[Request] _y_spt_setangles should have the portal offset applied to it like sg
When tasing, _y_spt_angles behaves unintuitively when doing any spider man strats (I think that's the term). It should have the same logic applied to it that gives you the offset when you get saveglitched e.i. when you're in the portal bubble (hopefully physically this time :p) but behind the plane of the portal, the angles should be transformed.
For example, when standing on a sign in 19 and looking through a portal with the upper half of your body, if I want to shoot and set the _y_spt_angles to aim here:
Then I have to crouch, get those "untransformed" coordinates and use those instead. This is inconvenient, and in a situation where you have a lot of speed for example that isn't possible to do, and your only choice would be either a search or a brute force approach to find the angle.
I assume that a lack of a third angle as a parameter for that command means that for angled portals like the one above the transformation would result in an infinite number of possible angles to look at, and I'm not entirely sure as to how to fix that issue.
You can display the real view angles via y_spt_hud_ent_info "0,.*angEyeAngles.*".
With some frequency(maybe on every tick) these are transformed to Quake-style angles which are between 0 and 360 as opposed to traditional Source engine angles which are between -180 and 180. However you can use these angles as well with the _y_spt_setangles command as they seem to get normalized by either SPT or the engine itself so there's no need for conversion.
That's useful, but unfortunately that doesn't work with tas pause 1, which is where I was mostly having trouble with this.
Alright well I think the best option is to add a HUD element that displays those angles correctly. I'll look into it at some point when humidity and air pressure are favorable to such endeavors.
try cl_showpos 2