Notes |
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(0002967)
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Edward-san
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2012-03-28 20:01
(edited on: 2012-03-29 09:05) |
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I didn't read the code, but probably:
1)declare a new integer value called healthdamage = to the actual health of the client receiving damage;
2) call the damage;
3)healthdamage -= actual health of the client;
4) if (healthdamage >= 20) ouchface;
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I created a small example WAD. Just load up the map and push the switch. |
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(0002982)
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TIHan
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2012-03-29 02:55
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I just tested the example WAD, the ouch face is already working. I also tested taking damage from myself and monsters, the ouch face is working. |
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> I just tested the example WAD, the ouch face is already working.
Did you test it offline only? |
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(0003000)
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TIHan
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2012-03-29 13:08
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> Did you test it offline only?
I tested this online... |
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I see. Strange. The ouch face is never displayed for me online. Can anyone confirm that the ouch face is displayed online?
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Behaves the same as unknownna.
TIHan: did you host a server and connected a client? Because with multiplayer emulation on I could see the ouch face. |
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(0003003)
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TIHan
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2012-03-29 14:33
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I guess I'm doing something wrong. Using the very latest dev build, I host a server, then I connect and press the switch - I see the ouch face. |
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(0003030)
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TIHan
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2012-03-30 01:47
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Weird. With "cl_capfps" set to 0 it works for me.
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(0003034)
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TIHan
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2012-03-30 02:19
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> With "cl_capfps" set to 0 it works for me.
This is a timing issue of FMugShot::Tick. With cl_capfps 1, FaceHealth and the actual player's health will always be the same before the ouch face check. With cl_capfps 0, FaceHealth will always be greater than the actual player's health before the ouch face check.
I'll look into this further when I have some time to dig on this minor bug. |
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Nice find. I'd be nice to have this fixed for the sake of consistency. |
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