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

Reply via email to