>>291450136
- the hit detection is combination of client and serverside that allows both shots that hit on your own screen to miss, and shots that missed on your screen to hit
- packets never expire, so if you hit someone clientside, then the packet gets delayed by 30 seconds, they will die 30 seconds later. You could theoretically kill someone in a different round
- the server cannot keep clients synced, so you can get synced ahead of others and kill them long before you've even fired on their screen, or the opposite and have the server ignore everything you do. Never is every player synced correctly.
- latency is stored as a 32 bit number, and if you exceed this the game becomes incredibly lenient so you become damage resistant, your misses are corrected into hits, and you teleport around on others screens.

That's just the networking.