You can use a static variable in PrimaryAttack client side. Then, you return from the function if not enough time has elapsed since your previous shot...
The "time" parameter does not change when this is the case. And indeed, thats my workaround for now, but thats not applicable for 3 of my weapons, cos if i return when gpGlobals->time is the same as in the call before, the difference between two calls is sometimes to long. That should be fixed in the engine, mainly because the seed problem, also in other mods.
That leads to another possible bug: HUD_PostRunCmd() has the parameter "time". The comment above says: "time is the current client clock based on prediction". But that cannot be true, because if gEngfuncs.GetClientTime() changes but this "time" parameter is always equal in more than two subsequent calls, can "time" be fully predicted? :)
The next thing: If PrimaryAttack() is called several times, why the hell aren't there more than one event fired? I remember someone from Valve stating earlier that only one event per frame can be fired. This should be extended to: only one event per _predicted_ frame. IMO another bug.
Rockefeller
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