ValveSoftware / Source-1-Games

Source 1 based games such as TF2 and Counter-Strike: Source
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[TF2] Marked-For-Death particles will stay above players, despite not being Marked-For-Death #6298

Open JoriKos opened 3 months ago

JoriKos commented 3 months ago

This bug has been around for years, as far as I know. For example, if a Soldier uses the Escape Plan and puts it away, he can sometimes have the Marked-For-Death skull appear above him despite not taking Mini-Crits anymore.

TheBoctor commented 3 months ago

AFAIK, this is not exclusive to this condition nor particle, and is part of a deeper problem that causes a lot of TF2's visual rough edges. Do you ever see the skull icon suspended somewhere in the world by itself, when its parent leaves that visible area? This often happens with vaccinator shields, taunt particles, unusuals, medibeams, flame throwers, and even taunt props.

Someone intimately familiar with Source 1 can probably correct me on this, but info_particle_system itself is not fully/reliably networked the same way as base entities deemed more crucial to gameplay are. Keeping the lifetimes of the particle systems in sync also gets wonky, like in your example case. I believe they are excluded from things like reliable snapshots, to avoid bloating them. If a client misses the message to start/stop a particle system, I don't think that's something that's generally resent later.

Anti-cheat Sourcemod plugins on community servers can further exacerbate these quirks, by more strictly limiting what gets sent to which clients, based on visibility.