I am also not a scholar on ZDaemon&#039;s netcode, having not personally looked at it.&nbsp; However, taking your claims and request at face value, the problem I see with your proposal is resolving shots in the case where their movement is &quot;predicted&quot; like you suggest and there is a misprediction (i.e. the player actually traveled in a different direction than was predicted).<br /><br />If you make this purely a clientside effect, and have the server resolve the shot where they actually are located without this sort of prediction on the server, the visual result will be that occasionally you will shoot someone, the shot will appear to hit, but they won&#039;t take any damage.<br /><br />If you make this a serverside effect, you run the risk of being hit during a lagspike someplace where you never actually were...though this is less of a clearcut case, since the alternative to either is using the ticbuffer and either hoping you have enough buffered inputs leftover to make up for the jitter or being frozen in place.&nbsp; There is no such thing as a free lunch on the internet, after all.<br /><br />This is, of course, assuming that ZDaemon does in fact do this effect.&nbsp; I haven&#039;t looked at the 1.06 source to verify.