Also in response to Tony

> Gamerules have a 'proxy entity'. It is created with
>
CreateStandardEntities() on the server.


My CreateStandardEntities has nothing about creating 'proxy entity's', its
just the creation of the player_manager entity

2008/9/16 Olly <[EMAIL PROTECTED]>

> The values are added to the Data Table of the parent base rules class: 
> CTeamplayRoundBasedRules (
> game/shared/teamplayroundbased_gamerules.cpp/.h if anyone is interested )
>
> 2008/9/16 Maarten De Meyer <[EMAIL PROTECTED]>
>
> Yeah, but that should be transparent, no? since the send/recv table from
>> the proxy is referencing the one in gamerules:
>>
>> BEGIN_SEND_TABLE( COffLGameRulesProxy, DT_OffLGameRulesProxy )
>>                SendPropDataTable( "offl_gamerules_data", 0,
>> &REFERENCE_SEND_TABLE(
>> DT_OffLGameRules ), SendProxy_OffLGameRules )
>>        END_SEND_TABLE()
>>
>> Which leads me to ask; Olly, did you forget to add your variables to the
>> send/receive tables of DT_SDKGameRules ?
>>
>> > The rules themselves aren't networked. That's why there's a gamerules
>> > proxy.
>> > In hl2mp:
>> > LINK_ENTITY_TO_CLASS( hl2mp_gamerules, CHL2MPGameRulesProxy );
>> > in 'scratch':
>> > LINK_ENTITY_TO_CLASS( sdk_gamerules, CSDKGameRulesProxy );
>> >
>> > Etc.
>> >
>> > -Tony
>> >
>> >
>> > -----Original Message-----
>> > From: [EMAIL PROTECTED]
>> > [mailto:[EMAIL PROTECTED] On Behalf Of Olly
>> > Sent: September-16-08 10:27 AM
>> > To: Discussion of Half-Life Programming
>> > Subject: Re: [hlcoders] Networking Game Rules
>> >
>> > I read somewhere in the archive that rules arn't networked. They said it
>> > could be done (obviously or valve wouldnt have written the
>> > CTeamplayRoundBasedRules class
>> > to use client variables).
>> > I'm just wondering if anyone else has any ideas HOW to do it.
>> >
>> > 2008/9/16 Marek Sieradzki <[EMAIL PROTECTED]>
>> >
>> >> Just a hint not really related to networking: you have to remember
>> > that VS
>> >> can show random values in debugger for Release build if the variable
>> >> was optimized out.
>> >>
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>> >>
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>> >
>> >
>>
>>
>>
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>
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