First Person Fix: Difference between revisions
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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]. | |||
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. | <pre>Hah, thanks for giving me a reason to hunt this one down. | ||
Line 9: | Line 9: | ||
anyways... here you go. A fix. | anyways... here you go. A fix. | ||
Enjoy! | |||
Step 2 | 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); | |||
'''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 | '''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 | '''Step 5''' | ||
In prediction.cpp around line 1700 in GetLocalViewAngles change the else portion to: | |||
else | |||
{ | |||
ang = player->pl.v_angle.Get(); | |||
} | |||
Step 6 | '''Step 6''' | ||
In c_baseplayer.cpp around line 437 in the function SetLocalViewAngles change that to: | |||
pl.v_angle.GetForModify() = viewAngles; | |||
Step 7 | '''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; | |||
[[Category:Programming]] | [[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;