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IDProjectCategoryView StatusDate SubmittedLast Update
0003034Zandronum[All Projects] Suggestionpublic2017-03-11 09:382017-03-11 10:29
ReporterBorg 
Assigned To 
PrioritynormalSeverityminorReproducibilityalways
StatusnewResolutionopen 
PlatformMicrosoftOSWindowsOS VersionXP/Vista/7
Product Version2.1 
Target VersionFixed in Version 
Summary0003034: Inventory drop should be excluded from sv_limitcommands
DescriptionThere is no point limiting inventory drop to one second. At least
not so aggresivly. If it needs to be limited, I would suggest to use
value around 100ms (3-4 game ticks).
Additional Informationvoid CLIENTCOMMANDS_RequestInventoryDrop( AInventory *pItem )
{
    if ( sv_limitcommands )
    {
        if ( !(GAMEMODE_GetFlags( GAMEMODE_GetCurrentMode( )) & GMF_COOPERATIVE) )
        {
            Printf( "Dropping is not allowed in non-cooperative game modes.\n" );
            return;
        }

        if (( g_ulLastDropTime > 0 ) && ( (ULONG)gametic < ( g_ulLastDropTime + ( TICRATE ))))
        {
            Printf( "You must wait at least one second before using drop again.\n" );
            return;
        }
    }

    if ( pItem == NULL )
        return;

    const USHORT usActorNetworkIndex = pItem->GetClass( )->getActorNetworkIndex();

    g_ulLastDropTime = gametic;

    NETWORK_WriteByte( &CLIENT_GetLocalBuffer( )->ByteStream, CLC_INVENTORYDROP );
    NETWORK_WriteShort( &CLIENT_GetLocalBuffer( )->ByteStream, usActorNetworkIndex );
}
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-  Notes
User avatar (0016965)
Dusk (developer)
2017-03-11 10:29

I agree that it's too tight. We should put together a more flexible limiting setup so that you can for a short while use drop for more than once per second but not constantly.

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- Issue History
Date Modified Username Field Change
2017-03-11 09:38 Borg New Issue
2017-03-11 10:29 Dusk Note Added: 0016965






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