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I noticed that this change breaks prediction with original DLLs.
cc @FreeSlave See how it calls shared random in original HLSDK, the calls to shared random is supposed to be equal between client and server weapons code. We also better not change anything in animation state for compatibility too.
Changes in weapons code should be revised to find other instances of broken prediction.
The text was updated successfully, but these errors were encountered:
m_pPlayer->m_flNextAttack and m_flTimeWeaponIdle get overriden by DefaultDeploy anyway. I'm not sure if UTIL_SharedRandomFloat must be done on both sides though.
It's synchronized each prediction frame. It's probably harmless, as no
other calls would be done after that but still better keep that in mind.
чт, 6 апр. 2023 г., 23:12 Roman Chistokhodov ***@***.***>:
I noticed that this change breaks prediction with original DLLs.
cc @FreeSlave See how it calls shared random in original HLSDK, the calls to shared random is supposed to be equal between client and server weapons code. We also better not change anything in animation state for compatibility too.
Changes in weapons code should be revised to find other instances of broken prediction.
The text was updated successfully, but these errors were encountered: