl.v_angle.GetForModify() = viewAngles;

Around line 2914 in the function PhysicsSimulate change

VectorCopy ( pl.v_angle, ctx->cmds[ i ].viewangles ); 

to

VectorCopy ( pl.v_angle.GetForModify(), ctx->cmds[ i ].viewangles );

Around line 3052 in PlayerRunCommand change

VectorCopy ( ucmd->viewangles, pl.v_angle ); 

to

VectorCopy ( ucmd->viewangles, (QAngle)pl.v_angle.Get() );

Around line 3056 in the same function change

VectorCopy ( pl.v_angle, ucmd->viewangles ); 

to

VectorCopy ( pl.v_angle.GetForModify(), ucmd->viewangles );

Around line 4427 in the function Restore change

QAngle newViewAngles = pl.v_angle; 

to

QAngle newViewAngles = pl.v_angle.Get();

Step 8 In player_command.cpp around line 177 in SetupMove change

move->m_vecAngles = player->pl.v_angle; 

to

move->m_vecAngles = player->pl.v_angle.Get();

Around line 362 in RunCommand change

g_pMoveData->m_vecOldAngles = player->pl.v_angle; 

to

g_pMoveData->m_vecOldAngles = player->pl.v_angle.Get();

Around line 367 in RunCommand change

player->pl.v_angle = ucmd->viewangles; 

to

player->pl.v_angle.GetForModify() = ucmd->viewangles;

Around line 371 in RunCommand change

player->pl.v_angle = ucmd->viewangles + player->pl.anglechange; 

to

player->pl.v_angle.GetForModify() = ucmd->viewangles + player->pl.anglechange;