Hey, Well thank you Chris Janes for the fix, which I applied to the default bullet code in FireBullets on around line 158 of sdk_player_shared, and which fixed the blood problem. Here's the fixed code (all we did was move out the CTakeDamage initialise and calculations and the DispatchTraceAttack out of the #ifdef...
//Imperio59: Fix for blood not being correctly predicted... CTakeDamageInfo info( pevAttacker, pevAttacker, fCurrentDamage, iDamageType ); #ifdef GAME_DLL ClearMultiDamage(); #endif CalculateBulletDamageForce( &info, iBulletType, vecDir, tr.endpos ); tr.m_pEnt->DispatchTraceAttack( info, vecDir, &tr ); #ifdef GAME_DLL TraceAttackToTriggers( info, tr.startpos, tr.endpos, vecDir ); ApplyMultiDamage(); #endif I'm gonna add this to the wiki list. Enjoy! _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders