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) |
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