Open a1batross opened 1 year ago
Ok
m_pPlayer->m_flNextAttack
and m_flTimeWeaponIdle
get overriden by DefaultDeploy anyway. I'm not sure if UTIL_SharedRandomFloat must be done on both sides though.
It's synchronized each prediction frame. It's probably harmless, as no other calls would be done after that but still better keep that in mind.
чт, 6 апр. 2023 г., 23:12 Roman Chistokhodov @.***>:
m_pPlayer->m_flNextAttack and m_flTimeWeaponIdle get overriden by DefaultDeploy anyway. I'm not sure if UTIL_SharedRandomFloat must be done on both sides though.
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I noticed that this change breaks prediction with original DLLs.
cc @FreeSlave See how it calls shared random in original HLSDK, the calls to shared random is supposed to be equal between client and server weapons code. We also better not change anything in animation state for compatibility too.
Changes in weapons code should be revised to find other instances of broken prediction.