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[ Picked text/plain from multipart/alternative ]
It doesn't even matter whether or not the client must see the other clips.
As long as it's not selected (= currently networked) it won't be changed as
well - right? So we can just leave an old value at the client and show it
forever, since it won't be outdated, unless the player switches to that clip
(which would cause it to be updated again anyways). Kind of a 'cache' at the
client.

On 7/16/07, Garry Newman <[EMAIL PROTECTED]> wrote:
>
> Does the player need to know how much ammo is in all clips for all
> ammo types? Could you just network one set of clips and fill them with
> the current weapon's clips?
>
> Or you could make each clip an entity/class - and only network the
> entity/class to the player that owns it.
>
> That way if the player is only carrying 3 clips then only 3 will be
> networked - and the player can carry an arbitrary amount of clips.
>
> garry
>
>
> On 7/16/07, Jed <[EMAIL PROTECTED]> wrote:
> > Yeah just to clarify, the reasons I need this kind of solution are:
> >
> > * When player drops weapon, they drop just the weapon and what ammo is
> > loaded in it. Any clips of that ammo type stay with the player.
> > * Client needs to be able to see how many clips are left and how much
> > ammo in each for the hud.
> > * Ability to add/remove clips via pickup/drop.
> >
> > - Jed
> >
> > On 16/07/07, Andrew Ritchie <[EMAIL PROTECTED]> wrote:
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > Garry, that is brilliant. And probably the best soloution, only worry
> about
> > > one clip at a time and leave total ammo to the server, could probably
> > > eliminate some traffic at the same time.
> > > --
> > >
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