MantisBT - Zandronum |
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ID | Project | Category | View Status | Date Submitted | Last Update |
0001785 | Zandronum | [All Projects] Bug | public | 2014-04-21 17:02 | 2018-09-30 22:43 |
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Reporter | WaTaKiD | |
Assigned To | Dusk | |
Priority | normal | Severity | minor | Reproducibility | always |
Status | closed | Resolution | fixed | |
Platform | Microsoft | OS | Windows | OS Version | XP/Vista/7 |
Product Version | 1.2 | |
Target Version | 1.3 | Fixed in Version | | |
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Summary | 0001785: Spectating can cause monsters to "go dormant" |
Description | drawing agro and spectating can put monsters to sleep, allowing dead players to respawn and continue without agro (atleast from the monsters that the spectated player had agro for, so if u encounter monsters that have not been disturbed yet, they will act normal) |
Steps To Reproduce | 1. player 1 dies (or stays hidden and doesnt shoot, to not draw agro)
2. player 2 shoots to draw agro and spectates (can also die between shooting and spectating, if that matters)
3. player 1 runs around agro free (respawn first, if necessary) |
Additional Information | uploaded a quick demo showing the bug in the doom2 cooperative gamemode, this can also happen in survival/invasion/survival invasion in all the major iwads in 1.2 and 2.0-140112-1124
players that connect to the server after or were spectators during this will also "benefit", as long as the player in step 2 doesnt leave the server, rejoin the game, or if someone else shoots |
Tags | No tags attached. |
Relationships | |
Attached Files | 2014.04.21_07.43.57_newtextcolours1_170pk3.cld (73,748) 2014-04-21 17:02 /tracker/file_download.php?file_id=1203&type=bug |
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Issue History |
Date Modified | Username | Field | Change |
2014-04-21 17:02 | WaTaKiD | New Issue | |
2014-04-21 17:02 | WaTaKiD | File Added: 2014.04.21_07.43.57_newtextcolours1_170pk3.cld | |
2014-04-21 22:07 | Frits | Note Added: 0008625 | |
2014-04-22 15:41 | Arco | Status | new => confirmed |
2014-05-02 21:39 | Dusk | Assigned To | => Dusk |
2014-05-02 21:39 | Dusk | Status | confirmed => assigned |
2014-05-02 23:18 | Dusk | Note Added: 0008672 | |
2014-05-02 23:18 | Dusk | Status | assigned => needs review |
2014-05-03 08:31 | Torr Samaho | Note Added: 0008674 | |
2014-05-03 08:31 | Torr Samaho | Status | needs review => feedback |
2014-05-03 08:32 | Torr Samaho | Note Edited: 0008674 | bug_revision_view_page.php?bugnote_id=8674#r4696 |
2014-05-03 08:32 | Torr Samaho | Note Revision Dropped: 8674: 0004695 | |
2014-05-03 13:17 | Dusk | Status | feedback => assigned |
2014-05-04 01:01 | Dusk | Note Added: 0008681 | |
2014-05-04 01:01 | Dusk | Status | assigned => needs review |
2014-05-04 08:32 | Torr Samaho | Note Added: 0008684 | |
2014-05-04 08:32 | Torr Samaho | Note Edited: 0008684 | bug_revision_view_page.php?bugnote_id=8684#r4698 |
2014-05-04 08:32 | Torr Samaho | Note Revision Dropped: 8684: 0004697 | |
2014-05-04 08:32 | Torr Samaho | Status | needs review => needs testing |
2014-05-04 08:32 | Torr Samaho | Target Version | => 1.3 |
2014-05-04 11:26 | Dusk | Note Added: 0008687 | |
2014-05-16 15:59 | Dusk | Note Added: 0008799 | |
2014-05-24 21:01 | Arco | Note Added: 0008821 | |
2014-05-24 21:01 | Arco | Status | needs testing => resolved |
2014-05-24 21:01 | Arco | Resolution | open => fixed |
2018-09-30 22:43 | Blzut3 | Status | resolved => closed |
Notes |
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(0008625)
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Frits
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2014-04-21 22:07
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(0008672)
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Dusk
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2014-05-02 23:18
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(0008674)
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Torr Samaho
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2014-05-03 08:31
(edited on: 2014-05-03 08:32) |
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Please see my comment in the bitbucket pull request.
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(0008681)
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Dusk
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2014-05-04 01:01
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Thanks! I added your patch, but had to make two small changes:
- "if ( not PLAYER_IsValidPlayer( ulPlayer ))" does not compile for me, so I had to change it to "if ( PLAYER_IsValidPlayer( ulPlayer ) == false )"
- I made the sector->SoundTarget clearing independent of COMPATF_SOUNDTARGET. Otherwise the fix wouldn't work properly if the flagged is toggled during the game.
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(0008687)
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Dusk
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2014-05-04 11:26
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Quote
- "if ( not PLAYER_IsValidPlayer( ulPlayer ))" does not compile for me, so I had to change it to "if ( PLAYER_IsValidPlayer( ulPlayer ) == false )"
Oops, I use the 'not' keyword in my own code and I guess the habit slipped through. Strange that it specifically fails compile though, the stuff is right in the standard...
Quote
- I made the sector->SoundTarget clearing independent of COMPATF_SOUNDTARGET. Otherwise the fix wouldn't work properly if the flagged is toggled during the game.
Oh yeah, good catch. |
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(0008799)
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Dusk
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2014-05-16 15:59
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(0008821)
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Arco
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2014-05-24 21:01
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Issue fixed in v1.3 r140413-2324M |
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