I'm messing with the weapon rings. And after some experimenting I was able to do what would make me stay ecstatic for a lot of time: Hold your ring toss button to spam rail rings, like automatic rings!
The problem is in multiplayer. If a weapon has the automatic property enabled and one holds down the attack button, resynching will happen as long as the player has ammunition.
This is the piece of code I believe is causing problems:
(The entire code is around 1000 lines long)
"gunflags(<server>, <stat>)" only checks a value in a server variable and returns it.
The code is inside a ThinkFrame hook.
I'm not sure what details should I give to ask for help, but what can I do to make this code avoid trying to resynch when it is called?
The problem is in multiplayer. If a weapon has the automatic property enabled and one holds down the attack button, resynching will happen as long as the player has ammunition.
This is the piece of code I believe is causing problems:
(The entire code is around 1000 lines long)
"gunflags(<server>, <stat>)" only checks a value in a server variable and returns it.
The code is inside a ThinkFrame hook.
I'm not sure what details should I give to ask for help, but what can I do to make this code avoid trying to resynch when it is called?