It's my understanding that the gamerules networks its variables
through a proxy class rather than through itself. Have you implemented
an inherited proxy class as well as the gamerules class? Check the SDK
game rules class to see what I'm talking about.

--Bob




On Tue, Nov 3, 2009 at 3:35 PM, Richard Slaughter <[email protected]> wrote:
> Hi List, I'm stumped again so once more I turn to you...
>
> I've implemented a new set of gamerules that derive from hl2mprules
> which I think I may have based on this at the VDC:
> http://developer.valvesoftware.com/wiki/New_Gamerules
>
> If not, I've implemented all the same things.
>
> Problem is when adding a new CNetworkVar( float, m_flTimeToSend ); to
> the gamerules, and then updating the network table stuff to:
>
> BEGIN_NETWORK_TABLE_NOBASE( CNewGameRules, DT_NewGameRules )
>    #ifdef CLIENT_DLL
>    RecvPropFloat( RECVINFO( m_flTimeToSend ) ),
>    #else
>    SendPropFloat( SENDINFO( m_flTimeToSend ) ),
>    #endif
> END_NETWORK_TABLE()
>
> m_flTimeToSend is never updated on the client.
>
> Am I missing something obvious?
> Thanks!
>
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