You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
The Egon gun sometimes keeps playing the run sound after stopping.
This happens due to multiple run sounds being played at the same time; instead of having a sound that loops on its own, it is looped manually in code, which causes some overlap.
This bug is caused by the same thing as #1621. A rounding error creeps in sometimes that causes the client to get an fuser1 value of 0 while the server has something like 0.00002. On the client side the event fires, on the server side it does once fuser1 becomes <= 0 at which point the client does it again because it's getting another fuser1 value <= 0.
Note that the timing issues also seem to cause the idle animation to not play when the weapon stops firing. There is currently a 2 second delay before weapon idle runs the idle animation part, but even with that fixed this rounding issue causes it to break sometimes.
The Egon gun sometimes keeps playing the run sound after stopping.
This happens due to multiple run sounds being played at the same time; instead of having a sound that loops on its own, it is looped manually in code, which causes some overlap.
To fix this, see this change: https://github.com/SamVanheer/HLEnhanced/blob/19396936af13e417e7f9eaf48c48c49699da03fb/game/client/ev_hldm.cpp#L1378
The text was updated successfully, but these errors were encountered: