Antilag
---------
A white-listed network hit detection mutator for Red Orchestra 2
http://www.reprehensible.net/~mekh/Antilag.zip

This mutator changes the networking design in RO2 to use client-side
hit detection.  Shots made with it no longer need to be adjusted for
latency.  In most ways, the shooting on an Antilag server will behave
exactly as it does in single-player mode.  All infantry weapons and
the mounted machineguns are updated to use Antilag.  Tank weapons are
not, as the way they're implemented in the game would require a large
increase in scope to affect with a mutator, and it's simply not worth
the effort.

As a necessary side effect, this mutator also brings a new ballistics
model, removing the 50-meter and post-penetration instant hit traces
that stock RO2 employs.  Wall penetration and a few other systems have
received accuracy and performance improvements and/or bug fixes. 
Server performance should be significantly improved during heavy
combat.

As an extra addition, an optional "advanced ballistics" mode is
available should server operators wish to use it.  It changes the
bullet behavior from the stock game to include the following:
- Power loss: Speed lost during flight or penetration reduces damage
- Deflection: Skips & ricochets off steep angles and/or hard surfaces
- Refraction: Skew when penetrating at oblique angles, producing
scatter

To install this on a server:
----------------------------
1) Unzip into the directory your server is installed in.  There are
three files that go into three different places:
* ROAntilag.ini into rogame/config
	(if your server uses a custom config directory, copy it there)
* Antilag.u into rogame/cookedpcserver
* Antilag.int into rogame/localization/int

2) Because the webadmin module for mutators is broken at the time of
this writing, and the built-in map cycle is also broken when using
additional variables, enabling the mutator while still having a
functioning map cycle requires a second mutator.  You will need
Dynamic Map Rotator, as announced at
http://forums.tripwireinteractive.com/showthread.php?t=75372 with the
download at
http://dl.dropbox.com/u/54368035/DynamicMapRotator/DynamicMapRotator.z
ip
It installs the same way, the .u ini files go into the server config
directory, and the .u goes into cookedpcserver

3) Edit the RODynamicMapRotator.ini file in the config directory, look
for the line that says
	AdditionalUrlVariables=
and change it to read:
	AdditionalUrlVariables=?mutator=Antilag.Antilag

4) Restart the server so that it can see the new packages.

5) Turn the mutators on by doing a manual map change in the webadmin
with the following entered into the Additional Variables field:
	?mutator=Antilag.Antilag,DynamicMapRotator.DynamicMapRotator
or by adding that string to the end of the map name in your server's
start-up batch file and starting the server that way. 
DynamicMapRotator will always load itself in future map changes, and
because of step 3, it will also load Antilag with it.

You'll know when Antilag is active, as it will show in the webadmin
Current Game screen, and the mutator will send players a text
announcement 7 seconds after spawning, assuming you haven't disabled
it, which is done in ROAntilag.ini.

6) Players will automatically download the package when connecting -
nothing else is required

7) AdvancedBallistics mode is enabled by editing the ini in the config
directory and changing its setting from false to true.  If it's
active, the announce message sent when players spawn will mention it.

8) Enjoy your bullets actually hitting what they're supposed to!

-Mekhazzio