MantisBT - Zandronum |
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ID | Project | Category | View Status | Date Submitted | Last Update |
0000553 | Zandronum | [All Projects] Bug | public | 2011-08-07 17:16 | 2018-08-27 06:46 |
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Reporter | unknownna | |
Assigned To | | |
Priority | normal | Severity | minor | Reproducibility | always |
Status | confirmed | Resolution | open | |
Platform | | OS | | OS Version | |
Product Version | 98d | |
Target Version | | Fixed in Version | | |
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Summary | 0000553: SSG A_CheckReload coop spy desync |
Description | Attached screenshot. The coop spying client ignores A_CheckReload. |
Steps To Reproduce | 1. Start a standard COOP server.
2. Connect 2 clients to the server.
3. Join the game with client A.
4. "give supershotgun" in the console with client A.
5. "spynext" in the console with client B.
6. Use all the shell ammo with client A. |
Additional Information | |
Tags | No tags attached. |
Relationships | related to | 0000540 | resolved | Leonard | Weapon selection is desynced between clients | related to | 0001020 | resolved | Leonard | BFG coop spy sound desync | related to | 0001041 | resolved | Leonard | +attack desync between clients causes ammo values to desync |
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Attached Files | screenshot.png (103,220) 2011-08-07 17:16 /tracker/file_download.php?file_id=411&type=bug

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Issue History |
Date Modified | Username | Field | Change |
2011-08-07 17:16 | unknownna | New Issue | |
2011-08-07 17:16 | unknownna | File Added: screenshot.png | |
2011-08-07 17:17 | unknownna | Relationship added | related to 0000540 |
2011-08-07 17:20 | unknownna | Status | new => confirmed |
2012-06-09 13:22 | Torr Samaho | Category | General => Bug |
2012-09-07 08:00 | unknownna | Note Added: 0004606 | |
2012-09-07 10:35 | unknownna | Summary | Client sees other client finish weapon fire sequence before lowering weapon after using final ammo => SSG A_CheckReload coop spy desync |
2012-09-07 10:35 | unknownna | Description Updated | bug_revision_view_page.php?rev_id=2491#r2491 |
2012-09-07 10:35 | unknownna | Relationship added | related to 0001020 |
2012-09-27 02:16 | unknownna | Note Added: 0004821 | |
2014-04-13 22:23 | Edward-san | Note Added: 0008571 | |
2014-04-13 22:23 | Edward-san | Note Edited: 0008571 | bug_revision_view_page.php?bugnote_id=8571#r4632 |
2014-04-14 06:18 | Torr Samaho | Note Added: 0008574 | |
2014-04-14 08:40 | Edward-san | Note Added: 0008575 | |
2018-08-27 06:46 | unknownna | Relationship added | related to 0001041 |
Notes |
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Fire:
SHT2 A 3
SHT2 A 7 A_FireShotgun2
SHT2 B 7
SHT2 C 7 A_CheckReload
SHT2 D 7 A_OpenShotgun2
SHT2 E 7
SHT2 F 7 A_LoadShotgun2
SHT2 G 6
SHT2 H 6 A_CloseShotgun2
SHT2 A 5 A_ReFire
Goto Ready
// unused states
SHT2 B 7
SHT2 A 3
Goto Deselect
A_CheckReload
Quote from ZDoom Wiki This function checks whether the player still has enough ammunition for another attack with the current weapon. If not, it starts a weapon change. |
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A_ReFire is also affected. The coop spying client will ignore it. |
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If I comment out this code in the function AWeapon::CheckAmmo in a_weapons.cpp:
// [BB] Clients should only handle out of ammo weapon switches for themself, since
// they sometimes don't know the exact ammount of ammo the other players have. They
// are informed by the server of the weapon change anyway.
if ( (( NETWORK_GetState( ) == NETSTATE_CLIENT ) || ( CLIENTDEMO_IsPlaying( ))) && ( Owner->player - players != consoleplayer ))
return false;
the desync is fixed. When and why was this code introduced?
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