Ya its work, but its only for game systems, not for player origin.
Can u help me figure out wall detecting, for not falls off to wall, and for not only game vector changed, but camera vector chagne too. and interpolation some out here. here is video : http://www.youtube.com/watch?v=Ae2dCU08X7Q here is code : Vector CBaseEntity::EyePosition( void ) { CBasePlayer *pPlayer = ToBasePlayer( this ); if (IsPlayer()) { Vector vO = m_vecViewOffset; QAngle angEye = EyeAngles(); // TODO : Move these to EyeAngles() ? if ( pPlayer->m_nButtons & IN_LEAN_L ) { angEye[ROLL] -= 30; } if ( pPlayer->m_nButtons & IN_LEAN_R ) { angEye[ROLL] += 30; } // BUGBUG : must be null or player falls off when mouse moved up/dn angEye[PITCH] = 0; matrix3x4_t eyeMatrix, offsetMatrix, output; AngleMatrix( angEye , vec3_origin , eyeMatrix ); AngleMatrix( vec3_angle ,vO , offsetMatrix ); ConcatTransforms( eyeMatrix, offsetMatrix , output ); Vector eyePos; MatrixGetColumn( output, 3, eyePos ); return GetAbsOrigin() + eyePos; } else { return GetAbsOrigin() + m_vecViewOffset; } } ---------------------------------------- Vitaliy _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders