Open VirtualSoda opened 7 years ago
This bug is really annoying. Sometimes I can hear the detonation times up to 2 times and the sticky is still standing there.
Hello,
The 12/13/17 patch fixed the no-detonation issue in the video but some issues still remain: https://youtu.be/5Tp3m8CNIm0 I've written a sourcemod-based fix to remedy this, I found that holding M2 doesn't necessarily call the weapon's SecondaryAttack method. https://github.com/ldesgoui/tf2-sticky-delay-fix
As demoman with fps_max set to 60, running the following will reproduce the bug:
slot2; +attack2; impulse 101; wait 120; +attack; wait; -attack; wait 103; slot1
where as this will not:
slot2; +attack2; impulse 101; wait 120; +attack; wait; -attack; wait 104; slot1
Also reproduced with the quicky launcher using 77 instead of 103.
I've found that Demo's Primary and Melee will not call ::SecondaryAttack()
during ::ItemBusyFrame()
even though pOwner->m_nButtons & IN_ATTACK2
returns a truthy value, this becomes an extremely easy fix: generalize CTFPipebombLauncher::ItemBusyFrame
or specialize CTFGrenadeLauncher
and CTFWeaponBaseMelee
. Thanks
Just like the title describes, the sticky bomb detonations are delayed somehow; here's a video showing it off: https://www.youtube.com/watch?v=AtPeAzYuXaE