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|ID||Project||Category||View Status||Date Submitted||Last Update|
|0004135||Zandronum||[All Projects] Bug||public||2023-05-07 15:01||2023-05-07 15:04|
|Target Version||Fixed in Version|
|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
|Forgot to mention, there is also a same invul effect check in SERVER_ResetInventory()|
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|Supporters:||No one explicitly supports this issue yet.|
|Opponents:||No one explicitly opposes this issue yet.|
|2023-05-07 15:01||geNia||New Issue|
|2023-05-07 15:04||geNia||Note Added: 0022842|
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