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|ID||Project||Category||View Status||Date Submitted||Last Update|
|0003117||Zandronum||[All Projects] Bug||public||2017-04-30 17:00||2017-04-30 17:01|
|Target Version||Fixed in Version|
|Summary||0003117: Randomized firinig animations cause ammo desync|
|Description||If a weapon uses random firing animations, even of the same duration, it will cause a single round ammo count desync. This desync can be disastrous with reloading weapons, with whole clips of spent ammo not being counted as spent on the client.|
This bug is present since at least Zandronum 1.3.
Even if this bug is not fixed, there should be at least a warning, instead of a silent mysterious desync.
|Steps To Reproduce||The example wad has a script to show ammo both serverside and clientside.|
It normally desyncs a single round of ammo, but you can make it desync a whole clip of ammo by doing the following:
1) shoot until the clip is empty serverside
2) shoot one bullet
3) the rifle reloads serverside but not clientside, client thinks it has 120 ammo while it actually has 90.
|Attached Files||desyncrifle.wad [^] (41,261 bytes) 2017-04-30 17:00|
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|Opponents:||No one explicitly opposes this issue yet.|
|2017-04-30 17:00||Korshun||New Issue|
|2017-04-30 17:00||Korshun||File Added: desyncrifle.wad|
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