Add your variables to the send/receive and prediction tables. In your case
it seems like a variable is getting resetted by server ack, which should
have been networked properly.

For more information - https://developer.valvesoftware.com/wiki/Prediction

That's all we had to do to make our weapons fire correctly in our
multiplayer mod.

Regards
Priyadarshi

On Thu, Dec 8, 2011 at 2:51 AM, Saul Rennison <saul.renni...@gmail.com>wrote:

> 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
>>
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>>
>>
>
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