// Personal ·
Luna Hit-Reg
A shot-validation layer that lets a client claim a hit for responsiveness while the server independently re-traces and verifies it, rejecting claims that fail lag-compensation, FOV or spread checks.
- Lua
- GMod
- Networking

The client traces its own shot locally and reports the claimed target and hitbox back to the server. The server rewinds the target’s lag-compensated position, then runs the claim through a field-of-view cone check, a bone-to-hitbox mapping, a spread-angle check against the weapon’s actual spread, and a wall-occlusion re-trace before accepting it; a repeatedly-failing claim counts toward a kick threshold. Valid hits are forced onto the engine’s next bullet-fire call while the engine’s own damage scaling is disabled to avoid double-counting.