It really does make sense.
This is what I've updated:
I used the same basis as the multiplayer example, but added some few details:
- The player can run when the Shift key is down
- "gunnumber" is not used yet (but it is going to be to let the host know which gun the player is using)
- bulletx and -y is for hit testing as there is a recoil for guns so they don't shoot exactly where the crosshair is (note: there was lag before I made hit this hit testing)
Maybe it could be that I use the shadow caster function in combination to the multiplayer? Or that my Internet connection is bad?