Changes between Version 1 and Version 2 of Ticket #1681, comment 1


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Timestamp:
Sep 29, 2012, 3:06:43 AM (12 years ago)
Author:
historic_bruno

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  • Ticket #1681, comment 1

    v1 v2  
    1 I'm thinking this is also be the cause of OOS errors during rejoin (to reproduce, start a multiplayer game with no AIs but have some ranged unit attacks going on while the client disconnects and rejoins). Either the projectile code needs to be redesigned or the `projectileID` needs to be a non-synced variable somehow.
     1I'm thinking this is also the cause of OOS errors during rejoin (to reproduce, start a multiplayer game with no AIs but have some ranged unit attacks going on while the client disconnects and rejoins). Either the projectile code needs to be redesigned or the `projectileID` needs to be a non-synced variable somehow.