MantisBT - Soldat
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0000291SoldatGameplaypublic2012-12-28 21:012013-12-19 14:24
homerofgods 
SpiltCoffee 
normalminoralways
resolvedfixed 
1.6.3 
1.6.7 
0000291: Excessive /victory sound in survival DM/RM
When there is one remaining player of a survival round it will automatically trigger /victory.
The feature is cool but it will trigger the sound even if the remaining player is unable to do the animation (mid-air or reloading).
Furthermore /victory will also be triggered when that remaining player is automatically killed to start the next round, wich is totally unnecessary.
-Make a Deathmatch or Rambomatch survival game with some bots
-Kill all the bots
-/victory will be triggered even if you are in mid-air
-Wait to get killed for next round, you will then get /victory sound again
No tags attached.
? 2013-12-09_02-15-02_Leaf.sdm (124,590) 2013-12-09 02:26
https://bugs.soldat.pl/file_download.php?file_id=566&type=bug
Issue History
2012-12-28 21:01homerofgodsNew Issue
2013-12-09 02:24homerofgodsDescription Updatedbug_revision_view_page.php?rev_id=404#r404
2013-12-09 02:24homerofgodsSteps to Reproduce Updatedbug_revision_view_page.php?rev_id=406#r406
2013-12-09 02:24homerofgodsAdditional Information Updatedbug_revision_view_page.php?rev_id=408#r408
2013-12-09 02:25homerofgodsNote Added: 0002067
2013-12-09 02:26homerofgodsFile Added: 2013-12-09_02-15-02_Leaf.sdm
2013-12-09 02:29homerofgodsSummaryExcessive /victory in survival => Excessive /victory sound in survival
2013-12-09 08:49SpiltCoffeeNote Added: 0002068
2013-12-09 08:50SpiltCoffeeAssigned To => SpiltCoffee
2013-12-09 08:50SpiltCoffeeStatusnew => confirmed
2013-12-09 08:50SpiltCoffeeAssigned ToSpiltCoffee =>
2013-12-09 09:07SpiltCoffeeNote Deleted: 0002068
2013-12-09 15:19SpiltCoffeeAssigned To => SpiltCoffee
2013-12-09 15:19SpiltCoffeeStatusconfirmed => assigned
2013-12-13 00:00homerofgodsSummaryExcessive /victory sound in survival => Excessive /victory sound in survival DM/RM
2013-12-13 00:00homerofgodsSteps to Reproduce Updatedbug_revision_view_page.php?rev_id=409#r409
2013-12-13 00:00homerofgodsAdditional Information Updatedbug_revision_view_page.php?rev_id=410#r410
2013-12-13 00:38homerofgodsDescription Updatedbug_revision_view_page.php?rev_id=411#r411
2013-12-13 00:38homerofgodsSteps to Reproduce Updatedbug_revision_view_page.php?rev_id=412#r412
2013-12-19 14:06SpiltCoffeeNote Added: 0002093
2013-12-19 14:24SpiltCoffeeStatusassigned => resolved
2013-12-19 14:24SpiltCoffeeFixed in Version => 1.6.7
2013-12-19 14:24SpiltCoffeeResolutionopen => fixed

Notes
(0002067)
homerofgods   
2013-12-09 02:25   
Still happens in 1.6.6
*added demo (2013-12-09_02-15-02_Leaf)
(0002093)
SpiltCoffee   
2013-12-19 14:06   
The animation itself is not actually fired in this case anyway. I will not fix that now as that is quite a large fix for functionality that would only be seen when standing still - and not even then, as players would be interrupting the animation from firing their guns most of the time.

The sound is simply played twice because it checks incorrectly whether the last player is dead or not. The fix I will apply will prevent the victory sound from playing the second time in DM and RM.