Good advice, but I always do a batch build of both dll's now that weapons do client side prediction and this was one of the first things that I checked.
I have debugged in both dll's. In the client dll, when I switch weapons, the weapon id is 0, but in the server dll, it is 1 (yes, there is no more crowbar and yes it is defined in both dll's.) Is something getting clobbered in communications or maybe just before/after communications? Anybody have any other ideas? Rob At 03:17 AM 14/11/2001 +0000, you wrote: >make sure you have recompiled the client.dll for the new HL dll else it >all goes pear shapped. >Had the same problem for a while, did my head in until I realised I had a >2.0SDK client.dll in the cl_dlls dir, deleted it and it all worked fine :) >this happened despite me setting cl_dll 0 in teh liblist.gam file.. :/ > >----- Original Message ----- >From: Commando >Sent: Tuesday, November 13, 2001 5:03 PM >To: [EMAIL PROTECTED] >Subject: [hlcoders] Problem with Client side animations > >I have written a knife based very closely on the crowbar in the SDK. Since >I ported it to the 2.2 SDK, the client side animations are not working >correctly. I have gone through my code line by line and compared it with >the crowbar code. I have made everything the same except for the models >and animations. > >My EV_Knife function is not getting called, although the primary attack is >getting called in both client and server dll's. The PLAYBACK_EVENT_FULL() >is getting called in my primary attack. This means that hit animations >work fine (they are not scripted), but the miss animations don't >work. Also, I ported all my other weapons without a problem, so I think I >know everything I need to change (if anyone is interested, I have a list of >changes need to add weapons within the new 2.2 client side scripting model) > > From what I can tell, in HUD_WeaponsPostThink() in hl_weapons.cpp, >from->client.m_iId is being passed in as 0 for the knife when it should >actually be 1. Because of this, the knife isn't being selected as the >current weapon. Does this ring a bell? Anyone know where I should be >looking? > >This same thing was also reported to the wavelength forumns with the >crowbar, but it was not answered. To see if it was an SDK bug, I compiled >the release version of the 2.2 SDK and it works. The URL for that post is; > >http://dynamic.gamespy.com/~wavelength/ubb/Forum3/HTML/008218.html > >Any ideas? > >Rob 'Commando' Prouse >Tour of Duty Mod >http://www.tourofdutymod.com _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders