Paul

That is unfortunately normal.  I ran into this when modifying accuracy of
weapons based on things like player speed, crouching, stamina, etc, but it
will happen with all weapons no matter how careful you are.

When you do the bullet trace, you give it a vector which is basically the
cone of degrees of accuracy.  That means that the bullet will hit at a
random point within that cone.  The problem lies with the fact that the
random point that the client comes up with will be different than the
random point the server comes up with.  All you can really do here is to
keep as much as possible between the client and the server the same so that
the accuracy vector you pass in to EV_HLDM_FireBullets() and to
m_pPlayer->FireBulletsPlayer() is the same.  Beyond that it is random,
unless there is some magic hidden in the code that I haven't found yet. :(

Rob Prouse
Tour of Duty Mod
http://www.tourofdutymod.com

At 09:27 PM 26/02/2002 +0000, you wrote:
>Ok, here's one I won't work out on my own.
>
>I ust finished making all our weapons use clientside events to do the
>animations, decals, etc. But as I was doing the last one I forgot to turn
>off the serverside decals. I then noticed that the decal marks were
>completely different for client and server. I was under the impression that
>some clever code tied the events to the server so this wouldn't happen. Is
>there something I need to do that I may have overlooked?
>
>I'm not talking about full client prediction here, just event calls from the
>server.
>
>Any suggestions of things to check would be greatly appreciated :)
>
>Paul
>
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