What steps will reproduce the problem?
1. Throw a grenade.
2. Throw another grenade before the timer extinguishes the client.
3. Throw a bunch more grenades.
What is the expected output?
Client will be set on fire once.
What do you see instead?
The fire effects stack on the client. I believe this is an engine bug. However,
ZR can work around this by either checking if the client is already on fire, or
by storing the clients state in a global bool and dealing accordingly.
Original issue reported on code.google.com by kyle.l...@gmail.com on 1 Aug 2011 at 4:04
Original issue reported on code.google.com by
kyle.l...@gmail.com
on 1 Aug 2011 at 4:04