Quake must time it to the nanosecond or something.
(That alone doesn't prove mutual rail kills are impossible... but if they are, it will be for a different reason... Timing might still be involved, but more in an accidental way...)
I still am convinced it's not possible. Quake 2 is not programmed to run concurrantly, and entities affect other entities directly, rather than sending messages and waiting for them to respond.
Quake2 is a complex state machine. Yet, one could make simultaneous rail kills possible by simply changing the first statement in Weapon_Generic, from: if(ent->deadflag || ent->s.modelindex != 255)to: if(ent->s.modelindex != 255)That such a change might introduce undesirable side-effects--such as possibly being able to fire weapons while dead--is not the point. The point is, look how easy it is to make mutual rail kills possible. (In theory - I haven't actually tried it.. )
You won't have a weapon to fire. Your inventory is cleared right after you toss your current weapon.
if ( ((ent->client->latched_buttons|ent->client->buttons) & BUTTON_ATTACK) ){ ent->client->latched_buttons &= ~BUTTON_ATTACK; if ((!ent->client->ammo_index) || ( ent->client->pers.inventory[ent->client->ammo_index] >= ent->client->pers.weapon->quantity)) {If you clear inventory you dont have ammo to fire. So disabling those checks would ammount to a click sound.
Hnmm , playing on Comp Weapons Server earlier this evening , had Ultra RG opposition had Sniper Gun (takes more skill , much slower) both direct shots simutaneously. Concole read that i was sniped then other player was railed , equal pings.Was almost indistinquisable to the eye, milliseconds. I know i have seen it before..Yep yes sir i'am sure i have ??
If the rail slug doesn't have "physics" but registers instant hits within the same frame it has "infinite velocity" in the game and zero time delay. Thus, a hit on a player will kill him and change his state to dead before his entity gets to "think" and register his shot. If in your example a sniper particle is fired and the player gets hit by a rail shot, it means the sniper shot message was received in a server frame BEFORE the rail gun shot message from the other player. If it appears to be simultaneous, that is an artifact of the clients, not the server.