Damage & Combat Systems

How damage, projectiles and effects are calculated, with hitbox viewers.

Combat Data FlowOne weapon shot followed through every pipeline to the health change Damage PipelineRule selection, ordering and arithmetic from hit to modified damage, custom operations, helper tables GameMechanicsFolder Map, Damage System, Projectiles, Action Definitions Gameplay Effect ValuesWhat all 341 effects do: every attachment, stance and movement modifier Gameplay Effects PipelineEffects, attributes, modifiers, stacking and the health attribute Hit Registration and Smoke Authority: Trust Model NotesStatic-analysis, unconfirmed notes on client versus server authority for hit registration, bullet spread and smoke grenades Hit Registration: From Projectile Trace to Damage EventHow a projectile step becomes a hit: trace shape and channel, ignore lists, ricochet and penetration, the hit-event struct, delivery to the damage pipeline, alignment and impact cues Infantry Hitbox ViewerThe player's physics bodies coloured by hit location, multipliers per damage source, armor and helmet coverage Medical and HealingEvery medical item: use time, healing amounts and the effects they apply Projectile Flight: Thrust, Drag and GravityHow a projectile moves from muzzle to hit: launch velocity, gravity, drag, thrust and wind Vehicle Damage PipelineHow damage resolves against vehicle targets and their health sections Vehicle Hitbox Viewer3D collision meshes coloured by health section, routing and hits to destroy per caliber Weapon Spread, Accuracy and Shot DirectionHow each shot's direction is derived from the aim: zeroing, accuracy cone, movement-driven hip spread, the random cone, shotgun pellets, replication and recoil order

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