Re: [hlcoders] Player hitbox rotating on the y axis and getting out of sync on strafe ?

2011-11-10 Thread Dan L
Thanks for sharing the fix

On Tue, Nov 8, 2011 at 6:02 PM, Psy_Commando  wrote:

> Alright, I found the problem. The main source is in
> "server/player_command.cpp"
> in the "void CPlayerMove::FinishMove( CBasePlayer *player, CUserCmd *ucmd,
> CMoveData *move )" function :
>
> float pitch = move->m_vecAngles[ PITCH ];
>> if ( pitch > 180.0f )
>> {
>> pitch -= 360.0f;
>> }
>> pitch = clamp( pitch, -90, 90 );
>>
>> move->m_vecAngles[ PITCH ] = pitch;
>>
>> player->SetBodyPitch( pitch );
>>
>> player->SetLocalAngles( move->m_vecAngles ); // <- This is the problem
>>
>
>
> I made the same lazy fix they did in the hl2mp code :
>
> void CHL2MP_Player::PostThink( void )
>> {
>>...
>> QAngle angles = GetLocalAngles();
>> angles[PITCH] = 0;
>> SetLocalAngles( angles );
>>...
>> }
>>
>
> And in addition I override the "FinishMove" method in my
> "server/asw_playermove.cpp" file, and copied the old code from
> "CPlayerMove::FinishMove" and removed the problematic line.
>
> //PsyCommando : Rewrote this here to remove the bit of code that made the
>> player hitboxes move with the camera pitch !!!;
>> void CASW_PlayerMove::FinishMove( CBasePlayer *player, CUserCmd *ucmd,
>> CMoveData *move )
>> {
>> VPROF( "CPlayerMove::FinishMove" );
>>
>> player->m_flMaxspeed= move->m_flClientMaxSpeed;
>> player->SetAbsOrigin( move->GetAbsOrigin() );
>> player->SetAbsVelocity( move->m_vecVelocity );
>> player->SetPreviouslyPredictedOrigin( move->GetAbsOrigin() );
>>
>> player->m_Local.m_nOldButtons= move->m_nButtons;
>>
>> // Convert final pitch to body pitch
>> float pitch = move->m_vecAngles[ PITCH ];
>> if ( pitch > 180.0f )
>> {
>> pitch -= 360.0f;
>> }
>> pitch = clamp( pitch, -90, 90 );
>>
>> move->m_vecAngles[ PITCH ] = pitch;
>>
>> player->SetBodyPitch( pitch );
>>
>> //player->SetLocalAngles( move->m_vecAngles ); //<- this was the
>> source of headaches - psycommando
>>
>> // The class had better not have changed during the move!!
>> if ( player->m_hConstraintEntity )
>> Assert( move->m_vecConstraintCenter ==
>> player->m_hConstraintEntity.Get()->GetAbsOrigin() );
>> else
>> Assert( move->m_vecConstraintCenter ==
>> player->m_vecConstraintCenter );
>> Assert( move->m_flConstraintRadius == player->m_flConstraintRadius );
>> Assert( move->m_flConstraintWidth == player->m_flConstraintWidth );
>> Assert( move->m_flConstraintSpeedFactor ==
>> player->m_flConstraintSpeedFactor );
>> Assert( move->m_bConstraintPastRadius ==
>> player->m_bConstraintPastRadius );
>> }
>>
>
>
>
> On Mon, Nov 7, 2011 at 4:17 PM, Psy_Commando wrote:
>
>> Thanks, but I was pretty much expecting that the viewangles were affected
>> to the player's entity somewhere. I'm not sure where to look though.
>>
>> I noticed that setting third person platformer to 1 stops the problem,
>> until you set it back to 0.
>>
>>
>> On Mon, Nov 7, 2011 at 5:17 AM, Saul Rennison wrote:
>>
>>> Looks like your hitboxes are using pitch from m_angViewAngles, or that
>>> you have a SetAbsAngles(m_angViewAngles) somewhere.
>>>
>>>
>>> Kind regards,
>>> *Saul Rennison*
>>>
>>>
>>> On 7 November 2011 02:06, Psy_Commando  wrote:
>>>
 Hello, I've been looking around for info on why it does this :
 http://www.youtube.com/watch?v=yP3ZGKfCehQ

 Basically the hitboxes are moving with the camera on the y axis and the
 hitboxes get out of sync when I strafe.
 I use a modified Alien Swarm player (not the marine npc), with the
 hl2mp animstates.

 Anybody, has an idea where I should look, or how to fix this ?

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>>>
>>> ___
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>>> please visit:
>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>>
>>>
>>>
>>
>
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> please visit:
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>
>
>
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Re: [hlcoders] Player hitbox rotating on the y axis and getting out of sync on strafe ?

2011-11-08 Thread Psy_Commando
Alright, I found the problem. The main source is in
"server/player_command.cpp"
in the "void CPlayerMove::FinishMove( CBasePlayer *player, CUserCmd *ucmd,
CMoveData *move )" function :

float pitch = move->m_vecAngles[ PITCH ];
> if ( pitch > 180.0f )
> {
> pitch -= 360.0f;
> }
> pitch = clamp( pitch, -90, 90 );
>
> move->m_vecAngles[ PITCH ] = pitch;
>
> player->SetBodyPitch( pitch );
>
> player->SetLocalAngles( move->m_vecAngles ); // <- This is the problem
>


I made the same lazy fix they did in the hl2mp code :

void CHL2MP_Player::PostThink( void )
> {
>...
> QAngle angles = GetLocalAngles();
> angles[PITCH] = 0;
> SetLocalAngles( angles );
>...
> }
>

And in addition I override the "FinishMove" method in my
"server/asw_playermove.cpp" file, and copied the old code from
"CPlayerMove::FinishMove" and removed the problematic line.

//PsyCommando : Rewrote this here to remove the bit of code that made the
> player hitboxes move with the camera pitch !!!;
> void CASW_PlayerMove::FinishMove( CBasePlayer *player, CUserCmd *ucmd,
> CMoveData *move )
> {
> VPROF( "CPlayerMove::FinishMove" );
>
> player->m_flMaxspeed= move->m_flClientMaxSpeed;
> player->SetAbsOrigin( move->GetAbsOrigin() );
> player->SetAbsVelocity( move->m_vecVelocity );
> player->SetPreviouslyPredictedOrigin( move->GetAbsOrigin() );
>
> player->m_Local.m_nOldButtons= move->m_nButtons;
>
> // Convert final pitch to body pitch
> float pitch = move->m_vecAngles[ PITCH ];
> if ( pitch > 180.0f )
> {
> pitch -= 360.0f;
> }
> pitch = clamp( pitch, -90, 90 );
>
> move->m_vecAngles[ PITCH ] = pitch;
>
> player->SetBodyPitch( pitch );
>
> //player->SetLocalAngles( move->m_vecAngles ); //<- this was the
> source of headaches - psycommando
>
> // The class had better not have changed during the move!!
> if ( player->m_hConstraintEntity )
> Assert( move->m_vecConstraintCenter ==
> player->m_hConstraintEntity.Get()->GetAbsOrigin() );
> else
> Assert( move->m_vecConstraintCenter ==
> player->m_vecConstraintCenter );
> Assert( move->m_flConstraintRadius == player->m_flConstraintRadius );
> Assert( move->m_flConstraintWidth == player->m_flConstraintWidth );
> Assert( move->m_flConstraintSpeedFactor ==
> player->m_flConstraintSpeedFactor );
> Assert( move->m_bConstraintPastRadius ==
> player->m_bConstraintPastRadius );
> }
>



On Mon, Nov 7, 2011 at 4:17 PM, Psy_Commando  wrote:

> Thanks, but I was pretty much expecting that the viewangles were affected
> to the player's entity somewhere. I'm not sure where to look though.
>
> I noticed that setting third person platformer to 1 stops the problem,
> until you set it back to 0.
>
>
> On Mon, Nov 7, 2011 at 5:17 AM, Saul Rennison wrote:
>
>> Looks like your hitboxes are using pitch from m_angViewAngles, or that
>> you have a SetAbsAngles(m_angViewAngles) somewhere.
>>
>>
>> Kind regards,
>> *Saul Rennison*
>>
>>
>> On 7 November 2011 02:06, Psy_Commando  wrote:
>>
>>> Hello, I've been looking around for info on why it does this :
>>> http://www.youtube.com/watch?v=yP3ZGKfCehQ
>>>
>>> Basically the hitboxes are moving with the camera on the y axis and the
>>> hitboxes get out of sync when I strafe.
>>> I use a modified Alien Swarm player (not the marine npc), with the hl2mp
>>> animstates.
>>>
>>> Anybody, has an idea where I should look, or how to fix this ?
>>>
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>>
>>>
>>>
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>
>>
>>
>
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Re: [hlcoders] Player hitbox rotating on the y axis and getting out of sync on strafe ?

2011-11-07 Thread Psy_Commando
Thanks, but I was pretty much expecting that the viewangles were affected
to the player's entity somewhere. I'm not sure where to look though.

I noticed that setting third person platformer to 1 stops the problem,
until you set it back to 0.

On Mon, Nov 7, 2011 at 5:17 AM, Saul Rennison wrote:

> Looks like your hitboxes are using pitch from m_angViewAngles, or that you
> have a SetAbsAngles(m_angViewAngles) somewhere.
>
>
> Kind regards,
> *Saul Rennison*
>
>
> On 7 November 2011 02:06, Psy_Commando  wrote:
>
>> Hello, I've been looking around for info on why it does this :
>> http://www.youtube.com/watch?v=yP3ZGKfCehQ
>>
>> Basically the hitboxes are moving with the camera on the y axis and the
>> hitboxes get out of sync when I strafe.
>> I use a modified Alien Swarm player (not the marine npc), with the hl2mp
>> animstates.
>>
>> Anybody, has an idea where I should look, or how to fix this ?
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>
>>
>>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
>
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Re: [hlcoders] Player hitbox rotating on the y axis and getting out of sync on strafe ?

2011-11-07 Thread Saul Rennison
Looks like your hitboxes are using pitch from m_angViewAngles, or that you
have a SetAbsAngles(m_angViewAngles) somewhere.


Kind regards,
*Saul Rennison*


On 7 November 2011 02:06, Psy_Commando  wrote:

> Hello, I've been looking around for info on why it does this :
> http://www.youtube.com/watch?v=yP3ZGKfCehQ
>
> Basically the hitboxes are moving with the camera on the y axis and the
> hitboxes get out of sync when I strafe.
> I use a modified Alien Swarm player (not the marine npc), with the hl2mp
> animstates.
>
> Anybody, has an idea where I should look, or how to fix this ?
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
>
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[hlcoders] Player hitbox rotating on the y axis and getting out of sync on strafe ?

2011-11-06 Thread Psy_Commando
Hello, I've been looking around for info on why it does this :
http://www.youtube.com/watch?v=yP3ZGKfCehQ

Basically the hitboxes are moving with the camera on the y axis and the
hitboxes get out of sync when I strafe.
I use a modified Alien Swarm player (not the marine npc), with the hl2mp
animstates.

Anybody, has an idea where I should look, or how to fix this ?
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders