Partial death animation
Sometimes a death animation gets stuck on the first frame. This only seems to
accour when a player has died rapidly like a small telefrag loop.
I suggest putting an exception in the server send mobj animation code so that
instead of sending death animation info only a 'player killed' packet is sent
and and the player actor is destroyed on the spot. Then the death animation
would be client side only reducing network data and ensuring there are no
mistakes in the death animation, also add a confirmation packet for the player
death notice to make sure there are no dead/alive disagrements between the
server and client thus fixing another rare bug.
Probably a wise idea
On second thoughts, this is not a brilliant plan. Connecting players won't see dying things like they should. There is also a need to differentiate between a corpse and a player that is dying. This is already dealt with fairly well in the existing code (rev 967).
I'm going to mark this fixed unless anyone has comments.
The only thing I notice in relation to death animations is that one or two frames seem to play twice and as a result the corpse appears to jerk a bit before dying. It almost could be left as is is because it looks kinda neat, but it could also be "incorrect".
Also, if a player dies while shooting, I've noticed that the death animation sometimes does not complete. May be related.
Tested on r177, i dont notice partial death animations any more, but i still see jerky deaths occationally.
r188: in about 1 in 50 deaths, the animation may not complete. When this happens, the corpse always assumes the default green color.
Still an issue as of r312
Didn't notice in 379. Can anyone confirm this being gone?
Haven't seen this bug in a few years. Marking fixed as of r1431