MantisBT - Zandronum
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0000251Zandronum[All Projects] Bugpublic2010-12-29 19:262018-09-30 20:10
Borg 
Torr Samaho 
normalminoralways
closedfixed 
MicrosoftWindowsXP/Vista/7
98d 
1.0 
0000251: A_Jump() does NOT work in net games properly on Flash state
A_Jump() seems not working at all on net games on weapons
within Flash state.

On local game (ZDOOM and SKULLTAG) everything is ok.
When I start net game (SKULLTAG), plasma flash is stuck in
first frame only (both DoomMarine and Cyborg).
downloaded pclasses-v0.293.wad
'ftp://node.ovh.uu3.net/home/borg/wads/pclasses-v0.293.zip [^]'
Start a skulltag server and connect to it
skulltag -host -file pclasses-v0.293.wad
skulltag -file pclasses-v0.293.wad -connect 127.0.0.1

get plasma and see it on yourself.
here is following code for modified plasma:

actor MPlasmaRifle : PlasmaRifle replaces PlasmaRifle
{
states
  {
  Fire:
    TNT1 A 0 A_JumpIfInventory("CyborgUser",1,3)
    PLSG A 3 A_FirePlasma
    PLSG B 20 A_ReFire
    goto Ready
    PLSG A 0 A_PlaySound("weapons/cplasmaf",CHAN_WEAPON)
    PLSG A 0 A_GunFlash
    PLSG A 3 A_FireCustomMissile("CPlasmaBall")
    CPLG B 20 A_ReFire
    goto Ready
  Flash:
    TNT1 A 0 A_JumpIfInventory("CyborgUser",1,4)
    TNT1 A 0 A_Jump(128,2)
    PLSF A 4 bright A_Light1
    goto LightDone
    PLSF B 4 bright A_Light1
    goto LightDone
    TNT1 A 0 A_Jump(128,2)
    CPLF A 4 bright A_Light1
    goto LightDone
    CPLF B 4 bright A_Light1
    goto LightDone
  }
}
No tags attached.
duplicate of 0000142closed  A_Jump desync in flash state. 
Issue History
2010-12-29 19:26BorgNew Issue
2011-01-08 16:39BorgNote Added: 0000795
2011-01-10 21:48BorgNote Added: 0000806
2011-01-18 21:25BorgNote Added: 0000823
2011-01-18 21:50unknownnaNote Added: 0000824
2011-01-19 01:12Torr SamahoRelationship addedduplicate of 0000142
2011-01-19 01:14Torr SamahoNote Added: 0000826
2011-01-30 18:10Torr SamahoNote Added: 0000905
2011-01-30 18:11Torr SamahoStatusnew => resolved
2011-01-30 18:11Torr SamahoFixed in Version => 1.0
2011-01-30 18:11Torr SamahoResolutionopen => fixed
2011-01-30 18:11Torr SamahoAssigned To => Torr Samaho
2012-06-09 13:22Torr SamahoCategoryGeneral => Bug
2018-09-30 20:10Blzut3Statusresolved => closed

Notes
(0000795)
Borg   
2011-01-08 16:39   
Okey, I managed to make it works, thx to doing RTFS of ZDOOM sources :)

MPlasmaRifle modified state:
  Flash:
    TNT1 A 0 A_Jump(256,2)
    TNT1 B 0 A_Jump(256,3)
    TNT1 A 0 A_JumpIfInventory("CyborgUser",1,3)
    PLSF A 4 bright A_Light1
    goto LightDone
    PLSF B 4 bright A_Light1
    goto LightDone
    TNT1 A 0 A_Jump(128,2)
    CPLF A 4 bright A_Light1
    goto LightDone
    CPLF B 4 bright A_Light1
    goto LightDone

This bug can be closed.
Someone can put extra info in ZDOOM wiki page about PlasmaRifle Flash state.
Randomines is build in into doom engine:
if (flash != NULL)
    {
    P_SetSafeFlash(weapon, player, flash, (pr_fireplasma()&1));
    }
(0000806)
Borg   
2011-01-10 21:48   
Bad news... Seems the problem still exists.
I just started the net game and plasma is flash state
is stuck in first frame both for Cyborg and Marine...
So issue still open.

Also, this seems a bit random since once every few games it happens
to work properly.
(0000823)
Borg   
2011-01-18 21:25   
Im still fighting with that A_Jump() in Flash state.

This code works better as it does not break DoomMarine Flash state for plasma:
  Flash:
    TNT1 A 0 A_JumpIfInventory("CyborgUser",1,3)
    goto Flash+2
    PLSF B 4 bright A_Light1
    goto LightDone
    PLSF A 4 bright A_Light1
    goto LightDone
    TNT1 A 0 A_Jump(128,2)
    CPLF A 4 bright A_Light1
    goto LightDone
    CPLF B 4 bright A_Light1
    goto LightDone

Still Cyborg player plasma flash is stuck in A frame only.
Seems that A_Jump never peforms its jump.
(0000824)
unknownna   
2011-01-18 21:50   
Sounds like a duplicate of this:

'http://skulltag.net/tracker/view.php?id=142 [^]'
(0000826)
Torr Samaho   
2011-01-19 01:14   
Thanks! I think you are right and marked the report accordingly.
(0000905)
Torr Samaho   
2011-01-30 18:10   
Since the jump issues in the flash state reported in 0000142 are fixed, I mark this as resolved.