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Correct muzzle flash when server switches weapons #869
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Correct muzzle flash when server switches weapons #869
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I should add that I avoided making these variables networked as I was worried they would generate traffic unnecessarily when a weapon is being fired. Having made them networked and observing generated traffic using dtwatchent entity id of muzzleflash I observed that these variables weren't being sent over the network, probably something clever decided its not necessary when the same function is ran both client and server side. However the scale of the muzzle flash would not update even though m_flModelScale is also a networked variable that exists both in a send and receive table. This solution is the first one that I could find that fixed the whole problem in the fewest number of lines, if the reason why m_flModelScale was not being sent could be solved then making all these properties networked instead would be simpler. Perhaps just updating the muzzle flash on this event would be even simpler, but then I ran into issues of the skin of the model (the 2 skin values switch between the circular and cross shape of the muzzle flash) not being updated correctly |
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I think ill work on this some more and get one of the two nicer looking methods working |
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ok I think we can make this slightly better |
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Muzzle flash size is wrong, unsure if that's since the sdk update, I recall it being correct before |
The merge-base changed after approval.
… now networked, workaround for setmodelscale on server not changing model scale clientside
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…orrect logging Closes NeotokyoRebuild#869
Description
Ideally the updateViewModelMuzzleFlash function should belong to the CNEOViewModelMuzzleFlash, but when doing it that way changing the muzzle flash skin doesn't seem to have an effect
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