Ronald wrote:

 > Nothing is being clobbered..
 >The code is never compiled ;)
 >
 >#if 0
 >Nothing is compiled in here.....
 >#endif

I realize that is not getting compiled, that is what worries me, because 
what is getting compiled is;

#if 0
//..
#else
m_iClip += 10;
#endif

Which is adding 10 to m_iClip for a reload. This is not correct, I just 
want to know if it is a hack and m_iClip gets restored to it's correct 
value later in the sequence.

Rob Prouse

At 07:39 PM 14/11/2001 -0500, you wrote:
>I've been having problems with the value of m_iClip being incorrect on the 
>client side since the port to 2.2.  I noticed the following code in the 
>client CBasePlayerWeapon that looks like a problem.  Is this the case or 
>is it compensated for elsewhere?  If it is dealt with elsewhere, then where?
>
>void CBasePlayerWeapon::ItemPostFrame( void )
>{
>         if ((m_fInReload) && (m_pPlayer->m_flNextAttack <= 0.0))
>         {
>#if 0 // FIXME, need ammo on client to make this work right
>                 // complete the reload.
>                 int j = min( iMaxClip() - m_iClip, 
> m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]);
>
>                 // Add them to the clip
>                 m_iClip += j;
>                 m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] -= j;
>#else
>                 m_iClip += 10;
>#endif
>                 m_fInReload = FALSE;
>         }
>         // ...
>}
>
>It looks to me that the clip is passed to the client in 
>HUD_WeaponsPostThink(), with pCurrent->m_iClip = pfrom->m_iClip.  Why is 
>the above code clobbering the correct value of m_iClip with an arbitrary 
>amount?  Is m_iClip just increased temporarily so we can get on with 
>things until it is set to the correct value the next time the server 
>updates the client?  Am I just confused by the sequence and a hack to get 
>things working?
>
>Rob 'Commando' Prouse
>Tour of Duty Mod
>http://www.tourofdutymod.com

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