Lag compensation for wide attacks (#15877)
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@@ -25,6 +25,7 @@ using Content.Shared.Weapons.Melee.Events;
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using Robust.Server.Player;
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using Robust.Shared.Audio;
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using Robust.Shared.Map;
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using Robust.Shared.Physics;
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using Robust.Shared.Player;
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using Robust.Shared.Players;
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using Robust.Shared.Random;
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@@ -85,6 +86,29 @@ public sealed class MeleeWeaponSystem : SharedMeleeWeaponSystem
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args.Verbs.Add(verb);
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}
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protected override bool ArcRaySuccessful(EntityUid targetUid, Vector2 position, Angle angle, Angle arcWidth, float range, MapId mapId,
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EntityUid ignore, ICommonSession? session)
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{
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// Originally the client didn't predict damage effects so you'd intuit some level of how far
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// in the future you'd need to predict, but then there was a lot of complaining like "why would you add artifical delay" as if ping is a choice.
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// Now damage effects are predicted but for wide attacks it differs significantly from client and server so your game could be lying to you on hits.
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// This isn't fair in the slightest because it makes ping a huge advantage and this would be a hidden system.
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// Now the client tells us what they hit and we validate if it's plausible.
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// Even if the client is sending entities they shouldn't be able to hit:
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// A) Wide-damage is split anyway
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// B) We run the same validation we do for click attacks.
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// Could also check the arc though future effort + if they're aimbotting it's not really going to make a difference.
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// (This runs lagcomp internally and is what clickattacks use)
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if (!Interaction.InRangeUnobstructed(ignore, targetUid, range + 0.1f))
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return false;
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// TODO: Check arc though due to the aforementioned aimbot + damage split comments it's less important.
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return true;
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}
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private DamageSpecifier? GetDamage(MeleeWeaponComponent component)
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{
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return component.Damage.Total > FixedPoint2.Zero ? component.Damage : null;
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