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Fix Battle Overtime resync under certain conditions
Resync can be triggered when server/clients differ in the
number of Overtime laser objects spawned. For example,
when one of the clients is in splitscreen.
- MT_OVERTIME_PARTICLE had a spawnstate of S_NULL
- P_SetupStateAnimation is always called on spawn,
regardless of if the spawnstate is S_NULL
- S_NULL inexplicably has FF_RANDOMANIM in its frame flags
- This is NOT intentional and the likely source of the
error is SOC/Lua
- Setting MT_OVERTIME_PARTICLE's spawnstate to S_INVISIBLE
solves the problem
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1 changed files with 1 additions and 1 deletions
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@ -18410,7 +18410,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
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{ // MT_OVERTIME_PARTICLE
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-1, // doomednum
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S_NULL, // spawnstate
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S_INVISIBLE, // spawnstate
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1000, // spawnhealth
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S_NULL, // seestate
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sfx_None, // seesound
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