Players Remain on Fire after Limbo Respawn #171

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opened 2014-07-08 08:53:23 +00:00 by SenseiKiwi · 0 comments
SenseiKiwi commented 2014-07-08 08:53:23 +00:00 (Migrated from github.com)

We have had a longstanding issue with players staying on fire when they die in a pocket dimension and get teleported to Limbo. This is despite the fact that call player.extinguish(). After some testing, I've confirmed that this happens whether we extinguish the player before or after teleporting them to Limbo. Moreover, the player stops being on fire if they're not teleported. Clearly the act of teleporting the player is interfering with putting out the fire. How that happens is unclear, but it seems that something is resetting the burning time counter after we clear it. It seems most likely that the client can influence the player's burning time.

We have had a longstanding issue with players staying on fire when they die in a pocket dimension and get teleported to Limbo. This is despite the fact that call player.extinguish(). After some testing, I've confirmed that this happens whether we extinguish the player before or after teleporting them to Limbo. Moreover, the player stops being on fire if they're not teleported. Clearly the act of teleporting the player is interfering with putting out the fire. How that happens is unclear, but it seems that something is resetting the burning time counter after we clear it. It seems most likely that the client can influence the player's burning time.
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Reference: apex/DimDoors#171
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