Weapons/Items

There are a variety of weapons and items you have access to in-game, ranging from health kits and grenades to bows and rifles. There are three main categories you can separate weapons and items into:


 * Primary Weapons: These are likely the main weapons you will be using. There is a much wider variety of options you can choose from than secondary weapons
 * Secondary Weapons are designed to compliment primary weapons, but they also work well without primary weapons.
 * Items can be found in boxes located around the various maps, and can either be used to deal damage or heal yourself. When you collect an item, there's a cooldown before the box respawns and the item can be collected again. Items collected cannot stack.

Trivia
It is important to note that damage is calculated using the formula of "bullet_linear_momentum * bullet_damage_multiplier * bodypart_multiplier", which is influenced by 'Continuous Collision Detection', which is described by Buizerd to be "when the velocity of objects and the distance covered between timesteps exceeds the size of targets. Naive physics implementations might check for bullet collisions discretely, each timestep, checking if the bullet geometry is intersecting target geometry. The problem with this is that if the bullet is fast enough, then one frame it will be in front of the target, and the next it will already have passed the target, so the geometry intersection doesn't work. It needs to keep in mind the actual continuous path that the bullet is tracing."

It is important to note that CCD is why Ghost Damage occurs, as described by Buizerd, it is "[the] delay between game state updates or when the client runs at lower framerates and thus has greater time delta between frames, that can result in a local game state that differs enough from the server game state where it might think there are collisions..."