Ok. How many of these calls do I need to change? Just those weapon related
or do I have to do it to everything that's related to a specific player?

----- Original Message -----
From: "Alfred" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Friday, March 01, 2002 12:29 PM
Subject: Re: [hlcoders] Clientside events not matching the server


> The shared functions were introduced in 2.0(.2??) to allow for the client
> side stuff. If you have brought code over from the old code base then you
> will be using the RANDOM_*  engine functions which aren't shared, you need
> to manually go through and change the code (the calling format is
> different).
>
> ----- Original Message -----
> From: "Paul 'MoOg' Samways" <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Sent: Friday, March 01, 2002 11:22 PM
> Subject: Re: [hlcoders] Clientside events not matching the server
>
>
> > 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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