by Spike » Sun Apr 11, 2010 11:05 am
1: csqc is additional to ssqc. They don't need to share absolutely everything. They are independant modules.
2: Then put only the minimal refresh stuff in there, and a hud renderer. You do not need to create/remove any entities at all.
3: the differences are more annoying than major.
4: there's fte's csqctest -
5: If you do anything that requires saving in csqc, you're doing something wrong.
The csqc state is meant to be replicated from the ssqc state. ssqc is the ultimate authority on the game. If you're tracking kills clientside, then you also need to track kills serverside for players that connect to a game that is underway.
If you're making a hud, the only state you have are the stats from the ssqc's player entity which will be automatically replicated as soon as you load the game.
Don't save clientside. Save serverside and replicate.
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