Ok, that’s my newbness showing I guess, I currently obtain the origins from this simle line place in PmoveSingle in bg_pmove. (S_log is my own functionfor dumping the info to the file).
void PmoveSingle (pmove_t *pmove) {
// RF, update conditional values for anim system
BG_AnimUpdatePlayerStateConditions( pmove );
pm = pmove;
/*
#ifdef GAMEDLL
S_LogPrintfts("Position: {%i} (%i, %i, %i)
", pm->ps->clientNum, pm->ps->origin[0], pm->ps->origin[1], pm->ps->origin[2]);
#endif
There’s “reaction” every time a player moves, but as I said, the numbers are quite odd, if they ranged in the ten-thousands I wouldn’t be as puzzled as I am now, they actually range in well millions.
Now I have to thank you for the info on the “scale”, I’ve been looking for that info but haven’t been able to find it.