Yeah, maybe. I mean, it becomes super complicated to have accurate prediction when you have many different stimuli acting on an object at different times. The "easy" way to implement mortal-combat style kickback would be just to simulate it entirely on the server, but then it's super shitty feeling if you have any latency.

If you're doing it on the client, you don't really want to just predict the *position* that the other player will end up, you just want to predict the effect that your added stimuli will have on the last confirmed position of the other player, and then throw away that prediction when the server confirms/rejects it. Maybe your approach might be easier to adapt to handling this situation, but I'm not sure (because I don't totally understand the code, even after studying it :ear_of_rice:). The important thing is that you just want to store deltas for your predictions, not actually positions, because the person is probably moving around a lot themselves.

It'll be fun to add client-predicted, server-simulated physics objects and such :hamburger:.