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Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
33 lines
1.8 KiB
Markdown
33 lines
1.8 KiB
Markdown
# Killcam
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Killcams show an archived world, including the attacker's player state,
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projectiles, script movers, combat events and script effects.
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- Knife and launcher kills begin in the attacker's first-person view. Entity
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focus begins when replay reaches the killing projectile's birth time.
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- Pavelow kills focus on the helicopter behind its firing turret. Sentry
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kills use the turret view. Camera roles travel with script mover snapshots.
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- Replay starts within the attacker's life responsible for the kill. Archive
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clipping is returned to the script so it can adjust timing and duration.
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- An exhausted archive stops supplying a killcam world. Live state does not
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receive killcam HUD metadata when no archived player state is available.
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- Projectile cameras keep their last position after impact. Reused entity
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slots cannot redirect the camera to another projectile or mover.
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Sound event identities use archived ticks during replay, including entity-ring
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sounds and viewmodel animation markers. Repeated snapshots do not replay the
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same event. Entering, rewinding or leaving killcam changes the event timeline
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and cancels event cues from the previous timeline. Music, local announcements
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and other cues without replay event identities continue across these transitions.
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FX transitions reset active effects, tracers, marks and projectile bolt state.
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Map and script effects are reconstructed from the presented world. Script FX
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start times and repeating schedules use the viewer's replay clock.
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`net::policy::killcam` selects archive history; `net::policy::seat` assembles
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the viewer's world. `render_anim::occupancy::killcam` owns camera transitions.
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`Snapshot::view_tick` supplies the clock for replay events. Audio context and
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FX ownership follow the entity event timeline.
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Mover camera metadata requires matching game protocols between peers.
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