ReactiveDrop / reactivedrop_public_src

Alien Swarm: Reactive Drop game source code and issue tracker.
https://reactivedrop.com
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Damage amplifier has a tiny chance of not boosting a shot #790

Open WhenTanksFly opened 1 month ago

WhenTanksFly commented 1 month ago

With #778 solved on beta, I remembered there's another issue with the damage amplificator offhand: no matter whether the amplifier zone is static or SW-carried, there's a very small chance for a bullet to not be affected and deal normal damage. Sometimes several 98-round magazines go fine, sometimes multiple bullets in a single mag forget to deal double their dmg.

I disabled the stacking of pop-up damage numbers and went to the Workshop map R&D Firing Range to shoot some bulky aliens for several minutes: d_amp_beta.zip. Both vanilla pop-ups and the map's console output register the issue. Approximate tick and time of non-amped shots (while amplifier was still up): 0720 0:11.15 1675 0:26.90 2580 0:42.10 3765 1:01.85 4095 1:07.25 4160 1:08.35 4520 1:14.55 9065 2:30.25

That's a player using his own portable amp. Here's a bot boosted by another marine's static amp: d_amp_beta_botjob.zip 06610 1:32.50 07465 1:46.95 09455 2:20.05 16760 4:21.80

I tried to reproduce the issue with medical amplifier gun (amplifying a bot while rotating shieldbug away from the bot), but either the chance is this low or ampgun functions properly 100% of the time.

The problem backtracks to at least April 2022 (first time I directly mentioned the issue in its current form / a slightly earlier report that resulted in some amp mechanics changed), though maybe it's there since 2010 but noone really counted the damage (or had comfortable tools for that) back then.