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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/