If I turn on fakelag to any real value it stops happening, so I'm going to
ignore it for now and hope that it only happens to listen server hosts
pending getting the OB dedicated server working for proper testing.

On Tue, Jun 10, 2008 at 12:44 AM, Ryan Sheffer <[EMAIL PROTECTED]> wrote:

> So far I havnt noticed this, flagging EF_NODRAW has always worked. Only
> thing I can think of is this flag isn't getting networked fast enough to
> the
> client, or not at all. But thats highly unlikely unless something important
> was changed.
>
> On Sun, Jun 8, 2008 at 2:26 PM, Skillet <[EMAIL PROTECTED]> wrote:
>
> > I've been getting a bug lately in my HL2MP OB SDK mod that was reported
> > ages
> > ago for the original release of the SDK then apparently fixed.
> >
> http://www.mail-archive.com/[email protected]/msg10002.html
> >
> http://www.mail-archive.com/[email protected]/msg14804.html
> >
> > Adding EF_NOINTERP and EF_NODRAW before calling BaseClass::Spawn() (to
> > CHL2MP_Player) and removing them afterwards seems to keep the players
> from
> > flying off towards the next respawn point, but they still momentarily
> > appear
> > atop their dead ragdolls before being relocated to the new position.  I'm
> > fairly certain this isn't due to any mod code after doing some diffs and
> > cutting out my custom class's code.  Anyone else noticed it in their OB
> > mods?  I could pick through the unmodified SDK code to try and enforce
> > NODRAW but that seems like a less than ideal solution if it isn't
> happening
> > to everyone else.
> > _______________________________________________
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> >
> >
>
>
> --
> ~Ryan
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