-- Client
local function UpdateProjectile(Index, CurrentPosition, A, Velocity, dt)
local CurrentDodgeball = Dodgeballs[Index]
if CurrentDodgeball then
local Time = tick() - dt
local SteppedVelocity = Velocity + A * Time
local SteppedPosition = CurrentPosition + SteppedVelocity * Time
CurrentDodgeball.Position = SteppedPosition
end
end
-- Server
local Time = tick()
Remote.UpdateProjectile:FireAllClients(index, CurrentPosition, A, Velocity, Time)
it shouldn't be jittering, i dunno why it is