MantisBT - Zandronum
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0000423Zandronum[All Projects] Bugpublic2011-04-30 19:142018-09-30 22:32
unknownna 
 
normalminoralways
closedfixed 
98d 
 
0000423: "switchonpickup" alias desyncs the coop spy/info for newly connected clients
Attached screenshot.
1. Start a server.
2. Connect client A to the server.
3. Join the game with client A.
4. Connect client B to the server.
5. Coop spy on client A with client B.
6. Pick up a weapon with client A while holding +attack2.
Name=+attack2
Command=+attack; switchonpickup 0
Name=-attack2
Command=-attack; switchonpickup 1
No tags attached.
related to 0000540resolved Leonard Weapon selection is desynced between clients 
related to 0001041resolved Leonard +attack desync between clients causes ammo values to desync 
png screenshot.png (101,703) 2011-04-30 19:14
https://zandronum.com/tracker/file_download.php?file_id=296&type=bug
png
Issue History
2011-04-30 19:14unknownnaNew Issue
2011-04-30 19:14unknownnaFile Added: screenshot.png
2011-07-30 15:56unknownnaRelationship addedrelated to 0000540
2012-06-09 13:22Torr SamahoCategoryGeneral => Bug
2014-06-10 15:56WatermelonNote Added: 0009000
2014-06-10 15:56WatermelonStatusnew => feedback
2014-06-11 06:55FritsNote Added: 0009036
2014-06-11 14:30WatermelonNote Added: 0009039
2014-06-11 14:30WatermelonStatusfeedback => confirmed
2018-08-27 07:22unknownnaNote Added: 0019431
2018-08-27 07:23unknownnaStatusconfirmed => resolved
2018-08-27 07:23unknownnaResolutionopen => fixed
2018-08-27 07:24unknownnaRelationship addedrelated to 0001041
2018-09-30 22:32Blzut3Statusresolved => closed

Notes
(0009000)
Watermelon   
2014-06-10 15:56   
Does this still happen in 2.0?
(0009036)
Frits   
2014-06-11 06:55   
Still present in 2.0 although I had to start firing before connecting client B to the server to reproduce this.
(0009039)
Watermelon   
2014-06-11 14:30   
Alright, thanks once again!
(0019431)
unknownna   
2018-08-27 07:22   
Quote from Frits
Still present in 2.0 although I had to start firing before connecting client B to the server to reproduce this.

I just did some quick tests and was able to reproduce it in 98d, but not in 1.0 and beyond, even if firing before connecting the 2nd client to the server. I assume it got fixed by fixing something else.

Re-open this if you still observe this issue in 3.0 and beyond.