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Summary 0002186: Inconsistent demo behavior of light strobe special
Revision 2015-06-07 16:02 by WaTaKiD
Description I noticed that in p_spec.cpp, in function P_SpawnSpecials, the 'sync strobe fast' case has a different demo handling than the other light cases:


case dLight_StrobeFastSync:
    // SYNC STROBE FAST
    // [BC] In client mode, light specials may have been shut off by the server.
    // Therefore, we can't spawn them on our end.
    if ( NETWORK_GetState( ) != NETSTATE_CLIENT )
        new DStrobe (sector, STROBEBRIGHT, FASTDARK, true);
    sector->special &= 0xff00;
    break;


It doesn't have the 'CLIENTDEMO_IsPlaying() == false' check, but I don't know if this can be an issue.
Revision 2015-04-14 15:02 by cobalt
Description I noticed that in p_spec.cpp, in function P_SpawnSpecials, the 'sync strobe fast' case has a different demo handling than the other light cases:


case dLight_StrobeFastSync:
    // SYNC STROBE FAST
    // [BC] In client mode, light specials may have been shut off by the server.
    // Therefore, we can't spawn them on our end.
    if ( NETWORK_GetState( ) != NETSTATE_CLIENT )
        new DStrobe (sector, STROBEBRIGHT, FASTDARK, true);
    sector->special &= 0xff00;
    break;


It doesn't have the 'CLIENTDEMO_IsPlaying() == false' check, but I don't know if this can be an issue.
Revision 2015-04-12 07:21 by Edward-san
Description I noticed that in p_spec.cpp, in function P_SpawnSpecials, the 'sync strobe fast' case has a different demo handling than the other light cases:


case dLight_StrobeFastSync:
    // SYNC STROBE FAST
    // [BC] In client mode, light specials may have been shut off by the server.
    // Therefore, we can't spawn them on our end.
    if ( NETWORK_GetState( ) != NETSTATE_CLIENT )
        new DStrobe (sector, STROBEBRIGHT, FASTDARK, true);
    sector->special &= 0xff00;
    break;


It doesn't have the 'CLIENTDEMO_IsPlaying() == false' check, but I don't know if this can be an issue.






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