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damaestrio
7th Mar 2004, 03:00 AM
I'm trying to write in a function to spawn a projectile in a weapon. I can't subclass from the original projectilefire, so I've written this code:


function SpawnProjectile(Vector Start, Rotator Dir)
{
local UETFWeapon Fweapon;
local Projectile p;

FWeapon=UETFWeapon(Weapon);

if (Role < Role_Authority)
return;

if (Fweapon.BulletsInClip<=0){
Super.ModeDoReload();
return;
}

if (p==None){
p = Spawn(ProjectileClass,,, Start, Dir);
}
}


However, this code creates 2 projectiles each time it's called instead of one.
I believe only one projectile is actually replicated-the other doesn't seem to do damage.

Any help with getting rid of the second projectile?

-Maestro

Mr_Evi1
7th Mar 2004, 11:13 AM
Fire modes are spawned on both client and server, thus your check for role will always be true. Check weapon.role instead.