That looks more to me like general passing of info between the server and client. I've also compared my versions of all that with the SDK2.2 files and they're identical.
Having done a search through all files for the word 'random_seed' it looks like there are no mentions of it in the fresh SDK2.2 that aren't in my code. With the obvious exception of things like different event calls, etc. ----- Original Message ----- From: "Commando" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Friday, March 01, 2002 8:39 PM Subject: Re: [hlcoders] Players random_seed not changing (was 'Clientside events not matching the server') > At 07:59 PM 01/03/2002 +0000, you wrote: > >Okay, turning into a longer saga than I hoped. I got the code altered to use > >the shared functions in about an hour, nice and easy. Only thing is that it > >seems the m_pPlayer->random_seed is permanently 0. > > > >I'm guessing I missed some critical engine call or something during the > >change to SDK2.x all those years ago and I'm only just noticing now. > > > >Any ideas where to start looking? > > The random_seed is set in the client in HUD_WeaponsPostThink() in > hl_weapons.cpp. It is passed in via HUD_PostRunCmd() by the engine. On > the server side, it is set in CmdStart() in client.cpp which is once again > passed in by the engine as far as I can tell. > > Rob Prouse > Tour of Duty Mod > http://www.tourofdutymod.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

