CSR Dismount#1321
Conversation
… vehicle-specific bailing conditions have been consolidated (primitive flying vehicle bail failure conditions)
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Bailing for GMs works without the previous spam (and related lag). |
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Stopping a player from exitting a vehicle too early should be what the |
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Yeah it's not doing that for GMs. |
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Was it working before my change here? I assume, given all these different cases blocking exiting the vehicle too quick after spawn, that it was not, but I haven't checked the blame file to compare actual dates for what I wrote and when those were written. |
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I'm not sure, would have to retest on an older build. |
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Even when you don't toggle GM on in this build and buy a vehicle, spamming G upon getting in lets you to dismount it instantly. Sometimes you end up under the vehicle pad, at other times you leave a vehicle blocking the pad: NonGMVehicle.mp4For comparison, this is the current behavior on the master server when spamming G as a non-GM: Current.mp4 |
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The current situtation of this branch is difficult to recover. Going to redo from scratch if the original problem still exists. |
CSR players were failing to bail from moving vehicles and that resulted in breaking the dismount routines, causing lag, spamming event chat, and even crashing the client. The policy was always that CSR players have priority to dismount/eject/bail from vehicles and that's why this fix was composed.
Exhaustive conditions for the bail system failing and for avoiding situations where the player should not be allowed to bail from the vehicle based on how long since it had been spawned, even if they were working correctly, made narrowing cases an minor issue. I condensed five cases into two. Someone more familiar with the bail failure code and the code that stopped people from bailing too early should make certain the logic for that holds up to your expectations.
Literal instructions:
Expectation