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IDProjectCategoryView StatusDate SubmittedLast Update
0003117Zandronum[All Projects] Bugpublic2017-04-30 17:002017-04-30 17:01
ReporterKorshun 
Assigned To 
PrioritynormalSeverityminorReproducibilityalways
StatusnewResolutionopen 
PlatformMicrosoftOSWindowsOS VersionXP/Vista/7
Product Version2.1 
Target VersionFixed in Version 
Summary0003117: Randomized firinig animations cause ammo desync
DescriptionIf 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 ReproduceThe 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? file icon desyncrifle.wad [^] (41,261 bytes) 2017-04-30 17:00

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Supporters: Korshun
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- 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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