Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

[Bug] Pausing During Warmup Countdown To Knife #647

Closed
PhlexPlexico opened this issue Mar 4, 2021 · 4 comments · Fixed by #784
Closed

[Bug] Pausing During Warmup Countdown To Knife #647

PhlexPlexico opened this issue Mar 4, 2021 · 4 comments · Fixed by #784
Labels

Comments

@PhlexPlexico
Copy link
Collaborator

Expected behavior

When you're calling a timeout during the warmup countdown after both teams !ready, it should either not subtract total timeouts, or queue a timeout going into the next state.

Actual behavior

As soon as the warmup countdown starts (and gamestate changes right before the countdown), if any team calls a !pause, it will subtract from their total pauses they have for the half/game, but will not pause the game.

Steps to reproduce

Please note that "latest" is NOT a version! See https://github.com/splewis/get5/wiki/Debugging-help#finding-get5-version if you need help finding these. Adding the output file produced by get5_debuginfo is extremely helpful.

  • Plugin version: 0.7.2-dev-358a67a
  • Sourcemod version: 1.10
  • Steps to reproduce (please be specific):
    • Create a match, get both teams to ready up. Have a predetermined set time for pause, as well as a total amount of pauses.
    • During the warmup countdown once everyone is ready, have a team type !pause.
    • Their total pauses will be subtracted by one, but no timeout will occur in the next gamestate.
@nickdnk
Copy link
Collaborator

nickdnk commented Jan 14, 2022

@PhlexPlexico Could we not just disable pause during countdown? You can just !pause in the freezetime right after.

@PhlexPlexico
Copy link
Collaborator Author

PhlexPlexico commented Jan 15, 2022

Yup! That is definitely a viable fix for this. Another check that could fix it is to adjust the function here -

public bool Pauseable() {
return g_GameState >= Get5State_KnifeRound && g_PausingEnabledCvar.BoolValue;
}

But just disabling pausing during countdown from warmup works just as well IMO, I forgot I had reported this haha.

ETA: I would just also expect !pause to not work at all during the countdown anyways, so it was surprising that I caught this during the pause forward implementation. So yes, just disabling would be perfectly fine during that state.

@PhlexPlexico
Copy link
Collaborator Author

So I was looking at previous tickets here to see if there's anything that can be fixed easily - and ran into this #274

So I guess this is a duplicate issue, and it appears pausing during knife round is intended. But we need to do an additional check I think to see if maybe something as simple as checking if we are currently in Get5State_GoingLive and making sure we don't fire off the pause events to avoid this bug.

@nickdnk
Copy link
Collaborator

nickdnk commented Jul 12, 2022

I think we should just disable pausing during this stage and people can just do it in the freezetime on round one. There's no reason to add complexity to the pausing system when this can be solved by just telling people to wait for the game to start.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
Projects
None yet
Development

Successfully merging a pull request may close this issue.

2 participants