Re: [hlcoders] Prone View

2005-01-12 Thread Hasan Aljudy
you need not to mess with that other stuff .. you can just call
player->SetViewOffset( Vector(0,0,12) );

On Wed, 12 Jan 2005 22:41:12 -0500, r00t 3:16 <[EMAIL PROTECTED]> wrote:
> I figured this out,
> Had something screwed up in another place :P
>
>
> r00t 3:16
> CQC Gaming
> www.cqc-gaming.com
> - Original Message -
> From: "r00t 3:16" <[EMAIL PROTECTED]>
> To: 
> Sent: Wednesday, January 12, 2005 9:07 PM
> Subject: [hlcoders] Prone View
>
> >I believe I found where to set the view for the prone position..
> >
> > static CViewVectors g_DefaultViewVectors(
> > Vector( 0, 0, 64 ),
> > Vector(-16, -16, 0 ),
> > Vector( 16, 16, 72 ),
> > Vector(-16, -16, 0 ),
> > Vector( 16, 16, 36 ),
> > Vector( 0, 0, 28 ),
> > //  prone
> > Vector( -16, -16, 0 ),
> > Vector( 16, 16, 36 ),
> > Vector( 0, 0, 12 ),  // almost where I want the view to be
> > // end prone
> > Vector(-10, -10, -10 ),
> > Vector( 10, 10, 10 ),
> > Vector( 0, 0, 14 )
> > );
> >
> > CGameMovement::SetProneEyeOffset()
> > {
> >  ...
> > // actually sets the view to 12
> > player->SetViewOffset( temp );
> >
> > {
> >
> > However for some reason it snaps back to 28,
> > I did a trace on the SetProneEyeOffset but not sure what is causing it to
> > snap back to 28...
> >
> >
> >
> >
> > r00t 3:16
> > CQC Gaming
> > www.cqc-gaming.com
> >
> >
> > ___
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> > please visit:
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> >
> >
> >
>
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Re: [hlcoders] Prone View

2005-01-12 Thread r00t 3:16
I figured this out,
Had something screwed up in another place :P
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: "r00t 3:16" <[EMAIL PROTECTED]>
To: 
Sent: Wednesday, January 12, 2005 9:07 PM
Subject: [hlcoders] Prone View

I believe I found where to set the view for the prone position..
static CViewVectors g_DefaultViewVectors(
Vector( 0, 0, 64 ),
Vector(-16, -16, 0 ),
Vector( 16, 16, 72 ),
Vector(-16, -16, 0 ),
Vector( 16, 16, 36 ),
Vector( 0, 0, 28 ),
//  prone
Vector( -16, -16, 0 ),
Vector( 16, 16, 36 ),
Vector( 0, 0, 12 ),  // almost where I want the view to be
// end prone
Vector(-10, -10, -10 ),
Vector( 10, 10, 10 ),
Vector( 0, 0, 14 )
);
CGameMovement::SetProneEyeOffset()
{
 ...
// actually sets the view to 12
player->SetViewOffset( temp );
{
However for some reason it snaps back to 28,
I did a trace on the SetProneEyeOffset but not sure what is causing it to
snap back to 28...

r00t 3:16
CQC Gaming
www.cqc-gaming.com
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[hlcoders] Prone View

2005-01-12 Thread r00t 3:16
I believe I found where to set the view for the prone position..
static CViewVectors g_DefaultViewVectors(
Vector( 0, 0, 64 ),
Vector(-16, -16, 0 ),
Vector( 16, 16, 72 ),
Vector(-16, -16, 0 ),
Vector( 16, 16, 36 ),
Vector( 0, 0, 28 ),
//  prone
Vector( -16, -16, 0 ),
Vector( 16, 16, 36 ),
Vector( 0, 0, 12 ),  // almost where I want the view to be
// end prone
Vector(-10, -10, -10 ),
Vector( 10, 10, 10 ),
Vector( 0, 0, 14 )
);
CGameMovement::SetProneEyeOffset()
{
 ...
// actually sets the view to 12
player->SetViewOffset( temp );
{
However for some reason it snaps back to 28,
I did a trace on the SetProneEyeOffset but not sure what is causing it to
snap back to 28...

r00t 3:16
CQC Gaming
www.cqc-gaming.com
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