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[ Picked text/plain from multipart/alternative ]
 Simply putting this in the player class spawn function works without having
to modify any client code.

QAngle a = EyeAngles();
a[YAW] += 90; // degrees to rotate
SnapEyeAngles(a);

On Jan 15, 2008 3:21 PM, David Adams <[EMAIL PROTECTED]> wrote:

> --
> [ Picked text/plain from multipart/alternative ]
> This is exactly what i was looking for, thanks!
>
> On Jan 14, 2008 3:47 PM, Minh <[EMAIL PROTECTED]> wrote:
>
> > --
> > [ Picked text/plain from multipart/alternative ]
> > The reason SetAbsAngles isn't "working" is because the viewangles is
> > constantly being stamped over by the following functions
> >
> > void CPrediction::SetupMove( C_BasePlayer *player, CUserCmd *ucmd,
> > IMoveHelper *pHelper, CMoveData *move )
> >
> > in the client,
> >
> > and
> >
> > void CPlayerMove::SetupMove( CBasePlayer *player, CUserCmd *ucmd,
> > IMoveHelper *pHelper, CMoveData *move )
> >
> > in the server,
> >
> >
> > If you want to change the viewangles, you need to change the code in
> both
> > of
> > these functions so that the player's mouse doesn't override the
> > viewangles.
> > This also solves your problem regarding disabling/enabling mouse. It's
> all
> > done in SetUpMove.
> > Take a close look at this function and you'll observer how viewangles
> are
> > set. Basically, if you remove the code that modifies the viewangles in
> > SetUpMove, then you can freely set the viewangles to whatever value you
> > like.
> >
> > The reason there's two functions for server and client is because it's
> > predicted, so you'll notice that the code in both functions are very
> > similar.
> >
> > --
> >
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> >
> >
> --
>
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