I don't think this is reproducible in a clean SDK when I did it (had to
keep setting the silly cl_lw cvar on for some reason, until it decided to
'stick'  -- third time's the charm.. ;)).

But, that line prints exactly once per primary attack. I made the
absolutely most minimal mod possible (dlls, liblist, 2 maps and that's it).
Didn't test over the network, just a lan game. Maybe that makes a difference?

At 02:44 AM 9/12/2003 +0200, you wrote:
hi,

when trying to do some advanced weapon coding i discovered a strange
behavior of the client weapon prediction.
I'm using a counter in PrimaryAttack(). On the server everything works
perfectly, but on client the counter is almost always wrong.

Now here's the problem: PrimaryAttack() gets called MANY times on client
when its just called once on the server.

m_flNextPrimaryAttack is set in PrimaryAttack(), but on next frame it
seems to be gone, m_flNextPrimaryAttack is still <0, and PrimaryAttack()
gets called again! That changes not until a few frames later (maybe when
the next server packet arrive?)

I reproduced this what i think is a bug with an clean version of SDK2.3.

Add this to hl_weapons.cpp before calling into PrimaryAttack():
gEngfuncs.Con_Printf("attack: %f\n", gEngfuncs.GetClientTime());
Take a pistol and fire once. You see many calls into PrimaryAttack().


Maybe there's something wrong with my HL? Can someone plz try to reproduce this? If this is indeed a bug, it's very bad: it makes the random_seed useless.

Rockefeller


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