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Shooting shouldn't cancel out aim punch. #2068

Description

@Agiel

Build Info

v32.1

Description

This is technically parity, but it has a very detrimental effect and so should be changed. Especially since we disable viewkick in comp, which would otherwise mask it.

To Reproduce

  1. Set sv_suppress_viewpunch 1 to make it more noticable, and sv_neo_wep_dmg_scale 0.1 to give yourself more time.
  2. Have an enemy shoot at you (if testing with bots enable fakelag).
  3. Notice the aim punch.
  4. Start firing yourself.

Expected behavior

You should still see the aim punch.

Actual behavior

No visible aim punch.

Additional context and Screenshots

This happens because, in order to not have view kick be cumulative, we call ViewPunchReset before applying the new kick after a shot. This also cancels out any aim punch. If your ping is higher than the time from getting shot until your own shot, by the time your client knows you were hit the viewpunch has already been canceled out, so you never see it. Since you don't see it, you can't compensate for it, and your shots are likely to miss if you're aiming for heads (although they might look like hits on your end).

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