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[Bug] Spinning miniguns when using 'rage_new_weapon' with 'lifetime' > 0.0 on removal will cause the boss to be slowed down #141

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naydef opened this issue Nov 25, 2023 · 1 comment · Fixed by #147
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@naydef
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naydef commented Nov 25, 2023

Description

Description is pretty informative. Removing spinning minigun without the necessary unwinding logic causes the player slowdown to persist.

Reproduce

Steps to reproduce the behavior:

  1. Fire or spin up the minigun
  2. Wait for ability to end
  3. Observe your slow movement

Environment

  • Latest FF2-Rewrite version as of the posting of this issue report

Other Information

In my pull request there was code which took care of this, have a look here:
8ff462b#diff-41bfc18e18ef3f1e797594d129d50533592c3cc17e850612e2ceb84f4145e9eaR2450

@naydef naydef added the bug Something isn't working label Nov 25, 2023
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naydef commented Nov 26, 2023

I just tried the latest changes and this issue is NOT fixed.
This issue report must be reopened.

What now happens is that once the minigun is removed, no automatic switching to previous (or available) weapon happens. If you switch manually, you get the slowdown.

Also I mentioned this issue in previous paragraph where switching to old weapon doesn't work (tested only with minigun), that's because you cannot simply use tf_weapon_something (switch to another weapon) while your minigun is revved up...

Offtopic:
This also begs the question why you even FakeClientCommand("use tf_weapon_classname") when FF2-Rewrite also already can use tf2utils plugin so it can call TF2Util_SetPlayerActiveWeapon when available and not bother with classnames. Also setting m_hActiveWeapon when everything else fails is also a good idea, I guess.

@Batfoxkid Batfoxkid reopened this Nov 27, 2023
Batfoxkid pushed a commit that referenced this issue Dec 6, 2023
Fixes:
* Sometimes weapon switching doesn't happen (`use %s` doesn't always
permit that)
* Switching from minigun while revved up causing slowdown

Fixes #141
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