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v_angle.y is always 0 ???
In cz, client, these are always 0.
LOG_CONSOLE(PLID, "v_angle= %d\n",serverEntity->v.v_angle.y); LOG_CONSOLE(PLID, "angles = %d\n",serverEntity->v.angles.y); Why is that? I need to 1) have the direction the player is pointing (like when you turn using the mouse and look in some direction) 2) I need to set the direction to 0 to force the player to look in the 0 direction. |
Re: v_angle.y is always 0 ???
the "serverEntity" seems to be INDEXENT(0), which is the worldspawn entity instead of players...
also I don't think CZero is different from CS 1.6, as the dll file is actually the same (use "fc" in Windows or diff in GNU/Linux to check). The client's pev->angles.y and pev->v_angle.y shouldn't be zero |
Re: v_angle.y is always 0 ???
I think I've found your problem... the problem is about the "%d":
PHP Code:
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Re: v_angle.y is always 0 ???
aren't you ashamed of asking questions like that, Austin man... :D
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Re: v_angle.y is always 0 ???
Da! -DAAAAAhh!!!
Ok can I say it was REALLY late last night! Noooo. please wipe delete this msg from the server!... Ashamed, yes, totally shamed... Balaaagg... But even so you wouldn't think the implicit cast would work that way now do ya... Either give me a compile warning, or do a "reasonable" cast ok? tx. everyone. |
Re: v_angle.y is always 0 ???
Its better to use %f than casting...
Otherwise you can try c++ style casting: Code:
LOG_CONSOLE(PLID, "v_angle= %d\n",static_cast<int>(serverEntity->v.v_angle.y)); |
Re: v_angle.y is always 0 ???
that's the problem with you guys overused to C++... you cannot even format a printf string properly :D
If you want to round a float value use %.nf, where n is the number of digits you want after the dot. |
Re: v_angle.y is always 0 ???
ex.
Code:
LOG_CONSOLE (PLID, "v_angle= %0.2f\n", serverEntity->v.v_angle.y); round it to two decimal points ;). Sorry guys i haven`t been here for awhile, ive been really busy helping out a cs : s clan :D. |
Re: v_angle.y is always 0 ???
Ok, now that I am printing out the angles.
I am trying to create spawn points for my map editor. I need to generate a line like this: "angles" "0 90 0" For spawn points the angles are 0,90,180,270, My primitive understanding of angles is: In the map we have x,y,z coordinates. If I spawn into the map with a spawnpoint like this: { "origin" "16 -1872 -416" "angles" "0 0 0" "classname" "info_player_deathmatch" } I will spawn into the map aligned on the x axis facing the direction where x “get smaller” This is true for the MAP coordinates I guess. But it looks like the angles go from 0 to180 and 0 to –180. I could do the conversion but I bet there is some standard code or a function call to convert this to 0-360. Any suggestions? |
Re: v_angle.y is always 0 ???
Just substract -180 from the y and z angle and wrap them with something like this:
Code:
float WrapYZAngle(float angle) |
Re: v_angle.y is always 0 ???
Quote:
http://wiki.bots-united.com/index.ph...Angle_facility And for austin, all about angles |
Re: v_angle.y is always 0 ???
good, KoraX ;)
Feed our wiki, guys, feed our wiki :) |
Re: v_angle.y is always 0 ???
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But I like your macros, going to use that :) |
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Re: v_angle.y is always 0 ???
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I also stripped SDK a lot. I've got warning level 4, I'm using STL everywhere and get no warning. So it is possible :) |
Re: v_angle.y is always 0 ???
1) The reason I don't chagne my warning level is as you say, it generates too many warnings to be useful. You could use pragma warning but that is a hassle and probably not worth the effort except in certain cases.
2) By modify source from 3rd parties you get into a difficult situation. What do you do when updates come out? You have to re-clean the 3rd party source. Time consuming and not fun. Perhaps it is ok with the hl1 sdk that doesn't change much if at all, but what about the new source sdk that is and will be changing "every time you logon to steam?..." |
Re: v_angle.y is always 0 ???
You could probably optimize that so if the loop goes five times, you would use modulus intead. It probably won't go five times anyway, but try it.
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