Closed adamnejm closed 5 years ago
Sorry, didn't realize the bug you mentioned was from my update. The networking looks fine. I think the problem is player.GetBySteamID is being called before the players are valid entities.
Ok it was actually two issues.
New props - spawned after player already joined are received properly by the clientside, but props that already were spawned before player connected will display N/A and won't have ownership on client (server's CPPIGetOwner will still return the correct player)
NADMOD.SendPropOwners() works properly (tho client might not receive it since it's instantly called on PlayerInitialSpawn).
From my initial tests client receives only a small chunk of that containing weapons he's spawned with. Sent IDs: 0-109 (last 10 being my props) Received IDs: 83-94. All that with few skipped of course due to IDs being unique.
I dislike networking to extend where I'm not even gonna start thinking of what's happening there, sorry @thegrb93 ;c