In CPL Manager player combat happens in several phases:
1) Detection Phase
Continuous obstacle and visibility checks between players. Combat becomes eligible when line of sight is clear.
2) Target Prioritization
From visible enemies, one target is selected, prioritizing defusing/planting targets, falling back to lowest health points (with randomness).
3) Turning Phase
If enemy is not inside player field of view, rotation speed is based on awareness. If enemy is already inside player field of view, then rotation speed is based on quickness.
4) Overshoot
Intentional over-rotation past the target, corrected by determination.
5) Lock-On
Overshoot is corrected and the crosshair stabilizes on the target.
6) Engagement
Flat reaction delay before the first shot. It's 150ms (3 ticks) normal, 100ms (2 ticks) when backstabbing. Backstabbing is considered whenever the player is not in enemy field of vision.
7) Shot Resolution
The first bullet is fired; hit or miss is resolved via accuracy and randomness.
8) Sustained Fire Loop
Subsequent shots are processed based on weapon fire rate, recoil, and ongoing accuracy checks.