[odamex-bug-reporter] [Bug 1100] New: Respawn desync

  • From: odamex-bugtracker@xxxxxxxxxx
  • To: odamex-bug-reporter@xxxxxxxxxxxxx
  • Date: Thu, 10 Jul 2014 21:33:41 +0000

http://odamex.net/bugs/show_bug.cgi?id=1100

            Bug ID: 1100
           Summary: Respawn desync
    Classification: Unclassified
           Product: Odamex
           Version: 0.7.x
          Hardware: x86 (Windows, Linux, etc)
                OS: Windows 2000/XP/Vista/7
            Status: NEW
          Severity: major
          Priority: P1
         Component: Client
          Assignee: odamex-bug-reporter@xxxxxxxxxxxxx
          Reporter: raijinsc@xxxxxxxxx

On rare occasions when a client dies, if they respawn too fast (right after
they die), the killing damage that the client received carries over to their
next spawn on the client's side. For example, if the client dies from a 35 HP
hit, they respawn with only 65 HP. The client is apparently able to pick up
medikits, but I don't think the server actually gives them to the client, since
the server knows the client's true HP.

A more severe case is that if the client dies from an 100+ HP hit, the client
respawns as a 0 HP player, and they won't be able to pick up any items
client-side (weapons, medikits, powerups), as the client believes that the
player is dead. I think the server still gives the items if applicable though.
The weird behavior persists until the client is shot, which resyncs the
player's status with the server.

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