I fixed it.
I had something screwed up somewhere else which caused this sorry about
that..


r00t 3:16
CQC Gaming
www.cqc-gaming.com
----- Original Message -----
From: "Teddy" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Thursday, December 16, 2004 12:01 AM
Subject: Re: [hlcoders] Bullet tracers


> Did you try using the FX_FireBullets() function in the bare bones
> sdk_fx_shared.cpp ?
>
> It takes care of the client prediction issues you seem to be having
>
>
> On Wed, 15 Dec 2004 22:55:56 -0500, r00t 3:16 <[EMAIL PROTECTED]>
wrote:
> > I have tracers somewhat working,
> > However when I fire there is about a 3 second delay before  I start to
see
> > the bullet traces.
> > Then they move super slow like a matrix effect.
> >
> > FireBulletsInfo_t Fire;
> > Fire.m_vecSrc = pPlayer->Weapon_ShootPosition( );
> > Fire.m_vecDirShooting = pPlayer->GetAutoaimVector( AUTOAIM_2DEGREES );
> > Fire.m_iDamage = 8;
> > Fire.m_iAmmoType = m_iPrimaryAmmoType;
> > Fire.m_pAttacker = (CBaseEntity *) pPlayer;
> > Fire.m_nFlags = true;
> > Fire.m_iTracerFreq = 1;
> > Fire.m_iShots = 1;
> > Fire.m_flDistance = MAX_TRACE_LENGTH;
> > pPlayer->FireBullets( Fire );
> >
> > I have the above in weapon_mp5.cpp
> >
> > Anyone want to shed some light as to why they look like
> > http://www.totalretribution.com/r00t316/badtracer.jpg
> >
> > I fired from the wall on the left then ran to where I am standing to
take
> > the screenshot.
> > That is how slow it is lol..
> >
> > r00t 3:16
> > CQC Gaming
> > www.cqc-gaming.com
> >
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> >
> >
>
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