Uwe L. Bendoverson wrote:
Ijon Tichy wrote:
Either way, the puff and the shrapnel are now in wildly different places, causing things to be worse off than if you simply had the puff spawn by the server's command.
I could see the shrapnel spawning late (if it's set up in such a way that only the server can control spawning of those), but I don't see how they'd be in wildly different places unless the puff moves around on it's own.
Hitscan check hits player on client and spawns on the player for the client, but misses the player on the server and so keeps going, presumably to hit a wall and spawn there for everybody else, including the server.
And yeah the NONETID thing should help, assuming BulletPuff subclasses don't have that flag
(edit: by default). If they do, then things will still desync for the reasons discussed above.
edit2:
Uwe L. Bendoverson wrote:(if it's set up in such a way that only the server can control spawning of those)
The client
never spawns server-side things of its own accord. If the client tried to spawn things, it'd cause horrible desyncs constantly, not just from simple latency issues, but from the fact that the client doesn't keep track of the server's RNG, is not guaranteed to know TIDs, is guaranteed to not know health values for anything not a player (and even then only sometimes), ACS variables, and most probably some other shit that escaped my mind.