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Prototype: Override Shared Random Values #528
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We should be a little careful when overriding calls to "SharedRandomValue". I don't know exactly how this system works, but I imagine every call to this on server side is paired with a similar call on the client side, and both systems will advance a shared RNG in a specific sequence. I opted to use We will still have desync between client and server, however--we can't get clients to use the override value. So, in the spread example, users will still see incorrect spread locally. We may need to use the visualize_impacts plugin to diagnose spread changes. |
Alan tested this plugin out and it resulted in 1 "single" pellet being fired. This suggests that the vanilla spread may just be 100% random within the spread range |
Some logs, with 1 chrome shot:
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What if we could just override any random value the game is given?
Prototypes a plugin to override
SharedRandomFloat
and provides the opportunity to return a static value in the requested range.Impetus for this plugin: What if we used vanilla spread patterns for shotguns, but kept their spread static?