by Marisa the Magician » Sun Jul 19, 2020 1:07 am
So, couple people found a desync issue with a mod of mine, apparently caused by autorun. As it turns out... the state of cl_run for remote players is always false. I depend on a cl_run check to play the correct walk/run animations on a custom player, and it seems that a desync quickly happens if one player has autorun enabled and they walk around for a bit.
What I'm saying is:
- Player 1 has cl_run set to true, reading their client cvar returns that it is true
- Player 2 reads the same cvar, from player 1, but it returns that it is false
So, couple people found a desync issue with a mod of mine, apparently caused by autorun. As it turns out... the state of cl_run for remote players is always false. I depend on a cl_run check to play the correct walk/run animations on a custom player, and it seems that a desync quickly happens if one player has autorun enabled and they walk around for a bit.
What I'm saying is:
- Player 1 has cl_run set to true, reading their client cvar returns that it is true
- Player 2 reads the same cvar, from player 1, but it returns that it is false