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IDProjectCategoryView StatusDate SubmittedLast Update
0004607Zandronum[All Projects] Suggestionpublic2026-04-26 21:012026-04-26 21:03
Reporterunknownna 
Assigned To 
PrioritynormalSeveritytweakReproducibilityN/A
StatusnewResolutionopen 
PlatformOSOS Version
Product Version3.2.1 
Target VersionFixed in Version 
Summary0004607: Don't let movement commands prematurely trigger ready status during intermission
DescriptionOne thing I've been noticing while testing maps for myself is that whenever a map exit is triggered by walking over a linedef, more often than not, I'm forced to auto-ready in the intermission, because I was strafe-running and pressing multiple movement keys upon exiting the map.

This behavior feels rather sloppy, especially when the intermission screen online skips the secondary map load screen that is displayed offline.
The current behavior is inherited from ZDoom.

A more intuitive approach would be to only let the "use" and/or "attack" keys trigger it. If one actually wants to be immediately marked as ready, one should set cl_autoready to 1 instead.

In competitive PvP modes, matches ending during intense battle can also cause players to prematurely mark themselves as ready with movement commands.
Steps To Reproduce1. zandronum -iwad doom2.wad -file intermission_readystatus_01.wad -host
2. Connect a client to the server and join the game.
3. Walk in a circular motion as you walk over the exit linedef. You will prematurely mark yourself as ready in the intermission.
Attached Files? file icon intermission_readystatus_01.wad [^] (1,662 bytes) 2026-04-26 21:01

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- Issue History
Date Modified Username Field Change
2026-04-26 21:01 unknownna New Issue
2026-04-26 21:01 unknownna File Added: intermission_readystatus_01.wad
2026-04-26 21:03 unknownna Description Updated View Revisions






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