Nexius
Nexius
Well you can also check for `lag_compensation` and do your logic (dropping the damage) if it's disabled if you said it's relevant only for non-lagcomp servers. Anyway most of people...
Seems I found the cause: SendLastSyncPacket doesn't set any animations at all if send it on any player (and no matter which anim ID I was trying to set with...
It's enabled by default
> it does also happen only to certain clients If all these clients are android implementations, then it's probably their problem and a subject to fix on their side
Try to replace dependencies from SKY to Pawn.RakNet and see, then let us know if anything will keep occuring or not.
Health is serversided on both lagcomp on and off, and your question is probably about "why *something* doesn't work exactly the same when the lagcomp disabled?". Something could really work...
Cheaters can send a couple of OnPlayerGiveDamage per one shot, but if you try to limit it to "1 shot = 1 damage packet and no more" [here](https://github.com/oscar-broman/samp-weapon-config/blob/master/weapon-config.inc#L3321-L3362), then most...
If a client doesn't call both OnPlayer(Give/Take)Damage at all, server cannot detect someone was damaged, no matter what pawn code you'll have in those callbacks and which serverside damage system...
Yes, you can disable it. Use `SetKnifeSync` function.
The issue is already created at omp-stdlib to be fixed from their side: https://github.com/openmultiplayer/omp-stdlib/issues/21 Btw, your variant makes inconsistent name scheme where all other weapon doesn't have `WC_` prefix.