Notes |
|
(0012118)
|
Dusk
|
2015-04-16 15:46
(edited on: 2015-04-16 15:51) |
|
sv_coop_losekeys appears to also be affected...
This is somewhat problematic. sv_coop_loseinventory causes the player mobj to call DestroyAllInventory, which does exactly that. It is also used elsewhere, including AActor::Destroy... so I'm a bit uncomfortable in putting a shared keys exception in the mix. That limits our options a bit:
- replace the DestroyAllInventory call with a for loop. This causes a delta increase but would keep us to retain the functionality of both cvars
- apply shared keys effect after APlayerPawn::FilterCoopRespawnInventory has done its job. IMO this is probably the best solution, though can cause some bandwidth increase though since players don't die very often this is probably neglegible.
- force sv_coop_loseinventory and sv_coop_losekeys off if sv_sharekeys is on. IMO this is a last-ditch measure and not one I want to pursue.
|
|
|
(0012120)
|
Dusk
|
2015-04-16 20:11
|
|
|
|
(0014094)
|
Arco
|
2016-01-15 05:23
|
|
The link appears to have been deleted... |
|
|
|
While investigating some other issue, I came across this, and the issue still persists to 3.2. The collected keys are needlessly removed from the inventory upon respawning if "sv_coop_loseinventory" and/or "sv_coop_losekeys" are set to 1. Newly connected clients and spectators turning into real players however get all the collected keys stored on the server. |
|