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