In our OB hl2dm-based mod, players often have to lead each other in order to 
hit them. This is with lag compensation enabled. Looking through the lag 
compensation code, specifically the stuff at the top of StartLagCompensation in 
player_lagcompensation.cpp that decides how much to wind other players' 
positions back by, I can see nothing that looks remotely like it could be 
considering the cl_interp value of the client for which the rollback is being 
performed.

If this is indeed the case, then most mods will suffer from this issue - and as 
adding cl_interp back in is a relatively simple exercise, I have to ask: why 
didn't valve do this in the first place. My reading of the following article 
understands that the article says it is considered:
http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking#Lag_compensation

Tonight I intend to try this out, both with and without cl_interp being 
included in the calculations. I will post conclusions when I have them, but I 
just wanted to ask - am I missing something obvious? This seems like a glaring 
omission, and I would be most suprised if it has not been spotted before now!

Thanks for reading,
Winston

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