You should only apply the punch to the view angle when not under prediction. On the client, prediction of frames can occur an arbitrary number of times after the first real frame is processed.
You can use: #include "prediction.h" ... if ( !prediction->InPrediction() ) { // do recoil } To check when you are running in prediction. Matt -----Original Message----- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of William Ewing Sent: Monday, January 16, 2006 1:59 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Recoil Modifications I have recently been attempting to modify a recoil system to not decay, however I am running into the issue of lag. It is supposed to simply twitch the view by a random amount. Under heavy lag, it does this about 96.38 times, because it is modifying viewangles directly. It seems to be a prediction bug. Any idea as to what may be the problem? -- Will "xENO" Ewing _______________________________________________ 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