Sounds like prediction is causing frames on the client to play multiple times, you might want to look into where the shells are being spawned, and add a check something like the following:
#if defined( CLIENT_DLL ) if ( prediction->InPrediction() && !prediction->IsFirstTimePredicted() ) return; #endif This code will cause the function to return if the frame is being run more than once due to the prediction code. I think a problem like this was posted before on the list, with the same resolution. Olly 2009/12/18 Jonathan White <killermonke...@gmail.com> > Actually, we have also noticed this issue but also with duplicate shells > being ejected from the gun. I narrowed it down to being an animation event > issue. I think that animation events are being queued up TWICE per shot. I > haven't had the time to narrow it down further, but my suspicion is it has > to do with the addition of the use of the PlayerAnimState classes and > doubling up animation calls when that was implemented since we did not have > this problem prior to updating to the latest SDK code back in August. > > Jon > GE: Source > _______________________________________________ > 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