that's what everyone tells me but no one will tell me how to make it
clientside,can you help me there?

On Thu, Apr 9, 2009 at 11:06 AM, Christopher Harris
<[email protected]>wrote:

> Beam needs to be created clientside instead of serverside.
>
> Chris
>
> -----Original Message-----
> From: [email protected]
> [mailto:[email protected]] On Behalf Of James Murray
> Sent: Thursday, April 09, 2009 4:11 AM
> To: [email protected]
> Subject: [hlcoders] Laggy Beam in Hl2dm
>
> Hi I am making a LaserGun for my hl2dm mod and I am just trying to get the
> beam working first so I edited the 375 weapon code and added a constant
> beam
> that shows once the weapon is drawn,the problem I am having is that the
> beam
> is laggy when I move,here is my code can you please help me out?
>
>
>
> void CWeapon357::ItemPostFrame( void )
>
> {
>
> CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
>
> // set up the vectors and traceline
>
> trace_t tr;
>
> Vector vecDir, attachpoint;
>
> QAngle vBeamAng;
>
> Vector vecSrc = pPlayer->EyePosition();
>
> // get our view model so we can find the attachment
>
> CBaseViewModel *pViewModel = pPlayer->GetViewModel();
>
> // get the attachment points position and angles
>
> pViewModel->GetAttachment(pViewModel->LookupAttachment("muzzle"),
> attachpoint, vBeamAng );
>
> AngleVectors( vBeamAng, &vecDir);
>
> Vector vecStop = attachpoint + (vecDir * MAX_TRACE_LENGTH);
>
> // do the traceline
>
> UTIL_TraceLine( vecSrc, vecStop, MASK_ALL, pPlayer, COLLISION_GROUP_NPC,
> &tr
> );
>
> //multiplayer needs this next line and the #endif that follows but for
> singleplayer remove them
>
> #ifndef CLIENT_DLL
>
> //create the beam
>
> Vector vBeamPos = attachpoint;
>
> CBeam *pBeam = CBeam::BeamCreate( "sprites/laserbeam.vmt", 0.35 );
>
> pBeam->PointEntInit( vBeamPos, this );
>
> pBeam->SetAbsStartPos( tr.endpos );
>
> pBeam->SetEndAttachment( 1 );
>
> pBeam->SetColor( 20, 20, 250 );
>
> pBeam->SetScrollRate( 25.6 );
>
> pBeam->SetBrightness( 30 );
>
> pBeam->LiveForTime( 0.00001 );
>
> #endif
>
> BaseClass::ItemPostFrame();
>
> }
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