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Description
While observing firing on two clients, I've noted that at times a client will stop firing despite the client continuing to fire. I've begun to believe this may be related to ammo being out of sync somehow.
The way the firing action takes place should be mostly solid, but I'm not sure how this is handled traditionally in other games. In theory, it should be fine as we update whether or not they're firing and we process it in a single update as soon as we receive it, and update the actor the same way the game itself would locally.
it's possible this is an order of operations issue where ammo is updated AFTER firing flag is set or something like this, resulting in the ammo to run out on the other side before the player themselves actually runs out. The host controlling/syncing ammo for players may resolve some of this but the issue will remain open until it's confirmed to be fully resolved.