MantisBT - Zandronum
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0000793Zandronum[All Projects] Bugpublic2012-04-18 10:402018-09-30 19:52
Dusk 
Dusk 
normalmajoralways
closedfixed 
1.0-beta 
1.0 
0000793: Hexen player bosses desync
- Their movement desyncs when they try to strafe (A_FastChase)
- Zedek's Quietus projectiles aren't handled properly (A_FighterAttack)
No tags attached.
parent of 0001180confirmed Dusk A_FastChase causes monsters to *teleport* if target dies online 
Not all the children of this issue are yet resolved or closed.
Issue History
2012-04-18 10:40DuskNew Issue
2012-04-18 10:40DuskStatusnew => assigned
2012-04-18 10:40DuskAssigned To => Dusk
2012-04-18 10:44DuskDescription Updatedbug_revision_view_page.php?rev_id=1777#r1777
2012-04-18 12:15DuskNote Added: 0003346
2012-04-18 12:15DuskStatusassigned => needs review
2012-04-18 12:54DuskNote Edited: 0003346bug_revision_view_page.php?bugnote_id=3346#r1779
2012-04-21 16:35Torr SamahoNote Added: 0003358
2012-04-21 16:35Torr SamahoStatusneeds review => feedback
2012-04-21 17:14DuskNote Added: 0003360
2012-04-21 17:14DuskStatusfeedback => assigned
2012-04-21 17:14DuskStatusassigned => needs review
2012-04-21 17:20Torr SamahoNote Added: 0003362
2012-04-21 17:20Torr SamahoStatusneeds review => assigned
2012-05-15 19:54DuskStatusassigned => needs testing
2012-06-09 13:22Torr SamahoCategoryGeneral => Bug
2012-07-28 20:15DuskNote Added: 0004113
2012-07-28 20:15DuskStatusneeds testing => resolved
2012-07-28 20:15DuskFixed in Version => 1.0-beta
2012-07-28 20:15DuskResolutionopen => fixed
2012-08-23 01:54Blzut3Fixed in Version1.0-beta => 1.0
2012-11-12 16:11unknownnaRelationship addedparent of 0001180
2018-09-30 19:52Blzut3Statusresolved => closed

Notes
(0003346)
Dusk   
2012-04-18 12:15   
(edited on: 2012-04-18 12:54)
'https://bitbucket.org/CrimsonDusk/notebola/changeset/55cb72135280 [^]'

This should take care of the issues. It's not perfect, there's still some minor jittering in the movement but it should be good enough.

(0003358)
Torr Samaho   
2012-04-21 16:35   
Patch added and slightly refined. One small question left: Why do you check aMissile before letting the server instruct the clients to play the sound? Offline the sound is played regardless of the return value of P_SpawnMissileAngle. Also the aMissile check only checks if the last of the five P_SpawnMissileAngle returned something different from NULL. If there is no particular reason, I'll remove the check.
(0003360)
Dusk   
2012-04-21 17:14   
> Why do you check aMissile before letting the server instruct the clients to play the sound?
Oh, whoops, that shouldn't be there...
(0003362)
Torr Samaho   
2012-04-21 17:20   
Ok, check removed.
(0004113)
Dusk   
2012-07-28 20:15   
Testing team reports this as fixed.