Did you try using the FX_FireBullets() function in the bare bones
sdk_fx_shared.cpp ?

It takes care of the client prediction issues you seem to be having


On Wed, 15 Dec 2004 22:55:56 -0500, r00t 3:16 <[EMAIL PROTECTED]> wrote:
> I have tracers somewhat working,
> However when I fire there is about a 3 second delay before  I start to see
> the bullet traces.
> Then they move super slow like a matrix effect.
>
> FireBulletsInfo_t Fire;
> Fire.m_vecSrc = pPlayer->Weapon_ShootPosition( );
> Fire.m_vecDirShooting = pPlayer->GetAutoaimVector( AUTOAIM_2DEGREES );
> Fire.m_iDamage = 8;
> Fire.m_iAmmoType = m_iPrimaryAmmoType;
> Fire.m_pAttacker = (CBaseEntity *) pPlayer;
> Fire.m_nFlags = true;
> Fire.m_iTracerFreq = 1;
> Fire.m_iShots = 1;
> Fire.m_flDistance = MAX_TRACE_LENGTH;
> pPlayer->FireBullets( Fire );
>
> I have the above in weapon_mp5.cpp
>
> Anyone want to shed some light as to why they look like
> http://www.totalretribution.com/r00t316/badtracer.jpg
>
> I fired from the wall on the left then ran to where I am standing to take
> the screenshot.
> That is how slow it is lol..
>
> r00t 3:16
> CQC Gaming
> www.cqc-gaming.com
>
> _______________________________________________
> 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