Well, I actually solved it by modifying it a little bit and adding the jetpack as a regular suit device, like sprint does. Now it's draining equally fast for everyone.
Kind regards, Radimir From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Radimir Bobev Sent: Saturday, July 6, 2013 7:32 PM To: 'Discussion of Half-Life Programming' Subject: [hlcoders] Suit energy drains faster for host than for clients Hi guys In my mod, I have a jetpack which uses the suit energy as "fuel"; the problem is that it drains at its normal, intended rate, for the host player, and for all other players it drains much more slowly. And when I say more slowly, I mean at least 5x as slow. The jetpack works as follows: In CGameMovement::FullWalkMove( ), I check if the jetpack is enabled, if it is, I call CGameMovement::ApplyJetpack( ) There, we have void CGameMovement::ApplyJetpack( void ) { #ifndef CLIENT_DLL CHL2MP_Player *tempHL2p = ToHL2MPPlayer(player); if (!tempHL2p) return; //boostType = tempHL2p->GetBoostType(); #endif #ifdef CLIENT_DLL C_HL2MP_Player *tempHL2p = ToHL2MPPlayer(player); if (!tempHL2p) return; #endif if (frameCount != gpGlobals->framecount) { frameCount = gpGlobals->framecount; if (!DrainSuit( JETPACK_DRAIN_RATE * gpGlobals->frametime )) { tempHL2p->JetpackEnabled = false; return; } } .. DrainSuit is a custom function (it's been a while since I implemented it but I think it was so the client can get updated on the current suit % immediately) bool CGameMovement::DrainSuit( float tempVal ) { #ifndef CLIENT_DLL CHL2_Player *pPlayer2 = static_cast<CHL2_Player *>( player ); if (pPlayer2->SuitPower_Drain( tempVal )) return true; else return false; #else if (ToHL2MPPlayer(player)->m_HL2Local.m_flSuitPower <= tempVal) return false; else return true; #endif return false; } Any ideas what could be causing this behavior? I suppose it's a networking issue, but I'm not sure what exactly it could be. Kind regards, Radimir
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