Yep, done that.
I did discover that I wasn't creating an instance of the gamerules
proxy, so added the following:
void CNewGameRules::CreateStandardEntities( void )
{
#ifndef CLIENT_DLL
CGameRules::CreateStandardEntities();
g_pLastCombineSpawn = NULL;
g_pLastRebelSpawn = NULL;
#ifdef _DEBUG
CBaseEntity *pEnt =
#endif
CBaseEntity::Create( "new_gamerules", vec3_origin, vec3_angle );
Assert( pEnt );
#endif
}
Which is based on hl2mpgamerules.
Gets called, but still doesn't work though, grr.
Rich
Bob Somers wrote:
> 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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>>
>>
>>
>
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