Bug Tracker – Bug 1100

Respawn desync

Last modified: 2014-07-10 21:39:14 CDT
Bug 1100 - (ARRAY(0x5d799d8)) Respawn desync
(ARRAY(0x5d799d8))
Respawn desync
Status: NEW
Product: Odamex
Classification: Unclassified
Component: Client
0.7.x
x86 (Windows, Linux, etc) Windows 2000/XP/Vista/7
: P1 major
Depends on:
Blocks:
  Show dependency tree
 
Reported: 2014-07-10 21:33:41 CDT by Soul Sucka
Modified: 2014-07-10 21:39 CDT (History)
0 users

See Also:


Attachments
Shows the second situation. Skip to 6:50. (4.96 MB, application/zip)
2014-07-10 21:39:14 CDT, Soul Sucka
Details

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Description Soul Sucka 2014-07-10 21:33:41 CDT
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.
Comment 1 Soul Sucka 2014-07-10 21:39:14 CDT
Created ﷒0﷓
Shows the second situation. Skip to 6:50.