MantisBT - Zandronum
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0001121Zandronum[All Projects] Bugpublic2012-10-13 15:402012-11-01 13:25
unknownna 
 
normalminoralways
confirmedopen 
1.0 
 
0001121: "Goto Super::Death" causes death state to repeat itself for incoming clients + incoming clients dont know where to go in states
I noticed this while testing Alpha/Delta invasion with Samsara. Dead monsters always go to their death states if they have "Goto Super::Death" defined in them. And it seems that incoming clients don't know where the monsters are supposed to go ("Goto Super::Pain") when they connect to the server.
Goto Super::Death

1. zandronum.exe -file monster_state_connect_01.wad -host
2. Connect a client to the server and join the game.
3. Kill a zombieman with +attack/altattack.
4. "reconnect" in the console.

Missing Pain State

1. zandronum.exe -file monster_state_connect_01.wad -host
2. Connect a client to the server and join the game.
3. Fire at a zombieman once with +attack/altattack.
4. "reconnect" in the console.
It seems that they only go to their pain state if they have the FRIENDLY flag set (chasing a target), but the timing is desynced. The client doesn't know of the monster targets.
No tags attached.
related to 0000776closed Dusk Custom pain/wound states don't work online 
related to 0001151closed Torr Samaho Incoming clients think that some actors are gone when they aren't 
? monster_state_connect_01.wad (1,925) 2012-10-13 15:40
/tracker/file_download.php?file_id=807&type=bug
Issue History
2012-10-13 15:40unknownnaNew Issue
2012-10-13 15:40unknownnaFile Added: monster_state_connect_01.wad
2012-10-13 15:40unknownnaStatusnew => confirmed
2012-10-13 15:41unknownnaRelationship addedrelated to 0000776
2012-10-13 16:50unknownnaSteps to Reproduce Updatedbug_revision_view_page.php?rev_id=2788#r2788
2012-10-27 02:47unknownnaRelationship addedrelated to 0001151
2012-11-01 13:25unknownnaNote Added: 0005266

Notes
(0005266)
unknownna   
2012-11-01 13:25   
Quote from unknownna
Dead monsters always go to their death states if they have "Goto Super::Death" defined in them.

It seems that the COUNTKILL flag causes this behavior to occur. For some reason, death states with custom damage types aren't affected.