Here’s the problem.
Code: Select all
Death:
TNT1 A 0 A_Jump(255,"RegularDeath","AltDeath")
Stop
Try this instead:
Code: Select all
Death:
TNT1 A 0 A_Jump(255,"RegularDeath","AltDeath")
RegularDeath:
... etc etc
And the same for your XDeath A_Jump frame. Remove the “Stop” after that jump call and let it just “fall through” to the next state.
Try it and let me know if it works.
EDIT:
Fused wrote: ↑Thu Jun 04, 2020 7:28 pm
It was often too late with jumping, causing lines after to trigger before it would jump. The only thing noticeable from your code would be that.
Yes, this is what is happening. Even though you listed 255 as the jump chance (basically “always”), the server may be saving that jump synchronization math “for later” and instead look to the very next frame, which is a “Stop” in your case. And for player bodies, that’s bad. If you remove the body of a player who hasn’t respawned yet (that is, their camera view is still the player actor), you will crash the client for that player or possibly all of them.