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InsideQC Forums • View topic - self.health bug?

self.health bug?

Discuss programming in the QuakeC language.

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self.health bug?

Postby drm_wayne » Tue Dec 31, 2013 8:12 am

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drm_wayne
 
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Re: self.health bug?

Postby frag.machine » Tue Dec 31, 2013 11:26 am

I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Re: self.health bug?

Postby drm_wayne » Tue Dec 31, 2013 1:02 pm

i just added the impulse for testing, i noticed when i get killed by an enemy and have self.health 0 i am "half-dead"...
i can still shoot weapons, kill command doesnt work (says im already dead)...
this is kinda annoying..
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Re: self.health bug?

Postby Spike » Tue Dec 31, 2013 1:41 pm

the client sees rounded values. any health less than 1 is thus considered dead by the client.
the qc code goes off other fields instead of just health.

it is thus good practise to detect death by < 1, to set it to 0 if its > 0, and to update the .deadflag field at the same time.
you cannot trivially just set health = 0, if only because that won't do the right player animations etc.
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