Multiplayer bullet spread

Let me layout what’s going on.
a client shoots
client already sends bullets flying through the game to make it feel responsive.
server registers bullets (UDP) and simulates trajectory.
server simulates collision, hits enemy or not.

Now I want to add accuracy to certain guns. (trajectory offset)
The bullet spread obviously should be the same on the server and client.
But the server can’t accept whatever spread the client has sent. This can be hacked to disable spread.

Sorry if I’m being unclear. I’m having a hard time explaining :stuck_out_tongue: