I believe modern hacks for counter strike behave exactly that way.
if I recall correctly, the accuracy spread for bullets is determined by a "random" seed on the client. aim hacks can counteract recoil and bullet spread by "predicting" the next values the client is going to generate.
Not since December. It has been changed so that hit testing is done with a server-side seed. With the drawback that decals and tracers are wrong client-side.
if I recall correctly, the accuracy spread for bullets is determined by a "random" seed on the client. aim hacks can counteract recoil and bullet spread by "predicting" the next values the client is going to generate.