Quote:
Originally Posted by cravenge
Tbh, I don't really remember if it's optional or not since I haven't been coding for so long and just came back recently.
Either move to a 0.1 second repeating timer or hooking the other think functions to get that preciseness with minimal erroneous results.
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Getting the angles just gets the player's angles, not the player model's.
Upon incapacitation, the survivor's visible model is set to stay in one angle while the actual angles of the player are still free to be changed by the player.
I couldn't find a netprop or anything that dictates
that angle so I had to make do.
But I could potentially see it working if I added the right checks for crawling, landing on the ground, etc.