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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>> please visit:
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>>
>>
>>     
>
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>   


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