Multiplayer weapons should usually be predicted and so should be written as shared code and use the DECLARE_NETWORKCLASS. If you look at the definition of the macro, you'll see how it compiles on both the client and the server.
Yahn -----Original Message----- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Markus Martin Sent: Friday, January 07, 2005 4:51 AM To: [email protected] Subject: [hlcoders] SERVERCLASS vs NETWORKCLASS Hello, I have been porting some HL2 weapons to the multiplayer mod I am working on, and I am curious to know the difference between the SERVERCLASS and NETWORKCLASS entities. There seems to be a significant difference. The SDK weapons use the DECLARE_NETWORKCLASS() and DECLARE_PREDICTABLE() macros, then that source file is compiled into both the server and client. The HL2 weapons on the other hand use the DECLARE_SERVERCLASS() macro and a data table. Both these methods seem 'networked for multiplayer', and in the "Entity Networking" doc only SERVERCLASS is discussed. What is the preferred method for multiplayer and why? Greetings, -Markus _______________________________________________ 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

