The previously introduced way of stripping static attributes worked without any particular hiccups.
However, there were two issues.
Visual issue. Since you're nullifying attributes ( so you're basically re-introducing them ) you're making them visible to the players when they inspect your weapon.
Increased amount of attributes. Since you're nullifying attributes, you're re-adding them and by doing it you increase the amount of attributes a weapon has. That's fine until you want to add many attributes to a weapon ( and the limit is 16 IIRC ).
This method, although it does add complexity since it's a detour ( this project already uses gamedata extensively so I don't think it's that much of a problem ), makes it so the weapon won't have the attributes server-side but the client will still retain them since you're detouring a local property before it gets networked to the client.
By doing this, the client will keep the static attributes ( such as the offset attribute which is the most important one we want to retain ) but functionally the weapon won't have any attributes.
It's basically like what we did way before with m_bOnlyIterateItemViewAttributes but in a proper way.
The previously introduced way of stripping static attributes worked without any particular hiccups. However, there were two issues.
This method, although it does add complexity since it's a detour ( this project already uses gamedata extensively so I don't think it's that much of a problem ), makes it so the weapon won't have the attributes server-side but the client will still retain them since you're detouring a local property before it gets networked to the client. By doing this, the client will keep the static attributes ( such as the offset attribute which is the most important one we want to retain ) but functionally the weapon won't have any attributes. It's basically like what we did way before with
m_bOnlyIterateItemViewAttributes
but in a proper way.This method is something I've found on Alliedmodders in the snippet section a while ago. I was hesitant to add it at first since I didn't want to add the complexity of detours, but I guess it's fine.