In the weapon fire code (client-side), add: if(prediction->IsInPrediction() && !prediction->IsFirstTimePredicted()) return;
The problem is, the "weapon fire" code being predicted every frame until it is acknowledged by the server. Good luck with the mod. Kind regards, *Saul Rennison* On 3 December 2011 19:34, Psy_Commando <psycomma...@gmail.com> wrote: > I posted this on the valve forums, but without much success. So I'll try > here. > > Those are converted asw weapons, to be used by a regular player. > > For some reasons in multiplayer the gun appear to shoot thousands of > rounds, while the ammocount is reduced of one. Debbuging for a while showed > me that the gun is in fact only shooting once with m_iShots of 1 in the > FireBulletsInfo_t. > > When I set the maxplayer to 1 however, effects stop working, and the gun > shoots normally... > > I don't know what's wrong. But from what I can see its linked to the > predictions, since setting cl_predict to 0 fix the bullet spam. > > Here's a video : > > http://www.youtube.com/watch?v=Av1Mt6DI2Zw > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > > >
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