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6/30/2016 10:10:50 PM
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a wise man said once: Unlagged uses a technique called “backward reconciliation” for hitscan weapons' hit tests. For the duration of a hit test, it moves players to where you saw them when you fired. (It knows because it sent you the player origins in the first place, it saves that information up in a history queue, and your fire command contains a timestamp.) After the hit test, it moves them back. Moving player entities around like that is perfectly fine, as long as the entities' states are restored exactly, [u]and as long as no code runs which requires players in their correct state [/u]while the [u][b]server[/b][/u] is in a backward-reconciled state. Unlagged is very[u] careful [/u]about such things, so it doesn't present any problems.
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  • I have no idea what you just said but I'm convinced you should run for President of the United States......That's how this works right?

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  • That's nothing. I can confuse you until you elect me President of the frigging[b] WORLD[/b].

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  • [quote]a wise man said once: Unlagged uses a technique called “backward reconciliation” for hitscan weapons' hit tests. For the duration of a hit test, it moves players to where you saw them when you fired. (It knows because it sent you the player origins in the first place, it saves that information up in a history queue, and your fire command contains a timestamp.) After the hit test, it moves them back. Moving player entities around like that is perfectly fine, as long as the entities' states are restored exactly, [u]and as long as no code runs which requires players in their correct state [/u]while the [u][b]server[/b][/u] is in a backward-reconciled state. Unlagged is very[u] careful [/u]about such things, so it doesn't present any problems.[/quote]

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