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The client's event angles are wrong when using trigger_camera/pfnSetView. Instead of using the client's aim angles, it uses their current view angles, which are overridden when using trigger_camera, or when using g_engfuncs::pfnSetView for other purposes.
The result of this is that any effects that rely on angles such as the Gauss gun's beams are emitted in the wrong direction.
The cause of this is that the wrong angles are copied over in the client's local version of the event. Other players seem to be getting the player's angles as they should.
The client's event angles are wrong when using trigger_camera/pfnSetView. Instead of using the client's aim angles, it uses their current view angles, which are overridden when using trigger_camera, or when using g_engfuncs::pfnSetView for other purposes.
The result of this is that any effects that rely on angles such as the Gauss gun's beams are emitted in the wrong direction.
The cause of this is that the wrong angles are copied over in the client's local version of the event. Other players seem to be getting the player's angles as they should.
The cause can be found here:
halflife/cl_dll/com_weapons.cpp
Line 140 in 5d76170
v_angles is the latest refdef call's state, copied from ref_params_t::viewangles. Using viewangles::cl_viewangles works here.
These are the changes needed to make this work:
After this line:
halflife/cl_dll/com_weapons.h
Line 40 in c7240b9
Add this
Modify this line:
halflife/cl_dll/com_weapons.cpp
Line 140 in c7240b9
To this:
After this line:
halflife/cl_dll/view.cpp
Line 79 in c7240b9
Add this:
vec3_t v_client_aimangles;
After this line:
halflife/cl_dll/view.cpp
Line 791 in c7240b9
Add this:
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