Yes, it’s for the “HUD”
It was important that the functions were executed in the correct order.
Suddenly it started malfunctioning when switching weapons (it used to work fine before).
The ammo from the previous weapon was displayed on the current weapon.
Then I realized that the values changed on the same tick and that the notifications were not being executed in the correct order.
You seem to be right. Only the members of the structure are replicated.
However, I still have doubts about the bits that are sent over the network.
The socket is going to send a block of bytes (The size of the structure).
If you send fewer bytes the other members of the structure will end up with random values (garbage) or Zero value. And that’s in the best case because it could cause an exception and crash the program.
At least in my experience with sockets, when you send a structure over the network you must send a block of bytes the same size as the structure…
I can think of a way that if you send the structure in pieces, it then has to be recombined on the client side. But if they do it like this I would like to be sure. Everything that does not add up subtracts.