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Per Valve Source Multiplayer Networking (Lag Compensation), the SERVER rewinds time when validating a hit to do what?
AReplay the entire match every shot fired
BPunish high-latency players by extending lag
CUse the freshest server state always for hits
DCheck the world state the shooter actually saw
Answer & Solution
Correct answer: D. Check the world state the shooter actually saw
Valve dev wiki Lag Compensation: server rolls back hitboxes to the time the shooter's view rendered, then validates the shot. Makes laggy play fair.
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