clankill3r wrote:So if A can see B and B can see C, when player A activates slow motion, all three players get slow-mo'd, even if there is no direct line-of-sight between player A and player C.
That would be the proper way, but are you sure it is like that?
Just checked over the code; above description is accurate. There is one other edge case: if player X and player Y are very close to one another but can't see each other (opposite sides of a thin wall) and X activates slow motion, Y will also be slow-mo'd, for as long as they're close to each other.
As a side note, sometimes slow motion snaps in and out in quick succession. An attempt was made to adjust for this but it spiralled into all players across the map being caught in a cascade of residual slow motion, so that attempt was abandoned (for now).
Lag can also cause it to seem like you're being hit with slow motion when nobody is in line of sight (or vice versa), because the state of the game isn't perfectly synchronous between client and server.