Anonymous | Login | Signup for a new account | 2024-04-24 20:58 UTC |
My View | View Issues | Change Log | Roadmap | Zandronum Issue Support Ranking | Rules | My Account |
View Issue Details [ Jump to Notes ] | [ Issue History ] [ Print ] | ||||||||
ID | Project | Category | View Status | Date Submitted | Last Update | ||||
0003863 | Zandronum | [All Projects] Bug | public | 2020-09-27 11:49 | 2021-08-12 18:24 | ||||
Reporter | Unknown | ||||||||
Assigned To | Kaminsky | ||||||||
Priority | high | Severity | major | Reproducibility | always | ||||
Status | resolved | Resolution | fixed | ||||||
Platform | Microsoft | OS | Windows | OS Version | XP/Vista/7 | ||||
Product Version | 3.0 | ||||||||
Target Version | 3.1 | Fixed in Version | 3.1-beta | ||||||
Summary | 0003863: A_CustomPunch does not consume ammo online | ||||||||
Description | I'm not sure if this was already reported before but A_CustomPunch does not consume ammo in netgames, it looks as if the hits do register and the game recognizes that the ammo was consumed but the ammo counter does not deplete, and the game thinks I still have the weapon but uses a different weapon instead, this becomes a major problem for melee weapons that are dependant on ammo count to perform different actions and jump. If what I'm saying doesn't make sense I provided an example file for you to test, host a lan server with it and you'll start seeing the problems. it works perfectly fine offline but then you go online and things get real weird. | ||||||||
Attached Files | BrownBottle.pk3 [^] (98,060 bytes) 2020-09-27 11:49 | ||||||||
Notes | |
(0021544) GarryMcGooble (reporter) 2020-09-28 08:14 edited on: 2020-09-28 15:07 |
Adding the +INVENTORY.ALWAYSPICKUP flag to your ActionAmmo actor seems to fix the issue EDIT After digging some more it appears that A_CustomPunch issues the GiveInventory server command, expecting it to update the client's ammo count. However, GiveInventory calls CallTryPickup, which eventually results in AAmmo::HandlePickup being called. This function only tries to add ammo, and returns true if the player has max ammo, which they always do on the client's side right now. This can be fixed by replacing the two GiveInventory commands in A_CustomPunch with TakeInventory commands |
(0021550) Torr Samaho (administrator) 2020-10-18 19:27 |
Thanks a lot! You patch looks fine and I added it. |
(0021723) Kaminsky (developer) 2021-08-12 18:24 |
I tested this with the weekly unofficial 3.1 beta builds and A_CustomPunch now consumes ammo and updates the clients properly in online games. |
This issue is already marked as resolved. If you feel that is not the case, please reopen it and explain why. |
|
Supporters: | No one explicitly supports this issue yet. |
Opponents: | No one explicitly opposes this issue yet. |
Issue History | |||
Date Modified | Username | Field | Change |
2020-09-27 11:49 | Unknown | New Issue | |
2020-09-27 11:49 | Unknown | File Added: BrownBottle.pk3 | |
2020-09-28 08:14 | GarryMcGooble | Note Added: 0021544 | |
2020-09-28 15:07 | GarryMcGooble | Note Edited: 0021544 | View Revisions |
2020-10-18 19:27 | Torr Samaho | Note Added: 0021550 | |
2020-10-18 19:28 | Torr Samaho | Status | new => needs testing |
2020-10-18 19:28 | Torr Samaho | Target Version | => 3.1 |
2021-08-12 18:24 | Kaminsky | Note Added: 0021723 | |
2021-08-12 18:24 | Kaminsky | Status | needs testing => resolved |
2021-08-12 18:24 | Kaminsky | Fixed in Version | => 3.1-beta |
2021-08-12 18:24 | Kaminsky | Resolution | open => fixed |
2021-08-12 18:24 | Kaminsky | Assigned To | => Kaminsky |
Copyright © 2000 - 2024 MantisBT Team |