>pyro flames and afterburn do far more damage than usual
found it: dealDamage(lastDamageDealer, id, burnIntensity / 30);
also burnIntensity seems to not respect delta time properly either
if (alarm[0] == -1 && burnIntensity > 0) burnIntensity -= intensityDecay;
but that would have the opposite effect, making afterburn end faster
>sniper charges faster
gif or it didn't happen, the code is very straightforward, literally "charge += const * delta" but with different variable names
it's theoretically possible that it's rendering wrong but it's definitely not charging wrong
>rockets occasionally do 54 dmg instead of 55
if this is happening it has nothing to do with the delta time plugin, it would happen in vanilla gg2 too
>physics is off enough to desync a client running on the same machine as host but that's on 30/60fps too.
this happens to me even if I'm running 30/30, I would not trust "running on the same machine" as a baseline for desync