Tracking issue for grenade/c4 bugs
Main source: ValveSoftware/halflife#278
- :white_check_mark: - bug was fixed
- :question: - bug is pending for confirmation
- :grey_question: - bugfix necessity is questionable
- :exclamation::exclamation::exclamation: - bug was confirmed, but not yet fixed
| № | Description | Status |
|---|---|---|
| 1 | He/C4 doesn't damage outside water. | :grey_question: |
| 2 | Flashes don't work if player has different state of being in water or no, unless partially in water | :question: |
| 3 | C4 fails to explode when underwater | :white_check_mark: (#179) |
| 4 | C4 can explode and be defused at the same time | :white_check_mark: (#179) |
| 5 | When defuser gets killed while defusing, progress bar is still going for spectators | :white_check_mark: (#188) |
| 6 | When defuser gets killed while defusing, progress bar doesn't always go away for him | :white_check_mark: (#188) |
| 7 | When planter changes weapons. progress bar doesn't go away | :white_check_mark: (#179) |
| 8 | Player can make silent defuses via flashlight, or pressing use key again as fast as possible, or stabbing with a knife | :white_check_mark: (#179) |
| 9 | Player can knife a person while defusing (secondary attack shouldn't be allowed while defusing) | :white_check_mark: (#179, 6fc92d5b3a212e8d47e3c0750432374db37513d4) |
| 10 | Player can move while defusing by zooming/unzooming (secondary attack shouldn't be allowed while defusing) | :white_check_mark: (#179) |
| 11 | Defuse can be started from air, but cancels out really fast (spams log, and defuse sound) | :white_check_mark: (#199) |
| 12 | "Counter-Terrorists win" sound overwrites "Bomb has been defused" one (#181) | :white_check_mark: (#187) |
| 13 | At new round weapon reload gets canceled if player had the bomb when round ended | :question: |
| 14 | When bomb gets dropped from high distance, it's location on terrorists radar is false | :question: |
| 15 | CTs can ghost if bomb is up or down (should consider mp_forcechasecam and mp_fadetoblack). Same thing for terrorists with VIP status in as_ maps | :question: |
| 16 | Throwing grenades up a cliff what you can walk on, doesn't slow them down | :white_check_mark: (dreamstalker/rehlds#555) |
| 17 | Throwing grenades down a cliff what you can't walk on makes them stuck for some time (same thing with dropping weapons) | :white_check_mark: (dreamstalker/rehlds#555) |
| 18 | If player disconnected from a server while bomb was planted, and joined a non-bomb objective map server (or map changed to non bomb objective one while bomb was planted), round timer never shows up for the player. Also whenever disconnecting from/connecting to a server, client cvar "room_type" should reset to 0 | :question: |
| 19 | Throwing a grenade in sky makes it "water-like", and slows it down, while also making it invisible in some cases until it falls from sky 'entity' (unfair advantage) | :question: |
| 20 | In some maps like de_jeepathon2k you can plant a bomb inside a vehicle and drive away with it (though I don't think there's an easy way to fix it) | :grey_question: |
| 21 | You can plant bomb on other players, and if they move a bit up, it starts going down. After some time it can go inside other entities (just make players not solid for the bomb, and other way around) | :grey_question: |
| 22 | Bomb can be defused through walls (when defuse should start just traceline from player origin+view_offset to bomb origin+{0,0,2}, and if nothing is blocking that trace, allow the defuse to start, though ignore other players in this trace of course) | :exclamation::exclamation::exclamation: |
| 23 | After breaking glass, speed of grenade becomes ridiculously high | :question: |
| 24 | If you buy defuser and guns via F1 there's no gunpickup2.wav sound, because of channel conflict (reported by Vaqtincha) | :white_check_mark: (#186) |
| 25 | C4 dissapeare on inclined surface (Thanks to @s1lentq) | :white_check_mark: (#234, dreamstalker/rehlds#555) |
| 26 | Grenade freezing on collision with a running player (Thanks to @hellmoss, dreamstalker/rehlds#267 ) | :exclamation::exclamation::exclamation: |
Sended to me by WalkZ
No. 18 seems to be dreamstalker/rehlds#558, maybe other can confirm this too
Maybe some Fixes from https://forums.alliedmods.net/showthread.php?t=171831 can be implemented?
I can confirm/reproduce No. 23
I can confirm/reproduce No. 13 only on original gamedll; it seems to be fixed on ReGameDLL. No. 13 occured on Original GameDLL with vanilla HLDS when carrying Bomb when round ended: YES Original GameDLL with ReHLDS when carrying Bomb when round ended: YES ReGameDLL .314 with ReHLDS when carrying Bomb when round ended: NO
--> Seems to be fixed with ReGameDLL!
Additional Info: Original GameDLL with vanilla HLDS when not carrying Bomb when round ended: NO Original GameDLL with ReHLDS not carrying Bomb when round ended: NO ReGameDLL .314 with ReHLDS not carrying Bomb when round ended: NO Metamod/AMXX didn't chance anything. I used dual berretas to reload as it takes very long
think i didnt see it on the list - would be nice if flashes which explode behind players doesnt (under certain circumstances) fullflash them. this amxmodx already seems to fix this: https://forums.alliedmods.net/showpost.php?p=930803&postcount=42