Lag Compensation
Introduction
Lag compensation happens server-side during Simulate
and essentially rewinds lag compensated entities to the position they were in when the client being simulated sent their input commands. This means that traces will hit entities that the client would expect to be hit from their point-of-view.
Enabling
If you want to enable it for any entities, such as a pawn, you can simply set the EnableLagCompensation
property to true on that entity. This is usually done in the entity's Spawn
method.
Usage
Within Simulate
you can do using ( LagCompensation() ) { }
and within that scope the transforms of all eligible entities will be lag compensated. This means any traces or physics queries you run within that scope will yield the rewound positions and rotations for those entities.
By default, the BaseWeapon
class included in the base addon already has PrimaryAttack
and SecondaryAttack
enclosed in a block just like this.