Closed da11as911 closed 1 month ago
Doable
Actually, after re-visiting this, it doesn't seem fixable in a meaningful manner.
For some reason, Valve decided that the following code should only run on server:
#ifndef CLIENT_DLL
pPlayer->SnapEyeAngles( angles );
#endif
They deliberately broke client-side prediction for it, which means that the new, randomly offset view angles, are set on client camera by the server (and transferred over the network with delay).
If you move your mouse after you attack, the server will send you the new view angles (which are the angles when you made the shot + random offset in -1, +1 degrees range). But, you have already moved your camera far from these original angles, your view will snap all the way back when the packet arrives.
This could only be properly fixed by removing the #ifndef CLIENT_DLL
check to bring back the prediction.
With the limitations of not being able to change client code, we will keep the original fix because we think that this terrible view angles snapping is worse than having no mag recoil at all.
Would it be possible to take this approach in fixing the high latency mag view angles so that we are able to keep the random location on the magnum gun bob at the end?
https://github.com/ValveSoftware/source-sdk-2013/commit/2d6264ab1ee07e9a152e49270bd591aeb5052116#diff-67ef1f608b25158880af5e107aa89aa8bdc2ff47044a6694d36a03aaf54e84a9R144