Animation Timers #20
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We talked about this and we know something is wrong
Alright, so the breakdown:
input_sequence is set by the current commandframe. The client knows of clientcommandframe
(which is the latest input frame being built) and servercommandframe (last input frame we
received from the server).
The problem is that while the client has a nice, consistent record of servercommandframe...
But the one on the server? Always 0. The engine isn't setting it.
This means every single pseudorandom number on the server is the same. The seed is always 0.
So on the client we get all the different random animations, right?
Well on the server, it'll always output the same number, hence the same animation
with the same timer.
On some weapons with just one idle, or idles with the same animation length the bug there-
fore does not occur.
👍