Here’s a Big Picture look at Client Fakey → Server Auth.
- Client fires a local only (obj pooled) projectile. Client projectile handles all the clients hit fx.
- Server fires a server-side projectile (obj pooled) which handles dmg calc and application.
- Server calls a multicast on sims and passes the values it used to shoot.
- Multicast is only executed on Simulated proxies.
- Sims fire a local only (obj pooled) projectile. Shot V/A FX are handled by the sim. Optionally the sim can do hit fx based on its projectile, or the server can multicast hit data so sims can apply server auth hit fx (location, normal etc).