-
Notifications
You must be signed in to change notification settings - Fork 15
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
/alwaysrandom 1 does not always give full armor #52
Comments
The follow fix causes crashes:
Probably this triggers some different bug. Crash BT:
|
Delay this fix to |
Better BT:
CInfClassPlayerClass::SetCharacter (frame void CInfClassPlayerClass::SetCharacter(CInfClassCharacter *character)
{
if(m_pCharacter == character)
{
return;
}
if(m_pCharacter)
{
DestroyChildEntities();
m_pCharacter->SetClass(nullptr);
}
m_pCharacter = character;
if(m_pCharacter)
{
m_pCharacter->SetClass(this);
GiveClassAttributes();
}
}
void CInfClassPlayerClass::GiveClassAttributes()
{
m_pCharacter->TakeAllWeapons();
}
|
OK, thanks to @bretonium we figured out the root of the issue. Preconditions:
What happened next: Then (in
So:
There is no option to fix the world destroying order because it is a significant game logic chance and it causes a number of regressions and bugs in the teeworlds core code. |
Prevent character spawning in case of |
Steps to reproduce:
Expectation:
I always spawn with full armor, as if i chose "random character"
Observed:
Almost always i spawn with 0 armor
The text was updated successfully, but these errors were encountered: