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Dead players desync after reconnect #746

MrDadosz opened this issue Dec 28, 2018 · 0 comments


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commented Dec 28, 2018

Describe the bug
When player dies, he has 0 HP on clientside and 0 HP on serverside. After reconnect he has 100 HP on clientside, but on the he has 0 HP. Player who died is dead on his screen. Also dead player is desynced.

To reproduce
Character1: spawnPlayer
Character2: spawnPlayer
Character1: warp to LV
Character1: kills himself with fire/explosion, something that moves his body
Character2: warp to LV
now character's1 body is desynced for everyone
Character2: reconnect
Character2: spawnPlayer
Character2: warp to LV
now character2 see that character1 isn't dead, he's standing in the right position for server.
crun getElementHealth(getPlayerFromName("Character1")) returns 100
run getElementHealth(getPlayerFromName("Character1")) returns 0
crun isPedDead(getPlayerFromName("Character1")) returns false
run isPedDead(getPlayerFromName("Character1")) returns true

Please paste reproduction resources (zip files) directly into this section.

Expected behaviour
MTA should sync dead players


Server Windows 1.5.6-release-16068
Client Windows 1.5.6-release-16068.3

Additional context
This is nightmare for RP servers. You have to create objects/peds to fix this. This should be fixed in the near future.

@qaisjp qaisjp added the bug label Dec 29, 2018

botder added a commit to botder/mtasa-blue that referenced this issue Jan 3, 2019

botder added a commit to botder/mtasa-blue that referenced this issue Jan 3, 2019

@botder botder closed this in 9e6aace Jan 3, 2019

@botder botder added this to the 1.5.7 milestone Jan 3, 2019

@botder botder self-assigned this Jan 3, 2019

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