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Also some net messages are exploitable, especially since it sends the weapon entity over instead of just checking if the sending player's weapon is a multi physgun.
Have fun causing chaos on servers that end up using this until its fixed
You're trusting the client on what entity gets sent, plus its a waste of bytes anyways when you can easily just check the sending player's active weapon, see if its class is multi_physgun and then do what you need to do.
If a client sends an entity that isnt multi_physgun, it'll error in some cases. If the entity does send a multi_physgun entity, they can control what it does no matter who owns it
shouldn't be to long now unless something goes horribly wrong lol