Fix remote melee strafing and special-attack sync - #5319
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Preserve melee aim/fire inputs in puresync because fight tasks do not use TASK_SIMPLE_USE_GUN. Apply the existing fight-strafing behavior to all melee weapons instead of restricting it to the unarmed slot. Keep the observer camera front vector from overwriting remote fight heading. Consume the special-attack edge after a simulation step so one held input cannot repeatedly queue attacks between incoming packets. Port the fix from Neon c3b90c264 to upstream master. Use the checked hook installation convention and omit flag preservation: the continuations do not consume integer flags before the epilogue overwrites them. The instrumented Neon version was tested with two clients. Six local F presses produced six single-frame remote edges, and 53 sampled stationary special-attack frames showed no native heading drift. Final upstream runtime testing and before/after recordings are still pending. The upstream build was stopped at the user's request; no completed build is claimed. Formatting and git diff --check passed. Related to multitheftauto#630. Reported in Dryxio/mtasa-neon#102.
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Sep 5, 2026
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Summary
Fixes remote players losing the melee strafing animation and shaking during special attacks (aim + F by default).
Before :
strafe2_10mb.mp4
After :
strafe1_10mb.mp4
Motivation
Related to #630 (old bug yes)
Test plan
aim + F
hold aim and left/right to strafe in fight mode
Checklist