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

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