One possibility is to override ShouldDraw() and enforce the  
appropriate conditions.



On Aug 30, 2009, at 9:05 AM, Tom Edwards <t_edwa...@btinternet.com>  
wrote:

> I want to bring up the issue of projectiles hanging in the air for a
> moment after spawning again. The last time it was discussed the  
> solution
> given was to predict:
>
> http://www.mail-archive.com/hlcoders@list.valvesoftware.com/msg21121.html
>
> This is a bad idea though, because it causes the projectile to
> materialise several feet in front of the firer on observers' computers
> (contrary to what Tony said at the time, TF2 does NOT predict
> rockets/grenades).
>
> The problem is that the projectile is spawned as soon as the client
> receives it, irrespective of interpolation, and then (correctly) does
> not start to move until interp catches up. You can change the length  
> of
> the delay by increasing the interp period; decreasing host_timescale
> makes spotting the difference easier.
>
> I've run tests and discovered that /all/ of Valve's games are affected
> by this issue, including TF2. I've not compiled the SDK template game
> but I expect it also suffers.
>
> The solution is clear: prevent the projectile's clientside
> representation from spawning until the interpolated world is ready.
> Anyone know how to do that?
>
>
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