Take a look at http://developer.valvesoftware.com/wiki/Lag_Compensation
scroll down to Client Side Prediction.
Explains player movement prediction and interpolation.

On Nov 17, 2007 2:57 AM, Neuwirth Christoph <[EMAIL PROTECTED]> wrote:
> Thx for the answer but i knew those files already.
>
> I´d need some advise in those points cause source coding and msvc++ 2003
> are completley new for me.
>
> So anyone can answer those questions?
>
> Joel R. schrieb:
>
> > gamemovement.cpp and sdk_gamemovement.cpp are the files you want.
> > They handle the walking on ground / collision.
> >
> > On Nov 17, 2007 12:03 AM, Neuwirth Christoph <[EMAIL PROTECTED]> wrote:
> >
> >> No one?
> >>
> >> Neuwirth Christoph schrieb:
> >>
> >>
> >>> Hello
> >>>
> >>> After i got the suggestions from you guys to wait with serious work
> >>> until ep2 sdk comes out, i decided to learn a bit about the movement
> >>> code of hl2.
> >>>
> >>> 1. How much Difference is between hl1 and hl2 movement code(except hl1
> >>> is c and hl2 is c++)
> >>> 2. How is the movement code predicted?
> >>> 3. is the Movement code shared like hl1 or has each workspace its own
> >>> movement code?
> >>> 4. Is it possible to port the hl1 movementcode to c++ even without
> >>> engine access?(i know a lil offtopic but interesting tough)
> >>>
> >>> greetz
> >>> chris
> >>>
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> >>>
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> >>
> >>
> >
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> >
> >
>
>
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--
~skidz

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