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fast fire glitch #703

Closed
JUNESYNGOTOFLEX opened this issue Nov 6, 2021 · 6 comments · Fixed by #734
Closed

fast fire glitch #703

JUNESYNGOTOFLEX opened this issue Nov 6, 2021 · 6 comments · Fixed by #734

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@JUNESYNGOTOFLEX
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if you take sg552/aug and hold fire (with scope) you fire speed is slowly than usually, but if you flags ~FL_ONGROUND you fire speed faster than m249, fix please

@aleeperezz16
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Contributor

Is this a bug or it's intended? Conditions are made to take priority on firing when a player isn't on ground.

if (!(m_pPlayer->pev->flags & FL_ONGROUND))
{
AUGFire(0.035 + (0.4 * m_flAccuracy), 0.0825, FALSE);
}
else if (m_pPlayer->pev->velocity.Length2D() > 140)
{
AUGFire(0.035 + (0.07 * m_flAccuracy), 0.0825, FALSE);
}
else if (m_pPlayer->pev->fov == DEFAULT_FOV)
{
AUGFire(0.02 * m_flAccuracy, 0.0825, FALSE);
}
else
{
AUGFire(0.02 * m_flAccuracy, 0.135, FALSE);
}

if (!(m_pPlayer->pev->flags & FL_ONGROUND))
{
SG552Fire(0.035 + (0.45 * m_flAccuracy), 0.0825, FALSE);
}
else if (m_pPlayer->pev->velocity.Length2D() > 140)
{
SG552Fire(0.035 + (0.075 * m_flAccuracy), 0.0825, FALSE);
}
else if (m_pPlayer->pev->fov == DEFAULT_FOV)
{
SG552Fire(0.02 * m_flAccuracy, 0.0825, FALSE);
}
else
{
SG552Fire(0.02 * m_flAccuracy, 0.135, FALSE);
}

@RauliTop
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Contributor

RauliTop commented Nov 11, 2021

It seems to be a bug because they forgot about check FOV for change Fire Speed (CycleTime) at that conditions.
You can verify the bug in a ladder with AUG or SG552 shooting with scope active.

Fixed by this (only on AUG, but you get the idea):
Or can move the FOV check inside AUGFire/SG552Fire and change CycleTime there

if (!(m_pPlayer->pev->flags & FL_ONGROUND)) 
{ 
 	if (m_pPlayer->pev->fov == DEFAULT_FOV) 
 	{ 
 	 	AUGFire(0.035 + (0.4 * m_flAccuracy), 0.0825, FALSE); 
 	} 
 	else 
 	{ 
 	 	AUGFire(0.035 + (0.4 * m_flAccuracy), 0.135, FALSE); 
  	}
} 
else if (m_pPlayer->pev->velocity.Length2D() > 140) 
{ 
 	if (m_pPlayer->pev->fov == DEFAULT_FOV) 
 	{ 
 	 	AUGFire(0.035 + (0.07 * m_flAccuracy), 0.0825, FALSE); 
 	} 
 	else 
 	{ 
 	 	AUGFire(0.035 + (0.07 * m_flAccuracy), 0.135, FALSE); 
  	}
} 
else if (m_pPlayer->pev->fov == DEFAULT_FOV) 
{ 
 	AUGFire(0.02 * m_flAccuracy, 0.0825, FALSE); 
} 
else 
{ 
 	AUGFire(0.02 * m_flAccuracy, 0.135, FALSE); 
}

@RauliTop
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Contributor

What do you think @wopox1337?

@Vaqtincha

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@wopox1337
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Collaborator

At this point, we can't say for sure if this behavior is a bug or if it's designed that way. We could be guided by CSS & CS:GO, but it still doesn't seem right to determine the truth.

At the same time, I do not see a logical explanation for this behavior. If we keep changing the shared code of weapons for the server side, at some point in time we will get more and more out of sync with the client side (prediction) and this will adversely affect the overall experience of the game for the average player.

I propose to leave this behavior "as is".

@RauliTop
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Contributor

If we keep changing the shared code of weapons for the server side, at some point in time we will get more and more out of sync with the client side (prediction) and this will adversely affect the overall experience of the game for the average player.

I propose to leave this behavior "as is".

but #670 is merged...

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5 participants