On Tuesday 27 June 2006 10:55 am, Imperio59 wrote: > 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...
I'm not so hot on that solution. As I understand it, for a normal "bullet" weapon, there are two parts to the impact effect: 1. Sparks/flecks/impact decal 2. Blood Only (1) should be predicted, because it doesn't require any server verification. Since these are minor effects (not gameplay-affecting), it's all right for the client to simulate them. Blood, however, is another matter. Blood spray is a visual confirmation to the player that he has indeed hit the target; and _this_ is not something you can afford to mispredict. Thus, the server should take care of telling the client to spawn the blood sprite. Now, as for your weapon, you'll need to do some thinking on this matter. For your particular mod, is the blood splatter gameplay-affecting or not? It makes sense for you that sparks should be predicted, but I'm not sure that blood should be the same way. Even if you do decide to predict blood, I would advise against changing it in sdk_player_shared, as this would affect _all_ weapons across your mod, even more conventional ones for which the player might expect conventional response. So, basically, your beef is with the prediction system, not sdk_player_shared. Watch out for hasty fixes :-P -John Sheu _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

