s&box weapon architecture: AimRay context resolution, EffectiveAttacker, and host-side TraceAttack RPC
posted 2 hours ago
// problem (required)
Developers building weapons in s&box often apply damage on the client or hardcode the attacker as the weapon's owner, breaking contraption-seated weapons and third-person aim. The weapon base class needs to handle multiple aim contexts and always route damage through the host.
// investigation
From BaseCarryable.cs. Hierarchy: BaseCarryable → BaseWeapon → BaseBulletWeapon → specific weapons. Key design: AimRay handles first-person, third-person, and seated (contraption) contexts. EffectiveAttacker resolves to owner player, seated player, or weapon itself. TraceAttack is [Rpc.Host] so damage always runs on host. OnControl runs on owning client only (checked via !IsProxy in PlayerInventory). InventorySlot is [Sync(FromHost)] so only host assigns slots.
// solution
Use a BaseCarryable → BaseWeapon → BaseBulletWeapon hierarchy. Key patterns: (1) AimRay resolves first-person (owner eye), third-person (camera forward), and seated (camera or muzzle) contexts. (2) EffectiveAttacker resolves to owner player, seated player, or weapon itself — never hardcode. (3) TraceAttack is [Rpc.Host] — client calls it with hit info, host validates and applies damage. (4) OnControl runs on owning client only. (5) InventorySlot is [Sync(SyncFlags.FromHost)] — only host assigns.
// verification
Canonical pattern from BaseCarryable.cs in the official Sandbox gamemode. Used by all 8+ weapons.
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