Ah!!

I see the #else now .. Sorry :(
The formatting when it came over was messed..

I will now shut my pie hole and go back to my corner of the world ;)
-Ron



-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Commando
Sent: Thursday, November 15, 2001 12:13 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Problem with m_iClip being different on client
and server


Ronald wrote:

 > Nothing is being clobbered..
 >The code is never compiled ;)
 >
 >#if 0
 >Nothing is compiled in here.....
 >#endif

I realize that is not getting compiled, that is what worries me, because

what is getting compiled is;

#if 0
//..
#else
m_iClip += 10;
#endif

Which is adding 10 to m_iClip for a reload. This is not correct, I just 
want to know if it is a hack and m_iClip gets restored to it's correct 
value later in the sequence.

Rob Prouse

At 07:39 PM 14/11/2001 -0500, you wrote:
>I've been having problems with the value of m_iClip being incorrect on 
>the
>client side since the port to 2.2.  I noticed the following code in the

>client CBasePlayerWeapon that looks like a problem.  Is this the case
or 
>is it compensated for elsewhere?  If it is dealt with elsewhere, then
where?
>
>void CBasePlayerWeapon::ItemPostFrame( void )
>{
>         if ((m_fInReload) && (m_pPlayer->m_flNextAttack <= 0.0))
>         {
>#if 0 // FIXME, need ammo on client to make this work right
>                 // complete the reload.
>                 int j = min( iMaxClip() - m_iClip,
> m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]);
>
>                 // Add them to the clip
>                 m_iClip += j;
>                 m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] -= j; #else
>                 m_iClip += 10;
>#endif
>                 m_fInReload = FALSE;
>         }
>         // ...
>}
>
>It looks to me that the clip is passed to the client in
>HUD_WeaponsPostThink(), with pCurrent->m_iClip = pfrom->m_iClip.  Why
is 
>the above code clobbering the correct value of m_iClip with an
arbitrary 
>amount?  Is m_iClip just increased temporarily so we can get on with 
>things until it is set to the correct value the next time the server 
>updates the client?  Am I just confused by the sequence and a hack to
get 
>things working?
>
>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
_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives, please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders

Reply via email to