How can I stop serverside FireBullets from networking to the attacking player?



attacker:FireBullets(bul)


Networks to the attacking player, meaning there are two bullets once prediction comes into play.



attacker:FireBullets(bul,attacker)


No difference here.



SuppressHostEvents(attacker)
attacker:FireBullets(bul,attacker)
SuppressHostEvents(NULL)


This works, somewhat. It gets the desired effect, but makes the weapon animation play twice and output



DataTable warning: (class prop_dynamic): Out-of-range value (-1.000000) in SendPropFloat 'm_flMagnitude', clamping.


in console.

Any advice?