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ID | Project | Category | View Status | Date Submitted | Last Update |
0004135 | Zandronum | [All Projects] Bug | public | 2023-05-07 15:01 | 2023-07-09 03:13 |
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Reporter | geNia | |
Assigned To | Kaminsky | |
Priority | normal | Severity | minor | Reproducibility | always |
Status | assigned | Resolution | open | |
Platform | | OS | | OS Version | |
Product Version | 3.1 | |
Target Version | 3.2 | Fixed in Version | | |
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Summary | 0004135: cl_respawninvuleffect 0 makes players always invulnerable on spawn when sv_norespawninvul is false |
Description | The P_SpawnPlayer() function gives the player invulnerability item in some PvP gamemodes if sv_norespawninvul is false. Note that the code also gives a visual effect based on `cl_respawninvuleffect` value.
However, when the weapon A_Raise is called, it checks whether the player is allowed to be invulnerable with this weapon. If not, the item is taken away.
The problem is that the A_Raise code checks whether the player has respawn visual effect from `cl_respawninvuleffect` to make sure it is the respawn invul item. If there is no effect, the item is never taken away. |
Steps To Reproduce | - Set `sv_norespawninvul` to false and `cl_respawninvuleffect` to 0
- Respawn a player and try to damage him
- The player doesn't flicker visually but is invulnerable no matter what weapon he uses |
Additional Information | Search for "// [BC] Apply temporary invulnerability when respawned." for the P_SpawnPlayer() code
Search for "// [BC] If this player has respawn invulnerability" for the A_Raise code
Search for "// [BB] All clients need to be informed about some special iventory kinds" for SERVER_ResetInventory() code |
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Attached Files | |
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