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[Feature Request] Allow teleport view angles (Pitch/Roll) for players by separating camera angles from model angles #445

@Temmie2233

Description

@Temmie2233

As discussed in the previous issue regarding Hook_Teleport, base CS2 breaks playermodels when teleported with non-zero X (pitch) and Z (roll) angles. Currently, CS2Fixes aggressively resets these to 0.0f to prevent the bug.
While I understand that fixing the broken model is the priority, I am opening this feature request because restoring the ability to teleport players to look up/down is crucial for custom mapping (especially in ZE, MG, and movement modes).

Why is this feature important?

In Source 1 (CS:S and CS:GO), info_teleport_destination fully supported Pitch and Roll, and map makers have relied on this for over a decade. By forcing the player's view to a flat horizon in CS2, several major map design elements are broken:

  1. Map Ports & Legacy Compatibility: Hundreds of legacy ZE and MG maps are currently being ported to CS2. Many of these rely on specific teleport angles. Without this feature, map porters have to manually redesign teleports, or players end up looking at walls/horizons instead of the intended direction.

  2. Boss Fights & Cinematic Events: In ZE maps, players are frequently teleported to boss arenas. Map authors often use downward or upward pitch to instantly draw the players' attention to a boss above them or a hazard below them. Forcing them to look straight breaks the intended visual direction.

  3. Vertical Gameplay Flow (Falling / Launching): In movement maps or ZE traps, players are often teleported into falling pits or launched upwards. If a player is teleported to fall down a deep shaft, forcing their camera to look perfectly horizontal feels incredibly disorienting and unnatural. They should be looking down.

Proposed Feature Implementation
As briefly discussed before, the ideal solution would be to satisfy both the engine's limitations and the mappers' needs:

  • For the CCSPlayerPawn (The Model): Keep the current fix. Strip the X and Z angles so the physical character model remains unbugged and stands upright.

  • For the CCSPlayerController (The Camera): Intercept the intended teleport angles and manually apply the X/Z rotation to the player's actual camera (e.g., via m_angEyeAngles or similar camera vectors).

Conclusion
Since Valve hasn't officially fixed the underlying CS2 engine bug yet, server plugins like CS2Fixes are the only hope for map developers to regain this lost Source 1 functionality. Implementing this split-angle workaround would be a massive quality-of-life improvement for the custom map ecosystem.

Thank you again for your time, consideration, and the hard work you put into this project!

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