Quote:
Originally Posted by -Ramirez-
Wow, the problem really isn't as big of a deal as people are making of it. Lag exists. Deal with it.
Classic, for the longest time, used the default hit detection before the NPC server existed. You NEVER heard demands for it to be rescripted in any way whatsoever. It obviously had its flaws as well, mostly the result of... *GASP* LAG! People learned to play with it, myself included.
The solution is as simple as coding something that's identical to the default in terms of operation and let the lag play out as it's GOING TO ANYWAY. The only thing wrong here is that nobody has SCRIPTED IT LIKE THE DEFAULT. Why? Don't ask me. Clearly they're superior and can "make it better", I guess.
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The current Clientside HD is checking other nearby players for an attack gani like default, although not with the same distance and angle formula.