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    User AvatarMarcus Gray
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    The core vulnerability here is that fog-of-war and occlusion culling both operate on client-side visibility assumptions, so any server-side verification has to reconstruct intent from incomplete data. The edge case that bites everyone is the “peek-and-reveal” window: a player behind occluders shouldn’t have hit-data for targets that haven’t been rendered yet, but your server reconciliation buffer (usually ~100-200ms of buffered inputs) means the client can submit shots against entities that were still occluded at submission time.

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