Its not when predicted weapons are in use.

Its all 0 based, and there's a function to reduce the timer's every
frame, much like the timers in pmove.

If you look at it, you'll see that while CLIENT_WEAPONS is defined on
the server, it returns 0; the usedecrement stuff makes it subtract from
the timers.


-omega
Frontline Force - http://www.flfmod.com


-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of
[EMAIL PROTECTED]
Sent: February 14, 2003 9:26 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Problem porting to SDK 2.3

> Are you using UTIL_WeaponTimeBase() for the delay values (i.e.
> don't use gpGlobals->time on the client).
>
> Jeffrey "botman" Broome

How does UTIL_WeaponTimeBase actually work? On the server, is it
the same as gpGlobals->time?

--
Laurie Cheers
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