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


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