Blinkity Posted June 12, 2002 Posted June 12, 2002 Hello. I'm wondering, to all the experienced coders out there, if you know of any way to access the direction that a client's view is pointing in. I'm looking for a vector that contains the relative amounts on the x, y, and z axis that a straight line would bring you. This would be so that I can easily change the client's velocity to accelerate them in the direction they are pointing, including vertically. If anybody knows if there is a vector containing this information at any given time, it would be much appreciated. Thanks, Blinkity
ASk Posted June 13, 2002 Posted June 13, 2002 i myself used a trace dont know about viewangles, but the trace worked: vec3_t a; vec3_t tfrom, tto, fwd; vec3_t center, forward, right, fwdangles = {0}; trace_t tr; int radius = 1024; VectorCopy( ent->client->ps.viewangles, fwdangles ); AngleVectors( fwdangles, forward, right, NULL ); VectorCopy( ent->client->ps.origin, center ); VectorCopy(ent->client->ps.origin, tfrom); tfrom[2] += ent->client->ps.viewheight; AngleVectors(ent->client->ps.viewangles, fwd, NULL, NULL); tto[0] = tfrom[0] + fwd[0]*radius/2; tto[1] = tfrom[1] + fwd[1]*radius/2; tto[2] = tfrom[2] + fwd[2]*radius/2; trap_Trace(&tr, tfrom, NULL, NULL, tto, ent->s.number, MASK_PLAYERSOLID); This raises the trace origin to eyes height and traces in a small radius in the forward direction
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