Just thought of something. I take it then that these aren't already being
used by the FireBullets functions? Seems a bit daft to me. Or is this just
leftover SDK1 code biting me in the butt?

----- Original Message -----
From: "Alfred" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Friday, March 01, 2002 12:18 PM
Subject: Re: [hlcoders] Clientside events not matching the server


> You should use the
> UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0, 5 );
> random function(s). These functions (Leon, Botman, tell me if I am wrong
> here) will allow the random sequence generated by the server and the
client
> to be the same :) So your "random" effect will gel between the server and
> the client (hence the shared name). FA implements this and you don't see a
> difference between client and actual.
>
> ----- Original Message -----
> From: "Commando" <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Sent: Wednesday, February 27, 2002 10:28 AM
> Subject: Re: [hlcoders] Clientside events not matching the server
>
>
> > 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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