RE: [hlcoders] Crashing Me...why?

2002-05-03 Thread Adrian Finol
Whats the debugger saying when you crash?, put a breakpoint there and see what doesn't look right in the watch window. -Original Message- From: Nate Lovallo To: [EMAIL PROTECTED] Sent: 5/3/2002 7:18 PM Subject: [hlcoders] Crashing Me...why? This is a multi-part message in MIME format. -

[hlcoders] Crashing Me...why?

2002-05-03 Thread Nate Lovallo
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Heres the scoop hud_player_info_t *hpll_info; hpll_info = &g_PlayerInfoList[m_nPlayerIndex]; ConsolePrint(hpll_info->name); Being ran in int CStudioModelRenderer::StudioDrawPlayer( int flags, enti

Re: [hlcoders] Client-side prediction

2002-05-03 Thread Sebastian Steinlechner
> > I haven't tried adding other > > (non-player) entities to see if hey have an entity_state_s associated with > > them. > > Now I have. It doesn't look like they do, or at least it's not coming > through HUD_TxferPredictionData. Probably the latter? Actually, you can access an entity_state_s

Re: [hlcoders] Client-side prediction

2002-05-03 Thread Jim Hunter
I'm feeling a bit schizophrenic, so I'm going to answer some of my own questions. Please let me know if my answers are wrong. > I know the local player is run through PM_Move. Are the > non-local players predicted too? It appears to me this does NOT happen. The entity_state_s struct for non-l

RE: [hlcoders] Client-side prediction

2002-05-03 Thread Jim Hunter
Hello, Ralph, and thanks for responding. Did you ever get my e-mail off list the last time? > > (1) Are all players predicted? > > So far as I can tell. PM_Move runs on the server and the player's > client. This is the "physics" prediction, there may be other predicted > things that work differ

Re: [hlcoders] Client-side prediction

2002-05-03 Thread Ralph Hartley
Jim Hunter wrote: > Can anyone direct me to information regarding client-side prediction? > What I need to know is: > > (1) Are all players predicted? So far as I can tell. PM_Move runs on the server and the player's client. This is the "physics" prediction, there may be other predicted thing

RE: [hlcoders] 3 round burst bug

2002-05-03 Thread Adrian Finol
The prediciton code will call it every frame. Thats why your PrimaryAttack function kerps getting called. You should check if runfuncs is true wich gets set only for one frame when the update comes. That way you can be sure that it will only be done once. Thats why events only get fired once, s

Re: [hlcoders] 3 round burst bug

2002-05-03 Thread Commando
We saw something similar with Tour of Duty when we added recoil to our weapons in the PrimaryAttack. When playing locally or a lan game, everything worked fine, but when playing on the network, I found that the PrimaryAttack got called three times for every shot on client side. It was as if the

Re: [hlcoders] 3 round burst bug

2002-05-03 Thread Alfred
Firearms suffers from the same bug :( We have yet to track it down, but it will be related to how the client predicts the operation of weapons code. I suspect something is getting reset when it shouldn't be and allowing more bullets to fire. A quick fix can be to have a special 3 round bust mode