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

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wopox1337 merged 5 commits intorehlds:masterfrom
RauliTop:master
Dec 17, 2022
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Fix: 'fast fire glitch' at AUG/SG552#734
wopox1337 merged 5 commits intorehlds:masterfrom
RauliTop:master

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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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@wopox1337 wopox1337 changed the title Fix 'fast fire glitch' at AUG/SG552 Fix: 'fast fire glitch' at AUG/SG552 Dec 17, 2022
@wopox1337 wopox1337 self-requested a review December 17, 2022 18:05
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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
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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 );
}

@wopox1337 wopox1337 merged commit 7caf748 into rehlds:master Dec 17, 2022
yohimik pushed a commit to yohimik/ReGameDLL_CS that referenced this pull request Jun 5, 2025
* Fix 'fast fire glitch' at AUG/SG552

Bug is caused because of not checking his FOV in some conditions.

* refactoring

Co-authored-by: Sergey Shorokhov <[email protected]>
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fast fire glitch

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