I'm using pev->vuser1 vector for players to keep there some information for physics system. PM-shared code on server can read and change it, if needed. But i also want to send this variable to client to make predicting work correctly. I've added strings with it to delta.lst, added code in server's AddToFullPack, and in HUD_ProcessPlayerState added VectorCopy( src->vuser1, dst->vuser1 );
Now, i can access this vector on client side this way - gEngfuncs.GetLocalPlayer()->curstate.vuser1 But client's PM-shared code still can't read this vector from pmove->vuser1 - it reads three zero values. What also should i do to make vuser1 avaiable in client-side prediction system? (sorry for my english..) _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

