In some functions it is assumed that the effects are predicted on the
client, like in PreThink and PostThink functions.
See CBasePlayer::PhysicsSimulate ( IPredictionSystem::SuppressHostEvents ).

You can verify this by putting cl_predict to 1.

Sander

On Thu, Dec 31, 2009 at 5:58 PM, Richard Slaughter <[email protected]>wrote:

> Hi List,
>
> I'm trying to get the player to emit a particle effect when they sprint
> but just can't get the damn thing to work.
>
> I've tried putting the following in CHL2MP_Player::StartSprint but no
> particles get emitted:
>
>       Vector final = GetAbsOrigin();
>       final.z += 30;
>       final.x += 32;
>       DispatchParticleEffect("weapon_dispenser_particles2", final,
> GetAbsAngles());
>
> This is just a test to see if I can get some particles to show up, which
> they don't, I've set a break point and verified the code is being hit.
>
> However, if I setup a console command in CHL2MP_Player::ClientCommand
> with the same code, I see the particle effect get created.
>
> Am I missing something obvious here?
> Thanks,
>
> Rich
>
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