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Add fix to ghost shots from HLSDK 25th anniversary #188

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rtxa opened this issue Sep 4, 2024 · 2 comments
Open

Add fix to ghost shots from HLSDK 25th anniversary #188

rtxa opened this issue Sep 4, 2024 · 2 comments

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@rtxa
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rtxa commented Sep 4, 2024

According to latest HLSDK 25th anniversary, there was a client issue with ghost shots

		// JoshA: Changed from PM_STUDIO_BOX to PM_NORMAL in prediction code as otherwise if you hit an NPC or player's
		// bounding box but not one of their hitboxes, the shot won't hit on the server but it will
		// play a hit sound on the client and not make a decal (as if it hit the NPC/player).
		// We should mirror the way the server does the test here as close as possible.
		//
		// I initially thought I was just fixing some stupid Half-Life bug but no,
		// this is *the* root cause of all the ghost shot bad prediction bugs in Half-Life Deathmatch!
		//
		// Also... CStrike was always using PM_NORMAL for all of these so it didn't have the problem.
		gEngfuncs.pEventAPI->EV_PlayerTrace( vecSrc, vecEnd, PM_NORMAL, -1, &tr );

https://github.com/ValveSoftware/halflife/blob/master/cl_dll/ev_hldm.cpp#L424

@pierow
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pierow commented Oct 2, 2024

I don't think this change alone fixes the issue. From my testing valve's fix doesn't work in multiplayer:
ValveSoftware/halflife#3772

I haven't tested again since the SDK has been updated, but I wouldn't expect that to fix it since it didn't work correctly in HL25 HLDM.

@rtxa
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rtxa commented Oct 2, 2024

Too bad it doesn't work, I would test it myself when I have some time. Maybe a little offtopic but have you tested if AG servers (using BulliT original code) has worst reg code than vanilla HLSDK? Before and after HLSDK25 update?

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