Hi all I recently tried to add attachments to my player model, only to discover that after running SetAttachment from a particle, my aim layers for the world model totally break. Instead pitching up and down from his chest to aim his weapon, his entire character model will rotate.
I traced it down to this line of code in bool C_BaseAnimating::GetAttachment if ( number < 1 || number > m_Attachments.Count() || !CalcAttachments() ) { DevMsg(0,"Invalid attachment number \n"); // Set this to the model origin/angles so that we don't have stack fungus in origin and angles. origin = GetAbsOrigin(); angles = GetAbsAngles(); return false; } Apparently CalcAttachments() is being called, which in turn calls SetupBones() !! What? Why would you do that? What does SetupBones do exactly? Whatever it's doing, it's destroying my aim layers. So, as a hacky solution I've commented out calling CalcAttachments for now until some kind soul would explain to me what SetupBones does and why it breaks aim layers. Thanks. ~M _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders