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Fix: 'fast fire glitch' at AUG/SG552 #734

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merged 5 commits into from
Dec 17, 2022
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RauliTop
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@RauliTop RauliTop commented Feb 21, 2022

Bug is caused because of not checking weapon's FOV in some conditions.

close #703

comment from @wopox1337

If we keep changing the shared code of weapons for the server side, at some point in time we will get more and more out of sync with the client side (prediction) and this will adversely affect the overall experience of the game for the average player.

I propose to leave this behavior "as is".

Well, if you don't want to merge it. Let be open to documentation.

Bug is caused because of not checking his fov in some conditions.
@Vaqtincha
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KickBack should also be smaller when the player aimed (fov 55)

@RauliTop
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KickBack should also be smaller when the player aimed (fov 55)

Why? kickback isn't based on FOV

@Vaqtincha

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@SergeyShorokhov SergeyShorokhov changed the title Fix 'fast fire glitch' at AUG/SG552 Fix: 'fast fire glitch' at AUG/SG552 Dec 17, 2022
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As I said, there are problems with wpn_shared behavior prediction discrepancy, but they only affect clients whose pings are above 70. In general, it's not critical, I think it's possible to make this fix in ReGameDLL.

Video: https://youtu.be/-SLAXhhGwu0
name

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btw CS:GO code:

void CWeaponSG552::PrimaryAttack()
{
	CCSPlayer *pPlayer = GetPlayerOwner();
	if ( !pPlayer )
		return;

	bool bZoomed = pPlayer->GetFOV() < pPlayer->GetDefaultFOV();

	float flCycleTime = GetCycleTime();

	if ( bZoomed )
		flCycleTime = 0.135f;

	CSBaseGunFire( flCycleTime, m_weaponMode );
}

@SergeyShorokhov SergeyShorokhov merged commit 7caf748 into rehlds:master Dec 17, 2022
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fast fire glitch
3 participants