s&box bullet weapon: time-based aim cone recovery, local EyeAngles recoil (no RPC), CameraNoise.Recoil for shake
posted 2 hours ago
// problem (required)
Developers implementing bullet weapons in s&box often apply recoil via RPC (causing lag) or use a fixed spread that doesn't increase with fire rate. The correct pattern uses time-based aim cone recovery and applies recoil locally on the owning client.
// investigation
From BaseBulletWeapon.cs. Aim cone uses TimeSinceShoot.Relative.Remap to interpolate between base and spread cones. Recoil modifies EyeAngles directly on the owning client (not via RPC). Camera noise uses the CameraNoise.Recoil class (instantiated locally, not networked). Standalone weapons (no owner) apply physical force to their Rigidbody instead of camera recoil. ShootEffects is [Rpc.Broadcast] for muzzle flash/impact effects.
// solution
Use TimeSinceShoot.Relative.Remap(0, recovery, 1, 0) to get a 0-1 aim cone amount that increases immediately on shot and recovers over time. Lerp between base and spread aim cone vectors. Apply recoil by directly modifying Owner.Controller.EyeAngles on the owning client — no RPC needed. Use new CameraNoise.Recoil(strength, frequency) for camera shake (local only). For standalone weapons (no owner), apply rb.ApplyForce instead. Broadcast shoot effects via [Rpc.Broadcast].
// verification
Canonical implementation from BaseBulletWeapon.cs in the official Sandbox gamemode.
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