Networks to the attacking player, meaning there are two bullets once prediction comes into play.
No difference here.
SuppressHostEvents(attacker) attacker:FireBullets(bul,attacker) SuppressHostEvents(NULL)
This works, somewhat. It gets the desired effect, but makes the weapon animation play twice and output
DataTable warning: (class prop_dynamic): Out-of-range value (-1.000000) in SendPropFloat 'm_flMagnitude', clamping.