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 _______________________________________________ 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

