Bug Tracker – Bug 1100

Respawn desync

Last modified: 2019-12-22 21:30:05 UTC
Bug 1100 - Respawn desync
Summary: Respawn desync
Status: RESOLVED DUPLICATE of bug 1019
Alias: None
Product: Odamex
Classification: Unclassified
Component: Client (show other bugs)
Version: 0.7.x (Old)
Hardware: x86 (Windows, Linux, etc) Windows 2000/XP/Vista/7
: P1 major
Assignee: Odamex Bug Reporter
Depends on:
Reported: 2014-07-10 21:33 UTC by Soul Sucka
Modified: 2019-12-22 21:30 UTC (History)
2 users (show)

See Also:


Shows the second situation. Skip to 6:50. (4.96 MB, application/zip)
2014-07-10 21:39 UTC, Soul Sucka
Add an attachment (proposed patch, testcase, etc.)

Note You need to log in before you can comment on or make changes to this bug.
Description Soul Sucka 2014-07-10 21:33:41 UTC
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 UTC
Created attachment 504 [details]
Shows the second situation. Skip to 6:50.
Comment 2 HeX_Vulture 2019-12-22 21:30:05 UTC
duplicate of bug 1019

*** This bug has been marked as a duplicate of bug 1019 ***