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. > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- - Stephen Swires _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders