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Axe frames bug & variable bounds checks | Locked | |
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Dec 26 2015 Anchor | |
I came across this here: Quakeone.com How does it happen? If you dont know exactly how this works, replicating it is darn near impossible. Most players have likely never seen this. 1. Select axe When the fire frames finish, frames will continue to increment as long as you run without stopping: * The easiest way to determine walkframe is to put a console print in the code for player_stand1. Why does this happen? When any axe fire frame set finishes:
Points self.think to "player_run" found as "void() player_run" in players.qc.
If frames were incrementing normally 6 would follow 5 and this would catch it. This test fails for any value not 6. Fix:
Make that change and the axe frame bug will never rear its head. Edited by: numbersix |
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