Hi

> Even if, and it's a big if, the cl_interp info was figured into lag
> compensation by the server despite the fact the client had set
> cl_interpolate to 0 (i.e., interpolation was turned off) -- how is
> shooting where someone was, a *precise* number of milliseconds ago, any
> easier than shooting where they are in current time?

First, it's very easy to try out if this bug exists. Go on a normal
server, set cl_interpolate to 0 and cl_interp to a high but still
correct value (maybe cl_interp 0.8). Now try to shoot on the model of
a sidewards strafing player - you won't hit. Try shooting behind him -
you'll hit.

Why is it easier? Just think of the following standard situation:
A player is standing on the CT spawn of dust2 and watches through the
wooden doors with an AWP. A terrorist runs from T spawn to bombspot B.
Normally its quite hard (but not impossible if you are skilled and
compensate your own reaction time) to hit him for the CT player. But
if he sets cl_interpolate to 0 and cl_interp to maybe 0.02, he can
just wait and shoot when he has seen the terrorist walking by - and he
will hit.

You have to see the following thing: Hitboxes with cl_interpolate 1
are actually fine. Lag compensation is used whether interpolate is 1 or
0, the only thing which interpolate 0 changes is that the client
position and the position of other models isn't smoothed (a behaviour
which is absolutly standard and accepted for multiplayer shooter games
since maybe quake 2). Players tend to believe that the registration is
better with interpolate 0 because it's just a lot easier and requires
far less skill - and you are somehow "forced" to use it because (at
least on some servers) everyone uses it.

Maybe it's a bit harsh to call this a "cheat", but it really gives you
an unfair advantage and is a bug in the network code.

Michael


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