Yeah, FX_FireBullets() is for multiplayer, it uses a filter with
UsePredictionRules(), so the shot code is run first on the client,
then on the server. When it's run on the server, it transmits a bullet
to everyone but the person who fired.

The reason player->FireBullet() is doubling tracers is because when
it's run on the server, it's not using a UsePredictionRules(), so it's
transmitting the tracer and what not back to the shooter.

In my opinion, your best bet is to use FX_FireBullets


On Mon, 31 Jan 2005 20:48:14 -0500, r00t 3:16 <[EMAIL PROTECTED]> wrote:
> Some posted about bullet tracers awhile back and I gave them a quick idea
> how to fix it.
> When testing a map I noticed the the mp5 was firing 2 bullets every time you
> quickly pushed the fire button.
>
> So debugging the info it seems the
>
> FireBulletsInfo_t Fire;
> Fire.m_iShots = 1;
> Fire.m_vecSrc = pPlayer->Weapon_ShootPosition( );
> Fire.m_vecDirShooting = pPlayer->GetAutoaimVector( flSpread );
> Fire.m_vecSpread = GetBulletSpread();
> Fire.m_flDistance = MAX_TRACE_LENGTH;
> Fire.m_iAmmoType = m_iPrimaryAmmoType;
> Fire.m_iTracerFreq = 3;
> Fire.m_iDamage = 8;
> Fire.m_iPlayerDamage = 20;
> Fire.m_pAttacker = (CBaseEntity *) pPlayer;
> Fire.m_nFlags = 0;
> Fire.m_flDamageForceScale = 0.95f;
>
> player->FireBullets( Fire ); // causes the double bullet problem, but I get
> tracers.
> // also the other interesting thing about the above code as it seems to
> override some of the var's from the weapon scripts file?
>
> // commenting out the code below
> // I do not get the extra bullet fired, but I do not get sounds etc.
> // the above code does not seem to be for multiplayer? as it has no
> prediction random seed?
>
> FX_FireBullets(
> pPlayer->entindex(),
> pPlayer->Weapon_ShootPosition(),
> pPlayer->EyeAngles() + pPlayer->GetPunchAngle(),
> GetWeaponID(),
> Primary_Mode,
> CBaseEntity::GetPredictionRandomSeed() & 255,
> flSpread );
>
> Im guessing that FX_FireBullets(); Is for multiplayer because of the
> prediction?
>
> FireBulletsInfo_t Fire;
> player->FireBullets( Fire ); is for single player?
>
> r00t 3:16
> CQC Gaming
> www.cqc-gaming.com
>
> _______________________________________________
> 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

Reply via email to