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[Fixed] Cyclops cooldown gliched/bypassable


  
 
 
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vittu
SuperHero Moderator
Join Date: Oct 2004
Location: L.A. County, CA
Old 07-27-2005 , 22:30   [Fixed] Cyclops cooldown gliched/bypassable
#1

Tested on:
Windows XP
Amxmodx 1.01
Metamod 1.17.4
SuperHero Mod 1.18a
Vault Saving

Regaurdless of my tests specs, this will happen on all amx/x and shmod versions.

Bug:
Cooldown (aka ultimateTimer) for cyclops can get tricked up because it can be set regaurdless if already in a cooldown or if a laser was fired or not (or even when dead but if you add a check for laser fired dead people can't fire lasers). It just can be set over and over as long as the round has started. Because of this the cooldown gets gliched and power can be used more often then you are supposed to if a cooldown time was set.

Recommended Fix:
-Create a new global to see if a shot was fired. Reason: someone could be holding the key down during a cooldown and after key is released cooldown is set again...
-Check to see if a user is already in a cooldown before setting one. Reason: setting the same cooldown repeatedly makes it possible to bypass the cooldown...
-add checks around line 187 if laser fired or if in a cooldown. Like for example:
Code:
if ( !hasRoundStarted() || gPlayerUltimateUsed[id] || !gLaserFired[id] ) return

Also, ResetHUD could use a remove_task(id) to stop players from still being in a multishoot when a user is spawned.
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jtp10181
Veteran Member
Join Date: May 2004
Location: Madison, WI
Old 07-31-2005 , 07:26  
#2

the cooldown is only set on keyup, so when they hold it down for a multishot the cooldown is set AFTER they stop shooting.

I see why it is being set over and over again though. Its because I dont have all the same checks in the keyup

---

Fixed in CVS
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