Windows Stable MP Damage Bug - Closely Timed Hits Cause Secondary Action To "Heal" Instead Of Damage

ahawksfan

Refugee
Version
2.6B14
Platform
Windows
On current stable in MP mode with a dedicated server, closely timed hits on a block (or zombie) will cause the secondary action to heal the block or zombie instead of damage it (note - not necessarily for the same amount of damage, just a positive amount).

Video shows more than 4 occurrences where the Biker zombie hits the metal hatch, and instead of doing its standard 15 damage to the hatch, it heals the hatch for 5 points. The 4 occurrences are at 5:26, 13:03, 20:02, 27:04, and I am sure there are more; I just stopped counting.

To save you time, I have also given you some still snapshots so you can look at them showing the damage at the first timestamp.

A couple of notes, this will happen with just players as well. We noted this when picking into safes; the second hit would heal the safe. We have also noticed this when two players hit a zombie, and it would be healed, so we believe this has to do with the server/client-based code. This block example is just the easiest to replicate and demonstrate, so we started there.
 
Reproduction Steps
  1. Standard vanilla MP server and client
  2. Put a zombie in a box
  3. Try to beat on the same square that the zombie is
  4. If you are quick, you can see it happen in real time (how we noticed it)
  5. Otherwise, record your session and review it offline
Link to Logs
https://www.whmgaming.com/files/bugEvidence/VanillaMPDamageBug.zip
Link to Screenshot/Video
https://www.whmgaming.com/files/bugEvidence/VanillaMPDamageBug.zip
I rarely play just vanilla so any of my real play experience, you would just say, "it's a mod causing the issue". So I made that video specifically with vanilla for evidence.

It is pretty easy to recreate. If you need me to try a few scenarios, go ahead and post them.
 
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