Actually, it's CBasePlayer.

extern int g_nKillCamMode;
extern int g_nKillCamTarget1;
extern int g_nKillCamTarget2;
extern int g_nUsedPrediction;

These will need to be set too.

On Wed, Dec 8, 2010 at 2:43 PM, Saul Rennison <saul.renni...@gmail.com>wrote:

> On 8 December 2010 12:28, Adam "amckern" McKern <amck...@yahoo.com> wrote:
>
> > Whats your after would be in in_camera.cpp
> >
> > You may only want a kill cam for a single item, such as a awp
> >
> > A simple hack in my kind of logic would be to record the last 2 trace
> > points on the ammo class, and then change them to a func_track, for a TE
> > camera ent to run down.
> >
> > I have not done this, or knows if it would work, but you got a rough idea
> > what source code you could pile through.
> >
> > --------
> > Owner Nigredo Studios http://www.nigredostudios.com
>
>
> You seem to be thinking of a TF2/CS:S Beta style killcam, where as I am
> referring to a Call of Duty one. If you are unfamiliar, the killcam replays
> the movement of the attacker seconds before the kill.
>
> On 8 December 2010 12:46, Stephen Swires <stephen.swi...@gmail.com> wrote:
>
> > Clue: CBaseEntity::SetReplayMode
>
>
> I can't seem to find this method anywhere, do you mind elaborating on
> filename?
>
> Thanks in advance,
>  - Saul.
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-- 
- Stephen Swires
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