ClusterConcept

Buffer Reuse via Slicing

cluster-1371

Use a BaseCarryableBaseWeaponBaseBulletWeapon hierarchy. — BaseCarryable.cs. Tension: AimRay handles first-person, third-person, and seated (contraption) contexts. Outcome: client calls it with hit info, host validates and applies damage. | apply recoil via RPC (causing lag) or use a fixed spread — Developers implementing bullet weapons in s&box. Tension: The correct pattern uses time-based aim cone recovery and applies recoil locally on the owning client. Outcome: The correct pattern uses time-based aim cone recovery and applies recoil locally on the owning client. | Aim cone uses TimeSinceShoot.Relative.Remap to interpolate between base and spread cones — From BaseBulletWeapon.cs. Tension: Recoil modifies EyeAngles directly on the owning client (not via RPC). Camera noise uses the CameraNoise.Recoil class (instantiated locally, not networked). Outcome: Standalone weapons (no owner) apply physical force to their Rigidbody instead of camera recoil.

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