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
This commit is contained in:
James R 2024-10-04 14:57:27 -07:00
parent af5a65440d
commit 1b4bdf247c

View file

@ -18410,7 +18410,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
{ // MT_OVERTIME_PARTICLE
-1, // doomednum
S_NULL, // spawnstate
S_INVISIBLE, // spawnstate
1000, // spawnhealth
S_NULL, // seestate
sfx_None, // seesound