Comments (7)
IIRC, viewangles
would look somewhat odd in third person mode - it would follow the camera, not where the player is looking.
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One (partial) solution may be to do a check if (cls.demo.playback)
and use cl.refdef.viewangles
in that case.
Now that would be incorrect in thirdperson in demos - if that is thing, and not completely weird in other ways (as thirdperson is also a client-side effect).
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tried to play with "cl_player_model 3", seemed to me both options look the same
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You need to choose a cl_thirdperson_angle
that differs from the default (0).
With e.g. 90 degrees it's quite obvious the flashlight points along the view direction, not the direction the player model looks.
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ah, yes. with cl_thirdperson_angle
there is a difference. but why someone needs to change this angle? control becomes strange, almost unplayable
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The angle can be used to adjust how third person mode looks.
The "why" doesn't matter - this variable is there and it should be supported.
While an angle such as 90 degrees is indeed pretty extreme and probably nobody will actually play like that for a prolonged time,
it demonstrates that using cl.refdef.viewangles
is incorrect.
And it's incorrect independent of the actual angle.
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ok, i just reported the problem, but how to fix it and whether it needs to be fixed is up to you. for my purposes own fork is enough
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