The random seed is stored with the prediction data for that frame, when the client re-predicts something it uses that stored seed.
There should be as many g_runfunc = true frames as there are server frames. The server runs a frame for the client every time it recieves a usercmd packet. The client only uses the next new seed when it does a g_runfunc = true frame. There might be some other stuff to help keep them in sync too, but we'd need engine code to know what that is. Does that answer your question? ----- Original Message ----- From: "Rockefeller" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Friday, September 12, 2003 5:06 AM Subject: Re: [hlcoders] clientside weapon prediction > > You made a few things clear to me, but there's one remaining question: > Theses subsequent calls of PrimaryAttack() cause multiple bullets to be > fired. You won't see them, cos the "real" bullet with the decal etc. is > fired within the event function (which is called once), but > m_pPlayer->FireBulletsPlayer() is called multiple times for one server > side shot, and that leads to differing seed random numbers, or am i > wrong? So server and client side randoms won't fit the next time? > Doesn't that lead to ghost bullets? > > Rockefeller _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

