MantisBT - Zandronum
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0001019Zandronum[All Projects] Bugpublic2012-09-07 07:432015-01-16 10:08
unknownna 
 
normalminoralways
closedfixed 
1.0 
1.3 
0001019: Coop spying clients see the blood_fade_scalar effect in competitive modes
It seems that the blood_fade_scalar effect is seen under certain circumstances in competitive modes.
1. zandronum.exe -file coopspypain_01.wad -host -deathmatch
2. Connect 2 clients to the server.
3. Join the game with client A.
4. Coop spy on client A with client B.
5. Press +attack to take some damage with client A.
6. Press +altattack to get some health with client A.
7. Press +attack to take some damage with client A. Client B will see the pain flash.

1. zandronum.exe -host +lastmanstanding 1
2. Connect 2 clients to the server.
3. Join the game with client A.
4. Coop spy on client A with client B.
5. Take some damage with client A. Client B will see the pain flash.
No tags attached.
related to 0000071closed Torr Samaho Health desync with zdoom wars hud 
related to 0000073closed Torr Samaho Health not shown in multiplayer 
? coopspypain_01.wad (482) 2012-09-23 02:55
/tracker/file_download.php?file_id=729&type=bug
Issue History
2012-09-07 07:43unknownnaNew Issue
2012-09-07 07:43unknownnaStatusnew => confirmed
2012-09-23 02:20unknownnaNote Added: 0004744
2012-09-23 02:34unknownnaNote Edited: 0004744bug_revision_view_page.php?bugnote_id=4744#r2576
2012-09-23 02:54unknownnaNote Edited: 0004744bug_revision_view_page.php?bugnote_id=4744#r2577
2012-09-23 02:55unknownnaNote Edited: 0004744bug_revision_view_page.php?bugnote_id=4744#r2578
2012-09-23 02:55unknownnaFile Added: coopspypain_01.wad
2012-09-23 03:05unknownnaSummaryClient sees other clients' blood_fade_scalar effect in LastManStanding/TeamLMS => Coop spying clients see the blood_fade_scalar effect in competitive modes
2012-09-23 03:05unknownnaDescription Updatedbug_revision_view_page.php?rev_id=2580#r2580
2012-09-23 03:05unknownnaSteps to Reproduce Updatedbug_revision_view_page.php?rev_id=2582#r2582
2012-09-23 03:05unknownnaAdditional Information Updatedbug_revision_view_page.php?rev_id=2584#r2584
2012-09-23 03:06unknownnaNote Edited: 0004744bug_revision_view_page.php?bugnote_id=4744#r2585
2012-09-23 03:10unknownnaSteps to Reproduce Updatedbug_revision_view_page.php?rev_id=2586#r2586
2013-06-03 20:07DuskNote Added: 0006363
2013-06-03 22:31Edward-sanNote Added: 0006364
2013-06-04 22:52DuskRelationship addedrelated to 0000071
2013-06-04 22:52DuskRelationship addedrelated to 0000073
2015-01-15 23:54Edward-sanNote Added: 0011396
2015-01-16 10:08DuskNote Added: 0011400
2015-01-16 10:08DuskStatusconfirmed => closed
2015-01-16 10:08DuskResolutionopen => fixed
2015-01-16 10:08DuskFixed in Version => 1.3
2015-01-16 10:08DuskNote Edited: 0006364bug_revision_view_page.php?bugnote_id=6364#r6411

Notes
(0004744)
unknownna   
2012-09-23 02:20   
(edited on: 2012-09-23 03:06)
This happens whenever a player's health is over 100 after picking up health before taking damage. The more health the player picks up, the stronger the pain flash intensity becomes.

Edit:

Actually, it seems that it doesn't matter whether the health is above 100 or not.

It seems that the Inventory.MaxAmount actor property is making the difference here. If the Inventory.MaxAmount actor property value is set to a number higher than 100 (spawnhealth?), the bug can be seen.

Actor Stimpack_02 : Stimpack
{
    Inventory.MaxAmount 200
}


(0006363)
Dusk   
2013-06-03 20:07   
I've seen this a lot. It appears that the client resets the health of the non-self player to 100 rather than Player.MaxHealth when damage is taken. Guess there's another hardcoded value spooking around.
(0006364)
Edward-san   
2013-06-03 22:31   
(edited on: 2015-01-16 10:08)
This is what I meant with this ticket: 0000071 .

(0011396)
Edward-san   
2015-01-15 23:54   
I can't reproduce the issue. I suppose that was fixed when I fixed the hp/armor 100/100 inconsistency issue in 1.3.
(0011400)
Dusk   
2015-01-16 10:08   
Works fine for me too.