Doing AddEffects( EF_NOINTERP ) when the player respawns will fix this in most cases. There's a known bug in EF_NOINTERP where they'll still interpolate sometimes, but we'll be fixing that in an SDK update.
-----Original Message----- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Tommi Bordi Sent: Monday, January 10, 2005 11:08 AM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Respawn Bug MP SDK This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hi, Has anyone else noticed the respawn bug in multiplayer? If not, heres a short description of it: When you kill a player and when he is about to respawn, you can see that the playermodel is created first above his corpse (ragdoll, what you wish to call it). And then you can actually see how the playermodel is moved to the spawnpoint and ends the rest of the spawn code there. Yes, it moves rather fast but you can easily predict where he is going to spawn and it Can be seen rather easily in a small map where you have visual range to the spawnpoint(s). I have tried to trace it, but with not much success. (*bump*) Tried to look in the different functions that involve playerdeath and respawning. Both in CBasePlayer and CSDKPlayer. Can anyone confirm this, or is just my SDK/Code/Computer/Friends Computer? Or even perhaps a solution? Hehe :-) Thanks! Best Regards Tommi 'MindBlaster' Bordi Note: Please forgive me for any typos.. -- _______________________________________________ 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