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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 | ||||||||
Reporter | Korshun | ||||||||||||
Assigned To | |||||||||||||
Priority | normal | Severity | minor | Reproducibility | always | ||||||||
Status | new | Resolution | open | ||||||||||
Platform | Microsoft | OS | Windows | OS Version | XP/Vista/7 | ||||||||
Product Version | 2.1 | ||||||||||||
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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Supporters: | Korshun |
Opponents: | No one explicitly opposes this issue yet. |
Issue History | |||
Date Modified | Username | Field | Change |
2017-04-30 17:00 | Korshun | New Issue | |
2017-04-30 17:00 | Korshun | File Added: desyncrifle.wad |
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