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303 ApplySpread` is inlined into `CBaseEntity::FireBullets` and draws x/y via 303 ApplySpread` is inlined into `CBaseEntity::FireBullets` and draws x/y via
304 the global `CUniformRandomStream` (`_ZTV20CUniformRandomStream` + 8, slot 1 304 the global `CUniformRandomStream` (`_ZTV20CUniformRandomStream` + 8, slot 1
305 = `RandomFloat(float,float)`; confirmed against `libvstdlib.so`). The hook 305 = `RandomFloat(float,float)`; confirmed against `libvstdlib.so`). The hook
306 returns 0 for those draws only when the calling frame's `this` (at 306 returns 0 for those draws so every pellet follows the exact shot direction.
307 `ebp+8`) is the local server player, so every pellet follows the exact shot 307 Detection is frame-based (`ebp+8` = the local server player) *and* a small
308 direction. NPC fire and the client's prediction stream keep normal values. 308 armed window: the player's `FireBullets` `RandomSeed` call sets a counter of
309 8 draws, which the next `RandomFloat` calls consume. The window is required
310 because the compiler can outline the `ApplySpread` draws into a different
311 frame, where the first argument is not the player. NPC fire and the client's
312 prediction stream keep normal values.
309- This attacks the random cone offset only. The cone size, the pistol's 313- This attacks the random cone offset only. The cone size, the pistol's
310 `m_flAccuracyPenalty` growth, the server view punch added to 314 `m_flAccuracyPenalty` growth, the server view punch added to
311 `GetAutoaimVector`, and any damage falloff are server-side state. In 315 `GetAutoaimVector`, and any damage falloff are server-side state. In