Comments (5)
You have position, view direction and equipped gun. From these you can calculate the bones using a 3d model with the correct animation applied. I doubt that demos contain the information you seek.
from demoinfo.
Okay, thanks for your quick reply. since posting this i have found the vectors m_Collision.m_vecMaxs and m_Collision.m_vecMins which have worked pretty well for determining if an enemy player is visible by performing a raycast with the correct map BSP loaded
from demoinfo.
What do you use to apply the maps geometry in your calculations? How do you load the BSP?
from demoinfo.
Im using code from here: https://github.com/DarcPhansea/Darc-Euphoria/tree/master/Darc%20Euphoria/Euphoric/BspParsing
from demoinfo.
The issue of calculating who is visible to who is very relevant to my interests - did anything ever come of this for either of you? Any code you're willing to share?
from demoinfo.
Related Issues (20)
- Fix or Walkaround on parser for third party platforms HOT 5
- Include MP5-SD HOT 1
- Crash on parser.ParseToEnd(); HOT 1
- Does not parsing all players properly HOT 4
- How to get voice chat?
- PacketEntitesHandler.cs string 132 HOT 4
- Exception thrown for game event "inferno_expire" HOT 1
- Player position reported switches to different player after death HOT 1
- Parser NotImplemented exception after exactly 15 ticks HOT 2
- FaceIt Demos HOT 4
- bullet_impact event HOT 2
- Various bug fixes for demoinfo
- m_Collision.m_vecMins gets incorrect values for func_hostage_rescue entities HOT 2
- Almost all datas are wrong in Player.Weapons
- parser.ParseToEnd() -> System.NotImplementedException HOT 12
- I cant use the libray HOT 1
- System.Exception: 'Roy said I should throw this.' HOT 9
- Player hurt event health damage exceeding players previous health HOT 1
- Invalid File-Type - expecting HL2DEMO HOT 1
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from demoinfo.