Thats a load of crap! I've done some of my best work at 2am with a bag of
Starbursts and a bottle of coke :D

On Wed, Jul 30, 2008 at 6:29 AM, Maarten De Meyer <[EMAIL PROTECTED]>wrote:

> The first will do just fine, thanks a lot. Don't know what's worse, the
> fact that I used it before, or the fact that it was 10 lines below the
> ugly hack I did now in stead. Lack of sleep is bad for coding, loads of
> caffeine not a substitute.
>
> > UpdateClientSideAnimation or ClientThink perhaps?
> >
> > On Tue, Jul 29, 2008 at 5:41 PM, Maarten De Meyer
> > <[EMAIL PROTECTED]>wrote:
> >
> >> Hi list!
> >>
> >> Simple question really, I want to simulate a part of a certain weapon's
> >> behavior on the client, since it's visual and I don't want the visual
> >> aspects networked ( not necessary and makes things laggy ). I usually
> >> put
> >> stuff like that in ItemPostFrame, but I'm discovering that only the
> >> local
> >> player's ItemPostFrame functions are called on the client. Is this
> >> normal,
> >> and if so, is there an interface already for what I'm trying to do or do
> >> I
> >> just hook C_BasePlayer::PhysicsSimulate or something ( where the
> >> difference between local and non local players is made ) ?
> >>
> >> Thanks,
> >>
> >> Maarten
> >>
> >>
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> >>
> >>
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> >
> >
>
>
>
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-- 
Matt Stafford (Wraiyth)
http://www.wraiyth.com
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