How CS2 server backtrack validation operates in Source 2:
When a shot usercmd is received, the dedicated server rewinds the target player hitboxes to the exact historical client render tick:
$$\text{TargetTick} = \text{ServerTick} - \text{LatencyTicks} - \text{LerpTicks}$$
Where:
- $\text{LerpTicks} = \frac{\text{cl_interp}}{\text{interval_per_tick}}$
- Server stores up to 64 historical player record ticks (approx. 1000ms window).
If you store the past 12 ticks of CSkeletonInstance bone matrices per enemy, you can hit targets during high-ping player peeks reliably!