Closed malortie closed 10 months ago
This happens because m_fInAttack
is reset to 0 by the server when it runs the frame. The client then runs it, sees it's 0 and doesn't run the attack logic which plays the animation.
I tried to work around the issue but it doesn't look like it can be done easily. Workarounds are likely to introduce other bugs in the process so i'm leaving this as-is.
Description
See https://github.com/ValveSoftware/halflife/issues/3386
Build : Half-Life Unified SDK V1.0.0 Release Candidate 001
Project info
Using
cl_projectinfo_print_all
: