Mind me, but what do you think of using one of the unused params for the
events?
If I remember correctly there are at least two vector params...

----- Original Message -----
From: "Commando" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Monday, March 25, 2002 8:27 PM
Subject: Re: [hlcoders] arg, client based CBaseEntity !


> Cortex
>
> What you need to remember is that most of the methods in CBasePlayer and
> CBaseWeapon on the client side are just empty stubs that do nothing, or if
> they do something, they need to do it using different information than on
> the client side.  I ran into the same problems as you when I was basing
our
> accuracy on the player's stamina.  You have a few choices, first, you need
> to duplicate the calculation of your m_precision on the client side using
> whatever information on the client side you have.  This can be difficult
> because as you have seen, the client doesn't always have all of the
> information and some of the member variables are just 0.  I had to do the
> same calculations using completely different variables based on
information
> we were transmitting to the HUD.  The other problem with this method, is
> that if you change the way you calculate your precision on the server, you
> have to make the same update on the client which you will probably forget
> to do once in awhile.
>
> Your second option is to transmit m_precision with all of your client
> player updates.  You will probably need to modify your delta.lst for this
too.
>
> Client side weapons are a bit of a pain eh ;-)
>
> Good luck
>
> Rob Prouse
> Tour of Duty Mod
> http://www.tourofdutymod.com
>
> At 08:05 PM 25/03/2002 +0100, you wrote:
> >Hello,
> >
> >Recently, I wanted to make the players shoots dependant of their accuracy
> >and the weapon they carry. I've added a "m_precision // m_accuracy in
> >english :D" variable to CBasePlayerWeapon and CBasePlayer. I set them
> >correclty in my Gamerules. So, all right.
> >
> >The problem I'm encountering with the CBasePlayer variable is that on the
> >client side, in CBaseEntity::FireBulletPlayers(...), the CBasePlayer
class
> >isn't set according to the server one. Indeed, pPlayer->m_precision is
> >always zero on the client whereas it's the normal value for the server's
> >pPlayer->m_precision !
> >
> >Really annoying... Any idea how I could get around this ?
> >
> >       - Cortex : mapper & coder www.hlalbator.fr.st
> >
> >
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