I did something like this (i don't remember if I had to edit code elsewhere
or not.. so, this may only be part of it)

Inside DrawModel; in beam_shared.cpp, after beams->drawbeam..
I added
        if ( m_pfnThink )
        {
                if ( GetNextThink() < gpGlobals->curtime )
                {
                        Think();
                }
        }


This allowed the think function to get called on the client when it was time
to remove it.

However, I've since changed my weapon that used this instant-fire beam, and
created a new tracer effect that essentially does the same thing though, and
functions better.

But this did work ;)


--------------
-- omega
Heroes of Excelsior
http://www.heroesofexcelsior.com
Blackened Interactive
http://www.blackened-interactive.com
> -----Original Message-----
> From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]
> Sent: August 18, 2006 4:32 PM
> To: hlcoders@list.valvesoftware.com
> Subject: [hlcoders] LiveForTime()
>
> --
> [ Picked text/plain from multipart/alternative ]
> Content-description: Mail message body
>
> Hey,
>
> Now I am using LiveForTime(0.5) on my CBeam because StartFadeOut
> doesn't exist on the client sadly; but more to the point LiveForTime
> is meant to destroy the beam after 0.5 seconds but it fails to do so
> the beams to continue to stick around on the screen.
>
> What can I do about this? Anyone know how I could get LiveForTime to
> work? Or know a different method of gradually destroying the beam
> after a period of time?
>
> Thanks;
> Yanii
> --
>
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