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The 'spread' in L4D2 is not shot spread at all, the aiming reticule simply adjusts to movement. All my mod does is removes aim reticule movement so that it functions similarly to how crosshairs function in most other games. Shot spread in L4D2 is dictated solely by player aiming and by weapon recoil, and is not processed server side. If a shot fails to register when you're playing online, that is because of a lag spike or connectivity issue and has nothing whatsoever to do with how the game engine processes gunshot traces.
https://www.reddit.com/r/l4d2/comments/j2jljt/question_anyone_know_how_to_fix_this_i_havent/
Thanks for looking into the launcher though, cheers.
The grenade launcher was something I use locally for a specific campaign and I hadn't intended to upload it with this mod, the grenade launcher should now function as intended.
Also like SapphyrKhaos mentioned it still makes the CSS weapons transparent even for me, still love this for non-local server lobbies though.
As it turns out, all of the scripts for the new weapons post content update are in a /melee subfolder, and even though I didn't alter any of them, for some reason not putting the folder in with my addon seemed to cause the game to freak out.
Weird issue, but as I say just happy that it works properly again.