To add to Xen&#039;s discussion of his slow-mo videos, the server calculates weapon hits based on when the client&#039;s SSG muzzle flash starts. As the video shows, the enemy player is aligned with the weapon sights when the muzzle flashes. However, some players are thrown off by the enemy player being behind a corner by the time the server tells the client to draw the bullet puffs after testing the hit collision.