I am not sure about the entity number, some deep part of my memory thinks they are the same, can't be sure tho :)
As for the client side prediction stuff, things that have an instant effect (i.e no travel time) such as bullets and nails are predicted, things that take time to travel aren't (because you want the path of the projectile to look the same for everyone, if you predicted a far moving object then all sorts of ugly effects would appear). Rob Harwood wrote:
1. Do the entities in the Client DLL have the same index as their server counterparts? i.e does gEngfuncs.GetEntityByIndex() on the client return the same entity as INDEXENT() on the server? 2. In the Event API on the client, the entindex passed back to the client - what is it? The index of the edict specified in the PLAYBACK_EVENT() call? 3. No projectiles (like crossbow bolts) seem to have client prediction in the SDK - is there a reason for this? (is it not feaseable?, too easy to get out of sync? etc) I think the nails in TFC are predicted though, (think being the key word), are there any examples of this kind of thing? thanks, - Rob. _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
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